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Alpha 19 Dev Diary


madmole

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1 hour ago, Trunks_Budo said:

I'm feeling weird. I'm pure agility, 4/5 in archery, pistols, and knife. I have 4/4 parkour and 3/3 run & gun. But the primary aspect of the tree, stealth, has virtually no appeal to me. It just feels strange lol, I'd rather walk into a POI with my level 5 SMG and pop headshot after headshot than waste time, money, and immersion sneaking around. I feel at conflict with myself over that aspect of these character builds. I think some things should have a separate list and should not be governed by attributes, primary things that every character can opt into regardless of attribute; Mining, stealth, farming, animal hunting and harvesting. I feel those aspects of the game should not be restricted to certain builds. I'd love it if I didn't have to wholly waste points into strength just to get into mining, you know? I know MM likes the attribute system but it just seems like it's way too multiplayer centric, and doesn't cater to the enjoyment of single-players. It's meant for repeat playthroughs, but I like to invest myself in one world and build all kinds of bridges and monuments and tunnels through mountains to drive through, etc. Having a "classic" perk option in the world settings would be perfect, where nothing is limited by attribute specialization, and you can specialize into different perks freely, independent of attribute investment. Let's face it, I have 1.5 megabits of internet here in the country, I'm not playing online any time soon. So I have to do everything alone. I'd love to have a single playthrough where I don't feel like I'm missing out on other things in other attributes. I had this problem with Alpha 18/17 too and it always ends up coming back to this. I'm not enjoying a stealth build, I'm enjoying an agility build. It's effective, but if I specialize in strength, for example, I can't just run around on bloodmoon night shooting and throwing molotovs, because I won't have Run and Gun from the agility tree to reload while sprinting. I can, technically, but not without weeks of dreadful zombie kill grinding to make it so. I feel like attributes themselves belong, agility, strength, etc, but putting POINTS into attributes doesn't. It would be better if the benefits of the attributes, IE headshot damage and dismemberment chance, were localized into new perks listed under the attributes. I know a lot of time and resources went into the development of this attribute system, but it just seems like a cheap way to make every player feel like they're missing out on things they want every playthrough. You can't reasonably brag about "this many hours" of play time on your game per year if you're really just psy@%$*#!gically (Psych - ologic - ally) manipulating people into engaging in multiple short-term playthroughs. 

So change it to 2 skill point per. Its what I do SP. Instead of telling how to change game for what you think game should be, there are ways to change it yourself. MM has stated he likes skill tree but may balance some more.

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17 minutes ago, HeavyMetalGamer8 said:

Also i am seeing that perk books and schematics are going to be tiered as well? that will totally destroy the fun factor of looting full stop

And I can also tell you why that is so: Because you are assuming that it will work in the worst possible way.

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1 minute ago, Gazz said:

And I can also tell you why that is so: Because you are assuming that it will work in the worst possible way.

Yeah i know i am jumping the gun here without seeing first hand what you guys will come up with, i usually hold off on being negative on newly added features until i get to try them out myself. i HATED the idea of wandering hordes when they were first talked about as a new feature however now i kinda like them. I am sure alpha 20 everything will come together and make more things more fun :)

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49 minutes ago, HeavyMetalGamer8 said:

 

Also i am seeing that perk books and schematics are going to be tiered as well? that will totally destroy the fun factor of looting full stop IMO, i have been able to get a 4x4 at day 10 thanks to the schematics and being able to buy the steel for it. i have also found the auto shotgun schematic but have not made it yet due to spending all my dukes on the steel for the 4x4 and ammo for horde nights+food. 

 

 

I think some limited tiering for schematics and recipies might be nice. Tier 0-1 would be basic items like plain foods, forge, workbench and similar items you need to get started. Tier 1-2 would be your basic guns and armor. Tier 2-3 would start getting into mods for everything.

 

 

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@madmole @tfp so far our (11 people - dedi-server run on my machine) playthrough has been pretty smooth. Nomad, 120min days, 24 bloodmoon count - everything else vanilla; we're on d45. Had a couple hiccups 1) placing a block on various random ground blocks would cause the block placed to just shatter. There was nothing on the ground (stone or otherwise) to cause shatter. It fixed itself over time for some reason. 2) a couple concrete blocks would just nottttt dry.. Tried various concrete upgrading methods (upgrade from wood, upgrade from rebar, upgrade from flagstone) and eventually i would find the block that would dry -annoying but it only happens 1 out of 100 blocks.

 

My daughter has been playing side by side with me on horde nights and her machine is pretty potato-y but she was able to actually maintain (connection/no-crashes/ minimal lag spikes -previous Alphas not so much). I did a massive upgrade to base before the d42 horde because previous horde nights they just kept pummeling my platform, only my daughter didnt participate for d42 so i was solo -- well, it was too easy now LOL. Without her extra mobs I think i did overkill on modifications, they didnt reach my platform but once or twice.

 

Currently am lvl 62 - gamestage 127. Normally I am deathless in a playthrough, but I have 2 deaths to my name. Day1 feral at night, and Day 2 to a spider zombie cuz i was greedy and was heavily overencumbered so couldnt get away and it hit me for more than i was hitting it LOL. Decided to not use spikes this playthrough so I've been questing it up for dukes and bought 12 shotgun turrets to help with protection - again, without my daughter there for the extra mobs - it was overkill lol.. Does turrets count as electrical "traps" for the advanced engineering xp?

 

20200706163734_1.jpg

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14 minutes ago, toores said:

Random gen, vanilla 7 days...

Yah, the shotgun messiah and shamway foods T5 POIs greatly out number the others (e.g. skyscrapers, hospital, etc.)  Probably why those come up on the quest list more frequently in RWG games.

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4 minutes ago, Laz Man said:

Yah, the shotgun messiah and shamway foods T5 POIs greatly out number the others (e.g. skyscrapers, hospital, etc.)  Probably why those come up on the quest list more frequently...

Speaking of frequent POIs, I have about 5 Bob's Boars POIs in the Forest Biome. Every time I explore the map, I find another one.

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On 7/5/2020 at 12:25 AM, madmole said:

something food something

Mr Mad Mole, I have a question.

 

There has been a lot of stir in the community regarding the rapid depletion of the food bar, are there any plans to tweak this as experimental moves forward, and are you guys aware of this 'issue' that a good chunk of the player base are having? Example eating 20 tins of tuna to fill your food bar, then it being empty and starving again within a couple of hours

(disclaimer i have no issue keeping my food maxxed out and i am the groups farmer and manage to keep everyone well-fed with spaghetti and meat stew without issues, but i see what the people are saying and agree that it needs tweaking)

 

Hopefully this disclaimer will protect me from SOME of the closed-minded people that just attack everyone with a suggestion/opinion/question

 

Thanks for your time.

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4 hours ago, Guppys Fur said:

Instead of letting out steam, care to elaborate what exactly you dont like on them?

Its not that the game forces you to do them in any way.

For starters, tier 4 is better. If you do the one that has the big chest in the end, you get pretty much the same loot in less time. In my last factory run, the zombies kept falling to previous floors. Finding and killing them took way too long. When I finally finished, I had to drive back to base because I was starving to death before I was able to go to main loot. I started with full bars, and had even some stuff with me. (bad luch with food RNG, but still...)

 

So basically they are zero fun. A complete opposite of tier 4 ques, which are super fun. Even though you still do some familiar buildings, the pacing and length is nice and the reward is adequate for the time spent.

 

And as Khalagar said, for some reason, the quest POIs tend to repeat. Even the tier 4 repeated, which is funny because there are more suitable POIs on the map and even in the town nex to my main trader. I had 2 business strip buildings in my main town. Half of my tier 4 quests were in this POI (two locations but same building). Old victorian house was at least 3 times. Only the very last (tenth) quest was gun store, a new location. But after taking the special quest to see the next trader, I'm locked out of choosing tier 4 quests.

Now I have shamway factory, gun factory and brick apt building. And after doing the gun factory and waiting for the  stuff to refresh, I got the gun factory again. After doing some other stuff and waiting for quests to refresh i think the hospital also opened up but after doing the gun factory twice, I never want to do another "clear" quest again, so all tier 5's are out.

 

The game does not force me to do ANYTHING but quests are fun and the fun POIs are in the game. I would like to get quest there but after advancing to tier 5 I can't. I waited for the quest to reset and checked two traders (two towns) and since I got the business strip from one trader and old victorian house from the other, I did the later for the 4th time. Yaay! At least it didn't take forever to complete. But I can't choose or do multiple tier 4s anymore because I get 3 tier 5's, ONE tier 4 and one tier 3. Tier 3's don't have good loot for late game and if i get another business strip, I have to wait for the reset again.

Btw, quest reward are the main way to aquire good tools and gear. If I excluded all the quest rewards, my character would be so much worse shape. Any type of mining would be unbarable since I don't like STR tree and low quality tools take soo much longer to breaks/mine stuff. I have purple iron pickaxe and I'm still holding off from doing some rework for the POI i'm living in. Even with coffee and food buffs, it takes long time to break concrete stuff.

 

I play with loot respawn turned off so if I can't get quests to fun POIs, my map is "barren" after a while...

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19 minutes ago, Worrun said:

There has been a lot of stir in the community regarding the rapid depletion of the food bar, are there any plans to tweak this as experimental moves forward, and are you guys aware of this 'issue' that a good chunk of the player base are having? Example eating 20 tins of tuna to fill your food bar, then it being empty and starving again within a couple of hours

 

This is intended behavior, they want you to be investing in cooking and making actual food. It's completely pointless to eat anything cheaper to make than Bacon and Eggs. Cans of Tuna only give you 5 food each I believe, and if you make the mistake of trying to mine before you get an auger, you'll burn that entire food bar in a minute or two. I burned like 80 food in 6 or 7 minutes of mining

 

I've been testing mining to see if it's feasible, but it's straight yikes atm. I was lucky and was able to buy a level 2 Auger by like day 18 and immediately trashed my level 4 Iron and level 4 steel picks. Even with decent food and both blackstrap coffee + normal coffee, you'll spend like a solid 2-3 minutes out of your 10 minute rock breaker out of stamina, and you'll eat your entire camps food store in the process.

 

To have any remote chance of mining without the Auger you need like Master Chef 2 or 3 out 4 so you can  make food out of the resources you wish you had, Living off the land so you can cry about not being able to afford enough farm plots to feed you, Miner 69 level 4 or 5 so you can break blocks and make level 5 tools, Max Sex Rex, Iron Gut maxed out etc. So basically, by the time you are level 30 and start seeing augers, you'll be able to mine with a pick =/

 

The people experiencing a "bug" were likely being told by the game to stop trying to use iron or steel tools and wait for the auger. Even dinking on a safe or digging out cobblestone / cement bags  will smash your stamina and noticeably lower your food bar if you are  trying to collect very many. I checked mine and went from 81 food to like 60~ish food just opening a hardened chest with an iron pick axe

 

This is the first alpha I've ever played where I don't have a mineshaft to bedrock, which is where I normally live and something I've usually got by like day 4 or 5. It would take a month to dig to bedrock with the current stamina system, and you'd need every perk listed above maxed out along with a chest FILLED with nothing but meat stew to stand any chance of making it alive.

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3 minutes ago, Khalagar said:

 

This is intended behavior, they want you to be investing in cooking and making actual food. It's completely pointless to eat anything cheaper to make than Bacon and Eggs. Cans of Tuna only give you 5 food each I believe, and if you make the mistake of trying to mine before you get an auger, you'll burn that entire food bar in a minute or two. I burned like 80 food in 6 or 7 minutes of mining

 

I've been testing mining to see if it's feasible, but it's straight yikes atm. I was lucky and was able to buy a level 2 Auger by like day 18 and immediately trashed my level 4 Iron and level 4 steel picks. Even with decent food and both blackstrap coffee + normal coffee, you'll spend like a solid 2-3 minutes out of your 10 minute rock breaker out of stamina, and you'll eat your entire camps food store in the process.

 

To have any remote chance of mining without the Auger you need like Master Chef 2 or 3 out 4 so you can  make food out of the resources you wish you had, Living off the land so you can cry about not being able to afford enough farm plots to feed you, Miner 69 level 4 or 5 so you can break blocks and make level 5 tools, Max Sex Rex, Iron Gut maxed out etc. So basically, by the time you are level 30 and start seeing augers, you'll be able to mine with a pick =/

 

The people experiencing a "bug" were likely being told by the game to stop trying to use iron or steel tools and wait for the auger. Even dinking on a safe or digging out cobblestone / cement bags  will smash your stamina and noticeably lower your food bar if you are  trying to collect very many. I checked mine and went from 81 food to like 60~ish food just opening a hardened chest with an iron pick axe

 

This is the first alpha I've ever played where I don't have a mineshaft to bedrock, which is where I normally live and something I've usually got by like day 4 or 5. It would take a month to dig to bedrock with the current stamina system, and you'd need every perk listed above maxed out along with a chest FILLED with nothing but meat stew to stand any chance of making it alive.

 

Don't worry, it will be fixed whether its an actual issue or not (I haven't played A19 myself yet).   But TFP have a history of making experimental hard, then people whine and then it gets easy.  Trust me, they will ease up on it.

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45 minutes ago, SnowDog1942 said:

Don't worry, it will be fixed whether its an actual issue or not (I haven't played A19 myself yet).   But TFP have a history of making experimental hard, then people whine and then it gets easy.  Trust me, they will ease up on it.

 

Not so much about it being too hard, as it just completely killing the mining play style. I like the added difficulty in A19, and the changes to try and make food perks worth considering are valid, but mining is in a really, really bad spot.  There's nothing "hard" about holding down M1 and mining down to bedrock, but it's not fun with the current stamina system where you spend ten times longer out of stamina than you do mining.

 

I said it before but, stamina as a system is never, ever fun to interact with, because stamina as a system is just "How often you can actually play the game". Play the game too much in too short of a time? Go sit in time out and think about what you did while it recharges with zero interaction from the player.

 

In 7 Days, normally on day 1, I would do my quest and go to the trader and then I would dig down about 10 blocks or so and dig out a little 7x7x3 temporary cave house. Then over the next few days I'd dig all the way to bedrock and start digging tunnels and hallways and rooms to live my Dwarven lifestyle

 

Good luck doing that in A19

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Had a thought that might address, a wee bit, several recent posts; looting being unrewarding early on, mining being food expensive.

 

Add rare 'special' Iron Tools. Very low Stamina cost, but _not_ repairable. Basically an early game Legendary item.

(adjust Durability so a pickaxe could mine ~100? stone blocks, Fireaxe 15~25 1200hp trees.. reduce zombie damage on these so they're not OPd vs zeds)

 

Could also add items that have never been in loot before like Drawbridges, Wet Concrete blocks, Iron Bars, Level 3 Iron Doors/Hatches

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Not sure if intended, but it certainly caused more than a few laughs on our server...but you can absolutely projectile launch a player with the robotic sledge used in the hand (even with player killing off). It doesn't appear to do damage...however you can be launched into the wall/dirt and vaulted to the surface or be launched into spikes resulting in deaths. The animation from the launched player were...interesting...with the camera staying put, the player character being ragdoll'd in the air, and their gun appearing to magically separate and fly off into space.

 

Possibly unrelated, but when this occurred, one of our players then started experiencing significant lag when using the M60 - this was corrected/fixed with a server reboot.

 

When I get on tonight I will make a video of it...cos it's stupid funny ^_^

 

 

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4 hours ago, JCrook1028 said:

I've had issues with the modify option being gone one time I look at it and back when I look at it again.

 

I noticed that wrench bug too in a19. You can modify it by putting it in the belt, but not inside inventory slots. Even then, sometimes doesn't even work on the belt either (needs more investigation).

The bug probably has something to do with the options/display keys being too many for that item. Maybe the drop option could be culled in order to allow more important ones.

Temporary workaround: Move the wrench to the belt and it should allow you to modify it.

It is a very common bug because the wrench is used quite often.

 

Maybe @Gazz  could help with this issue because @Kinyajuu  or @faatal might be busy with  other magic bug stuff and not with the OCD crazy code stuff. Gazz is always to blame anyways. Too handsome to be a dev :hat:.

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