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

 

Just made this today:

 

That looks awesome. Would tie into the blueprint system they eventually want to implement.

Edited by Odetta (see edit history)

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My question is, is that why tell us to go play A18 when we can't...? Or are you telling us this as for us to wait until it comes out, play it, then complain?

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

 

In whichever alpha it was where they added landmines to wasteland, they soon after made it so the game wasn't supposed to spawn you in wasteland. It still did on occasion, I noticed, but far less often. Usually it chose to spawn you in another biome adjacent to wasteland, so it was technically obeying the rule but if you stepped a few blocks in the wrong direction you got a landmine, or a dog was spawned in the wasteland within aggro range of your freshly respawned, nearly helpless self...

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@Madmole

 

Can you please make Landmines give Exp? They are too expensive for passive defense. I use them offensively/tactically when clearing out POI's; setting traps, covering openings, watching my flank, etc. I don't know anybody who uses them for base defense. They are super satisfying to use when you use them effectively and I feel a lot of people ignore them because of the cost to exp ratio (which is zero).

 

Please, for the love of all that is moley, give mines exp!

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

 

It's a two way fight between an unarmed antagonist and a protagonist with a gun.

 

You don't see how adding firing windows to the protagonists fortification without lowering the health of the blocks the antagonist has to go through as an issue with balance?

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@Madmole

 

Can you please make Landmines give Exp? They are too expensive for passive defense. I use them offensively/tactically when clearing out POI's; setting traps, covering openings, watching my flank, etc. I don't know anybody who uses them for base defense. They are super satisfying to use when you use them effectively and I feel a lot of people ignore them because of the cost to exp ratio (which is zero).

 

Please, for the love of all that is moley, give mines exp!

 

Late game I always like having a minefield near my base just because occasional explosions bring a smile to my face. And if a Blood Moon horde stumbles into it I feel like a genius. I'm not disagreeing with anything you say here though :smile-new:

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

 

It's an unfair advantage to the player, and I know you guys don't like that. Fine, y'all aren't going to fix it, but it is a freebie to us.

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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.

 

Ah, ok. On the topic of ammo, will the ammo for guns be similar to how the arrows function? In that there will be normal ammo (stone arrow), middle ammo (iron arrow - I don't know if the iron arrow has any special attributes that will be implemented), armor piercing (steel arrow - xml has a note that says it should be implemented for that, flaming bullet (flaming arrow.)

Edited by Weazelsun (see edit history)

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

 

You could generate just a few caves scattered around the world and call it a day. Like we had in A14, players were happy about it. Nothing extreme like in Minecraft with caves everywhere.

 

Its a fact that the right code wouldn't impact generation in a substantial way.

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That looks awesome. Would tie into the blueprint system they eventually want to implement.

 

Thanks, and yeah it would probably fit easily with the plan for blueprint POIs. Placing and rebuilding a POI (with quest reset) is also already available tech of the game, probably just takes some developer time to tie it all together. As long as the idea remains in the pipe it is good :)

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Hate to be that guy and I mean this in the nicest possible way but the first post could use some updates, like shape selector, mantis shrimp, random loot stats, occlusion, etc.

 

I wouldnt want anyone important to waste time on it tho. Roland, can you help? ;) kidding, luv u broski

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Thanks, and yeah it would probably fit easily with the plan for blueprint POIs. Placing and rebuilding a POI (with quest reset) is also already available tech of the game, probably just takes some developer time to tie it all together. As long as the idea remains in the pipe it is good :)

 

Yup and when the Workshop comes we can get blueprints from other players and then build it in our worlds. Like Madmole's Castle blueprint or something.

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You could generate just a few caves scattered around the world and call it a day. Like we had in A14, players were happy about it. Nothing extreme like in Minecraft with caves everywhere.

 

Its a fact that the right code wouldn't impact generation in a substantial way.

 

I wonder if the functionality for RWG caves has been left in and could be manipulated with modding.

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

 

Just made this today:

 

There are a number of possible problems. Collision and stability? Can you spam free instant bullet defenses with these? I imagine collision is set to melee so it can be upgraded? I would like to unify the shape icons and the blueprint blocks solve that.

 

I'd want a contextual upgrade material for the hammer.

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I'm a giant mole. Now that my critical work in A18 is done I'm smashing the gym, cardio and diet. Feels good settling back into my old lean and muscular self, potato mode sucks.

 

Yes you are, I saw the legs and biceps in the team stream interview:boxing2: Glad to hear A18's coming along:applause:

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Its easy to dream up ideas, a lot harder to fit them into a project and bring them to reality.

 

 

Oh, I can agree with that ten fold. It bugs me when I see useless whinning about the lack of something or LBD or whatever. I played Empyrion and OMG the sheer amount of complexity killed all my friends and some of them are still in the Hospital. Sometimes the better gameplay lays in simplicity mixed with some well thought of and rewarding systems. But the whinning must go on. It is like the prayer of the Kraken religion.

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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.

 

Some people want to sit in a base, mine and craft everything they need and never leave the safety of their fort.

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My question is, is that why tell us to go play A18 when we can't...? Or are you telling us this as for us to wait until it comes out, play it, then complain?

 

Yes wait to complain about actual problems, not hypothetical ones.

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@Madmole

 

Can you please make Landmines give Exp? They are too expensive for passive defense. I use them offensively/tactically when clearing out POI's; setting traps, covering openings, watching my flank, etc. I don't know anybody who uses them for base defense. They are super satisfying to use when you use them effectively and I feel a lot of people ignore them because of the cost to exp ratio (which is zero).

 

Please, for the love of all that is moley, give mines exp!

 

I think we can do that, its not fair to the demolition guy.

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There are a number of possible problems. Collision and stability? Can you spam free instant bullet defenses with these? I imagine collision is set to melee so it can be upgraded? I would like to unify the shape icons and the blueprint blocks solve that.

 

I'd want a contextual upgrade material for the hammer.

 

Yes that would be a good move. My version only collides with melee, zombies completely ignore them and bullets and rockets pass through them. I set stability support off so nothing can be placed on them and they support no weight (well these have cloth material so only a light amount). But the trick is they ignore gravity so they float, which makes it possible to stack them and build with them. I intend to put some decay timer on them so they vanish after a day or so when not upgraded. My idea was to make paper be needed to craft them, gives it a nice use and fits with blueprinting.

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It's a two way fight between an unarmed antagonist and a protagonist with a gun.

 

You don't see how adding firing windows to the protagonists fortification without lowering the health of the blocks the antagonist has to go through as an issue with balance?

 

There are 60 zombies and one player.

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Some people want to sit in a base, mine and craft everything they need and never leave the safety of their fort.

 

In his defense, even though he is having a tantrum about it, I believe his main issue was the availability of brass in multiplayer games. Not to take his side, but scavenging for brass in a single player game is much lower risk than say a PvP game. I know you already discussed potentially looking at PvP balance in the future so maybe that should be shelved for that eventual discussion. Doubt he saw that much earlier discussion.

 

So at worst leaving your base in a single player game means a run to your backpack. In something like PvP it could mean the end of your base all together that you have been working on for weeks. What is the point of a secure base if not for safety? Sometimes you need to hide from other players. You get a gang of veterans dropping 200 sticks of dynamite on you and it gets tough to loot at times.

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I think we can do that, its not fair to the demolition guy.

 

Thank you kindly sir.

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Zombies go for these half blocks and poles in a wall of solid blocks rather than path around. They are a weakness in a solid wall. Something to do with line of sight? That feels like good balance to me. Zombies we're seeing in and going through that section of wall rather than pathing into my traps.

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