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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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Hi! Sorry I'm a bit late, but is it still possible to join the discussion about frames vs grace? How about replacing all frames with generic plan blocks? I'm talking about non-tangible, semi-transparent blueprint blocks, which you can choose in the shape menu and place them on existing tangible blocks or other plan blocks, just like you would place normal blocks.

 

They cost nothing, but you can aim at them with your construction tool and upgrade them to whatever material you have loaded in it. They have no mass because they are just plans and ideas, just like that weight loss project or weight lift program you gonna start first thing tomorrow. You can build your whole base with plan blocks, walk through the walls and move your plans around until you feel it's right. Then you just start banging those blocks with your nail gun, turning them into real blocks while paying the raw material costs as if you were upgrading frames.

 

So, no frames, only one kind of placeholder blocks that fit every material. No grace period required. No real need for crafting blocks even. Possible to plan your entire house before laying a single stone.

 

Maybe players could even share their base layouts as plan block prefabs?

I've been pitching ghosted blueprint building for years. It could work once we get the new contextual upgrade material in the hammer.

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I've been pitching ghosted blueprint building for years. It could work once we get the new contextual upgrade material in the hammer.

 

StompyNZ already had a mod for it; it was kind of cool to watch it build, I hope you guys do it in vanilla but with little workers buzzing around to finish the look. =)

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Can you stand on these ghost blocks?

 

No you would have to upgrade them to a real block.

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So, the next game you guys are working on is a 7DTD sequel?

 

I didn't say that.

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I didn't say that.

 

...you kinda did. It's okay, cats out of the bag, no biggie. =)

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The goal is to increase game stage in some biomes we want by design to be harder. You need game staging for teams, and proper scaling of enemies based on all the conditions, like I'm dying a lot so we scale it down. Going to the easy biome is not a solution if you spawn in the wasteland. How do you get there? You get killed by vultures and puking cops and radiated ferals over and over again. Ark is not fun the first 2 hours.

 

You can like not make spawnpoints in the wasteland then..

 

Im a big proponent of having the game use different regions with different difficulty levels (both enemy difficulty but also higher loot quality).

It does not necessarily need to be linked to the biomes, and could use other indicators of how hard the area will be. (POI types, certain vegetation, certain environmental effects)

 

It also allows to have high and low level players on the same map, they just venture to different destinations, depending on their level.

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This has zero appeal. Every game I play when it gets too easy after I reach high level I quit playing, there is no fun with god mode on.

 

I didn't mean to make the game too easy, nobody wants that. What I was meaning was to make it a bit random. Throwing the player off balance. Like I will be exploring an easy area and all the sudden, I find myself face to face with a faral. Or that time when I found that zombie bear.

 

What I was worried about is if the game got too hard to play.

I don't like it if the game was too easy. But I also don't like it if the game gets too hard and complex to play.

 

But seeing that you said that dying can lower a game stage fixes that. It's a pain to dye but at least it will keep the game from getting to hard to play and will constantly challenge the player to do better. :)

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I didn't say that.

 

"""" (( We will improve them in the sequel, )) we can't constantly redo everything, we aren't a AAA studio. Programming is always making movement and behavior improvements and blending could be improved yet though """"

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No it was way more than just rendering them, generating them caused a lot of extra overhead and we no longer generate any terrain on the fly, everything is pre calculated. Culling something doesn't mean its free, the more things you can cull the time to cull them increases too. We need to focus on the future of bandits and faction quests, not dwell on experimental features that got cut that will not improve performance.

 

"features that will not improve performance" lol, most of the features don't improve performance :)

 

You got culling, so rendering caves isn't a problem anymore. Furthermore without culling, buildings are WAY more expensive to render than caves, because they have way more triangles. Why did you remove caves anyway? The lag spikes were in proximity of a city, not of a cave.

 

Also I don't see how generating a couple of small caves here and there would impact world generation so dramatically. With all those big cities that need to be generated with lots of buildings anyway.

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Its just like looting you can't move.

 

Is there a minigame for lockpicking ala Fallout/Skyrim coming? (DLC obviously)

 

Edit: or maybe sequel?

Edited by Trankitas (see edit history)

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Wasnt' it the shotgun slugs that needed brass? I can't remember now, I think it does but I have to check.

Sillls: Nope.

 

Alright, so I decided to check and yeah, the Shotgun Slugs do require brass since it needs brass casings. Shotgun ammo though primarily relies on lead for the buckshot.

Edited by Weazelsun (see edit history)

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"Johnny newcomes' whatever that means, who are playing for 5 years and had servers for that time, relaying what the actual players with 1000's of hours on those servers are wondering. I guess you prefer those people to shut up or at least you could care less it seems. Noted. "Dont question things, loyal fanbase".

 

 

 

So it's based on your own preference. It starts to make sense now. Weird you didnt have that feeling with lead then.

Besides, you can have both. Making brass would be a late game thing. But hey, why give people a choice I guess.

 

 

 

Again, its about the fact that it's a mandatory, annoying trip, destroying stuff like cars ... lootable cars. It's about wasting a whole day on just a 1000 casings (which isnt that much lategame) and then after that you have to go even further and hope no one else looted/destroyed that place. It's not infinite you know.

But I guess thats not a problem when you only playtest solo games for 21 gamedays or so.

 

I'd suggest playing on servers sometimes, then you'd see people loot for gun/tool mods, trading them etc.. the whole "looting for brass" is very A10- back when there was little else to loot of value.

Not only are mods a great way to keep the game interesting late-game, it's THE reason to go looting. On top of that you have things now like acid etc, that will keep people looting. You seem to be thinking in 2015.

 

I'm sure people will not riot about being able to make brass, like they did with lead being mine-able.. Oh wait, everyone loved that change. :biggrin-new:

By Johnny Newcome I meant anyone who is uninformed. The guy informed you what I already wrote, then you attack him for helping out.

 

Sorry but we're not making any one way to mass produce ammo. (100% mined) There always needs to be a trinket to find for powerful items.

 

With quests POIS respawn so there IS an infinite amount of harvestable brass now, and traders have plenty.

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I think by Johny Newcomers he just means people new to the forums or this thread that have not been closely following his posts on the developments of a18, and thus are not aware of the things he has already stated on the matter. You're assuming a bit too much if you think that it means that he wants you to shut up. If he doesn't want to hear people discussing his ideas he has a simple solution - to not get on the forum at all. But he does so regularly.

Its also a saying miners used to describe new miners, that is used repeatedly in the miner 69r books, which is why I'm saying it, its basically "lore" now.

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What performance?

 

Alpha 18 is running pretty good. Lets not go back.

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Wasnt' it the shotgun slugs that needed brass? I can't remember now, I think it does but I have to check.

 

No shotgun ammo doesn't need brass at all. The advanced shotgun ammo requires polymer now.

Edited by Crater Creator
fixed quote formatting (see edit history)

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The only issue with half and quarter blocks (and other odd shapes) having the same HP as full blocks is the exploit.

 

Build your base with half blocks, AND have the ability to see/shoot through the walls.

 

Its a two way fight, I don't see it as an issue.

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...you kinda did. It's okay, cats out of the bag, no biggie. =)

 

No, I implied that if and when we work on a sequel, that feature would fit well there.

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I didn't mean to make the game too easy, nobody wants that. What I was meaning was to make it a bit random. Throwing the player off balance. Like I will be exploring an easy area and all the sudden, I find myself face to face with a faral. Or that time when I found that zombie bear.

 

What I was worried about is if the game got too hard to play.

I don't like it if the game was too easy. But I also don't like it if the game gets too hard and complex to play.

 

But seeing that you said that dying can lower a game stage fixes that. It's a pain to dye but at least it will keep the game from getting to hard to play and will constantly challenge the player to do better. :)

 

Its already this way, there is no guarantee of radiated spawning late game, its random with weights.

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"""" (( We will improve them in the sequel, )) we can't constantly redo everything, we aren't a AAA studio. Programming is always making movement and behavior improvements and blending could be improved yet though """"

 

It's a given that the zombies will look better in a sequel.

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Would be fun to have Giant Madmoles show up underground in just the radiated and wasteland biomes:lol:

 

...call them RadMoles!

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"features that will not improve performance" lol, most of the features don't improve performance :)

 

You got culling, so rendering caves isn't a problem anymore. Furthermore without culling, buildings are WAY more expensive to render than caves, because they have way more triangles. Why did you remove caves anyway? The lag spikes were in proximity of a city, not of a cave.

 

Also I don't see how generating a couple of small caves here and there would impact world generation so dramatically. With all those big cities that need to be generated with lots of buildings anyway.

 

Every straw adds up and eventually breaks the camels back. Anyhow its not on the roadmap right now.

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...call them RadMoles!

 

Lol feels too much like Fallouts mole rats.

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The guy informed you what I already wrote, then you attack him for helping out.

 

The guy was anxious for more answers given fast one after another, he had his lesson.

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I've been pitching ghosted blueprint building for years. It could work once we get the new contextual upgrade material in the hammer.

 

Cool, not sure what is holding you guys back, the tech is already in the game.

 

Just made this today:

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Why don't you just play A18 and then argue about it. I was able to craft 1000 9mm rounds when I dedicated one game day to that task.

 

Hmmm, I never ever had issues with ammo and I always played on insane with some funny multipliers to get my gamestage in thousands quickly. Brass=car radiators, also brass, bullets and bullet casings can be bought from traders, it was very easy to get bullets in a16 and now in a17, I had full boxes of 7.62mm, if players really want to get resources then there are many ways how to get them it just takes a little effort.

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