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madmole

Alpha 19 Dev Diary

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4 minutes ago, falloutcloud said:

Checking out the new exp patch. I like the fact that predatory animals spawn during the day again. However, can the dire wolves be game staged during day hours? I'm level 3 now and I've already came across 3 and a bear during the day. 2 of the dire wolves were together. No regular wolves yet. Did the dire wolves get a hp buff too?

Animal spawns will be tweaked in the next patch most likely.

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Posted (edited)
4 minutes ago, MechanicalLens said:

Animal spawns will be tweaked in the next patch most likely.

It is definitely challenging to take on a dire wolf with primitive weapons. I think I usually had at least a pistol if not a shotgun before I came across one.

 

(edit) very helpful that I can make a blunderbuss without a workbench and a few simple easy to find items.

Edited by falloutcloud (see edit history)

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Even though I have died like 4 times in the latest build (released Friday) to wild life compared to zero since A19 first released I kind of liked the added danger of large predators out there and makes an added element to survival...

 

So reading what MM has planned we could be going back to seeing predators only at night and in the day time solitary Chickens and Rabbits will rule the earth.

 

I do understand that once guns come into play i.e. AK47 ... nothing moves for long in the day or night and meat is then back on the menu BOI'S in abundance. May I propose the idea that dangerous animals spawn in accordance to player level and the higher the level the player is, the less meat (meat can be contaminated or something) the animal gives away to counteract the meat issue.

 

 

 

 

 

 

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I know this is a known bug. I am ther server on a coop game, and to keep from having everyone to logout. is there a console command to unload this issue?

 

 

A19.0_2020-07-12_13-43-43.jpg

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8 minutes ago, Jay_ombie said:

Even though I have died like 4 times in the latest build (released Friday) to wild life compared to zero since A19 first released I kind of liked the added danger of large predators out there and makes an added element to survival...

 

So reading what MM has planned we could be going back to seeing predators only at night and in the day time solitary Chickens and Rabbits will rule the earth.

 

I do understand that once guns come into play i.e. AK47 ... nothing moves for long in the day or night and meat is then back on the menu BOI'S in abundance. May I propose the idea that dangerous animals spawn in accordance to player level and the higher the level the player is, the less meat (meat can be contaminated or something) the animal gives away to counteract the meat issue.

 

 

 

 

 

 

I like the added danger as well but maybe allow wolves to spawn on day 1 and then dire wolves to spawn at night or a higher game stage.

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Posted (edited)

Wondering if stats or mod slots should be flattened or reduced on lower tier weapons, I'm finding that my T5-6 primitive tools are better than the first T1-3 iron equipment finds, especially if I've managed to find a decent suite of mods for them, which I can't even transfer to the new gear. Same goes when I start upgrading from T2 to T3 equipment, sometimes more since I have many mods by that point that I can't utilize on the new gear.

Edited by Vintorez (see edit history)

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53 minutes ago, falloutcloud said:

I like the added danger as well but maybe allow wolves to spawn on day 1 and then dire wolves to spawn at night or a higher game stage.

That is just forest that the spawn ar night. All other bioms will have threat all times.

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Posted (edited)
39 minutes ago, Vintorez said:

Wondering if stats or mod slots should be flattened or reduced on lower tier weapons, I'm finding that my T5-6 primitive tools are better than the first T1-3 iron equipment finds, especially if I've managed to find a decent suite of mods for them, which I can't even transfer to the new gear. Same goes when I start upgrading from T2 to T3 equipment, sometimes more since I have many mods by that point that I can't utilize on the new gear.

 

That's intended, an extremely well made carved stone axe made by a master craftsman very well might be better than a crappy Chinesium axe where the head flies off every time you swing it

 

 

I think the bigger issue is Ratchet vs Impact Driver. I got a level 6 ratchet fairly early on, and it utterly blew away all the impact drivers I found even level 4+ ones. I have a level 6 Impact Driver now and I honestly am not sure if it's better than my Ratchet. It takes more stamina, and takes the exact same number of hits to break cars and stuff. Even with both fully modded the only thing I've noticed the Impact Driver can do is break a leather office chair in 1 hit instead of leaving it with 7 health

 

I've been using them side by side, and it's essentially a pure side grade / down grade to go to the impact driver. Maybe at higher levels of the salvage perk the impact driver pulls ahead, but with 1 point in Salvage there's not really any benefit to the Impact Driver as both attack at the same speed so it's the exact same time to break stuff down, the impact just hits your stamina harder. I think it needs more block damage so it can take out a car or something in at least 1 less hit. 

 

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vs

 

ptBOv4v.png

 

 

 

Edited by Khalagar (see edit history)

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ok, coffee gives cold resist. that makes sense. why does the yucca smoothie, made with snow, give cold resist instead of heat resist?

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Could be just a particularly good ratchet and a particularly bad impact driver with the random stat ranges.

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7 minutes ago, wolfbain5 said:

ok, coffee gives cold resist. that makes sense. why does the yucca smoothie, made with snow, give cold resist instead of heat resist?

didn't one of the ingredients used to be grain alcohol?

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4 minutes ago, Vintorez said:

Could be just a particularly good ratchet and a particularly bad impact driver with the random stat ranges.

Ther is no random stat range any longer they have all the same stats based quality level.

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Posted (edited)
13 minutes ago, insaneroy said:

So no chance of a more flyable gyrocopter.

 

Well if you want it to act like a helicopter then you should look into real world gyrocopters, they function far more like small airplanes. The prop both creates lift AND acts like a wing. But it does not create the kind of lift a heli does. Think more along the lines of flying a plane and you will have tons more success with the gyrocopter.

Edited by Mechanimal (see edit history)
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20 minutes ago, wolfbain5 said:

ok, coffee gives cold resist. that makes sense. why does the yucca smoothie, made with snow, give cold resist instead of heat resist?

hot ice. duu!

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15 hours ago, Blake_ said:

Seems to me that the only solution is treating it as an entity when player drops it, an entity with position checks that teleports to the closest visible location (both sprite and bag) whenever the check notices too much rolling or bad coordinates.

It already is an entity. It already has position checks that fix it when it falls off the world. I can toss one underground and it teleports above ground just fine and repeats with random xz jitter and height over and over if needed. That is not the issue. All of the destruction cases are logged. My guess is they are not reloading somehow when their chunk loads.

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43 minutes ago, max2k said:

Ther is no random stat range any longer they have all the same stats based quality level.

You mean in general, or only for tools?

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16 minutes ago, MechanicalLens said:

You mean in general, or only for tools?

I've seen some saying random stats are gone for crafted items so you can't just brute force your rolls to get something good (although if you pay the material cost, I don't see why this is an issue), but I've noticed there are definitely still *some* RNG stats on stuff like Armor and I got a Sledgehammer with 1 damage less than my main one. Armor has had the most stat variance by far for me

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Posted (edited)
16 minutes ago, Khalagar said:

I've seen some saying random stats are gone for crafted items so you can't just brute force your rolls to get something good (although if you pay the material cost, I don't see why this is an issue), but I've noticed there are definitely still *some* RNG stats on stuff like Armor and I got a Sledgehammer with 1 damage less than my main one. Armor has had the most stat variance by far for me

Screenshoot please, because i compared some items of same tier and they had all the same stats? Is it an old world?

Edited by max2k (see edit history)

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Posted (edited)

I don't really understand why people want the world to be a barren empty wasteland again, I for one really like seeing the bears and would be happy if their aggro range was increased. Living bears basically don't aggro even when you boop into them with a car, their aggro range is so small.

 

More things moving in the world = more things to see and interact with

 

It's Skyrim with Mods vs Breath of the Wild, I hated BoTW because it was just 50 miles of empty plains and trees with like 3 enemies per square mile. I like the forests being full of deer and bears and wolves, and the meat is nice since cooking was basically a meme  before.

 

You can't make anything  worth a crap with just meat, but it's the base ingredient in everything, so having lots of meat means chefs can actually use their perks to make food, and people without chef perks are still walking around starving, wasting 150 meat a day on grilled meat / charred meat so they can fill half a hunger bar up.

 

Mad Mole was right that food is some of the best healing in the game. The high end food heals more than pain killers and healing bandages do. A LOT more, stuff like Sham Chowder heals like 80 health, so people who don't invest in healing perks don't get healing food either. 

 

The changes I'd want are actually for bears to be more aggressive so they can be early game bosses that make you change your play style and run away screaming, and for schematics to get nerfed. Every single item in the game shouldn't have a schematic. Basic food like Grilled Meat and *maybe* Bacon and Eggs should get schematics, but the higher tier foods should be perk only, so there's more reason to actually pick the perks

  

4 minutes ago, max2k said:

Screenshoot please, because i compared some items of same tier and they had all the same stats? Is it an old world?

 

I don't have the example armors on me since I sell the bad ones, but next time I get some I'll take a screen shot. It happens a lot for me, almost every piece of armor I get  will have 1-2 point difference armor values even if it's the same level. I actually went from Level 6 Steel Chest to Level 5 Steel Chest because it had 2 point higher armor value

 

Edited by Khalagar (see edit history)

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4 minutes ago, Khalagar said:

I don't really understand why people want the world to be a barren empty wasteland again, I for one really like seeing the bears and would be happy if their aggro range was increased. Living bears basically don't aggro even when you boop into them with a car, their aggro range is so small.

This, I thought it was a bit much initially but now I actually really like that there's more to worry about that zombies now.

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3 hours ago, wolfbain5 said:

I know this is a known bug. I am ther server on a coop game, and to keep from having everyone to logout. is there a console command to unload this issue?

 

 

A19.0_2020-07-12_13-43-43.jpg

You can try disabling/toggling distant POI meshes via the "pois" console command but I dont know if that only changes things for the admin or everyone on the server.

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