Jump to content
madmole

Alpha 19 Dev Diary

Recommended Posts

Just now, JaxTeller718 said:

Interested in why you think this. 

they just where too bright, thats all. if they looked more dirty, bloody and less bright in terms of cloths. 

 

take the Infected survivor/moe. the old version looked good but again IMO his cloths where a bit bright! but the new one looks nice. he looks like he has been though alot! same with MOST of the new zombies

 

Zombie Steve is the one i like but the only thing i would change is make his orange shirt less bright, add some more blood, dirt and make it darker and IMO it would look better and more Generic.

 

 

Take a shot when i say IMO lol   

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)
1 hour ago, Matt 1977 said:

Well that sucks

Those zombies will get replaced by something else, to better fit into any biome or place. Plus, some infected zombies will be added too... Eventually... No more fluo green.

From what I understand, they are not cutting the number of different zombies in the game, just changing some for something better (I think so IMO).

For example, the nurse will be dressed more like we see them in real life, and not wearing a sexy party outfit like they are now. 

 

In Pimps we trust!

 

Edited by Space4Ace (see edit history)
  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)

Ummmm im fine with irradiated z's being replaced. They look terrible, and performance wise also.

 

I was referring to Cheerleader, Footballer and Stripper

 

And ive always been pro TFP vision as a whole. Somethings here and there no. 

Edited by Matt 1977
Adding Fun Pimps section (see edit history)
  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)
2 hours ago, Khalagar said:

Bow might matter more if Stealth is ever unborked, but atm stealth is ded since they added sleeper zombies so the bow basically has no niche besides early game when you are low on bullets

Sleepers aren't the issue stealth has, other than horde night of course. Threshold trigger zombies (both auto wake up sleepers and pre-targeted triggered spawn ins) are.

Edited by hiemfire (see edit history)

Share this post


Link to post
Share on other sites
Posted (edited)

The threshold trigger stuff seems to have been added when they added sleepers. ATM stealth is just 100% pointless. You can crouch down with an unsilenced hunting rifle with 0 points in a single stealth or stealth damage skill, and just one hit kill headshot all sleeping normal zombies (even on high difficulty) in a room and they don't aggro. Two zombies can be shoulder to shoulder in a "sleeping" state, and you can shoot one of the zombies with your unsilenced hunting rifle and the other zombie won't wake up as long as you are standing outside the room

 

The trigger seems to be if you miss and damage a block in the room with your bullet, or if you step foot within the trigger zone. So it may be more the trigger zones rather than the sleepers, but I just consider it two sides of the same problem since they were in the same update and are tied to the issue. Them sleeping just gives you free kills since it just lowered the chance of alert zombies even spawning

 

Even outside of that though, stealth is just in a terrible spot because it doesn't even work on the most important night of the week. So you waste a ton of points on stealth perks that don't even do anything on the only time you are actually at a high risk of dying where you need as many useful perks as possible

Edited by Khalagar (see edit history)

Share this post


Link to post
Share on other sites
11 hours ago, Tahaan said:

Proton is still WINE.  Just re-branded and presumably tweaked by Steam.

Indeed, but one of the things that sometimes makes WINE a pain is that not everything just automatically works with it perfectly, and sometimes you need to do complicated technical stuff to tweak it to work just right.  Proton automatically does the complicated tweaks for you, making it way easier to get a Windows game running.

  • Like 2

Share this post


Link to post
Share on other sites
Posted (edited)
14 hours ago, madmole said:

...

<AL: Pertaining to gas powered tools using food and water>

We don't have a clean way to do that, but its on the radar.

...

I'm assuming C# is used.

In the code where it uses gas have the next lines be:

this.player.food -= this.player.intToolFoodLoss;

this.player.water -= this.player.intToolWaterLoss;

 

So this would allow for one player to be better skilled at using tools (strength or perks?) thereby use less food and water. 

 

Edit: Also, where it checks for enough gas to run the tool, the next lines might be:

If this.player.food - this.player.intToolFoodLoss > 0   {

   If this.player.water - this player.intToolWaterLoss > 0   {

       Tool.Working;

   else

       Music.play.PlayerThirsty;

   }

else

    Music.play.PlayerHungry;

}

 

Something like that anyway.

Edited by Aldranon (see edit history)

Share this post


Link to post
Share on other sites
10 hours ago, Aldranon said:

I heard you got one large tattoo on your butt cheeks. 

One side had a pile of rocks

and the other said: "Get your rocks off right here!"

Lol wut? :D Probably ask SnowDog, I don't have eyes there.

Share this post


Link to post
Share on other sites
38 minutes ago, MechanicalLens said:

So football, cheerleader, nurse, and stripper zombies removed/remodeled. What of the farmer zombie?

Makes me sad too.  "Out of place" is finding bunches of random zombies all over the wasteland.  "Out of place" is opening the main loot of a large POI and all you get is a can of Stock.  The wasteland should be empty, and the loot containers should have a parameter on them that sets them at a level, eg "basic", "average" and "best".  If TFP had added 10 new generic zeds to balance out the more specific ones that would have gone much further to improving the game than removing our favourites.

I saw a video on Youtube by someone who managed to get Alpha 1 running again.  I saw a few things that I liked.  In particular the turning heads were noticible - this is already mentioned as back in Alpha 19!  YAY for that.  Another thing was the way the sleepers were awake and gathered on the edge of the top of the roof, looking down at the player.  That had such an awesome feeling ... like do you REALLY want to come into this building, with your warm blood and beating heart?  Aparently back then there were no "sleepers" - so if TFP could make it so that a few of the sleepers randomly woke up and start roaming the POI before you enter.... You would not know where you will find them inside the building !!!

  • Sympathy 1

Share this post


Link to post
Share on other sites
Posted (edited)

I personally would have gone with nun zombies , midget zombies , mohawk punk zombies , strippers and redneck zombies...hey we had 2 that matched there lol

 

Whatever...looking forward to the new zombies and remodeled ones

Edited by Demonoid74 (see edit history)
  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, TheRani said:

Indeed, but one of the things that sometimes makes WINE a pain is that not everything just automatically works with it perfectly, and sometimes you need to do complicated technical stuff to tweak it to work just right.

Of course it doesn't!

 

Beef for example works great with WINE (the red version).

I don't understand however what's so complicated about pairing the right food with WINE, you just need a bit of experience and taste there...

Anyway, I like WINE, it makes me happy.

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites
4 hours ago, Tahaan said:

Makes me sad too.  "Out of place" is finding bunches of random zombies all over the wasteland.  "Out of place" is opening the main loot of a large POI and all you get is a can of Stock.  The wasteland should be empty, and the loot containers should have a parameter on them that sets them at a level, eg "basic", "average" and "best". 

If the wasteland was empty, nobody in their right mind would ever go there. Might as well get rid of it. It's an ugly place to be in and really heavy performance wise. It makes sense for there to be lots of zombies and mutated, considering that's where most of the population was before the bombings.

Share this post


Link to post
Share on other sites
41 minutes ago, Xtrakicking said:

If the wasteland was empty, nobody in their right mind would ever go there. Might as well get rid of it. It's an ugly place to be in and really heavy performance wise. It makes sense for there to be lots of zombies and mutated, considering that's where most of the population was before the bombings.

There never were any bombings.  Government is spreading this fake information to control people with Chem trails and 5G towers, while only The Duke gains from all of this.

  • Like 1

Share this post


Link to post
Share on other sites

Considering "Out of Place" - i proposed in the Pimp Dreams for POIs to have a minimum and maximum GameStage setting (for loot and enemies seperately or together). I personally think it would be a great addition, especially after some tweaks are made and you simply don't find "ONLY A CAN OF STOCK" among the best loot caches in the rewards room or some other garbage (expecting at least some good equipment).

 

I've had a few occasions (more often on my 50% loot playthrough) that i didn't find anything or simply things not worth spending time in a POI. Sure it's a roulette and you should never know what to find, but the purpose of raiding a POI (through a quest or not) it should give you something useful, even if only to be sold.

Share this post


Link to post
Share on other sites

You can only feel lucky if you sometimes have bad luck. You can only enjoy success if you know failure.

 

Two chinese fortune cookie proverbs for everyone who thinks a high level chest should have guaranteed good loot. If you want guarantees, buy from the trader (IMHO)

 

 

 

  • Like 3

Share this post


Link to post
Share on other sites
3 minutes ago, meganoth said:

You can only feel lucky if you sometimes have bad luck. You can only enjoy success if you know failure.

 

Two chinese fortune cookie proverbs for everyone who thinks a high level chest should have guaranteed good loot. If you want guarantees, buy from the trader (IMHO)

 

...aaaand THAT's why I call them Platitude cookies. 

Share this post


Link to post
Share on other sites
Posted (edited)
8 hours ago, Khalagar said:

The threshold trigger stuff seems to have been added when they added sleepers. ATM stealth is just 100% pointless. You can crouch down with an unsilenced hunting rifle with 0 points in a single stealth or stealth damage skill, and just one hit kill headshot all sleeping normal zombies (even on high difficulty) in a room and they don't aggro. Two zombies can be shoulder to shoulder in a "sleeping" state, and you can shoot one of the zombies with your unsilenced hunting rifle and the other zombie won't wake up as long as you are standing outside the room

 

The trigger seems to be if you miss and damage a block in the room with your bullet, or if you step foot within the trigger zone. So it may be more the trigger zones rather than the sleepers, but I just consider it two sides of the same problem since they were in the same update and are tied to the issue. Them sleeping just gives you free kills since it just lowered the chance of alert zombies even spawning

Totally agree. For everything sleepers added (no more "waking up the whole building" and getting rid of them once they all come at you), I feel like the whole concept makes stealth totally irrelevant. You ARE super stealthy by default, silencers and perks make no difference. What you stated about shooting zombies without waking their neighbours can be easily verified, just go the Hospital and start killing the sleepers on the Heliport. They all sleep right next to each other but if you stay on the stairway, you can fire whatever gun you want, some of them just don't wake up until you hit them.

 

Maybe some should be "hard sleepers" while others just wake up if you make sound, regardless of them being in the same room as you. To add to that, those waking up could be relatively silent, as in "don't tear the whole building apart" but take pathways or wait at the "closest" entrance so they are right in your face when you walk in. Would make stealth at least a little bit relevant. Either you wake half the building by going in all guns blazing, or you can sneak and kill all of them without them noticing.

 

Also the "trigger tresholds" you're mentionning feel very, very gimmicky. You can empty a clip of AK47 in the next room and don't wake up anyone, but somehow walking slowly in their room magically makes them notice you.

 

Edited by beHypE (see edit history)
  • Like 2

Share this post


Link to post
Share on other sites
33 minutes ago, meganoth said:

You can only feel lucky if you sometimes have bad luck. You can only enjoy success if you know failure.

 

Two chinese fortune cookie proverbs for everyone who thinks a high level chest should have guaranteed good loot. If you want guarantees, buy from the trader (IMHO)

 

 

 

Nothing praises good luck like some bad luck through all of the containers in the room...

 

As much as i understand it, there still is a sense of bad taste in your mouth, because you spent half an hour (or more) on something that brought you nothing. I wouldn't mind if i found some tools or equipment that was not intended for me, anything sorta valuable. When i get a set of bandages, low tier tools (like a stone axe), plants (common around the area) or some basic resources, it's rare for me to take them and feel cheated out. Same goes for rewards from the trader. Sometimes he gives such utter garbage that i wonder why i even consider doing the quests (apart from the dukes of course).

 

I don't mind getting worse items as rewards in loot or from quests, but there should be a minimum value of items to be obtained. I know it's more of a rant on RNG, but as i understand reworking the loot tables should guarantee i don't find a steel pickaxe too quick, but also let me find something useful (neither of 2 extremes).

  • Sympathy 1

Share this post


Link to post
Share on other sites
18 minutes ago, MechanicalLens said:

I second this. At times it's almost comical how you can be blasting your gun in a house for minutes at a time, but no zombies will hear you in the next room over. The moment you sneak through the doorway and step on a loose piece of paper however, every zombie wakes up immediately while one of the them goes, "Uh, uh, wha? Quick, everyone up! Someone is invading our home!"

This is why a gun is a terrible idea in the zombie apocalypse.  A single gunshot would have every zombie in a half-mile radius walking in your general direction.

Share this post


Link to post
Share on other sites
Posted (edited)
20 minutes ago, MechanicalLens said:

I second this. At times it's almost comical how you can be blasting your gun in a house for minutes at a time, but no zombies will hear you in the next room over. The moment you sneak through the doorway and step on a loose piece of paper however, every zombie wakes up immediately while one of the them goes, "Uh, uh, wha? Quick, everyone up! Someone is invading our home!"

This is one where compromise is probably needed.  In older alphas, you could wake the entire POI by just banging on the walls outside if I recollect things correctly.

 

Although this sounds like the way it should be (more realistic?), it wasnt great for gameplay.

 

It made looting POIs very linear and removed most of the challenge.

 

What we have now is a compromise of the two.  You can still wake up zeds in one room over to break out a door/window, it just wont be the entire house.

 

Can it be improved? Sure, I think so.  When sleepers were first introduced they were mostly all jack in the box types (closets) but since then it's been varied more.  Let's see what the devs can do.

 

 

Edited by Laz Man (see edit history)

Share this post


Link to post
Share on other sites

Original Facebook post

 

I was browsing Facebook posts and came across this.

Is there a way we can tweak radiated Zombies to be less invasive with that green glow, but more subtle yet clearly visible it's radiated like example in the picture?

I agree with his comments as well. I think it's better for cuts and gashes in the zombie skin to glow green versus the zombie's whole body including clothes which really is a little weird for me and it may help with performance with some PCs.

Radiated Zombie.jpg

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...