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madmole

Alpha 19 Dev Diary

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Well good for you that you had near perfect experience when it comes to this. I and others not so much. It doesn't change the fact that it can't be reliable to take the option out. If you seem the maps I have played you understand. Drive down the road and boom the road shifted upwards like 8 blocks high. Oh but we should stay on roads in wasteland not be driving off road. Oh look mountain the road goes straight up can't even get the vehicle to angle right. Oh look this bug and that bug but no admin around when you are ect ect. To many issues to take this option out just because a few feel we shouldn't be able to pick a vehicle up but have no problem with all that stone and everything else you can carry on you. Sorry will be on the other side of the fence when it comes to this. Maybe I will get a big surprise if the issues can be fixed but still say voxel worlds are to unpredictable to take this option away.

 

Sure, someone not having the issue doesn't mean it isn't there. I just wonder if people complaining about stuck vehicles don't even try to dig it out seriously because they think from past experiences that it doesn't work anyway.

 

If you show me the picture of a bike stuck in dirt that is floating above ground because you dug away every block possible and it still can't be moved, you proved me wrong.

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Its part of the alpha process and part of some sloppy practices in the past. A lot of decisions were made quickly and hacked in as fast as possible just to prototype something. Then another system came on line the same way. Finally when we decided which systems felt polished and players liked the most, those systems were sort of the "gold standard" then the one offs that didn't match get removed or changed to feel like the whole game belongs together instead of having a frankenstien of systems/rules/consistency.

 

oh cuz i remember back on the A18 diary

 

you were talking about removing Silver , gold and diamond ores from the game, and it made me with that (oh does that mean that they can only have said amount of items in the game???) Now idk why i thought of that. but then my PC pooped out and got a better one so until like a week ago i could not see what was up with the game. what was fixed added etc

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Sure, someone not having the issue doesn't mean it isn't there. I just wonder if people complaining about stuck vehicles don't even try to dig it out seriously because they think from past experiences that it doesn't work anyway.

 

If you show me the picture of a bike stuck in dirt that is floating above ground because you dug away every block possible and it still can't be moved, you proved me wrong.

 

Think you missing the points. It isn't just about stuck/glitch vehicles or whatever you wish to call it are just one problem that you can't predict when it will happen. Other problems come from map layouts that you absolutely can't predict how rwg will do. So now we go into the matter of what the left hand people opinion on fun is VS the right hand people. So one side finds it that it be fun to come across that road that the vehicle can't climb so they wanna park and build a ramp to get up it that in some cases could be hours to do. Other option would be go around but as said we shouldn't be driving off road in wasteland that vehicles should be on road and you should need to be on foot. Then those mountains that the roads go straight up and so on and so on. Just because that hand of people feel you shouldn't be able to pick up vehicles. While the other hand don't find those things fun for something that don't add nothing to the game besides annoyance especially when you can do all this other stuff in game so what makes this one thing that would be so annoying be so far fetched?

 

Glad you find taking the option out to be fun nothing wrong with that and if the map layouts get 100% fix I can probably get on board to a degree and deal with the rare chances for the bugs that come and go. Until then (and I doubt it will be reliably solved) I can't. If it by chance does my only complaint would then be leaving my vehicle out for griefers on servers when I'm off line again annoying but that is a different subject.

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Hey MM anything you can say on the addition of new vehicles? An old huey for example?

 

 

Also with every update lately, new prefabs have come, same for A19? Any chance we will get a few new loot pallet models, cash pile pallets and gold ingot pallets specifically? And hopefully large 3x3 vault doors?

Edited by Alexsanderr (see edit history)

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oh cuz i remember back on the A18 diary

 

you were talking about removing Silver , gold and diamond ores from the game, and it made me with that (oh does that mean that they can only have said amount of items in the game???) Now idk why i thought of that. but then my PC pooped out and got a better one so until like a week ago i could not see what was up with the game. what was fixed added etc

 

Yes in some cases the tech changes, bugs or we were exceeding memory/poly budgets are discovered that lead to removal being the best option.

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Then you have to add an adrenaline rush to the game)

Of course, just so it can not be left.

 

I'm sure there are more really interesting things/effects to come up with with this.

Edited by n2n1 (see edit history)

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Hey MM anything you can say on the addition of new vehicles? An old huey for example?

 

 

Also with every update lately, new prefabs have come, same for A19? Any chance we will get a few new loot pallet models, cash pile pallets and gold ingot pallets specifically? And hopefully large 3x3 vault doors?

 

POIs will continue to be upgraded or added. I think we are done adding new world model art for now. We're focusing on bandit modeling, upgrading trader art and zombie art as a lower priority.

 

Right now the roadmap I'm involved looks like this:

 

Dec: New books, Perk reduction (making many 5 rank non combat perks 3 ranks)

New candy items for vending machines, which will reduce food some in vending. Candy boosts attributes and skills and is not food.

Jan: Vehicle mods and crit system for vehicles and players.

Feb: Legendary items.

March: Testing/Balance.

 

 

 

That is just me specifically, other people are working on stuff, like DMS, POIs, quest improvements, new quest types, etc.

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Think you missing the points. It isn't just about stuck/glitch vehicles or whatever you wish to call it are just one problem that you can't predict when it will happen. Other problems come from map layouts that you absolutely can't predict how rwg will do. So now we go into the matter of what the left hand people opinion on fun is VS the right hand people. So one side finds it that it be fun to come across that road that the vehicle can't climb so they wanna park and build a ramp to get up it that in some cases could be hours to do. Other option would be go around but as said we shouldn't be driving off road in wasteland that vehicles should be on road and you should need to be on foot. Then those mountains that the roads go straight up and so on and so on. Just because that hand of people feel you shouldn't be able to pick up vehicles. While the other hand don't find those things fun for something that don't add nothing to the game besides annoyance especially when you can do all this other stuff in game so what makes this one thing that would be so annoying be so far fetched?

 

Glad you find taking the option out to be fun nothing wrong with that and if the map layouts get 100% fix I can probably get on board to a degree and deal with the rare chances for the bugs that come and go. Until then (and I doubt it will be reliably solved) I can't. If it by chance does my only complaint would then be leaving my vehicle out for griefers on servers when I'm off line again annoying but that is a different subject.

 

At the moment I don't have any opinion on whether someone should be able to pick up vehicles. The only fact is that we still don't know whether there is A) an unsolvable bug, B) a bug that conveniently simulates stuck vehicles or C) the result of defining vehicle attributes in the physics engine resembles what happens if you drive off-road and land in a ditch, but may need some balancing or not.

 

Your argument just assumes A and postulates and makes demands from there. My personal observation is it is B or C and I'd like to know the facts before concluding for example that the voxel engine is unfixable.

 

And the story of whether RWG is able to make ultra-steep roads ultra-scarce or not is also not finished and vehicles can still be picked up. And in our present MP game I actually built a bridge to be able to drive straight to our trader. So I'm pretty calm about this :cocksure:

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Can we get a 4% chance of being electrocuted by the vending machine?

Not being electrocuted would be a cool feeling, just before being poisoned by what we bought.

You know : risk - risk - reward.

:playful:

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POIs will continue to be upgraded or added. I think we are done adding new world model art for now. We're focusing on bandit modeling, upgrading trader art and zombie art as a lower priority.

 

Right now the roadmap I'm involved looks like this:

 

Dec: New books, Perk reduction (making many 5 rank non combat perks 3 ranks)

New candy items for vending machines, which will reduce food some in vending. Candy boosts attributes and skills and is not food.

Jan: Vehicle mods and crit system for vehicles and players.

Feb: Legendary items.

March: Testing/Balance.

 

 

 

That is just me specifically, other people are working on stuff, like DMS, POIs, quest improvements, new quest types, etc.

 

Thanks for Sharing!!!! Sounds exciting! What is a DMS?

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Added these to the first post:

New super filling foods

Gumbo Stew

Shepard's Pie

Spaghetti

Tuna Fish Gravy on Toast

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POIs will continue to be upgraded or added. I think we are done adding new world model art for now. We're focusing on bandit modeling, upgrading trader art and zombie art as a lower priority.

 

Right now the roadmap I'm involved looks like this:

 

Dec: New books, Perk reduction (making many 5 rank non combat perks 3 ranks)

New candy items for vending machines, which will reduce food some in vending. Candy boosts attributes and skills and is not food.

Jan: Vehicle mods and crit system for vehicles and players.

Feb: Legendary items.

March: Testing/Balance.

 

 

 

That is just me specifically, other people are working on stuff, like DMS, POIs, quest improvements, new quest types, etc.

 

 

Thanks for the response, all sounds good. I'll convince you guys of the gold and cash pallets someday! The vault door I have to believe yall will see it's greatness on your own lol. What's a DMS?

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Added these to the first post:

New super filling foods

Gumbo Stew

Shepard's Pie

Spaghetti

Tuna Fish Gravy on Toast

 

Any recipes that utilize super corn?

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Thanks for the response, all sounds good. I'll convince you guys of the gold and cash pallets someday! The vault door I have to believe yall will see it's greatness on your own lol. What's a DMS?

 

Death management system? 😂😂😂

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We can always go there if we need to. I have a devastating uppercut book we need to work out how to perform it.

 

Will this be one of the finishing moves that was mentioned in the original Kickstarter video? I remember one that was described was if your club broke you could shove your broken club shards into the zombie's face. Not to mention since you hired the guy who made the first person animations for Doom 2016, we could get actual glory kills lol.

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POIs will continue to be upgraded or added. I think we are done adding new world model art for now. We're focusing on bandit modeling, upgrading trader art and zombie art as a lower priority.

 

Right now the roadmap I'm involved looks like this:

 

Dec: New books, Perk reduction (making many 5 rank non combat perks 3 ranks)

New candy items for vending machines, which will reduce food some in vending. Candy boosts attributes and skills and is not food.

Jan: Vehicle mods and crit system for vehicles and players.

Feb: Legendary items.

March: Testing/Balance.

 

 

 

That is just me specifically, other people are working on stuff, like DMS, POIs, quest improvements, new quest types, etc.

 

Thanks for sharing that info! Man, it is getting better. Can`t wait for your February work :) Take your time.

We already have great fun now, so time is irrelevant, as some fella once said.

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Thanks for the response, all sounds good. I'll convince you guys of the gold and cash pallets someday! The vault door I have to believe yall will see it's greatness on your own lol. What's a DMS?

 

Dynamic Music System

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POIs will continue to be upgraded or added. I think we are done adding new world model art for now. We're focusing on bandit modeling, upgrading trader art and zombie art as a lower priority.

 

Right now the roadmap I'm involved looks like this:

 

Dec: New books, Perk reduction (making many 5 rank non combat perks 3 ranks)

New candy items for vending machines, which will reduce food some in vending. Candy boosts attributes and skills and is not food.

Jan: Vehicle mods and crit system for vehicles and players.

Feb: Legendary items.

March: Testing/Balance.

 

 

 

That is just me specifically, other people are working on stuff, like DMS, POIs, quest improvements, new quest types, etc.

 

Other than the reduction of some minor perks from 5 to 3 ranks, any other changes coming to the perk system? Ideally, I would like more flexibility in using different weapons with different attributes.

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We want to improve belt slot memory handling.

 

Relieved to hear this. I was hoping to get stackable javelins in addition to melee-oriented spears, but I suppose this would help if we aren't getting those.

 

Regarding spears: One option would be to just make it stackable or use it like ammo?

 

OR: add a mod (chain) for spears to retrieve your spear after throwing it. This would also reduce losing my spears after throwing them in grass or from POI roofs :smile-new:

 

Been meaning to post a suggestion related to this; a chain/rope mod would be lovely. Could even add a legendary steel spear; a harpoon that came with the chain/rope mod integrated, but dealt less melee damage as a tradeoff.

 

Perk reduction (making many 5 rank non combat perks 3 ranks)

 

I'm curious about "perk reduction" for non-combat perks; are you going to make the first rank of these start at 2 or 3 of an attribute? There are a lot of skills that are universally useful, and thus take away from the "single stat build" gameplay you seem to be going towards. I haven't posted about it because I still can't decide if I'd rather require a player to invest in a build, or if being a jack-of-all should compete with single-stat builds. Things like healing factor, iron gut, miner 69er, sexual tyrannosaurus, lucky looter, daring adventurer, etc.. are good for basically all characters. Agi's sorta the black sheep in that regard.

Edited by Chairkicker (see edit history)

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Any recipes that utilize super corn?

 

I'm thinking of making glue and fuel from it, nothing edible since its genetically modified.

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Will this be one of the finishing moves that was mentioned in the original Kickstarter video? I remember one that was described was if your club broke you could shove your broken club shards into the zombie's face. Not to mention since you hired the guy who made the first person animations for Doom 2016, we could get actual glory kills lol.

 

I haven't seen that video in quite some time, and don't recall that. I was animating at the time I don't think I would commit to that. Glory kills could be nice, but we need to save some features for our next games, we can't keep adding stuff forever.

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Other than the reduction of some minor perks from 5 to 3 ranks, any other changes coming to the perk system? Ideally, I would like more flexibility in using different weapons with different attributes.

 

Nope, the perks and attributes are done. We might add some more but the core is remaining as is. I see it as a new cool build not a limiting thing. Its more fun to start a new character with new strengths and weaknesses than just have anything you want right now.

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Relieved to hear this. I was hoping to get stackable javelins in addition to melee-oriented spears, but I suppose this would help if we aren't getting those.

 

 

 

Been meaning to post a suggestion related to this; a chain/rope mod would be lovely. Could even add a legendary steel spear; a harpoon that came with the chain/rope mod integrated, but dealt less melee damage as a tradeoff.

 

 

 

I'm curious about "perk reduction" for non-combat perks; are you going to make the first rank of these start at 2 or 3 of an attribute? There are a lot of skills that are universally useful, and thus take away from the "single stat build" gameplay you seem to be going towards. I haven't posted about it because I still can't decide if I'd rather require a player to invest in a build, or if being a jack-of-all should compete with single-stat builds. Things like healing factor, iron gut, miner 69er, sexual tyrannosaurus, lucky looter, daring adventurer, etc.. are good for basically all characters. Agi's sorta the black sheep in that regard.

 

It was never intended to be a single stat build. I diversify into 3+ attributes every game, but always have one main focus. It will give players ability to get some side perks without breaking the bank, and add more 2-3 rank mini perks that are cool. Trying to have 5 meaningful ranks to every perk was a noble idea but we'll be able to do lots of cool stuff throwing that design out the window, like I did with the book perks.

 

To me scavenging has more opportunity, maybe a 2-3 tier science perk, etc.

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I'm thinking of making glue and fuel from it, nothing edible since its genetically modified.

 

You can eat super corn, right?

 

Fuel is a good idea.

 

Any other mutated seeds/plants planned?

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