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madmole

Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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I'm kind of sad that TFP seem to focus only on the survival aspect of this game. Let's nerf this, let's make this harder to get, let's make it more punishing to die, or else the players will get bored. Let's reduce stack sizes, otherwise it's too easy..

 

What happened to the sandbox part of this game? That was in the Kickstarter too, but nobody seems to mention it anymore..

 

Survival for me is boring. What I like is building awesome structures and contraptions, crafting, killing bosses, doing quests, pvp.. worrying about food is not for me sadly :(

 

We're trying to be responsible and I'm not seeing any negative reviews saying we ruined the building aspects to this game. Survival and core game loops need some serious balance yet for this game to reach its potential. I don't see food as ever being a huge problem but it should be an issue early game.

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I agree to an extent.

The harsh truth is that a lot of players are not very good at the game. Watch some noob or "returning from a12" streamers for a reality check. I make it a point to do that once in a while. Hehe

 

If you want more bullet-spongy enemies, increase the difficulty.

 

There is a certain point where if something feels useless nobody will use it. A lot of people think the blunderbuss is useless and it probably is now because firearms are too available.

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but you are forced to to some things in order to survive, instead of doing what you like. so it's not 100% sandbox. Im not arguing that it should be 100%, i just think it should be more.

 

Can you work or party a week straight IRL without sleep, food or taking a crap? This game is about time management and survival. Once you manage your time, and build up some supplies you get some fun time. Until then you need to work doing things you might not want to do. It needs to be a blend of survival, scavenging, mining etc in order to have your fun time. Some players purely enjoy the looting and killing aspects, and exploration of new POIS. Others like to build etc. It sounds like you want the game to be more like minecraft, where the majority of players like a challenging survival experience.

 

To me personally when the challenge is gone I stop playing. In all honesty the best build for me was about A11 or when zombies dug under your base and we had gravel mining. At the time I thought these jerks digging under my base was bs, but I was in a loop of rebuilding/repairing a lot and trying to get more concrete under there, traps to slow them down, anything really. I had a puzzle to solve and it was engaging, despite me thinking it was BS. I mean sometimes we think we want something else, but then you get that and its not as good for an unexplained reason.

 

I get it now, there must be some kind of continued challenge. I hope we can introduce various special zombies at various game stages that make players have to rethink. Imagine early game you get a box fort you think your doing ok. You survive the first horde barely.... so then you build spikes and reinforce walls a bit, add a some walkways etc. Then you do well and survive, but then next week more come and maybe you die or barely survive, but you put together in your mind, I need more spikes or a trench or something better. So you do that, solve it for another horde but then the spiders come and get over your walls and cause new problems. Build taller walls is now on my todo list. Then acid pukers come, maybe I need concrete now. Then vultures, maybe some auto turrets to shoot them, or some kind of chain link above my fort. Then the bunker busters come, I need this.

 

My dream game is we can feed new AI every few hordes and make players have to find ways to adapt to the changing hordes. To me that would be a blast. Give players tools to solve these problems and see what they come up with. Not too much grind. A11 had too much repair. It was a bad design, but at a simple level it was good because I was obsessed with solving it as a player.

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You don't really need brass to be a physics object. After the ejected brass animation, just slap an inexpensive empty casing decal on the ground where the player was standing when the shot was fired. Multiple brass fired on the same tile stacks onto the same decal, and maybe have three different decals for low/medium/high brass density on that tile. Then you harvest them with E, or require an "Empty Brass Sack" in your inventory to hold them or whatever.

 

Not saying it's something I'm advocating for necessarily, but it's completely possible without the huge impact of thousands of small physics objects.

 

Or get off your ass and find more brass or ammo. Again, why does everyone want new features to do things you can already do just fine. This is a balance issue. I think ejecting brass would look great as a visual polish, but it would be really bad for game play. I don't want to run around looking for bullet casings in the cracks of floors and target each one precisely to pick it up. Even if we brought back the old vacuum code it would be kind of OP and take away from scavenging brass. Its a I want my cake and eat it too situation. Next thing people will want to harvest "shot zombies" and get their lead back. Where does it stop. It stops here my friend, with my big fat NO. :D

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We have this new slick "open" item feature that unpacks a bundle of something. We could make a quiver that holds 100 arrows, but you unpack it and it would make 5 stacks of 20 arrows then. So you could carry a few of these and "open" them when you need to use the arrows. Not sure we're going there, just saying its possible.

 

Currently we use it to open a box of ammo and the new "art of mining" book has a perk that lets you craft bundles of ore, so you can carry 5 bundles (6k rocks in each one), so 30k of stone in one slot. I'm sure this feature will provide some use as we get into inventory management, like maybe be able to have a "case of purified water" as a rare loot from an air drop that you wouldn't want to unpack right away until you get back to your base. I can see some funny scenarios too where someone unpacks it and most of it spills on the ground because they didn't have enough room for it.

 

This sounds really freaking cool!

I really hope those bundles makes it in!

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Sorry but we never nerfed how many nests there were or the feathers when we added the retrievable arrows, and there is a perk now that lets you retrieve even more. That said on day 1 I have 400 feathers and its ridiculous. People are talking about spoilage but this is a more serious issue having endless ammo. There are vultures added too, which farm feathers. I can cut nests in half and stop the bacon and egg endless food in one line of code.

 

I would rather see those damn iron debris, brick debris, and boulders in the wasteland and wood branches on the ground in the desert cut in half. So, annoying when using a jeep and having to continually get in and out having to repair it since there's so much debris on the ground in those biomes.

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Guest Rassilon

Regarding Stack Sizes:

i agree completly with Mad Mole, that sizes needs to be balanced and Survival Stuff need to have a harsh limit to demand planning and thinking ahead.

 

My wish would be increased Stack Sizes for Chests/Containers that you have in the Base.

 

I know im a horder, but i got sooo many crates each Playthrough because Slots run out when i gather a lot from 1 Item.

 

Lets say: You can story 10k Stone per Slot in a chest, but only 1k Stone per Slot in your Inventory ( just for ratio )

 

How about that, Mr. Mole ?^^

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Can you work or party a week straight IRL without sleep, food or taking a crap? This game is about time management and survival. Once you manage your time, and build up some supplies you get some fun time. Until then you need to work doing things you might not want to do. It needs to be a blend of survival, scavenging, mining etc in order to have your fun time. Some players purely enjoy the looting and killing aspects, and exploration of new POIS. Others like to build etc. It sounds like you want the game to be more like minecraft, where the majority of players like a challenging survival experience.

 

To me personally when the challenge is gone I stop playing. In all honesty the best build for me was about A11 or when zombies dug under your base and we had gravel mining. At the time I thought these jerks digging under my base was bs, but I was in a loop of rebuilding/repairing a lot and trying to get more concrete under there, traps to slow them down, anything really. I had a puzzle to solve and it was engaging, despite me thinking it was BS. I mean sometimes we think we want something else, but then you get that and its not as good for an unexplained reason.

 

I get it now, there must be some kind of continued challenge. I hope we can introduce various special zombies at various game stages that make players have to rethink. Imagine early game you get a box fort you think your doing ok. You survive the first horde barely.... so then you build spikes and reinforce walls a bit, add a some walkways etc. Then you do well and survive, but then next week more come and maybe you die or barely survive, but you put together in your mind, I need more spikes or a trench or something better. So you do that, solve it for another horde but then the spiders come and get over your walls and cause new problems. Build taller walls is now on my todo list. Then acid pukers come, maybe I need concrete now. Then vultures, maybe some auto turrets to shoot them, or some kind of chain link above my fort. Then the bunker busters come, I need this.

 

 

My dream game is we can feed new AI every few hordes and make players have to find ways to adapt to the changing hordes. To me that would be a blast. Give players tools to solve these problems and see what they come up with. Not too much grind. A11 had too much repair. It was a bad design, but at a simple level it was good because I was obsessed with solving it as a player.

Yes pls^^

 

Heck you just start messing with turning on and off abilities..

example:

First week: zombies are all stupid. Can't jump, can't climb ladders. can't dig (Ability set "0").

Second week: 75% are still stupid. but 25% of them are different, they can climb ladders now (Ability set "1").

3rd week: 50% are stupid. 25% can climb ladders. 25% can climb and jump (Ability set "2").

4th week: 25% are stupid. 25%% can climb ladders. 25% can climb and jump. 25% can climb, jump, dig (Ability set "3").

Survived the first month? Then start adding the specials to the mix.

turn on the screamers starting the 5th week.

6th week: Add in the spiders types.

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Wanted to give a shout out to the Dev team to say you're doing an amazing job. I can't get enough of this game and love the features and direction you've taken it. All of your hard work is appreciated beyond words. Can't wait for what's coming!

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There is a certain point where if something feels useless nobody will use it. A lot of people think the blunderbuss is useless and it probably is now because firearms are too available.

 

The blanderbass is not useless, the blanderbass is life-threatening shooter! ) The character automatically starts recharging it immediately after the shot. While the character is reloading the blanderbass, he cannot run. The time that is needed to recharge the blanbass is very long, so that zombies or dogs can catch up and eat us.

 

The blanderbuss will be useful if we definitely need press "R" for reloading when we need it.

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So, I'm wondering how the specializations are going to work. At what tier in each main category do you unlock the unique weapon?

 

For example, I want to specialize in Int because I want the Junk turret, does it unlock at tier 3,4,5?

 

I'm just wondering if its only tier 1, wont we be able to unlock all the specialized weapons?

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Much more brass is coming to A18, in various wasteland treasures books.

 

A simple brass solution is just make doors with brass knobs drop two doorknobs when broken. We've been modding that in since a15, but it makes immersion sense, encourages exploration for the doors, and resolves the brass shortage issue.

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The blanderbass is not useless, the blanderbass is life-threatening shooter! ) The character automatically starts recharging it immediately after the shot. While the character is reloading the blanderbass, he cannot run. The time that is needed to recharge the blanbass is very long, so that zombies or dogs can catch up and eat us.

 

The blanderbuss will be useful if we definitely need press "R" for reloading when we need it.

 

 

Or... Have 6 Blunderbuss's on your toolbelt and after you fire the first one, hit the number of the next one. A Six-Shooter if you will. :)

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A simple brass solution is just make doors with brass knobs drop two doorknobs when broken. We've been modding that in since a15, but it makes immersion sense, encourages exploration for the doors, and resolves the brass shortage issue.

 

Doesn't make a looot of sense tho, brass is not being used to make doorknobs anymore, way too expensive.

 

 

 

Edit: At the time events happened in the game lore, I think there was more brass doorknobs than there is now. So I don't really know...

 

 

 

 

Madmole give us a video please, im starving.

Edited by Trankitas (see edit history)

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snip

 

Man, I love this idea of having different hordes with different specialized zombies and different ways to counter them!

 

I really hope you can make it:)

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I'm kind of sad that TFP seem to focus only on the survival aspect of this game. Let's nerf this, let's make this harder to get, let's make it more punishing to die, or else the players will get bored. Let's reduce stack sizes, otherwise it's too easy..

 

What happened to the sandbox part of this game? That was in the Kickstarter too, but nobody seems to mention it anymore..

 

Survival for me is boring. What I like is building awesome structures and contraptions, crafting, killing bosses, doing quests, pvp.. worrying about food is not for me sadly :(

 

I have to agree with you on this, i cannot believe the amount of posts going on about food. I want more excitement in the game, something to motivate me to want to keep coming back like the old days of playing

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Yes pls^^

 

Heck you just start messing with turning on and off abilities..

example:

First week: zombies are all stupid. Can't jump, can't climb ladders. can't dig (Ability set "0").

Second week: 75% are still stupid. but 25% of them are different, they can climb ladders now (Ability set "1").

3rd week: 50% are stupid. 25% can climb ladders. 25% can climb and jump (Ability set "2").

4th week: 25% are stupid. 25%% can climb ladders. 25% can climb and jump. 25% can climb, jump, dig (Ability set "3").

Survived the first month? Then start adding the specials to the mix.

turn on the screamers starting the 5th week.

6th week: Add in the spiders types.

 

That I like. By then you should be ABLE to be prepared for them.

 

Whether you actually are or not though.. only the shadow knows!

 

:D

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My dream game is we can feed new AI every few hordes and make players have to find ways to adapt to the changing hordes. To me that would be a blast.

 

But then the change of the hordes has to take place in such a way that the player can adjust to it. If the base is destroyed every few weeks because the AI behaves completely different than the previous one, this will only cause frustration.

 

If there's some damage here and there, I can analyze it, revise the base, and adjust. If the whole base is just a pile of rubble I can't analyze anything anymore.

 

What will hopefully never come is an AI that behaves completely randomly because you can't plan for it. Some say they like surprises but a horde where no zombie behaves like the other would be a pretty nasty surprise.

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Regarding Stack Sizes:

i agree completly with Mad Mole, that sizes needs to be balanced and Survival Stuff need to have a harsh limit to demand planning and thinking ahead.

 

My wish would be increased Stack Sizes for Chests/Containers that you have in the Base.

 

I know im a horder, but i got sooo many crates each Playthrough because Slots run out when i gather a lot from 1 Item.

 

Lets say: You can story 10k Stone per Slot in a chest, but only 1k Stone per Slot in your Inventory ( just for ratio )

With the resource bundles it's 30k stone per slot.

 

I cannot make stacks smeltable, though, because that would almost always blow the lid off of a forge and take 3 days to smelt that one item.

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Or... Have 6 Blunderbuss's on your toolbelt and after you fire the first one, hit the number of the next one. A Six-Shooter if you will. :)

 

It automatically starts to reload after you fire it, meaning you can't switch to any weapon, even another 'buss.

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Madmole, in your staff's opinion, what is the biggest contributing factor to how difficult a zombie or group of zombies is?

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With the resource bundles it's 30k stone per slot.

 

Sounds great. Will it also be possible to use it on raw iron ? That would be awesome to carry 6000 raw iron in one slot instead of 1200.

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In general, I’m all for anything that will make the game harder but keep it fun. I’m sure a lot of people agree. Unfortunately, this must be difficult to do and consider new players. There was a time, although brief, where I was thinking this game was too hard. After a week or so playing, the thought became the opposite... too easy.

 

Why is this? This doesn’t happen with most games I’ve played. Sure the game gets easier in a sense because you have learned all of the mechanics, but the game will still get progressively difficult. But with 7D2D, it was an instant turn around. I also find this odd because of how gamestage is affecting difficulty in some aspects.

 

So what is it then? I’m thinking it’s a combination of a lot of things... and food is definitely one of them. I agree that at some point, a well-developed character should eventually not have to worry about it anymore. However, there seems to be missing stages where a player can work to get to that point.

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