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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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is it possible to have higher chances of rare loot drop from BM zombies, like a god roll spec item/weapon? that itself would make some people stop and kill a few before fleeing again. would also appease the ones who got butthurt from the zombie loot nerf, that have the need for a risk vs reward to engage in something.

 

It is technically feasible. You could write a mod to do it now, by defining Blood-Moon-only zombie types. I’m not saying it’d be easy, though.

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Any true RPG player knows there is massive value in restarting a new character with different strength/weaknesses, and turning on god mode is not fun for long. Rolling a new character and focusing on a new build has given me 1000's of hours of fun in Skyrim and Fallout. Once those characters are level 60-80 they are demi gods and the game is boring. What value is there having all the perks? Nobody IRL can master everything and if its too easy its just boring.

 

but you AREN'T a "true rpg". You might be in alpha 25. But right now you are a sandbox survival with skillpoints. Nothing else has anything to do with and rpg. There is no story, there is no "interactive" world, you have no characteristics... nothing.

And when di you play a sandbox and thought "huh... I just spent 200 hours building that awesome thing and gathering all those ressources with my hard work...

Lets just start from scratch and farm all that stuff again.

Please. If you have a story, npcs and a radient world, sure. Implement a skillcap.

But until then there is NO benefit in it, except that everyone is going to mod that skillcap out anyways.

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Not if we take some action. As long as there is risk, I'm ok with 1000 ways to escape the blood moon. I just don't like the super cheesy easy ones that have zero risk and little to no effort.

 

Your oft-cited example of paying the trader a small fortune to escape the Blood Moon, though... that would require effort for sure, but potentially no risk. "Risk versus reward" sounds catchier, but when I read that phrase I mentally translate it to really mean "effort versus reward."

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Eventually, on my playthrough I have a stockpile of acid, what I exactly do I do with them now? .... Also, if you did have alternative crafting recipes for things like acid or raw material components. It would

 

If as you say you got stacks of acid you can't use for anything, why would you need a crafting recipe for acid?

 

For end game a few VERY expensive crafting recipes would be nice to have some use for all the stockpiles though. For example a blade trap with 40% more HPs but 4 times the cost of a normal one. Or a "golden gun turret" with 20% more damage but 4 times the build cost and a "platinum gun turret" with %40 more damage but 12 times the build cost, and so on. Nobody is forced to use them but they are what players would eventually build after they have everything else.

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I'm with you on that one. You need some kind of reward, and if it's just something as simple as a confirmation of what you've accomplished.

 

In A16, my base was covered with zombie corpses. This alone was already the confirmation of what you have accomplished. The following cleaning up and the repair work have strengthened this effect again. The loot was not so important. 99% of it were anyway only garbage. The rest I mostly sold to be able to buy new ammunition for the next horde.

 

I also think it's important that you are able to thrive in the long term. Without the perspective that things will get better, survival is meaningless.

 

I agree with this completely. I miss the corpse clean up, and also the bit about thriving. I think that is why I enjoyed the game a bit more when the zombie levels weren't linked to my own level. I think that was A15 and before if I recall correctly. It made the start of the game really difficult, but I knew that as I leveled up, things were going to get easier, not more difficult.

 

If I had my way, I would revert back to that, but also have harder biomes with more difficult monsters. That's the way Ark & Conan Exiles do it, and it works well.

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Yes dynamic events are amazing. In Skyrim they predict your travel direction on the roads and spawn a road event. These vary quite a bit but make traveling interesting. They also have a few npcs seek you out, say a quick line or two and then run off, those are great as well. Once we get some NPC framework in we can start doing things like that if we wanted.

 

Random heli crashes could be cool. Once we get traveling bandits in that will be interesting too. Maybe traveling merchants. If you kill them that faction will attack you for a long time and shoot on sight, making you regret it, unless you like killing them for their loot instead of having a trader available.

 

Dynamic, mobile traders would be amazing! They could remove the need for invincible trader compounds (which was just a temporary "Traders 1.0" feature, remember? :tongue1:) You'd have more control over how far away the first, starter quest trader is. And the attractiveness of different base locations would change over time, almost like the game had seasons. Maybe he travels the actual roads and sets up shop in his Airstream trailer just outside an existing POI for a few days. All in all, it wouldn’t just be cool in its own right; it would improve several areas of the game.

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Hello TFP. I administer a public server. I tried to maintain a community on a server with mods but I have now removed them because the players are not necessarily able to install them or have laziness (a lounge "installation of mods" with tutorial and download link and everything needed at the support level was available). After a while as the players were not renewed we were only a handful to play.

 

Do you plan to make the mods directly download by connecting to the server as for Ark? Or an official launcher?

You offer a completely moddable game but people do not have access.

 

Thank you for your work.

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So outside of the box (but not really) [sug]:

 

Have special "Blood Moon Points (BMP's)", that the players obtain by "surviving" and killing Blood Moon zombies.. Player collects enough BMP's, they can trade them in at the traders to receive care packages.

 

What this will do:

  1. People who actively participate in the BM, can build up enough BMP's, to get a reward.
  2. People who drive all night to escape the horde, can still do so, but they only get a flat rate for surviving (still hope tfp add in a driving challenge though). You still get some BMP's, for quasi-participating.
  3. People who log out? get nothing. Sorry, no BMP's, it is your choice for logging out.

 

RP value: The traders are actively enticing people to thin out the horde, so they get more customers.

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Once people see how slow leveling is in A18 they might change their tune and appreciate leveling up on a horde night. We could increase XP on horde night as well, since they are running and generally more dangerous than regular zombies.

 

Better yet, add 'XP buffs' based on things like zombie speed. We used to just have walking and running, but now that there are more speeds... and the user can set different speeds for day, night, horde night, ferals, etc.... plus this Mantis feature where they randomly speed up beyond their baseline... it makes increasing sense to adjust XP to the speed of the zombie, since that's where the added danger consistently lies.

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Roland can you please update the front page and inform people there are books for finding more brass, harvesting door knobs, and getting lead/brass from sinks now?

done.

 

Updated again to make it even more clear and noticeable. What about melting Dukes down in the forge for brass? Is that going to make it into A18 or at all? You considered the idea before.

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The idea of not getting any rewards for horde night is a strange one for me.

 

On one hand i dont really care. I'd do horde night no matter what. No exp, loot, repairs, ammo, I dont care. The thing I love most about this game is the base defense part.

 

With that said there are alot of people skipping them, in one way or another. That's a flaw of game design in it's current state. Well all agree on this.

 

So group A says take out all exploits, give ZERO rewards, and no survival is not a reward. Fun gameplay is a reward. Some people dont see wasting ammo and repair resources worth the gameplay on horde night.

 

Group B says give the players incentive to want to do horde nights. Aka, rewards that equal fun gameplay for these people. Exp and loot mainly.

 

Groups A's solution is much easier to pull off. Why? No balance required. I dont have any issues with this option. I just think the group B option should be addressed as well.

 

For me, games are about the carrot and the stick. You need to have rewards for gameplay. Some people feel surviving is the reward. Others want not only to survive but thrive.

+100 to game staged loot on horde night would do it IMO. Lucky looter on steroids during the blood moon, and increase chance to drop.

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I know smell is not going to be put back in-- I cant remember if it was a programming issue or not.

But I always had my most intense over night stays-early in the game where I could hear the z's outside and they would detect me a bit while I crouched in a corner in the dark. white knuckled, thinking they were going to bash through the wall to get me.

 

Is there going to be a mechanic introduced or enhanced that brings back the trepidation of hiding and hoping not to get caught by a Night time Z?

 

It’s tough to do, because most of that "mechanic" was just your inexperience of not knowing what to expect from the zombies.

 

I mean no offense. I remember that fear, too, when I first played the game. It was key to making the game memorable.

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Hey madmole

 

In one of your latest videos it was visible in the crafting menu that there was a thing craftable called "Advanced Bellows". I think it was in the "shape menu"-Video. Does this combine into something like an advanced forge?

 

Having the forgetime hardcoded to the material amount was the absolute major drawback I found when trying to mod the game - I would absolutely love something like an industrial forge in ARK which is stupidly expensive for SP but gives you the feeling of actually working towars that giant crazy end game machine helping your material production SO much.

Thats just way cooler than building 20 forges and fill them all up manually.

 

 

Tl:dr: will there be anything like an Advanced Forge/Industrial Forge/Blast Furnace/Whatever in A18?

 

 

Thanks for a reply and also thanks for the great work!

Its a mod for the forge. We have mods that make smelt and craft faster.

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Madmole, how are you? What's the team doing? Are you working on optimization or creating new things?

Can it be a video to show us new things?

We want to know what you are working on right now and if Faatal has new news? and Gazz?

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It was never intended to have 300 levels its legacy crap. Eventually we'll put a level cap in probably and make people re-start to get every perk.

 

If you do that, I predict you are going to have a fair number of disgruntled players. Roland did a poll towards the beginning of A17...I can't remember the exact wording, but one of the poll questions was a choice between being able to learn all the perks by end game, and not. And the poll swung overwhelmingly towards people wanting to know everything rather than specialising.

 

I wish you guys would do more polls actually.

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I remember from one of your videos "bandits are coming to A15, so you better watch out!" Lol, time flies :)

 

Edit: found it

 

0pRKGuI.jpg

 

They looked ok standing there and then we got some performance and saw the crappy anims and AI and thought it would do more harm than good to release them in that state. Since then we stopped using UMA for NPCs.

 

I'm a slow learner. My enthusiasm gets us into trouble. They will come when they are ready.

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I argue personally for me, my main issue is with crafting and not loot. My opinion is that loot is more abundant and this on a server with the default setting of 100%, and that's just due to the dungeon POI's and quests. I have all that loot but nothing to do with them other than scrap them into raw materials, sell them to a trader, sell them to NPC's via those rentable vending machines inside the trader settlement, or sell them to other players. Eventually, on my playthrough I have a stockpile of acid, what I exactly do I do with them now? Use them to craft a bunch of vehicles that I can't sell? Also, if you did have alternative crafting recipes for things like acid or raw material components. It would open playstyles for certain roles like those who decided on becoming the resource gathering, they could gather those materials in the previous quote, and decided whether they would rather take the risk of going out or spend time at their base crafting. I would find that as a survival challenge, you can choose to spend time waiting for something to craft but IF you go out and loot, you would find ammo, and other things necessary to survival.

 

I don't care how you try to rationalize it, trinkets will not be crafted. Go gather wood and coal for your team all you want. You still need to risk your neck finding the trinket in a zombie filled POI. We're not allowing people to go into a mine and craft the world.

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They looked ok standing there and then we got some performance and saw the crappy anims and AI and thought it would do more harm than good to release them in that state. Since then we stopped using UMA for NPCs.

 

I'm a slow learner. My enthusiasm gets us into trouble. They will come when they are ready.

 

I have this video immortalized in my mind will not let me sleep several alphas later haha, I hope to see something in A20 the video is about 3 years old, I think it's time to work in the bandits that would totally change the game would add a lot of fun

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Why complicate it to 1000 minerals? Thats just more icons taking space in your backpack.

 

It is not about 1000 minerals, but it would be more realistic and it would be more interesting to find more rare minerals and not always the same ones. In addition, realistically, some weapons, tools and other objects for crafting need those materials.

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