Suggestions for A19 and beyond

Bandits are still a long ways off so insert excuse here and deal with it. We do have the animation team to crush them properly now, but only have one Faatal, but we did hire his trusted sidekick so hopefully its not too far off.
Not to mention the AI. I hope they won't be braindead like the zombies are. I'd love to see them move about, have hideouts, scavenge and such, even if it means they take a few more versions. They should have self-preservation, and run away if you shoot first or with a bigger gun, especially if they only have a melee weapon. Using ambushing and stealth would also give them quite the threat, but I'm sure that'd all be quite expensive to code in.

Nice to hear you're adding comparison of base stats and reworking the loot table; I was going to post about how even at 50% and 100% XP multi I always seem to skip brown-tier weapons. The progression could use some work, especially at lower loot multi, though I'd still like to see the "consumable" piles (medical pile, ammo pile, etc..) always have something nice in them, or else simply not spawn at all. Same with zombie loot drops. It's disappointing to see them drop only for them to contain literally nothing.

I got a tier 2 SMG-5 on like, day 3 of this run. I wouldn't mind being forced to use a brown pistol for ten gamestages or so.

Keep up the great work!

 
Just wanted to add my suggestions to the pot =)

-More advanced stone axe tool varient

While out looting I always take the trusty stone axe with me for harvesting low hp items (curtains, blinds, sofas etc) it would be nice to have a more modern varient with more durability and a little more bock damage. Maybe a hatchet or ice pick or something similar.

-Proper Copter vehicle

As much as the gyrocoper is interesting. It has limited use cases because of it's more airplane like handling. You need flattish land to land/takeoff and good luck using it in the wasteland. I'd love to see something like a blackhawk but in a 4x4 apocalypse style. Vtol handing would be a must but bonus storage and maybe a 'tow' cable you could attach to the 4x4 and fly around with it would be cool.

-Useable vehicle for the wasteland biome

Using a 4x4 is tedious and gets damaged very fast and the motorcycle is forever getting stuck. It would be nice if there was some kind of 'crawler' type vehicle you could use. A big vehicle that either goes over the cinder locks and metal or breaks them with no damage. A couple ideas maybe it could be tracked or like the vehicle in Fear The Walking Dead. Maybe you could go inside and it has storage boxes and an oven.

-Better item customisations

The paint system was a start but it just isn't that great in my opinion. It simply tints the whole item 1 colour and just looks odd. I get that it's easier to do that creating separate modules for each colour, perhaps meet half way with some logic that only tints certain parts or have 2slots for paint so you could do 2 tones.

-larger,better Rwg

8k is just 2 small even for 4-5 players. The whole map is looted in a couple weeks and while possible 16k uses up more ram than the majority of systems have 16-32GB. A18 has much better rwg maps that a17 but it can still do better, Bridges, rivers city's that aren't just squares to name a few things that could improve rwg.

-More painting textures

There are many textures but on a handful are available to use in the paint tool, more textures would be nice.

-Finish the 'Floatation' blocks for prefabs

Many ships are still stuck in dry Dock ;)

-Thicker crosshairs/with black outline

If your running at higher resolutions and it the snow biome you know what I mean

-Total cooking/crafting/forging time

Just a qol change having the total time required for items in a queue to finish, handy knowing much much wood you need to dump in to complete the queue of crafting items etc to finish

Just a few ideas I wanted to share. I actually have a larger list but I should probably dump that in pimp dreams ;)

 
RWG?....finally
When will the sound bug be fixed, when sleepers move soundlessly after waking up?

Are you planning to rework the settings for textures so that they do not shine (look like plasticine)?

Or, maybe you consider it already looks good?

(I do not mean disabling SS-reflections in game options)

Oh, somehow it is not very polite to present a couple of minor lines of .xml as a new acquisition for a new alpha...
Well, write few lines in C# to fix a bug is same/similar as xml lines. So why it is bad thing to show off? It is a feature we should be consider. Not how they do. XML or Assembly language or rocket science. not our business. We just see feature and enjoy.

 
Then you're up for disappointment. It's true that those are what the game really needs right now, but they will most likely come after gold.
On a totally different note, whatever happened to the flamethrower traps that were teased a while back? We could use more traps, to be honest.
Fairly certain bandits and npcs are Kickstarter stuff. And fairly certain they have to be implemented before gold. Or those who backed the game for those 2 would be up in arms and possible further stuff occur

 
This would be great, actually. It does feel like killing clones the more you play. Some sort of variety would be welcome, even if it's just the randomization of walk speeds or have some zombies spawn with one or two limbs missing, thus randomizing crawlers as well.
I've been asking for this since I first started playing in a9/10 still waiting. Maybe diff clothes and such on each zombie so its not killing the same carbon clone over and over. I suspect it'll get looked into probally closer to when it goes gold. Even 3-5 diff skins/textures per zombie would be fine just to add some variance to them.

- - - Updated - - -

Then you're up for disappointment. It's true that those are what the game really needs right now, but they will most likely come after gold.
On a totally different note, whatever happened to the flamethrower traps that were teased a while back? We could use more traps, to be honest.
I'd love a flamethrower in general that uses gas for ammo. Short range, but high dps, always felt that was missing from the game.

New tools look great, seen the picture on twitter for them, I hope the steel fireaxe actually looks different from the iron one in a19. Can't wait for vehicle mods either, adding more speed, and storage space would be lovely.

 
I'd like to see in A19 bandits, factions etc. Make alliances and wage wars. To start with, there may be bandits you meet when traveling and searching the POI. in general I would like to see:

1. Bandits

2. Fire physics (burning structures)

3. Wolf!

4. Catapult, cannon for conquering strongholds xD

5. Elevator

 
Might we get a 'Dead is a new character / start on the same world' option?
I would like to see this, too. But, to the degree that it is possible, it is probably possible now through modding. For example, there's already an elixir that resets skill points, so it's probably possible to make that a "buff" on death.

Incidentally - is there an accepted gaming terminology for this? None of the ones I've heard fit this.

 
I'd like to see the microsplat map not cause my fps to drop to half in the desert, snow biomes and around water in rwg, any mountain that is kinda rough causes it too, disabling the microsplat map with a fan made patch removes these fps issues, so its clearly that which is causing them.
As I said in the A18 dev thread, A18.2 has a terrain quality option, which can be used to lower the terrain object count and the terrain shader complexity, which makes it run faster.

 
Apologies if this has been answered, but some time ago wolf pups pets were talked about. Is this still a possibility?
Not unless we can dramatically improve our 4 legged animals ability to navigate and add ik to feet. Most likely would be a human or robotic companion. Intellect might be able to craft sentry bots as their tier 3 "junk turret". Perhaps these can be pack mules with an inventory mod.

 
Fairly certain bandits and npcs are Kickstarter stuff. And fairly certain they have to be implemented before gold. Or those who backed the game for those 2 would be up in arms and possible further stuff occur
This is actually a topic that was talked about before, and if I recall correctly, the devs themselved stated that bandits plus NPCs would probably be implemented after the game goes gold, mainly because it doesn't make much difference. They will be added in a future version, that's a fact. Whether if said version is called A20 or V1.1 doesn't matter much.

 
Well, write few lines in C# to fix a bug is same/similar as xml lines. So why it is bad thing to show off? It is a feature we should be consider. Not how they do. XML or Assembly language or rocket science. not our business. We just see feature and enjoy.
Number of lines changed often means little vs the time spent. Today it took me 1.5 hours debugging why some of the terrain rendered far away was turning white at half or lower texture quality. It ended up being the mipmap count needed a +1 when the lower quality texture arrays were created or the lowest texture mip level would be white.

 
Number of lines changed often means little vs the time spent. Today it took me 1.5 hours debugging why some of the terrain rendered far away was turning white at half or lower texture quality. It ended up being the mipmap count needed a +1 when the lower quality texture arrays were created or the lowest texture mip level would be white.
mipmapCount includes the base texture

should be called mipmapAndBaseCount

 
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Madmole: Please give love to alchemy,

* New tea recipes

* Biclusive exclusive plants to prepare various positions

* New plants and liquids (plant oil)

* New alchemy station

* Positions and artisanal injection to recover life and other attributes
We have an "alchemy" station already in the game, it's called a chemistry station. Oh and FYI, alchemy isn't a real science.

 
mipmapCount includes the base textureshould be called mipmapAndBaseCount
Yeah, it wasn't my code, but often you don't know whose bug it really is until you fix it.

 
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What I really would like to see in A19 is :

- Frequent random hordes, with zombies coming running. An irradiated who comes from nowhere. A demolisher approaching the base. The return of regular screamers. In short, anything to spice up life between two blood moons.

- A balanced loot (too many finished products now: bandages, teas, cooked food, clothes, etc... : on my last game, I didn't cook at all, nor did I pick a single aloe. I'm swimming in a painkillers sea, because healing bandages are everywhere.)

- An inconvenience related to the consumption of canned food.

- A permanent infection (the current system is perfect but absolutely not exploited).

Other than that, I'm waiting for the bandits who should make the game dangerous and difficult again. Take my dough and publish a DLC, it will fit me perfectly.

 
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