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Alpha 19 Dev Diary

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2 minutes ago, Laz Man said:

Not sure if trolling or......i guess there is only one way to find out LOL

The best source of free explosives are landmines. Did you know that you can pick them up by harvesting them with a wrench? ;)

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2 minutes ago, Forgotten Memes said:

Was there a nerf to higher difficulties?  I've been 1 shotting everything on insane.  

Even radiated Z's?

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Just now, MechanicalLens said:

The best source of free explosives are landmines. Did you know that you can pick them up by harvesting them with a wrench? ;)

Thanks GUYS! 🤣

A19.0_2020-07-08_14-09-28.jpg

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3 hours ago, Dethar said:

Because I at least rarely run out of ammo. Find most of my ammo, and craft very little.

Don't know how you play. But if you have an ammo-intensive play style and still don't need to work for your ammo then the game isn't balanced well in that regard.

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Posted (edited)
24 minutes ago, Forgotten Memes said:

Was there a nerf to higher difficulties?  I've been 1 shotting everything on insane.  

 

Shotguns are ridiculously over powered atm, and depending on what you are using for melee, a lot of those will one shot with headshots too.It's the 50% dismember chance in action, you dismember their head and auto one shot. It's basically the only way you can even use some of the bad weapons like Machete and Stun Baton and Junk Sledge, just whack them on the head until you get your RNG dismember proc because they won't die otherwise

 

I play on the difficulty just below Insane and very regularly one shot with my Fire Axe, and shotgun obliterates EVERYTHING when perked into. I've cleared entire hordes of irradiated with the auto shottie, there's no way it won't be nerfed. During the streamer weekend almost every streamer I watched specifically stopped using it because it was too strong and was over shadowing all the other weapons they wanted to show to the audience

 

  

21 minutes ago, Laz Man said:

Thanks GUYS!

 

 

Pretty sure there actually is a magazine or perk that lets you pick up land mines

 

  

6 minutes ago, meganoth said:

Don't know how you play. But if you have an ammo-intensive play style and still don't need to work for your ammo then the game isn't balanced well in that regard.

 

 

Ammo is nearly infinite in A19. They toned it waaaaay down from the streamer weekend but it's still so high there's zero reason to ever step foot in a coal or nitrate or lead mine

Edited by Khalagar (see edit history)

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1 hour ago, Laz Man said:

I can think of one...run through several rooms to wake the place up then find a door to close on the angry sleepers....

 

Light explosive

Throw

BOOM

Small hickup in that plan: Behind that last door can be any number of angry sleepers as well.

 

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21 minutes ago, Laz Man said:

Not sure if trolling or......i guess there is only one way to find out LOL

Nope, not trolling, just grab a pipebomb, light it up and run up against the zombies, you become death itself.

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4 hours ago, meganoth said:

Ok. I assume you mean by that the waking-up-and-luring-them-somewhere-safe strategy. Will give it a try as I'm playing perception right now. Dangerous though as you have to run through a potentially trap-infested building to get them awake, simply shooting outside doesn't really work well nowadays.

 

EDIT: I have a hard time picturing how to get more than 2-3 zombies at a time to follow you in the typical dungeon-style POIs. And you need at least 3, better more zombies together to get your mileage out of explosives.

 

That is true, but if perception is your thing, you should have a few stacks of grenades at all times. They really are not very costly, and you are getting the most springs/parts from your savage operations perk, so relatively speaking that guy should have ability to make 100's of grenades very easily. I always craft 25 per horde night to reduce how much ammo I have to craft and it really works well on groups of zombies.

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Posted (edited)
24 minutes ago, Laz Man said:

Thanks GUYS! 🤣

A19.0_2020-07-08_14-09-28.jpg

The old "pick up a landmine, it'll be fine" A classic!

Edited by Trankitas (see edit history)

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5 minutes ago, meganoth said:

Small hickup in that plan: Behind that last door can be any number of angry sleepers as well.

 

Never said it was full proof hehe..

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Posted (edited)

pity later stages of horde nights make land mines and explosives useless. they trigger demolishers and make them blow up your bases. that and the low mag and slower firing rate of perc weapons a little less desirable at later stages. even when I perk Perc, I always keep ak's for horde nigth instead. also intel tree weapon on horde nights have a similar problem since any time a junk turret hits a demolisher from the front or side sets it off.

 

we just did a 3 man day 35 horde night. junk turrets had to be picked up because of that when the first 3 blew up before we saw them.

 

edit: this is not a complaint, just observation, and psa to those who havent gotten there yet.

Edited by wolfbain5 (see edit history)

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1 minute ago, Trankitas said:

The old "pick up a landmine, it'll be fine" A classic!

Actually I tested the light the dynamite and dont throw it suggestion....

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2 minutes ago, madmole said:

That is true, but if perception is your thing, you should have a few stacks of grenades at all times. They really are not very costly, and you are getting the most springs/parts from your savage operations perk, so relatively speaking that guy should have ability to make 100's of grenades very easily. I always craft 25 per horde night to reduce how much ammo I have to craft and it really works well on groups of zombies.

Hey Joel! I'm currently writting down a game design document about the feedback of the perk system and my view of some perk tree tweaks and additions, would you be willing to take a look once i'm done with it? 

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Posted (edited)
2 hours ago, Khalagar said:

 

. . .were you spying on me yesterday going around collecting meat?

 

Related, but do living bears even still exist? I've encountered like 6 or so zombie bears, but not a single living one.

They will soon:

Changed: Added more friendly animals to all biomes (Joel)

Changed: Added a low chance for enemy animals to spawn in forest during the day and a higher chance for them to spawn at night (Joel)

Changed: Chickens can spawn in forests now (Joel)

Changed: All animals respawn much faster than before (Joel)
 

I had moved them to night spawns but it was brought up if you never explore DURING the night, then enemy animals would NEVER spawn. That said now there is a chance they will spawn day and night, with different %'s.

Edited by madmole (see edit history)
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Posted (edited)
1 minute ago, RhinoW said:

Hey Joel! I'm currently writting down a game design document about the feedback of the perk system and my view of some perk tree tweaks and additions, would you be willing to take a look once i'm done with it? 

Does it include lighting explosives and not throwing them?  If so I highly recommend he DOESN'T!!! Lol

Edited by Laz Man (see edit history)

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1 hour ago, Laz Man said:

I can think of one...run through several rooms to wake the place up then find a door to close on the angry sleepers....

 

Light explosive

Throw

BOOM

You could spike some doors off too after you run through a few to slow them down then throw the grenade over the spike.

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Just now, Laz Man said:

Does it include lighting explosives and not throwing them?  If so I highly recommend he DOESN'T!!! Lol

Haha no, i just haven't reported that bug because it's honestly hilarious and very situational. This document does include 1958 words currently, and i'm still at the pummel pete perk of strength (perception has been dealt with) :D

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33 minutes ago, Forgotten Memes said:

Was there a nerf to higher difficulties?  I've been 1 shotting everything on insane.  

I've noticed it being easier as well on Insane. Not sure about actual zombie hit points, but with the overall increase to ammo and the game not increasing gamestage faster  on the difficulties above the default just makes the game seem easier in general

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2 minutes ago, madmole said:

They will soon:

 

Madmole single handedly cured animal extinction with one patch!! No really, that's been a major issue for a few alphas for me, where animals are totally extinct by like day 2 or 3 and then you ride the struggle bus for the rest of the game trying to find meat.

 

Very welcome change!

 

 

4 minutes ago, wolfbain5 said:

also intel tree weapon on horde nights have a similar problem since any time a junk turret hits a demolisher from the front or side sets it off.

 

Yeah, Demolishers kind of crap on a lot of builds and bases. I can see why the devs added them, but at the same time, they make a lot of weapons a hinderance and you have to design your entire base around demolishers.

 

I'm hoping for some more unique alternatives. I like the idea of the giant vulture that can carry zombies and drop them on top of your base, or pick up players, and I still like my idea of a zombie that builds a ladder. Like a spider zombie, leaving a trail behind it.  Add in a miner zombie that digs tunnels for other zombies and you'd have a pretty cool variety of special infected that would keep base designs fresh, while also giving the player specific zombies to target during the horde.

 

People mentioned a "fog zombie" or darkness zombie too, that generates fog or darkness around it which would be pretty cool

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31 minutes ago, MechanicalLens said:

The best source of free explosives are landmines. Did you know that you can pick them up by harvesting them with a wrench? ;)

I tried this the other day. I know the intended result, and I took zero damage because the wrench distance is pretty far, so I just got it to where the prompt would show then I harvested it. Boom, no damage. Now I can't say for sure NO damage, but I think I had 90% of my health or so when I did it, so if I did take any damage, it wasn't much. It is useful for setting off the mine without wasting ammo I guess. I don't know if I got lucky or what, because I almost die every time in that one POI where the zombie sets off the land mine in the hallway with the safe around the corner before you get to the hallway.

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Posted (edited)
14 minutes ago, madmole said:

They will soon:

Changed: Added more friendly animals to all biomes (Joel)

Changed: Added a low chance for enemy animals to spawn in forest during the day and a higher chance for them to spawn at night (Joel)

Changed: Chickens can spawn in forests now (Joel)

Changed: All animals respawn much faster than before (Joel)

Changed: Cougar can spawn in forest and desert (Adam)

Changed: Bears can fly with C4 (Laz)

Added: Cougars spawn in the Boobie trap (Snow dog)

 

Sweet!

 

finally i can eat chicken in the forest! :)

Edited by Adam the Waster (see edit history)
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Madmole do you have any plans to release a new patch this week still? 

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3 minutes ago, madmole said:

That is true, but if perception is your thing, you should have a few stacks of grenades at all times. They really are not very costly, and you are getting the most springs/parts from your savage operations perk, so relatively speaking that guy should have ability to make 100's of grenades very easily. I always craft 25 per horde night to reduce how much ammo I have to craft and it really works well on groups of zombies.

On horde night explosives work wonders, I agree. But there it is relatively easy to get lots of zombies piled up for the slaughter, especially because you can design the horde base specifically for that use case.

 

But I never tried to use grenades for clearing POIs and expect some difficulties in rounding up enough zombies in a convenient place so throwing grenades instead of simply shooting them makes sense.

 

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18 minutes ago, meganoth said:

Don't know how you play. But if you have an ammo-intensive play style and still don't need to work for your ammo then the game isn't balanced well in that regard.

We have cut ammo in half, but I don't know if you guys got that patch yet.

10 minutes ago, wolfbain5 said:

pity later stages of horde nights make land mines and explosives useless. they trigger demolishers and make them blow up your bases. that and the low mag and slower firing rate of perc weapons a little less desirable at later stages. even when I perk Perc, I always keep ak's for horde nigth instead. also intel tree weapon on horde nights have a similar problem since any time a junk turret hits a demolisher from the front or side sets it off.

 

we just did a 3 man day 35 horde night. junk turrets had to be picked up because of that when the first 3 blew up before we saw them.

I intend to change land mines to entities so you can get XP for them, I don't use them for that reason. We can always change the demolisher, but you could try putting land mines a LOT further away from your base, I mean I wouldn't want them blowing up near my base, when I used to use them they would be out in the fields just inside the spawn radius.

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