PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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This typo has been in here for awhile. blocks.xml.

<block name="shotgunTurret">

<property name="BustRoundCount" value="4"/>

<block name="autoTurret">

<property name="BustRoundCount" value="15"/>

Should say "BurstRoundCount"

Just thought I would bring this to attention.

 
I'm surprised there hasn't been a discussion here about this: (unless I missed it)https://twitter.com/joelhuenink/status/1085266446039494657

Looks like they are taking RWG to the "next step", which has me excited.

I'm finding I REALLY miss the old additional biomes in a17. Much like the zombies, there isn't much diversity, and with only 4 biomes, it seems like wasteland (which used to be harder and more end game) is like half the maps now.

Here's a great example: Our new mp startup gave me a trader location 4.7 km away! It took me two days and multiple deaths traversing probably 75% of the trip over wasteland, succumbing to dogs, vultures, and more landmines than I've hit in all a17 combined so far!

For some reason, it also spawned our 4 player's traders 5-6 km apart!

I would think that mp spawning would be within a km or 2 of each other, and all would have the same trader as the base survival mission.

And the closest quest my trader offered? 5.3 Km away! Needless to say, I won't be doing any quests until we at least have minibikes, which kind of ruins them for early game.

On day 7, we all finally just booked towards each other, and our day 7 horde night will have to pretty much be with stone arrows and a burner poi.

I kind of wish bike parts were easier to find in a house garage specific containers, or whole bikes could be found in garages. (Kind of like the cement and cobblestone now.) That would at least help issues like this.

Yeah, I could just spawn them in our our server, but that feels cheaty, and we kind of want to play the intended progress.

They made a step making the bikes craftable if you at least had the parts, but none of us have even found one, so that hasn't really helped us at all.

 
Last night I jumped into my B8 game (now in B9) and started 1 hit falling trees lol. I got a bit excited, but now feel cheap... looks like a new map is in order.

 
do we have any word on when TFP will be pushing the latest experimental build to stable? just trying to time it with a new world start? or is no restart going to be needed?

 
I like the direction of Stamina & being encumbered but the Z's are still easy to evade even when very tired. At some point the player must take a stand & fight to defend against an oncoming Z when tired. It is just too unrealistic to be able to evade a faster attacking Z when 1 is tired & out of breath from running.

 
This typo has been in here for awhile. blocks.xml.
<block name="shotgunTurret">

<property name="BustRoundCount" value="4"/>

<block name="autoTurret">

<property name="BustRoundCount" value="15"/>

Should say "BurstRoundCount"

Just thought I would bring this to attention.
It'd be helpful if you posted a bug report on this in the bug thread.

-A

 
Just sharing here from a different page: Sad news as we lost one of our own - the streamer named Wayde Jr Andazola also known as MsgtPorkins has passed away sometime early this morning. My thoughts and prayers are with his family. He was my favorite streamer.

 
Well releasing new updates to public is one task, for such small update they are just wasting their time. I understand that if they just fix RWG and release just that, but for adding a Debug option which most general public won't use is not a big deal.
You are talking about the experimental branch of the code. Releases on the experimental branch aren't intended to follow what you might consider a "normal" public release either in frequency or quantity of content. Probably every chance they get to push a new build out - one which does not have critical bugs they find in-house - they will push a new build out.

If you want only the bigger, more comprehensive builds, just opt out of the experimental builds. If you stay opted in, then you're signing up for every little thing TFP thinks might make it into the next stable alpha RC build, at whatever frequency and granularity TFP wants to push it.

 
There is mention of a raft in one of the xml files.
<block name="raft"> <!-- Block entity waiting for vehicle\boat code and setup -->

<property name="Material" value="Mwood"/>

<property name="Shape" value="ModelEntity"/>

<property name="DisplayType" value="blockMulti" />

<property name="MultiBlockDim" value="4,6,4"/>

<property name="Model" value="Entities/Vehicles/Raft/raftPrefab"/>

<property name="Collide" value="sight,movement,melee,bullet,arrow,rocket"/>

<drop event="Destroy" count="0"/>

<property name="DescriptionKey" value="decorationBlockGroupDesc"/>

</block>
Nice, I'd love to see that in the game. Even a basic raft with some speed would be great for getting to those off shore ports. :)

 
Messing around with the new Alpha B9 and you really can't unlock tier 5 advanced engineering until level 100? Seems like a pretty steep level gate.
That's only a third of the way to max level (300)... Seems about right to me, considering there could be stuff locked to 200 or 300 instead of just 100.

 
I like the direction of Stamina & being encumbered but the Z's are still easy to evade even when very tired. At some point the player must take a stand & fight to defend against an oncoming Z when tired. It is just too unrealistic to be able to evade a faster attacking Z when 1 is tired & out of breath from running.
Just up the zombie run speed and you can easily create that scenario you described - fixed!

 
Two suggestions for the bicycle would be:

A mounted flashlight.

A basket (same as the minibike).

The multi phased missile launcher and the auto firing turret can come latter. ;)

Just kidding about the last two ideas.

 
The new food and stamina system that has you eating and drinking at 75% plus is poorly done. When I'm at 75% I shouldn't be getting messages that I'm hungry or thirsty if I'm only 25% down. With this new system, the message IMHO makes no sense let alone what will new players think? It goes against every game I have played using hunger and thirst.

 
Two suggestions for the bicycle would be:A mounted flashlight.
And add some small batteries in loot that get low on charge with the time they are used. Rechargable maybe (using car battery/engine/charge device). Helmet/weapon lights can`t be infinite and yes it can become scary at some bad moments when they deplete. Would be fun.

- - - Updated - - -

Just up the zombie run speed and you can easily create that scenario you described - fixed!
He will start screaming more probably. But he is sort of right. That way I learned me to calculate and prepare for the risk and its just awesome.

 
The new food and stamina system that has you eating and drinking at 75% plus is poorly done. When I'm at 75% I shouldn't be getting messages that I'm hungry or thirsty if I'm only 25% down.
You have a 150 points hunger and thirst bar, so at 75 you're halfway down. It can be a little confusing I guess..

 
Dev question;

"smallEngine" Tiers, will those return? Or is there something else in the works that will provide various power output for generators, speed for vehicles, etc?

also, based on the last line for "smallEngine" in items.xml, it looks like ability to craft engines was being considered?

 
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