PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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to those complaining that they cant find ore

followed a gravel trail, as we are supposed to do. the veins are smaller, but that I believe MM said was by design

A17.0_2018-12-21_17-35-02.jpg

 
Are there any plans on working on the lights in the game, specifically how the torch light works? It's difficult to see properly because of how light is emitted when on a surface. The wall its on is sometimes the darkest part. The torchlight also seems to shrink when attached to something versus when it's in your hand.

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Of course, this wouldn't be a big deal if I could just hold a torch in one hand and something else in the other (passive hint at a one handed/ two handed system).

Great work on the game so far though. I really do appreciate the teams dedication to the project, and their open mind to community feedback.

 
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Confirm any one if able please :


1. There no worm caves now right ? (not seen any you see)

2. Wondering hordes presumably exist still, if so how often they come by near the player and do we still see variety of hordes ie dogs / vultures ?

3. Now we can have high res textures, will you eventually in the future do a high texture pack as an option ?

4. Can we again see limbs come off zombies due to explosions and environmental hazards ? (kind of missing this - was cool)
1) There is new cave/mine POIs, and they are pretty cool.

2) I havent seen big groups of zombies standing there scratching their head and contemplating things, but I did have dog horde day 4 and 5, and regular "wandering" hordes.

3)idk

4)idk

 
Is it just me or is every city/town POI everywhere in RWG either military base or a factory (the ones to wrench electrical parts/oil refinery/water works) b240 Edit: Oh and Junk yard.

Hmm, nevermind, found some other stuff. But like 2 cities were filled with those. Came across a couple hotels and a bunch of poopy pants near eachother.

 
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The only other option was to make rare ingredients in the crafts
I want it to go there. :) I like being forced to explore and explore and explore until I find that item I need. :)
Ditto. I ain't mad about the level gate, but prefer a rare ingredient. I may be the only person who didn't hate the old recipe system.

 
The conflict over level gates amuses me, because people act like that is the only gate in the game..
The only important question about them is whether zombies can jump over level gates or have to go around them. :cocksure:

 
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Why increase zombie senses by so much?

I was enjoying the game quite a bit prior to this build. B231 melee and clearing POI's was great, but now you may as well forget about entering any POI's or buildings in the first several days to loot without getting detected and immediately gang-raped. Waking up one zombie shouldn't alert the entire POI to your location, but routinely one zombie seems to be triggering every sleeper in the area to awake. I'm not sure i understand why you would want to punish players in the early game by making looting more dangerous than its worth. Is the plan to have stealth locked behind XP so you basically can't do anything but whack trees and rocks for the first 5 days?

 
I think the current level gate system with progression system is good. People were so upset that it was so overbearing before. I think this is a good compromise. Makes me want to strive for higher levels now and that carrot on the stick feeling again 😊😊😊

 
Why increase zombie senses by so much?
I was enjoying the game quite a bit prior to this build. B231 melee and clearing POI's was great, but now you may as well forget about entering any POI's or buildings in the first several days to loot without getting detected and immediately gang-raped. Waking up one zombie shouldn't alert the entire POI to your location, but routinely one zombie seems to be triggering every sleeper in the area to awake.
You just have to learn to be more discreet. I have no problem attacking the sleepers one by one. Do not open a container, stay stealthy at all times, use the bow, move very slowly, favor the headshoot, do not use firearms - reload a weapon wakes a sleeper - do not sneeze and avoid fighting on the spot when the situation is degenerating.

 
for those who doubt it... there is ore down there, you just gotta dig around...

Was that random gen?

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(edit added comment by QA Tester-unholyjoe)


 


the video was of navezgane but i have a tunnel in rwg 8k map where i have iron, lead and potassium veins.


 


i dont mine much but when i do i make sure to pick up a few barrels of oil as i will dig a tunnel then place barrels in it to open it up larger so i can see the veins if they are in there. the rwg mine was in snow biome.


 


thanks
:)

 


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(edit added comment by some average, everyday player -AtomicUs5000)


 


OK thanks! Just wanted to be sure. It seems to be that most people having a hard time finding some are expecting it to be right at bedrock... but trying to find it there is not very fruitful.


 


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1)
2) Wandering hordes exist but are smaller gangs now. They are offset from the player by 30-50 meters I believe. Still a variety but just not as many bodies in the group.

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Will wandering hordes eventually return to the size they were before?

 
Ditto. I ain't mad about the level gate, but prefer a rare ingredient. I may be the only person who didn't hate the old recipe system.
Problem is for people with bad RNG like me. With all the time I've played the game, I've only seen an auger or chainsaw less than... 10 times? AKs forget aboutit, that's something I got after day 60 or so. Low quality trash gun parts everywhere, all pistol/smg. Minibike books... pfffft forgetabout it. Normally I found nailguns after I built my final horde base for the playthrough lol.

 
Why increase zombie senses by so much?
I was enjoying the game quite a bit prior to this build. B231 melee and clearing POI's was great, but now you may as well forget about entering any POI's or buildings in the first several days to loot without getting detected and immediately gang-raped. Waking up one zombie shouldn't alert the entire POI to your location, but routinely one zombie seems to be triggering every sleeper in the area to awake. I'm not sure i understand why you would want to punish players in the early game by making looting more dangerous than its worth. Is the plan to have stealth locked behind XP so you basically can't do anything but whack trees and rocks for the first 5 days?
Stealth was too easy from day 1. We noticed that there was no reason to buy From The Shadows perk, since you were already great at doing it in the beginning. Now the perk actually matters.

 
Stealth was too easy from day 1. We noticed that there was no reason to buy From The Shadows perk, since you were already great at doing it in the beginning. Now the perk actually matters.
Making the mistake of creating a problem to make a perk viable. Maybe change the perk to make it desirable, add another ability to it?

 
Ok, gonna say it.

Replacing the old 'Forge house' on the eastern shore of the western lake in Nav with a dungeon POI was just mean :(

and it's like it was intentional, premeditated even! i mean, they swapped it out _&_ put a -workbench-, --outside-- so as you're scouting it out, hoping you're in the wrong location, you -see- the broken workbench... :( :( :( :(

Who let Gazz near the POIs?!?!

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<kidding? i guess (yes, heh), but i need a donut & a nap to feel better 0_o >

:D

 
Making the mistake of creating a problem to make a perk viable. Maybe change the perk to make it desirable, add another ability to it?
Not really a mistake, but balancing. The mechanic itself was a bit OP so you tone down the mechanic but maintain its OP-ness via the Perk.

Adding another ability to it would make it OVER OP and what ability would you even add to it? No mechanic that has a supporting perk should ever be 100 percent foolproof at level 1, otherwise it negates the desire to purchase said perk at later levels.

 
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