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Alpha 19 Dev Diary


madmole

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On 6/12/2020 at 4:13 PM, Mechanimal said:

Did... did you say railgun?

"... players might want perception for railgun and rl type experience."

Also nice base, hope to see some vids soon.

You forgot the key word there "QUAKE". I meant those guys who like railguns or rocket launchers from quake might like our perception build as it has instant ray cast long range weapon (rifle) and a rl.

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On 6/12/2020 at 10:20 PM, tbuska said:

Just watched some of the Alpha 19 stream.  I have to say that I am not a big fan of the big yellow dotted circle that says treasure here!  Kind of takes away from the immersion.  I hope that there are plans for creating a switch were you can turn that off.  I love the immersion, please don't take that away.

I've never been immersed by digging up 3000 clay just to find a single box. Usability trumps immersion. It's one of those things you just accept after a while because it's a huge time saver and it just improves the experience. Same goes with the stupid hidden cache boxes, just show me where it is already, I tore out 500 blocks and can't even find it. I'm sure most new users will appreciate it. I get how you feel about it, but at the end of the day in a time sensitive game quests should be completed in a reasonable amount of effort.

On 6/13/2020 at 12:47 AM, Damocles said:

Wow, TFP are 47 people now. Thats actually larger than I thought.

I always imagined the team to be like around 15 to 20.

I can't verify that or deny it, but it sounds a little inflated. Must be counting all the QA team. We have hired a lot of devs this last year or two though. I think we even hired two of the community level designers recently.

On 6/13/2020 at 4:35 AM, Khalagar said:

The autoshotgun had a pretty bad showing, but it might have been Lathan's aim playing a big part in him using like 200  bullets to kill 25 enemies. I'm confused on why it's called the Auto shotgun if it's still semi auto. I figured it'd be a typical AA-12

 

In A18 on the second hardest difficulty, my level 4 pump shotgun has way better damage than what he was dishing out with the Auto, maybe the lack of mods + terrible aim were the problem? Madmole has an uphill battle in his video to regain fan faith in that thing ,the chat and even Rick made fun of how long it took him to kill 25 zombies lol

It is fully auto, at least when I was using it. And it is very OP, it just slaughters. I don't even need grenades I just shred. I'm on a new str build now so we'll see.

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On 6/13/2020 at 11:59 AM, Nastastu said:

Purples by day 12?  Are you spec'd Lucky Looter?

 

I thought I wanted to see more from A19 but all the screenshots I am seeing make me want to play even more and right now a little too much. heh

Purple stone is nothing fancy. I level fast. I'm level 25 by day 12 usually.

On 6/13/2020 at 10:18 PM, Sigil_Thane said:

Reminds me of the quad barrel shotgun from the Phantasm movie series:

 

019.jpg

The first game Rick and I made was called Gore, and it had a quad shotgun, but the barrels were stacked over under. It was badass.

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9 minutes ago, madmole said:

I've never been immersed by digging up 3000 clay just to find a single box. Usability trumps immersion. It's one of those things you just accept after a while because it's a huge time saver and it just improves the experience. Same goes with the stupid hidden cache boxes, just show me where it is already, I tore out 500 blocks and can't even find it. I'm sure most new users will appreciate it. I get how you feel about it, but at the end of the day in a time sensitive game quests should be completed in a reasonable amount of effort.

What if you could achieve both, with a shader indicating freshly dug ground etc?

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15 hours ago, Khalagar said:

 

Whoa, that's one of the biggest changes of A19!

 

Can we get Night Vision Goggles to go back to how they were before they were nerfed into uselessness? I loved them in the past, but for a while now they are basically unusable.

 

I think nerfing the Gamma settings so people actually *need* to use flashlights and lights is a great change, currently there is no reason to ever really use night vision or a mining light even in a dark mine shaft . . .kinda odd. Super excited to see this lighting in action, you should show it on your stream night!

Outside isn't very dark, but interiors can be. Mining needs lighting for sure.

12 hours ago, Khalagar said:

Ooo Fire-axe is my favorite end game melee weapon, so I hope it is. I really hope Fire-axe gets some love and gets it's own dedicated perks, ATM it is only affected by Miner 69

Its a tool and isn't going to be the best melee weapon ever. It works just fine for melee but since you only need miner 69r it can't be as powerful as the other melee weapons like clubs and sledges since its basically saving you 5 perk points. I don't even think you need STR 10 to max it out, so its cheaper in attribute gates too.

1 hour ago, MechanicalLens said:

Speaking of which, how did that blood moon defense go with 24 max alive?

That base had too many doors and exploits, I had them coming in from all angles and got wrecked. I built a proper reinforced concrete for day 21 not too far away from my vanity base and took care of business just fine. Vultures were getting too me I might extend my cage a bit.

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44 minutes ago, RestInPieces said:

What if you could achieve both, with a shader indicating freshly dug ground etc?

Yes, lets throw away perfectly good tech because one forum guy doesn't like it before he tried it 🤦‍♂️

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6 minutes ago, madmole said:

Yes, lets throw away perfectly good tech because one forum guy doesn't like it before he tried it 🤦‍♂️

I avoided digging quests because they were a pain in the butt, i hope it doesnt swing too far in the other direction now.

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2 minutes ago, SnowDog1942 said:

I avoided digging quests because they were a pain in the butt, i hope it doesnt swing too far in the other direction now.

in the other direction? the other direction of your butt? ok, I get it - ouch

🤡

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1 hour ago, madmole said:

It is fully auto, at least when I was using it. And it is very OP, it just slaughters. I don't even need grenades I just shred. I'm on a new str build now so we'll see.

It's semi auto but... you can install more mods than in any other shotgun because you get all the ones affecting the feed mechanism and magazine.

Autofire + rate of fire combo if you want to go nuts. Or burst fire. With this one you can.

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1 hour ago, Matt 1977 said:

@madmole .Im really looking forward to the health/food/drink changes. With farming etc to lession food in the game i assume it will take longer to grow seeds? Or still undecided, or not saying lol? 

Farming is the same, but its easier to get all the farming perks. I don't bother with them, I just grow what I find.

1 hour ago, Gamida said:

@madmole, Do you think it is possible to add a corner bar block. In order to add them now you have to add one inside and add the other one outside and it looks a "little off"

A picture is worth 1000 words here.

48 minutes ago, SnowDog1942 said:

I avoided digging quests because they were a pain in the butt, i hope it doesnt swing too far in the other direction now.

The circle shrinks after x number of dirt shoveled, I like it. Its not too easy, its not too slow either IMO. I never bother with the perks though, it might be OP with the perks.

48 minutes ago, MechanicalLens said:

I'm surprised no one is mentioning the change that treasures will no longer spawn in or under POI's, on the sides of mountains or large hills, or in the middle of lakes. Welcome change imo. I'm honestly more pleased with that change than anything else related to buried supplies.

 

By the way madmole, when Lathan (aka Prime) was completing a couple of T1 buried supplies quests during the stream, one of his quest rewards was a T5 AK-47. Is this an intended balance or is it a known issue?

With the AK nerf, its basically a stone axe in the grand scheme of guns now. Its still pretty good, but there is a lot better out there.

We don't have a good means of proper balance with traders yet, that will come in A20.

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13 hours ago, falloutcloud said:

The idea of a special zombie that only comes at night and makes all ambient light get darker is so creepy that I can feel the hair on the back of my neck rising just thinking about it.

Add to that... it makes no sound.

Add to THAT... it moves creepy slow, but has the hit points, armor and damage potential of a tank!

Sure it's OP, so your only hope without rockets is to run!!!

 

It would be the reason you need rockets!  :)

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I'm baffled at people upset at the buried supplies changes. The marker shrinking to show the cache is 100% a fantastic change imo. Making them not spawn on hills is even better. It sounds like they can still spawn under asphalt which sucks early game, but the other changes should make it a lot more reasonable in general.

 

Since you guys are making those quests better, can "Clear" get some love too at some point? Clear quests are just never worth it above like tier 3 max imo. Doing a Tier 5 clear quest takes longer than doing like 5 or 6 fetch quests and doesn't give much better rewards than a single fetch quest, and often you can't even complete it because vultures count towards the quest and they fly off and get stuck somewhere dumb and you can't find them.

 

Clear would be a lot better if vultures didn't count, and if the enemy markers spawned WAY faster. Like, spawned to mark the last 25% of remaining zombies or something instead of the last 2-5 or what ever the current value is.

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1 hour ago, madmole said:

 

A picture is worth 1000 words here.

 

Concerning the question about corner blocks. I assume Gamida is asking about about corner blocks for "thin" blocks  (like wooden bars, wooden fences, poles, etc.). When you use these blocks to fill a corner, one block has to be inside the corner block area and the block for the other side of the corner has to be in another block area (or  on the outside). A lot of voxel/building games have corner blocks for walkways, railings, and thin walls.

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