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madmole

Alpha 19 Dev Diary

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8 minutes ago, faatal said:

Same here. Love agility. For BMs I just make murder holes and look them in the eye and stab zombies in the face. When I run out of stamina, blunderbuss or shotgun them a bit or pistol, then back to stabbing. Rotate though targets to maximize bleed damage.

 

Bow is also great now for stealth damage.

Yesh... Stealth/Agility is so good this release. Even better than before, now with bows being useful as well. Especially before the silenced 9mm is a thing, a headshot to a sleeping zombie, with sneak damage, is nearly always instant death. 

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9 minutes ago, faatal said:

Same here. Love agility. For BMs I just make murder holes and look them in the eye and stab zombies in the face. When I run out of stamina, blunderbuss or shotgun them a bit or pistol, then back to stabbing. Rotate though targets to maximize bleed damage.

 

Bow is also great now for stealth damage.

Agility is and has been my go-to, with mining on the side. I'm really enjoying ACTUALLY being able to sneak-kill a sleeper with a primitive bow and a headshot. In A18 that wasn't possible really - you needed a crossbow or wooden or better bow to do it. This was the one thing I was concerned about with the slower progression, that AGI playstyle would be broken at the beginning, but once I heard about the buffed damage for sneaks, I stopped worrying about it.

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32 minutes ago, toores said:

Actually, the face mask would make sense for the character that goes face to face with zombies.

 

The brawler perk has this thing that prevents infection if you "knock their teeth out", but all face masks in the game could lower the chance of infection by a small percentage. Makes sense to cover your mouth while bashing their brains :D

 

Or (boxing) mouthguard, if the +1 fortitude and -% in infection chance is unfair combination for one tree. Then you'd have to choose, mask or mouthguard.

I was thinking the face mask so you can't stack it with str cigar.

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1 minute ago, madmole said:

I was thinking the face mask so you can't stack it with str cigar.

me who said face mask

 

Spoiler

Awkward Look Monkey Puppet | Know Your Meme

 

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18 minutes ago, JCrook1028 said:

I quoted the context I was referring to if you would have actually read my post you would have seen that... 

 

"Have you done MP A19 Horde Night yet? We haven't. We've had Feral Wights and Cops on Day 7, Radiateds on Day 14, and Demolishers in quantity on Day 21 in A18. Sure they've nerfed the MP horde nights. I don't buy it until we've experienced it, repeatedly. "

 

Which, you even replied to also telling him it has now been fixed.... So yes, MP Horde nights in 18.4 were broken.

Broken would be "they don't spawn at all". Poorly balanced would be a better term. It was working as intended in a way I didn't agree with, I brought it up and we changed it thankfully.

6 minutes ago, MechanicalLens said:

Are there plans to add any double wooden doors in the future, or for us to have the ability to place the current doors both available in survival and in creative in that configuration?

Yes we just need to smash the door overhaul. Nobody wants to make 37 meshes for a new door using the current over designed implementation.

6 minutes ago, bobross said:

Agility is and has been my go-to, with mining on the side. I'm really enjoying ACTUALLY being able to sneak-kill a sleeper with a primitive bow and a headshot. In A18 that wasn't possible really - you needed a crossbow or wooden or better bow to do it. This was the one thing I was concerned about with the slower progression, that AGI playstyle would be broken at the beginning, but once I heard about the buffed damage for sneaks, I stopped worrying about it.

We try to think things through as much as we can, but sometimes things do slip through the cracks, or needs another update to finally be complete. Like the whole primitive stage was done in a bit of a last minute balance tweak which is why you don't see any day 90 horde videos by me this alpha, I had to start over a few times to get the primitive loot stage and crits feeling decent so I never got very far. However it was a very important change and even though our implementation is incomplete, part the way there is way better than nothing. Maybe A20 will have new primitive pipe rifles, machineguns etc so each build can start specializing in day one instead of only agility and str as it is now.

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7 minutes ago, madmole said:

I was thinking the face mask so you can't stack it with str cigar.

 Mr. Mole, i gotta admit here that im really dissapointed in you guys and A19.

No medical facemasks or golden Toiletpaper rolls.... ts ts ts

 

 

Nah man, having a blast with A19.

loving the new sniper and autoshotty aswell as the changes in the food system.

when im some more progressed im gonna pimp my review on steam with all the stuff i love with this update. gonna be a long list.

 

 

Btw:

Happy indepence Day over there for you guys :)

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Posted (edited)
36 minutes ago, bobross said:

He was responding to me pointing out the problems in Multiplayer A18 Horde Nights where we were getting, as an example, 17 demolishers on Day 21 horde with five level 19-24 characters. Which you've already stated you've fixed - the post he was responding to was me not being convinced because I haven't seen it yet, and I don't know if there might be a bug in there is all.

my wife, a friend of ours and I just finished day 21 horde. no demo's yet, feral cops yes, a few irradiated and some soldiers. I will record and post the next one in a couple of days.

Edited by wolfbain5 (see edit history)
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Toilet-paper is strangely missing, given that there was an epidemic breakout.

People must have stocked up at that time.

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10 hours ago, PoloPoPo said:

As for brightness... well I absolutely don't agree with you. I don't want to make the game darker in general.

I can tell you haven't tried 15% brightness. The daytime is still bright, interiors are dark, and night time is very dark. Everything you want and it is a simple mouseclick away. Believe me, I would love for that to be default but there's no way I'm not going to change the settings just on principle....

 

Try it and see. It is ridiculous to not even try it and complain about nighttime brightness. That is what the setting is there for, for crying out loud.

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Is this bugged or needs to be stated but salvage operations does not unlock ratchet or impact driver. I am doing a perception build and perked all the way to 4 in Salvage operations thinking it was going to give me the recipe for the ratchet at least. When I click on ratchet and the perk hyperlink it takes me to salvage operations but does not tell me which level I will need for it.

 

Since either its bugged cause I don't have the recipe for the ratchet nor the impact driver I am guessing they are both on teir 5? Which does not seem right.

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Inside areas at night, without any light source should fix the ambient light to zero.

One could make an argument that its never totally dark outside at night, but a cellar should be pitch black.

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9 hours ago, Gipothegip said:

 

Wouldn't this kind of depend on your monitor, as well as personal preference?

 

I have mine set to 40, and it looks about right to me. Not necessarily super dark, but having a light source is still useful.

Excellent point and probably the very reason TFP errs on the side of brighter. So now we have my preference of 15%, Gipo's preference of 40%, and then some people complaining that night is too bright for them but not willingness to change the brightness to a level that works and giving that feedback.

 

Just... default is too bright! Change it so it works for me!!!

And then when we ask, "What works for you?" the answer is, "Oh, it shouldn't be up to me to change the brightness setting. I only play default."

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I feel like some more balancing is needed for the different tiers of weapons and tools. For many things it seems like Tier 2 weapons and tools get skipped over in favor of tier three. A purple stone shovel is better than brown steel shovel because it uses less stamina and still two shots dirt (Level 3 in both miner 69er and Sexy-Rex). I'm on Day 27 and am still using a purple stone axe for looting POIs. I have a yellow steel axe and a green pick axe that I use solely for cutting trees and harvesting. I have several yellow and green iron tools but I never bothered using them. This is partly because the purple stone axe is one less tool to carry around. I'm close to making an auger so even the steel pickaxe won't end seeing much use.

 

As to weapons, I have a yellow AK that does more damage than a yellow tactical rifle (Yes, the tactical rifle has a higher fire rate but I use the AK with a silencer for stealth kills so the higher damage AK wins out. It's also more ammo efficient. The TR is also bugged when using a 2x scope it with it. It takes longer to switch back and forth from aiming with the TR making it less desirable to use.)  I just crafted a yellow M60 so not sure if the TR will see any use unless I can get a much better damage roll than the AK.  As to the shotties, I have a purple double barrel which is much better than the brown pump shotguns I've found (+7 damage per pellet on the DB). Right now only Q1 pump shotguns are dropping for me so I don't know if the pump shotgun will end being skipped for the combat shotgun (haven't found one and can't craft it yet). 

 

On one hand, it's nice that the primitive age lasts longer and that the primitive tools and weapons appear to have been buffed. On the other, it seems like the tier 2 weapons and tools that I've found are not enough of an upgrade to be worth using due to stats or stamina usage. That said I need to spend some more time with the iron tools though because I ended up skipping right over them.

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I wouldn't mind if it appeared temporally darker as your eyes adjust to the inside.  Maybe 15 seconds or so.

 

Also I would like the BM night to be the brightest night (assuming it's a full moon) with days farthest between BM nights to be darkest (pitch black would be fine).  Its fun walking around at night with your helmet light the only source of light!

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Posted (edited)
4 hours ago, madmole said:

What is so terrible about Navezgane?

It's not terrible, I prefer to play on it, however I have been trying to understand why others don't, or what could be different about it to help instigate more people playing it over RWG.

I think he nailed part of it, but thinking Nav is too small is weird, I have played long games there and still never explored it all in a single play-through, let alone exhausted all the POIs/loot. Honestly if I did anything to Nav it would be to shrink it, not so much to remove area as much as address the more important point he made that I agree with most: POI density.

Sure there are clusters of buildings in Nav, but they are too few and too far apart at that. The RWG cities are so much more expansive, and I strongly believe that is why people prefer RWG over Nav. I always play my first new alpha drop game in Nav, this is the first time I gave up early and switched to playing RWG, albeit with one of the pregen maps. Why? Because I spawned on the East side, a combo of how sparse all those buildings are combined with my already basing up there and knowing first hand how slow early game is from that area. I could've moved, sure, but unless you shack up in or near Diersvill early game in Nav can take forever until you get a vehicle. Now I like these challenges, but am not always in the mood for them. So I just went pregen and am diggin it, but that's my SP game...

I am also now in an MP game and we are in Nav, preppin for night 14 now, me and a total noob(their first game ever)and it's going really well... but that's mainly because we live in Diersvill. And the new location for *spoiler* is actually super helpful(you probs know who I mean and where, just don't wanna ruin it for others). But I know Nav well, I just don't think it's good for new players on their own, exploring it can be a ridiculous mistake and waste of time/energy more often than not. I just think, in it's current state, it is best suited for experienced players because it is more difficult overall by comparison. Again I personally prefer Nav, I just get why so many others do not.

In summary, and from all my experience in Nav, what might help? I think mostly a rebalance and redistribution of POIs, maybe even not all that much, and you guys could just work on that each coming alpha until gold, and hopefully make it better by then. But rebalance how? There are just way too many long roads of nothingness between areas, simplest fix might be putting, either moving or making new, POIs along the roadways... more akin to irl really. Especially the long interconnecting roads between clusters. I do think it has gotten better, much better, but still needs work, and there can still be patches of nothing, just not so damn many, and the empty areas should be more in-between and away from the roads, not on them. Roads should, for the most part, have the highest density of POIs, but stretched out along them more evenly, not clusters separated by nothingness. Anyway, again I have noticed improvements already, just keep doing that I guess. I rly think it is just minor balance issues in layout. I'll be happy either way, but if we want more new players in Nav then it could help. Plus I predict the Navezgane map will take on a whole new level of "must play" once the bandits and fuller story, with distinct factions and corresponding POIs, are in place.

Edited by Mechanimal
grammarnoped (see edit history)

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10 hours ago, PoloPoPo said:

It is just common sense and something everyone expects for nighttime to be dark. Sometimes even too dark to go outside without a lamp. It was perfect in A18 and I don't understand why this has been changed.

Common sense is not common. People vary greatly in what they want. 90% of TV and movies have darkness way too bright and it annoys me, but the people I watch with generally don't care.

 

I would like it darker at night too, but TFP is not the Borg. Others have different opinions. Indoors at night it gets pretty dark, so that part makes me happy. Linking the moon phase to the ambient would be cool to get some darker nights, when the moon is not full.

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Posted (edited)

um... lol, sry I tried to edit and ended up in a new post... so, hi for no reason...

* slowly turns and goes back to gaming*

Edited by Mechanimal (see edit history)

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Posted (edited)

I tried to play Navz twice, the first time my trader was in the middle of nowhere.

The second time the trader was better located, but it was the low POI density that ended it.

 

Because so far, I only play eating canned food like in the movie "A boy and his dog" (a strange/funny apocalyptic movie to say the least).  You have to hustle to find enough canned goods!

Edited by Aldranon
spelling and grammer (see edit history)

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9 minutes ago, faatal said:

Common sense is not common. People vary greatly in what they want. 90% of TV and movies have darkness way too bright and it annoys me, but the people I watch with generally don't care.

 

I would like it darker at night too, but TFP is not the Borg. Others have different opinions. Indoors at night it gets pretty dark, so that part makes me happy. Linking the moon phase to the ambient would be cool to get some darker nights, when the moon is not full.

I'd prefer it was darker, but all the streamers, youtube etc cranked the gamma all the time so people could see what is going on, or people could see in general, even though they were not intended to. What it does is give the game the perception to someone flipping channels is that this game is ugly/washed out. So we make it so they can see, and hopefully don't change the gamma in a way that is super destructive. This could change (its changed every alpha so far to some degree lol).

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There is always nightvision goggles. I have my brightness turned down. It adds so much to the immersion and feeling.

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Posted (edited)
21 minutes ago, Aldranon said:

I tried to play Navz twice, the first time my trader was in the middle of nowhere.

The second time the trader was better located, but it was the low POI density that ended it.

Yeah, I hear this a lot, and have felt it too, I just like Nav so much overall that I tough it out until I get better vehicles, and even then the long @%$*#! drives can get annoying/tedious sometimes. Driving by more landmarks on journeys like that fleshes the drive out more and makes the experience far less mundane.

Cities flow like rivers flow, and trees grow. Same natural phenomena at work really. Paved roads are the trunks, dirt roads smaller branches, and then all the POIs are the leaves, and fruit of course. In this case the leaves are too sparse, and I'd say in RWG way too clustered. So a more natural distribution would help on many levels. The RWG changes every alpha, I have faith it will get even better by gold, and I personally enjoy watching Nav evolve through it's changes. ...

... but damnit where the F did you teleport the dang Crack-A-Book... you know the one. Don't tell me, finding it is on my adventure list.

Edited by Mechanimal (see edit history)

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2 hours ago, madmole said:

I was thinking the face mask so you can't stack it with str cigar.

A quick fix would be a bandana variant but I wouldnt mind a new face mask wearable.  Put those art guys to work lol!!!

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On 7/3/2020 at 4:54 PM, madmole said:

That isn't a horrible idea. I'm sort of against it because having to find something is good, having a way to solve it easily with money doesn't really force the player to explore, hunt or loot. However the guys all tell me in MP they are starving early game so I can sympathize with some kind of solution, but in SP I'm always swimming in food once I'm past the first week.

It's valid as long as its praise :D But seriously we listen, but ultimately the decisions on how to solve things or even consider them as a problem are up to us.
 

[/quote]

exactly. That's how a survival game should be. You can't survive by going to traders and spend money? Where is the survival in that.. :)

U should be somehow 'forced' to scavenge for food, drink and cloths.  For me it can't be 'harsh' enough 😛

 

So far food and water never, but never ever have been a problem in this game for me. Perhaps the only time was when trying a mod where u can't eat meat or cans without a risk getting ill. 

 

 

On 7/3/2020 at 4:54 PM, madmole said:


I feel the game is too easy but we're starting to get there. Food and primitive game stage are a big step in the right direction, and stamina felt broke being able to mine non stop with only one rank of sex rex so we made a few small adjustments. People need to not run in heavy armor, not use iron tools until you are ready with perks or food. Otherwise running is very easy with no armor, and so is mining with a stone axe. I level so fast my stamina woes disappear pretty quick, I gain 2 levels a day or more even on warrior.

 

Agreed :) 

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