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Alpha 19 Dev Diary

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Posted (edited)
3 minutes ago, MechanicalLens said:

Can't wait for the stream later on today. Even though I probably won't use them (except for the Junk Sledge), I'm curious on how many sledges/turrets/drones we can have deployed at any given time. I'm most curious if two drones active at the same time will be a feature.

It's the same as A18. You can have as many as you wish deployed but only the two closest within range will be active if you are perked all the way to level 5. Below level 5 it is only one active at a time. But as Laz stated,  you can plant them at key locations and as you run around each will activate and start working while you are in range.

 

Edited by Roland (see edit history)

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Posted (edited)
31 minutes ago, Roland said:

That's because they leave the player's hands free to hold an additional weapon. You cannot just compare the robotics alone with other trees. If Junk Sledges were equal to Sledgehammers and the Int guy could have two junk sledges working plus hold a sledgehammer himself that would be way beyond just a sledgehammer alone.

 

You can actually control a steel sledgehammer though. A stationary sledge you have to lead targets into = / = one you can use at will and prioritize targets with

 

Rick said you can't use the Junk Sledge while holding it, but I hope he's wrong, I thought it was said somewhere that you can. I'm worried about the hit detection on the Junk Sledge as well, it's going to need like 2+ block range to even have a chance at hitting stuff, and it will have to track moving targets to do so. It also competes for placement spots with the almost certainly vastly superior Junk Turret, so late game Junk Sledge will likely be handheld 99% of the time, assuming you can hold it.

 

At the very least, in handheld form Junk Sledge should be on par with the other end game weapons. If it's only par with Stone Sledge and Tier 1's it will be too weak to matter late game, as placing a Junk Sledge means you didn't place a Junk Turret instead. If Junk Sledge ends up being placement only and has stats on par with a tier 1 stone sledge, it has essentially zero use end game even for Int builds which will just stick with Junk Turrets + a better melee weapon. Madmole mentioned using it to defend doors and stuff, but late game just killing zombies with a real Junk Turrets is better at defending doors than whacking an Irradiated Military zombie with a stone sledge or wooden club

 

Even if Junk Sledge had the exact same stats as a Steel Sledgehammer and you placed 2 and held 1, it's not like that would be that crazy. 1 Steel Sledgehammer + 2 Junk Turrets placed >>>>> 1 Junk Sledge / Steel Sledge + 2 short range Junk Sledges you have to lead zombies to.  

 

It's not so much about comparing to other builds, as it's comparing to the options within the same build. If it doesn't have stats that make it viable end game, it would be a shame. It's a really cool weapon idea and they already put the time into making all the assets, why not just, y'know, make sure it's viable late game when you have all the perks? It can just scale as you get the relevant perk so it's not OP early game and not auto scrap garbo late game like a stone sledge or wooden club is

Edited by Khalagar (see edit history)

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37 minutes ago, Khalagar said:

 

You can actually control a steel sledgehammer though. A stationary sledge you have to lead targets into = / = one you can use at will and prioritize targets with

 

Rick said you can't use the Junk Sledge while holding it, but I hope he's wrong, I thought it was said somewhere that you can. I'm worried about the hit detection on the Junk Sledge as well, it's going to need like 2+ block range to even have a chance at hitting stuff, and it will have to track moving targets to do so. It also competes for placement spots with the almost certainly vastly superior Junk Turret, so late game Junk Sledge will likely be handheld 99% of the time, assuming you can hold it.

 

At the very least, in handheld form Junk Sledge should be on par with the other end game weapons. If it's only par with Stone Sledge and Tier 1's it will be too weak to matter late game, as placing a Junk Sledge means you didn't place a Junk Turret instead. If Junk Sledge ends up being placement only and has stats on par with a tier 1 stone sledge, it has essentially zero use end game even for Int builds which will just stick with Junk Turrets + a better melee weapon. Madmole mentioned using it to defend doors and stuff, but late game just killing zombies with a real Junk Turrets is better at defending doors than whacking an Irradiated Military zombie with a stone sledge or wooden club

 

Even if Junk Sledge had the exact same stats as a Steel Sledgehammer and you placed 2 and held 1, it's not like that would be that crazy. 1 Steel Sledgehammer + 2 Junk Turrets placed >>>>> 1 Junk Sledge / Steel Sledge + 2 short range Junk Sledges you have to lead zombies to.  

 

It's not so much about comparing to other builds, as it's comparing to the options within the same build. If it doesn't have stats that make it viable end game, it would be a shame. It's a really cool weapon idea and they already put the time into making all the assets, why not just, y'know, make sure it's viable late game when you have all the perks? It can just scale as you get the relevant perk so it's not OP early game and not auto scrap garbo late game like a stone sledge or wooden club is

Assuming the junk sledge can be held I would assume it would take no stamina to use.  With that said it probably would be weaker then other melee weapons but more stamina efficient.

 

Trade offs.  Just like how the stun baton wont win a melee damage contest with other similar melee weapons.

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17 minutes ago, Laz Man said:

Just like how the stun baton wont win a melee damage contest with other similar melee weapons.

 

Hopefully Madmole has a segment on this one tonight, Rick was asked about it and said he didn't think it was buffed . . .if not, RIP

 

The stamina usage is a good point, and I agree it could have a bit lower damage. Basically, I just want it on par with the Fire-axe post Miner 69 perk investment and I'm totally happy with the Junk Sledge. A middle of the pack damage, but with solid range and stamina would make it a good Spear alternative that can't be thrown. My fear is basically just that it's Wood Club or Bone Shiv etc  damage like the other Tier 1's where they are just flat out bad

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Posted (edited)
5 hours ago, beHypE said:

Funny that you mention this, as a matter of fact in my game after having taken all the points I wanted in the Int Tree, I went to try out the shotguns extensively. The double barrel is pretty terrible, but the pump is actually very good (and very rare, only found 1 before buying the schematic after 50 hours of playtime). With slugs not needing any brass, that means you basically have infinite ammunition (polymers are a breeze) if you put in the time needed to craft them, and with the right mods, it's surprinsigly accurate.

 

And yeah... My 2 junk turrets protect the drawbridge entrance of my base, and at that they are perfect for screamers but... I just don't use them in POIs anymore, and I'm clearing them faster by a pretty large margin. Junk drones might really add to the experience, and so will the Tier 3.

 

By the way, the junk turrets often make the zombies die standing up, which is annoying. I think it mostly happens when they die during the animation of getting stunned and/or getting up from a stun. @faatal :D

Nice observation, but a bit circumstantial . The bug, happens mostly to CLIENTS in Multiplayer and results in a percentage of the Zds dying standing up ( idle anim) and also dogs and entities with the same controller. 

@faatal probably knows about this as he fixed it for the most part from the admin perspective, but not entirely .

 

Some animals (dogs, wolfs) still die standing now and then both admin  and client side. 

Issue 

 

ADMIN: (ZD standing bug: extremely rare because no delay anims among other things. DOG standing bug : now and then)

 

CLIENT: (ZD standing bug : now and then. DOG standing bug : now and then. Common if you are a client and spawn 100ds of entities to check the bug, lol.

 

 

Also, I found a Zd still standing once in a 300 hour gameplay as an admin in multiplayer, the BUG reproducing factors seem to  be : 

 

-high damage dealt resulting in death of the entity while said entity was performing an animation ( probably attacking, but not sure) As dogs move and attack and get stunned ALL the time , something is wrong with their animation transitions for them to die standing on occasion.

 

-Why does it happen more to CLIENTS? something to do with the delay and/or animation handling perhaps? At any rate, the controller for both Zds and canines needs another God pass from The Machine (Jigshawn, Shawnway factory, Shawr'thing man ... etc).

 

Anyway, if this hasn't been fixed for a19 then I will do a proper report when the time comes. 

 

Edit : Looking forward to the programmer's stream day.

Edited by Blake_ (see edit history)
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On 6/18/2020 at 11:57 AM, BadPlayer said:

Will we be able to craft tier 6 weapons in A19??

Nope. Players need to go loot if they want the best stuff.

On 6/18/2020 at 12:54 PM, Khalagar said:

 

Kinda yeah, lol. Turn on an Audiobook and mine away, I still think the "Minecraft for adults" aspect of this game is one of it's most unique traits. You get the Sense of Pride and Accomplishment™ too for your hand crafted gear you made yourself, and made all the mods for etc

 

 

The issue is more for tools than guns. A tier 6 Auger is a HUGE step above a Tier 5 one. You can add a Stone breaker, iron breaker, dirt breaker, large gas tank, diamond blade etc which are pretty huge quality of life increases. The more mods your tools have, the faster you can mine, so your tools being gated behind looting actually *is* pretty crippling because it adds several seconds longer per block break depending on the tool and block etc. It can add up pretty fast when doing a big project. Especially on stuff like the Steel Pick where a mod might push you over the breakpoint so you have to swing your pick one less time per block, that's a drastic improvement because of the high stamina drain + long animation to swing

 

For armor mods, it's mainly just me trying to cram as many pockets and liner mods, and same with guns, it's not as big of a deal besides with Junk Turrets. It makes a pretty big deal on Junk Turrets too because the missing damage will mean you end up spending like 10-20% + more ammo per big fight or horde night because of the  "kill break points". With most of the other weapons the break point won't matter that much as it probably won't save you a bullet, but with junk turrets it actually can save you several bullets per zed

It feels like a better accomplishment to have cleared a tier 5 POI and got that Q6 items to, than to just craft it.  You risked your life for it, not just toiled in the dirt for a while.

With the new candy rockbusters you can get 20% more resources for like TEN minutes... it's a really great buy for 100 dukes. My point is you don't need an auger to get a lot of resources.

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5 minutes ago, madmole said:

Nope. Players need to go loot if they want the best stuff.

 

Madmole's exact reaction when he glanced at the forums and saw 9 new pages of posts going back and forth on play styles

 

 

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On 6/18/2020 at 3:24 PM, SittingDuck said:

Knuckle rub made MM the man he is.

get your knuckle rub from any older brother or order now...www.knucklerub.com

 

PS got two older brothers? get a knuckle rub sandwich!

That's right. I have two older brothers. I'll never knew this at the time, but when I finally out benched my eldest brother I guess he was upset about it lol. Payback comes in mysterious ways!

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4 minutes ago, Khalagar said:

 

Madmole's exact reaction when he glanced at the forums and saw 9 new pages of posts going back and forth on play styles

 

 

damn right! he needs to save his voice for his Arnold voice!

 

 

 

 

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22 hours ago, Dethar said:

MM has also started he likes time management in game. So have to decide if you want spend more time, building, mining, looting. Same with backpack size, he likes inventory management.

 

So I dont see them changing much.

Its not that I particularly like those aspects but they are pretty much part of the secret recipe as to WHY this game is fun. If you take away the danger from the incoming horde (the core reason you have to manage your time) I pretty much just quit playing. Once there is no challenge or no NEEDS I lose interest. Like in A16 I was end game by day 21. At best I could get to about day 35 as I'd have a massive impenetrable massive castle by then.

So we're constantly trying to create new needs as they are great time sinks and its rewarding to complete them.

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17 hours ago, SrslyGTFO said:

Try playing a no trader, no loot respawn, no air drops, no vending game. It's a very lonely game, but very immersive.

With the new slower loot progression I've been thinking of giving that a try. I get my best gear early game from traders because the loot you find isn't that great any more early game. And without traders I'd probably starve.

Maybe make a version where everything costs like 4x as much might work too. Just don't do quests. There is one number to mod that would make everything cost 4x as much.

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11 minutes ago, Adam the Waster said:

damn right! he needs to save his voice for his Arnold voice!

 

I spoke too soon. The man, the myth, the legend, Mad Mole is going to chug through pages of posts before his 24 hours of livestream!

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Just now, madmole said:

With the new slower loot progression I've been thinking of giving that a try. I get my best gear early game from traders because the loot you find isn't that great any more early game. And without traders I'd probably starve.

Maybe make a version where everything costs like 4x as much might work too. Just don't do quests. There is one number to mod that would make everything cost 4x as much.

It also makes perk choices very important. You can't get a fergittin elixir later. No quests = no POI resets either. No challenges. Just looting and survival. In my current play through, I've just about cleared all the local POIs, and will have to move on. I have my bicycle, but recently got lucky and found both schematics for the 4x4 accessories and chassis, so I'm thinking of building that to move my base to a more densely filled area. It's only day 9. I'll look into that mod option after A19 drops and I play the heck out of vanilla. Can't wait for some more videos!

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Did I hear correctly that there might be Arch-vile type enemies in the future? I just started playing through Sunder the other day and now I'm very afraid of ressurection. I break out in a cold sweat if I see a Peep or a Cadbury Egg.

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38 minutes ago, Khalagar said:

 

I spoke too soon. The man, the myth, the legend, Mad Mole is going to chug through pages of posts before his 24 hours of livestream!

I'm telling you, Lathan/Prime is looking forward to this. 😀

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4 hours ago, Roland said:

It's the same as A18. You can have as many as you wish deployed but only the two closest within range will be active if you are perked all the way to level 5. Below level 5 it is only one active at a time. But as Laz stated,  you can plant them at key locations and as you run around each will activate and start working while you are in range.

 

I have put down 2 junk turrets in one spot even though only one worked for me. What would happen is when one ran out of ammo and shut down the other would automatically start up. I never tested how many I could lay down and have work this way. It helped though when my junk turrets had lower mag amounts and I couldn't make the drum mags yet.

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33 minutes ago, Gamida said:

I never tested how many I could lay down and have work this way.

I had a bm base back in 18.1 or .2 where zeds could come in from NSEW and I put down 2 junk turrets in each direction. Same rules applied as to how many & only closest (with ammo) were active. Worked fine but I wound up feeling like a waiter at a party instead of an antendee :)

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4 hours ago, madmole said:


With the new candy rockbusters you can get 20% more resources for like TEN minutes... it's a really great buy for 100 dukes. My point is you don't need an auger to get a lot of resources.

 

Mr. Mole, any plans/thoughts on raising the price for the Candys?
Obviously i need to play A19 to judge properly, but those candys sound WAY to overpowered to me for that little price.

Sure, 100 Dukes is an amount for Low Level Players to think about, but after level 20 or so?

 

IF the Economy didnt further change too much, lots guys i played with ended up with ten of thousands of duke coins level 20+ and would be able to munch on those Candys all day long.

 

Just a bit worried for Mid- and Lategame balance

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Any estimated release date for the Full A19 version? (Wondering if we should wait to reset the server now  or wait...)

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Posted (edited)
2 hours ago, FTMagic said:

Any estimated release date for the Full A19 version? (Wondering if we should wait to reset the server now  or wait...)

They Hope to have experimental ot at end of month and usually about another 3-4 months for stable. Oops did mean weeks, not months.

Edited by Dethar (see edit history)

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Posted (edited)

Good stream Madmole! A bit disappointed on the Junk Sledge, it seems to confirm my fears that it has a lot issues with tracking zombies and won't really be end game viable. It might have been Lathan's questionable placement though, he put it in places where it basically couldn't fire lol

 

Which raises the question though, what is the end game melee weapon for Int then? Stun Baton and Junk Sledge are both tier 1 weapons, and Rick said Stun Baton wasn't buffed so it's still in really bad shape. The new mod might help it a bit, but it's still in the "Why would I spend 45 seconds trying to stun the zombie when I can just one shot it with a steel sledge???" tier

 

Every other tree has a self contained "Build" where they have their melee and ranged weapon, but in Int, the focus seems quite hard on making the Junk Sledge early game only.

 

So you end up with the tree having 4 weapons total, but 2/4 are tier 1, and the Tier 3 weapon is not an offense weapon, so you really only have a Tier 2 offense weapon with no end game melee weapon at all. Excited to test it first hand, just a bit confused on the what the focus is for the tree as it's kind of all over the place

 

 

7 minutes ago, FTMagic said:

Any estimated release date for the Full A19 version? (Wondering if we should wait to reset the server now  or wait...)

 

The 29th is what they are shooting for

Edited by Khalagar (see edit history)

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8 hours ago, Roland said:

Only one way to know for sure.

The heart of LBD right there.

 

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58 minutes ago, Guppys Fur said:

 

Mr. Mole, any plans/thoughts on raising the price for the Candys?
Obviously i need to play A19 to judge properly, but those candys sound WAY to overpowered to me for that little price.

Sure, 100 Dukes is an amount for Low Level Players to think about, but after level 20 or so?

 

IF the Economy didnt further change too much, lots guys i played with ended up with ten of thousands of duke coins level 20+ and would be able to munch on those Candys all day long.

 

Just a bit worried for Mid- and Lategame balance

I assume the limiting factor will be availability in vending machines.

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