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Alpha 19 Dev Diary


madmole

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25 minutes ago, Exxodous said:

So what causes this to keep happening in A19?  See all the blocks in the windows and doors.  I cant see through them as they do not exist but I can walk through them.  Have only been in game for about 10 min

 

 

251570_screenshots_20200707210547_1.jpg

 

This is not a new thing - A17/18 had it too. A relog usually fixes. It's possibly an issue with graphics drivers or something.

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12 minutes ago, Laz Man said:

 

 

29 minutes ago, Exxodous said:

So what causes this to keep happening in A19?  See all the blocks in the windows and doors.  I cant see through them as they do not exist but I can walk through them.  Have only been in game for about 10 min

 

 

251570_screenshots_20200707210547_1.jpg

Whenever I get this i simply quit and reload and it fixes it for me, i think its chunks not being loaded properly yet unsure of the cause

3 hours ago, madmole said:

I don't know how easy it is to do such a thing.

fair enough, i just figured it would be fun to add in, be a sought after book, almost like that grease monkey book that was originally gonna be in game, though im betting it got pushed back.

 

i do like finding a ton of books in game, makes it so fun to loot for them

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While we were recently talking about the Sniper being so big it blocks your entire view, I got screen shots to compare it. we seriously need a drastic reduction in the Sniper, it's like playing with one eye closed


 

Spoiler

 

WpqSRNE.jpg

 

uYuGnW9.jpg

 

Spoiler

 

0EwFleY.jpg

 

y4Vh4T6.jpg

 

 

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3 hours ago, Tmodloader said:

Also I want to add that I enjoy that the game funnels you into certain weapon types based on other things you want to do. 

 

No, it does not. I think all the weapon types are viable in game. However, if you feel the need to squeeze every last bit of performance out of one weapon type you have the option.

 

And here is where I think the game needs improvement. You can min/max on one weapon type with almost no risk. If you decide to go shotgun you perk the heck out of it and run around blasting everything. The only risks are having enough ammo and occasionally having to repair the weapon. I feel the Pimps need to bring back the degradation system that when you repair something the quality of it decreases. Or some other attribute decreases making the weapon less effective than it was. In A18 if you found a level 5 gun early on, you would probably end up using for most of the rest of the game. Meanwhile you would loot dozens of lower quality weapons that simply became stacks of Dukes next time you visited a Trader.  Leveled Loot is taking a step in the right direction in delaying the finding of the top tier weapons more consistently but we need to take it a step further.

If your level 5 auto-shotgun can be worn out until it breaks and you cannot repair it, would it make you reconsider using it for every POI and loot run? Or would you maybe choose to use lesser weapons or one you are not fully spec'ed out in so you can save the best for when it is needed on horde night?

3 minutes ago, Khalagar said:

While we were recently talking about the Sniper being so big it blocks your entire view, I got screen shots to compare it. we seriously need a drastic reduction in the Sniper, it's like playing with one eye closed

 

For the first picture, is that the default look or is there a scope mod on it? Does it change if you put a scope on the rifle? How does the other gun compare with a scope attached?

While there is a good size difference in that comparison, how does it compare to other items as well? The clubs stick up and take a decent amount of screen room as well. What about comparison to things like the auger or junk sledge/turret? While some adjustment may be called for, it is not far to compare to one variable to make that decision.

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1 hour ago, Jarod_Silverstar said:

 

Does it change if you put a scope on the rifle

Spoiler

RDXasLr.jpg

 

That is the sniper rifle with no Scope, but, y'know, it's a sniper so not using a scope on it is pretty pointless. It's still huge even with no scope though, it covers like twice as much screen space as the auto shottie does

 

1 hour ago, Jarod_Silverstar said:

How does the other gun compare with a scope attached

 

Huh, apparently the auto shottie is bugged if you use a scope has a missing texture causing a giant pink blotch

 

Spoiler

w27L8D4.jpg

 

It's also quite large with a scope on it, but still not as big

 

1 hour ago, Jarod_Silverstar said:

What about comparison to things like the auger or junk sledge/turret?

 

Junk Turret is quite small, you can still definitely see around it

 

Spoiler

972iHLO.jpg

 

Junk Sledge is bigger but still not that big

 

Spoiler

FkKiCGj.jpg

 

 

The bigger issue is that the Sniper blocks the entire *side* of your screen, where enemies come from. Stuff like the Junk Sledge block the bottom which isn't nearly as important as enemies aren't typically coming from under you.  But the Junk Sledge is definitely also on the "too big to actually use" side and it's one of the reasons I don't use it. The other ones being, it's terrible, but y'know

 

Stuff like the axe is fine, it has a bit of a blindspot but it's not nearly as big as the sniper

 

Spoiler

rWTYyyh.jpg

 

 

Here is the Sniper again for ease of comparison
 

Spoiler


xUzOobY.jpg

 

 

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1 hour ago, LilMissNorti said:

 

 

This is not a new thing - A17/18 had it too. A relog usually fixes. It's possibly an issue with graphics drivers or something.

I've seen it before too, unfortunately it's happening daily now and I'm the local machine so everyone else has to log too....

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1 hour ago, Exxodous said:

I've seen it before too, unfortunately it's happening daily now and I'm the local machine so everyone else has to log too....

Its the distant models (imposters) for POIs that dont get removed when getting close.

I have seen that happening in A18 before. That bug seems to pop up more often now.

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8 hours ago, Phoenixshade35 said:

i like the roads that abruptly end, makes me think that the wildlife has overgrown that part of the road and beyond for roleplay purposes, cause who knows how long the zombies have been here since you were dumped off by the duke right.

I was thinking earthquake when I came  across one.   Biblical. Scale. Earthquake.  This would explain why many buildings are damaged.

 

I know, its a game.   But if I can explain everything to myself, then the game is SO much more fun!  

Its why I added 16 perk points, it makes sense with The Duke's initial message.  If the player WAS a Badass, then The Duke poured a corrupted version of the Forgeten Elixer down the player that made the player forget PERMANENTLY!

 

Then, starting out with no points would make sense! 

 

EDIT:  This would be why the player can "learn" by doing anything stressful.  You're not learning... you're remembering!!! 

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10 hours ago, Jost Amman said:

@madmole

Since you're already talking about LCB, I've got a question... is it normal that in A19 single player I can't place a LCB anymore?

I get this "no you can't" sound whenever I try to place one (anywhere) so I just thought you disabled LCBs in SP altogether. Is that so? 🤨

This has happen to me, but turned out that land claim was overlapping with trader are. Moved my base and had no issue placing LCB.

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Sorry in advance for the large post, but id rather get it all out in one go.

I am loving the new 'stone age' period at the start of the game.

Having better versions of low tier items at the start of the game feels good to me, i dont think in any other version i would have ran around with a tier 6 stone weapon, so having that as an option is great.

I think the bows need a buff in general, ammo still doesnt seem to be a problem, so their main selling feature of 'free' ammo isnt that great, though having more iron arrows in loot is nice.

The blunderbuss feels really good now, not sure if it was buffed or if it was always this destructive. Giving more stone age ammo is a huge boost, one of my biggest gripes with the blunderbuss in past versions was that by the time i could craft one i would already have better weapon options, and gunpowder was very scarce in previous versions so i wouldnt waste it crafting ammo for a lower tier weapon. It feels just about perfect now, though i would love to get a musket and a flintlock to go along with it!

 

I still feel like the magnum is a really bad weapon considering its massive reload time, low clip size and it doesnt work with many mods. Would be nice seeing it drop earlier and more frequently so that i could use all the .45 ammo i get but cant use.

 

The sprite feature that shows item locations on the screen is excellent! i love it. It helps so much with getting your orientation right.

 

Digging quests are significantly more fun with the dig zone shown on screen and the shrinking zone size, you never really feel bad for digging because each block gets you that one point closer to the treasure, so it feels much more rewarding.

 

I still think int needs a normal weapon tree for it to use with 3 tiers, i think something like a flamethrower would be good. Stun baton i think needs 3 tiers, it might just be an issue of perception but without the power progression i always assume it will never reach the potential of the other weapons, and stunning is useless when you could use another weapon and one shot a foe.

 

I think melee weapons in general need some more niches outside of combat, currently the steel axe feels like its the best weapon, then the sledgehammer considering that i want to take the least backpack space up and those two can offer pve power. knives can skin things, would be nice if they did more damage to cloth and leather items for a start(curtains and couches), spears could be better for digging and overlap with shovels (not so much because it makes sense but doubling up items would help), and fists could just get more generic block damage, and the stun baton i always thought would be cool if you could strike electronic items and power them up briefly, like being able to activate dormant vending machines, might be a nightmare to code though.

Harvesting tools will reward players with more materials when harvesting.

I dont mind the tool items being good in combat, but they shouldnt be as good as the other items, maybe lower their entity damage and add a mod that makes them stronger for non melee focused players?

 

In my current playthrough i am swimming in ammo, i think this might need to be tuned down a little to incentivize melee and archery builds. currently i am using my guns on purpose just so that i dont fill my bags up while looting.

 

I still think some perks could be adjusted, particularly crafting perks that dont offer anything else. When the weapon crafting and combat perks were merged they felt amazing, some other ones dont feel so good. Also worth noting is that nearly all crafting perks are attributed to intellect, and most craftables are unlockable with manuals, meaning they often have little longterm value, not to mention only needing one or two items from the craftables (like 1 motorcycle or 2 workbenches).

 

My suggestion would be shuffling some of the crafting perks into other trees that lack craftables and merging them into existing perks.

Move physician perk into Fortitude and combine it with healing factor so that there is a passive effect and unlockable crafting aspect.

Move advanced engineering into perception and combine it with salvage operations.

Strength already crafts heavy armor and agility already crafts light armor, along with having their affiliated weapons that go along with them.

 

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3 hours ago, Khalagar said:
  Reveal hidden contents

RDXasLr.jpg

Huh, apparently the auto shottie is bugged if you use a scope has a missing texture causing a giant pink blotch

 

Pretty sure it's not bugged, but rather TFP haven't finished with the models yet, and for some, the proper alignment. Currently if you attach a red dot sight to the T2 Assault Rifle, for example, the red dot sight is invisible, while if you attach the same mod to the auto shotgun, it is embedded into the gun's model about a third of the way. The T3 Sniper Rifle's scope is part of the physical model, which again is not supposed to be the case, since we saw what it looks like without a scope on some of the streams, and no gun would block about 80% of your screen when you ADS, crosshairs and all.

 

Agreed though, the sniper rifle could use a reduction in size.

 

Edit: Unless some of this changed in B157.

 

Double edit: Okay, missed the image above. The latter issue I described seems to have been fixed.

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Everything seems good on day 21. Only thing I still feel needs to go, is demolition zombie. Don't fit, can't balance it, way too much damage done over way too large area. Way too many spawn in on 200+ GS. Takes all the fun out of late game, as they simply become impossible to deal with.

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25 minutes ago, Marinxar said:

Everything seems good on day 21. Only thing I still feel needs to go, is demolition zombie. Don't fit, can't balance it, way too much damage done over way too large area. Way too many spawn in on 200+ GS. Takes all the fun out of late game, as they simply become impossible to deal with.

We've done a combined GS 400 defense (4man) and if anything it made the battle fair and interesting to have demolishers blow up parts of our structure. They represent like 75% of the late game challenge, no amount of radiated wrights could come close to what they are capable of destroying if you're not careful. The horde would have been a breeze without them, they were the sole reason we had to build with retreat points in mind and backup plans. 

 

If anything the game needs to reduce the number of demolishers only once they have introduced new zombies with special abilities. 

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So I went to get a pizza. Menu listed a large deepdish for $20, additional toppings $2 each. Note said it came with both yellow & purple onions.

 

Ordered it, paid $20, took it home with the onions, was really good. But the girlfriend wouldn't kiss me for days after.

 

Next time I went I ordered it without onions, mushrooms and olives instead. Cost $24.

 

When I asked the cashier why the extra $4, wouldn't the mushrooms and olives just be substitutes for the onions? He said, nope, the cook likes onions on the deepdish so there's no charge for them on the deepdish. Cook likes mushrooms and olives on the thin crust, so if you don't want to pay the $4 bucks but want mushrooms and olives, order the thin crust.

 

And the side salads still cost $6 each, no matter which crust or toppings you ordered.

 

... now I really do want pizza... damn it! :biggrin1:

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4 hours ago, beHypE said:

We've done a combined GS 400 defense (4man) and if anything it made the battle fair and interesting to have demolishers blow up parts of our structure. They represent like 75% of the late game challenge, no amount of radiated wrights could come close to what they are capable of destroying if you're not careful. The horde would have been a breeze without them, they were the sole reason we had to build with retreat points in mind and backup plans. 

 

If anything the game needs to reduce the number of demolishers only once they have introduced new zombies with special abilities. 

Maybe try again solo with GS 200. The weakest zombies in the mix, is Feral tourist and feral big mammas. Bulk of the zombies are radiateds and Wights/radiated wights and cops. You are plenty busy already. No need for anything to blow up parts of your base as well, with no way to prevent it.

 

I killed 700 zombies and was finally overrun because demolition zombies started spawning in 3 at a time. 

 

I feel with enough resource and time investment, you should be able to beat a horde night. Especially in single player.

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Hi guys!

There is a question regarding the crosshair in our game. Are you planning to add crosshair settings? To make it non-static, or change the size and color. It would make the aim so dependent on your skills.

 

The crosshair is also very annoying when using the scope, for example, when you use a reddot, and a white cross overlaps the split screen.  Probably, it's a bug.

It may not be very important for people playing PVE, but for PVP it is an irreplaceable and usefull feature.

Game is really good and exciting. I hope that she will captivate more young players in the future apdates.

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16 minutes ago, garvin said:

Are you planning to add crosshair settings? To make it non-static, or change the size and color. It would make the aim so dependent on your skills.

It is non-static and it does change size. The size is dependent on your skills/perks.

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11 hours ago, madmole said:

Milk Drinker. My hands are like 36 grit sandpaper with metal shards glued on. Between lifting weights and playing guitar and doing labor it is a wall of calluses on top of scars.

 

Isn't that painful when you...  Nevermind....

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9 hours ago, Black Hat said:

Flash bang grenade

That would be cool in dealing with lots of zeds and pvp


 

for players/npcs it would Blind them

 

for zombies it will make them go into Rage and attack anything around them. Sense they are blind and deaf they would attack anything near them, AKA they would attack zombies

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