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Alpha 18 Dev Diary!!


madmole

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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we punted on the flamethrower for now but as of now it looks like:

Maybe:

New stone sledgehammer (t1 heavy weapon)

brass knuckles (t2 h2h)

spiked knuckles (t3 h2h)

sig machinegun (t2 machinegun)

 

most likely:

New taser (intellect)

c4

railgun (t3 sniper class weapon)

hand grenades

spears

unarmed combat with perks

m60 (t3 automatic weapon)

double barrel shotty (t2)

!!!!!!!!! Finally !!!!!!!

*happy dance*

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At 18 will come off the arms and legs of a zombie? Will there be corpses? 17 was a very bad likeness of a FPS game. Boring and pointless. No adrenaline, no fear. No need to build a base and protect it. Take up arms and shoot the crowds of zombies that will magically disappear into the air. Play Doom 1 or 2, it's harder to survive 20 times. A17 is a very slow Doom with a very stupid AI.

Why do you need new coffee makers, when the game is about zombies boring, slow, stupid and without loot mobs?

Look how many people play 16 with mods. In these mods there are NPCs, there are bandits, there are mutants animals. Why are NPC mods possible? Why are they impossible in the original game? And these pocket jeeps and motorcycles? In buildings now "paths" and parkour.

The game turns into a boring arcade, with arcade distribution of skill points. There is no point in waiting for 18 because there are "new 3D models". The game died in version 16.4 :(

It's so insulting and sad.

Perhaps in my heart will remain this game version 16.4, as one of the best games I played. I will remember the previous version, as the game grew and became a terrific hardcore survival simulator. And then everything became a casual misunderstanding.

 

Your statement is a huge pile of misinformation mixed with some prejudices and self doubts. It's ok. Due to the lack of Official statements from TFP (I'm talking about Steam) and several badly timed posts along with some poison from the community and

lack of reasuring console posts (which are needed now and then) your opinion turns into a 10% valid one.

 

My advise though, is to praise them. The are the worst marketing guys I've ever seen but also the most honest, resilient, true to their values and communicative of all game developers (specially inside this forum) to walk the face of earth, and these days that's a good thing.

 

I mean it, just stay for a while. You might not like some ideas at first, but the game WILL have npcs eventually, WILL have campaign, random weapons, a better random gen, better dissapearing Zs, better quests, more hard POIs, easy POIs,tall POis, optimization,... better everything. It might still take close to two more years to complete but, above all that you will enjoy some future alphas and as for the game, it WON'T be abandoned.

 

How do I know all that? By lurking in here and reading.

 

Oh, and one more thing, learn by doing was a grindfest ("drops C4 and runs away in the distance").

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We punted on the flamethrower for now but as of now it looks like:

Maybe:

New stone sledgehammer (T1 heavy weapon)

Brass knuckles (T2 h2h)

Spiked Knuckles (T3 h2h)

Sig machinegun (T2 machinegun)

 

Most likely:

New Taser (intellect)

C4

Railgun (T3 sniper class weapon)

Hand Grenades

Spears

Unarmed combat with perks

M60 (T3 automatic weapon)

Double Barrel Shotty (T2)

 

Boy! You sure do know how to perk people's interest don't you. lol

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Except cold temperatures don't give you the common cold.

 

There are also no zombies! ;)

We all know that...but just like in the old pen and paper games...it was representing the chance of becoming ill while out in the elements

and surviving daily life in an apocalyptic and wild setting...

 

Given the dangers , diseases and other things that would be spreading in this games world and the players activities within it...using that system , makes sense...without getting to involved...to introduce sickness and other illness to the survival game...as you can not really prevent that , no matter what you do...always the chance...

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Yes, I would like to make common colds a thing for people who are getting the cold debuff too long, and then make players sneeze and wake up zombies and make an AOE buff that makes their friends sick, just to see the social dynamics. "Dude get away from me your sick" lol.

 

LOL I'ts a Zombie survival game ... if your friend is sick and making too much noise and attracting zombies, kill him and feed him to the zombies and escape while they eat him.

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Just because you can break any block doesn't mean you can't have fun things that are useful. What if you are early in the game and it takes 3 mins to break the safe?

 

https://www.google.com/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwii0-eZodPhAhUFaq0KHfstBsMQjRx6BAgBEAU&url=https%3A%2F%2Fgiphy.com%2Fexplore%2Fbeat-a-dead-horse&psig=AOvVaw0K1B1ttTUN-3xc95DHA9md&ust=1555457588603529

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Heya TFP. Was curious about the stealth aspect. I miss the old system where if you were spotted (really good for behind "notices") then it would show "detected". I understand the new way, but thats more of a "you could be detected" if you were making noise/near lightsource, etc. Question is have y'all decided on method?

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Do we really need another sledgehammer?

I get that its stone and to be crafted but seems redundant, variety would be better.

 

I’d rather see a crowbar. T1 Heavy weapon, breaks doors and safes, still not as powerful as Sledgehammer when killing zeds, but faster swing.

 

Hatchet. Katana. Baseball Bat.

I believe for a zombie game they are must haves.

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We punted on the flamethrower for now but as of now it looks like:

Maybe:

 

How about airport POI(s)? Good place to find gyro and other vehicle parts? Don't need to be major metro airports, but small regional 1-2 hanger airports with a single landing strip. Anyway, just an idea.

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I think most people would agree the following are true statements:

1.) Finding gun parts and not whole guns was stupid. It was merely a gamey mechanic to slow players down from getting great firearms too soon.

2.) Teaching new players how to assemble, repair guns or parts was confusing.

3.) Mods that don't do damage are largely uninteresting.

4.) The current system at its core is fine, its way better than repairing individual parts (clunky AF)

5.) It just needs some sort of random ranges and it could be interesting

 

Given the context of those mostly true statements you can see how we fell on the design we did. Fallout 4 has all sorts of gun mods and the only ones worth a crap are the ones that increase damage and the scopes. I just don't see how to make enough interesting mods without getting too gamey "adds extra damage to super mutants", again, its even damage and its totally meh. All you go for in Fallout is the incendiary legendary weapons and its game over. At the end of the day damage is the main thing players are after and we didn't want 5 damage mods and 100 meh mods.

 

To be honest for me all 5 points are false.

 

1. Was not stupid and made sense that people also find Gunparts and not only assembled Guns. Also its not bad slowing people down to have on day 2 a Safe full of Guns cause it seems every House, Dungeon, Store was the last base for a Group of Soldiers.

 

2. Really? Dont think so we had no Issues on our Server with Gun Parts and new Players , was easy to explain and not really confusing . ok possible it is confusing for the "new" gamers this people only know how to play Social Games on a Smartphone or in Facebook.

 

3. Really? To be honest for me its the most stupid thing that every mod also if its only a different color add Damage to a Weapon that makes no sense and i would call it a really Easy and Lazy Way to have Weapon Mods withouth really thinking about it.

 

4. Also with parts there would be no need to Repair part by part. Part is broken so repair the gun not the part or exchange the part with a not broken one. The Current System i would not really call it fine it works yes but fine for me woudl be with parts with quality values so a Gun Quality gets up or down with the quality of the parts.

 

5. Random Ranges? You talk about random ranges for the damage values? if yes then no it does not need that to become interersting.

 

To make Weapons mods really interesting it would need more as only Damage DAmage Damage and more Damage for each Mod.

it woudl need mods with differnt effects.

Mod 1 woudl raise Damage

Mod 2 would give better handling

Mod 3 would give higher range but reduce Damage

Mod 4 ......

 

This would make Mods for Weapons interesting and People would have to think a little bit which Mods they add or craft for the different Weapons in this game.

 

Before i bought this game some years ago i read about it and thought its really a nice Game with some great ideas . The Game is still nice but it the great Ideas for me it looks like this great ideas more and more are removed from the game to make it more and more like a Skyrim, Fallout or Ark Game with Zombies and voxels.

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I'm with madmole and his changes

 

1+2

None of my gamer group would touch the game until the 'gun parts' system was removed

It was completely un-fun for new players joining into a server, as it simply took too long, and they ended up with way, WAY too much random items they had no use for, or no idea how to use. We ended up admin-cheating weapons in for players because it was just so ♥♥♥♥♥♥♥ed annoying, we have lives and jobs and the time requirement was just too damn steep for the 'basic' combat in the game.

 

3. unless they added something useful or added DPS, no one cares. Sights? awesome. Flaming mod? awesome (When it doesnt block your aim!)

Laser sight that clashes with the flashlight and doesnt seem to do anything? instant scrap.

 

4. Totally agreed with, current system is much better balanced, and easy to understand for all players. High level players can craft items with more durability, repair kits are costly, so 'junk' items *THAT STILL DO THE SAME DAMAGE* are worth keeping until they wear out, for most of the game

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I'm with madmole and his changes

 

1+2

None of my gamer group would touch the game until the 'gun parts' system was removed

It was completely un-fun for new players joining into a server, as it simply took too long, and they ended up with way, WAY too much random items they had no use for, or no idea how to use. We ended up admin-cheating weapons in for players because it was just so ♥♥♥♥♥♥♥ed annoying, we have lives and jobs and the time requirement was just too damn steep for the 'basic' combat in the game.

 

3. unless they added something useful or added DPS, no one cares. Sights? awesome. Flaming mod? awesome (When it doesnt block your aim!)

Laser sight that clashes with the flashlight and doesnt seem to do anything? instant scrap.

 

4. Totally agreed with, current system is much better balanced, and easy to understand for all players. High level players can craft items with more durability, repair kits are costly, so 'junk' items *THAT STILL DO THE SAME DAMAGE* are worth keeping until they wear out, for most of the game

 

And thats the interesting thing , you say none of your gamer group would touch teh game until gunparts system was removed.

The people who play on my server and also others in my Friendlist hate that gunparts system is gone and wish it would come back.

 

and exactly thats the reason why i think it would be great if the pimps simply keep both systems and add a toggle in the server xml files and client menu for sp games. Or offer a way to add back this gunpart system with modding, cause currently you can add back gun parts as parts for crafting but gun quality stil has nothing to do with the part quality.

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I think most people would agree the following are true statements:

1.) Finding gun parts and not whole guns was stupid. It was merely a gamey mechanic to slow players down from getting great firearms too soon.

2.) Teaching new players how to assemble, repair guns or parts was confusing.

3.) Mods that don't do damage are largely uninteresting.

4.) The current system at its core is fine, its way better than repairing individual parts (clunky AF)

5.) It just needs some sort of random ranges and it could be interesting

 

Given the context of those mostly true statements you can see how we fell on the design we did. Fallout 4 has all sorts of gun mods and the only ones worth a crap are the ones that increase damage and the scopes. I just don't see how to make enough interesting mods without getting too gamey "adds extra damage to super mutants", again, its even damage and its totally meh. All you go for in Fallout is the incendiary legendary weapons and its game over. At the end of the day damage is the main thing players are after and we didn't want 5 damage mods and 100 meh mods.

 

In outraging community, i think No

 

1.) Finding gun parts is not stupid, it gives reason for exploration and rarity of guns. In older version you can find whole guns too and gives the feeling of rare reward exploration. (SATISFACTION)

 

2.) YES, because my first time playing the game is very confusing. Idont know what to do or why i craft this item and what does it do? The game is lacking in tutorial and i think no one read the journal even me, idont read it cuz its confusing too. Tutorial should pop up when crafting or picked up a rare item like guns and tell you what does this item do and why you make it or how to assemble or repair it. (Example; when picking a gun schematics there a pop up that tells you what does item do). Tutorial overhaul is a huge help not only for the game for new players too. Like me.

 

3.) Mods that do damage make no sense and its laughable its stupid. Mods have there own functions. Like grips that improved handling and sights that improved accuracy. You know how weapon attachements works. Dont make the community stupid, most of the community are hardcore player or even play PUBG not just a bunch of kids. If some people want DPS add quality damage or bullets like green tip bullet and incendiary ammo etc.

 

4.)Yes its fine but why repairing parts when you can repair the whole gun even in older version. You just making it hard for yourself to repair each part. You just making bad reasons.

 

5.) Random Ranges? If your talking about effective ranges of each gun that would be cool its more realistic. Just make it balanced i dont like using shotguns for sniping.

 

 

A little realism to the game is not bad. But too much magical like the paint mod would end up like harry potter LoL. (i think that paint is from hogwarts)

 

 

 

BTW. Thank you for your awesomeness MM!

Im hyped in A18. The flamethrower, turrets, knuckles and other features. HYPED I hope you add wooden at steel baseball bat i want character be like that the walking dead guy with the baseball bat with bired wire who smashes heads(i forgot his name) he is in TEKKEN now. That would be so COOL!!!

 

Thank you MM and TFP

 

Keep up the work!!!

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I miss the old POIs. I like the new dungeon POIs, but not the way it currently is. Makes no sense really, sure some places being like that is fine. I think it's silly for 90% of the POIs to be like that though, since many folks would simply run away from the zed zones. I see the dungeon POIs as a place that was once inhabited by survivors who gathered together, and put traps and blockades to stop/slow zombies. We come along to find everyone has been turned or died, and so we clear it out and get all the loot we can carry. The old POIs were like homes and places that were abandoned in a mad dash rush for military protected shelters. Then there's bomb shelters and bunkers, which were hidden from plain sigh to avoid detection. Underground government facilities, cant forget those. These places werent really a maze to get into, just really well barricaded. Unfortinately, the survivors within died. Maybe illness, maybe someone who hid their infection until they turned on the others?

 

I just feel that a careful mixture of non-dungeon and dungeon style POIs is something to look forward to, for immersion. I already know why survivor camps have no survivors lol! The zombies walked in through the giant holes in their walls, they should have blocked up the crossbars on the side.

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