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madmole

Alpha 19 Dev Diary

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Just now, MechanicalLens said:

As long as you're not calling us miners "boomers" for still wanting to swing a pickaxe at some stone while admitting that it isn't needed anymore (or at least some of us do), we're cool. :)

I'm actually a miner/builder at heart myself.  3 updates again I was building things from scratch as my first horde base.  But the game has shifted away from that to "convert POI, get secure, level up a bit, then you can build your own base".  I like mining, I like diggy diggy hole lol.  But when the game shifted I took a step back, thought about it, and TBH I agree this is a better progression.  The idea of building your own stone base in 7 days after starting naked in the wilderness just makes alot less sense both from a gameplay perspective and the dreaded "realism" perspective.

The last few updates made me step outside of my miner/builder comfort zone a little and adjust.  And if I want to do that now I still can :).  I'll just be making that stone base on Day 14 instead of Day 7.  Getting a forge early and going heavy mining is still very viable.  But now not doing that is equally viable.  The current game feels like a series of tradeoffs whereas pre-A17 you could get basically everything by going a single route skill path.  I think people are still spoiled to getting everything without having to pick and choose what they want to be good at.  I've seen that friction increase a little more in each update A17-A20 as the developers make changes that diversify the gameplay styles and make you make hard choices about what you want to be good at.
 

If you want good tools early, grab the skills for it.  If you want good weapons early grab the skills for it.  Etc.  But you can't skill everything you want right off the bat now :).  TBH progression is still Much faster (in the things you skill into) than the learn by doing days where I'd spam craft and smelt for weeks.  You can still progress by playing how you want now.  But people will always complain :).

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Posted (edited)
1 hour ago, Ralathar44 said:

Body was there, it became a zombie and tried to eat you :P.

Boo!

1 hour ago, Ralathar44 said:

You just don't like being weak and want to skip that phase of the game.

No, I just don't like predictable, underwhelming and unbalanced loot.

Edited by Xtrakicking (see edit history)
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2 hours ago, Tmodloader said:

 

I suggest playing with loss of loot on death, it makes everything count a lot more.

Yeah I lost my backpack due to a glitch, and actually enjoyed rebuilding all my lost gear.

1 hour ago, MechanicalLens said:

You know what they say, "If you try to please everybody, you end up please no-one."

We had a meeting about adding a generic skill tree, and came to the conclusion that we'd piss off more people than we would please removing the meaningful choices there are now, or we could polish combat to a AA quality bar with that time spent and make everyone happier. We're going to wait for stable data though to make the decision.

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14 hours ago, madmole said:

We don't have the bandwidth, performance is bad an animal spawns are way too heavy, there is a massive nerf coming. It might even be harder to survive than before, but only in SP. I did turn up the zombie spawning, just not the amount alive all at once. What you will see is a faster repopulation of killed zombies in the wild which will help a bit. I randomized the times too, not that it matters much, but I didn't know we could do floats until a few days ago.

I hope you have something in mind to help SP because a lot of players like to play solo and if even harder it would make new players abandon ship. Not overreaction, just an observation from what you are saying.

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@madmole I finally finished the perk rework file i talked about a week ago. If you have time, i would really appreciate if you (and everyone else) could take a bit of time to read this (doesn't need to be read in 1 go) and think about it :)

 

I have the pdf anexed, everything is written in topics, explained and organized.

7 Days A19 - Perk Rework by RhinoW.pdf

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6 minutes ago, lord_ahriman said:

I hope you have something in mind to help SP because a lot of players like to play solo and if even harder it would make new players abandon ship. Not overreaction, just an observation from what you are saying.

 

From what I understood food will not be an issue SP or MP if you dedicate your time to it, meaning you go and search/hunt animals, especially small ones (chicken, rabbit), but it will be harder if you expect food to come to you directly for free.

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2 minutes ago, lord_ahriman said:

I hope you have something in mind to help SP because a lot of players like to play solo and if even harder it would make new players abandon ship. Not overreaction, just an observation from what you are saying.

Loot and food probably ought to be balanced for SP, and then multipliers added to increase for MP games. The trick right now is you have only have two options, they really need to add some presets for MP games that can be targets for balancing. Say 3 levels of MP, one for 2-5 players, one for 6-10 players and one for 10+.

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15 minutes ago, madmole said:

 

We had a meeting about adding a generic skill tree, and came to the conclusion that we'd piss off more people than we would please removing the meaningful choices there are now, or we could polish combat to a AA quality bar with that time spent and make everyone happier. We're going to wait for stable data though to make the decision.

Combat is pretty good.  Its smooth and in POI it can be action packed.  It all feels right and that pleases the computer chip in my brain.  😋

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Posted (edited)

I like that I can find chickens now. I can finally do the "Buy the farm" and "Nail some hicks" challenges. I just wish they counted as level 1 quests and got rewards. and then the special infected, screamers, football player, and soldier ones counted as t2 quests and got rewards. as it stands, for a few dukes it isnt worth my time and I scrap most except the ones that arent location specific such as "that'll do pig"

Edited by wolfbain5 (see edit history)

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Posted (edited)
28 minutes ago, madmole said:

We had a meeting about adding a generic skill tree, and came to the conclusion that we'd piss off more people than we would please removing the meaningful choices there are now, or we could polish combat to a AA quality bar with that time spent and make everyone happier. We're going to wait for stable data though to make the decision.

Agreed. A generic skill tree would certainly open the floodgates for a more favorable jack-of-all-trades kind of environment, but as you mentioned, it would eliminate a lot of meaningful choices from that part of the game, and it may even look like you lazily slopped it together without any real thought behind it. I can see what a lot of people are advocating for this particular system, but all it would do is create another rift in the community, much like the two former systems back in A17 and in A16. Instead, as much of your team as agreed upon, I would advise that you refine the system you currently have versus attempting to reinvent the wheel one last time. As of the time and date of me typing this I approve of the current skill trees, although I must admit Perception and Agility could use some more love. What that would contain however I am not sure.

 

On a complete side note, just yesterday I finished raiding the Red Mesa POI. It's a fantastic prefab - probably my second favorite after the cathedral - and I request that on my behalf you give compliments to the chef, if you know what I mean. 🙂

Edited by MechanicalLens (see edit history)
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1 minute ago, MechanicalLens said:

 

 

On a complete side note, just yesterday and I finished raiding the Red Mesa POI. It's a fantastic prefab - probably my second favorite after the cathedral - and I request that on my behalf you give compliments to the chef, if you know what I mean. 🙂

confirmed MechanicalLens is mean!

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25 minutes ago, madmole said:

We had a meeting about adding a generic skill tree, and came to the conclusion that we'd piss off more people than we would please removing the meaningful choices there are now, or we could polish combat to a AA quality bar with that time spent and make everyone happier. We're going to wait for stable data though to make the decision.

I agree completely with your statement. I like the meaningful choices. Though kudos to you guys for having a meeting about it.

3 minutes ago, MechanicalLens said:

Agreed. A generic skill tree would certainly open the floodgates for a more favorable jack-of-all-trades kind of environment, but as you mentioned, it would eliminate a lot of meaningful choices from that part of the game, and it may even look like you lazily slopped it together without any real thought behind it. I can see what a lot of people are advocating for this particular system, but all it would do is create another rift in the community, much like the two former systems back in A17 and in A16. Instead, as much of your team as agreed upon, I would advise that you refine the system you currently have versus attempting to reinvent the wheel one last time. As of the time and date of me typing this I approve of the current skill trees, although I must admit Perception and Agility could use some more love. What that would contain however I am not sure.

I think the only perk (though I haven't checked A19 version) that would need some buff is the animal tracker, maybe make it increase the yields from harvesting animals as well? Also anything that increases crafting speed maybe moved to decrease crafting costs as well

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Sorry I know this isn't really to do with a19 but when I was watching the streams of early a19 I heard that you guys were thinking about some more quest ideas and I was wondering if I could maybe submit and idea. 

Here's mine not sure if it has been mentioned before or not but possibly defend a settlement from a zombie horde or something like that? Or maybe something like escort a value target? Thank you guys as usual for the great work you have put into this game 

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3 minutes ago, RhinoW said:

@madmole I finally finished the perk rework file i talked about a week ago. If you have time, i would really appreciate if you (and everyone else) could take a bit of time to read this (doesn't need to be read in 1 go) and think about it :)

 

I have the pdf anexed, everything is written in topics, explained and organized.

7 Days A19 - Perk Rework by RhinoW.pdf 307.87 kB · 2 downloads

That is quite the document. I haven't read it all but the effort is appreciated.

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9 minutes ago, Tmodloader said:

I think the only perk (though I haven't checked A19 version) that would need some buff is the animal tracker, maybe make it increase the yields from harvesting animals as well? Also anything that increases crafting speed maybe moved to decrease crafting costs as well

The Huntsman perk already does that; I believe it was talked about before regarding the merger of those two perks, and it was declared fine as is if my memory serves me correctly. Besides, with chickens and rabbits ruling the roost during daylight hours it could prove to be an invaluable perk (both of them, arguably) if you are having poor luck with finding big game and you are uncomfortable hunting down a wolf with a blunderbuss or bow and arrows.

1 minute ago, sillls said:

If you could have any handgun added to the game, what would it be? 

What else?

 

24-barrel_pepperbox.jpg.6acfa0954c740a434bd39385b241ee86.jpg

 

Possible legendary weapon, wink wink? ;)

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7 minutes ago, sillls said:

If you could have any handgun added to the game, what would it be? 

The classic 1911

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Posted (edited)

for stone age. a little 2 shot derringer, chambered for 44, since I am constantly getting that for t1 quest rewards

Edited by wolfbain5 (see edit history)

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2 hours ago, Adam the Waster said:

i would love to Play Random gen! so many more cool areas! but for Some reason my maps load 90% done!

Have you played PREGEN1, 2 and 3 already? Those are bonafide RWG worlds.

 

How much RAM has your PC? Have you tried generating a 4k world?

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Posted (edited)

Died day 16 to a dire wolf 7am while trying to take back my tree cutting area in the burnt biom, rip run. Appeared to be a regular wolf from afar, my fault for not building a fortification and not restocking my shotgun ammo. Took two mags from a 9mm and a blunderbuss round and kept smiling and coming. Just could not find those tires for a bike or enough acid for chemstation to make them but on 25% loot its going to happen. Not every run will give you what you want when you need it and thats the way it should be. Could have nerd polled away but the point is to prove it can be done without that cheese.

 

Off to see if I can do the same start on insane nightmare minus the wild life getting its way.

Edited by STyK_ (see edit history)

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10 minutes ago, meganoth said:

Have you played PREGEN1, 2 and 3 already? Those are bonafide RWG worlds.

 

How much RAM has your PC? Have you tried generating a 4k world?

i have 8 ram and i tryed to load a 8k world

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2 minutes ago, Adam the Waster said:

i have 8 ram and i tryed to load a 8k world

Have you played PREGEN1, 2 and 3 already? Those are bonafide RWG worlds.

 

Maybe try a 4k world, takes less resources

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Posted (edited)
1 hour ago, sillls said:

If you could have any handgun added to the game, what would it be and why? 

An "electric whip" for the INT tree. 🤠

Would also have a bonus vs. animals and maybe if they introduce it could be THE tool for animal taming... :deadhorse:

 

Edit : I just realized you asked for a handgun lol

Edited by Jost Amman (see edit history)

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1 minute ago, meganoth said:

Have you played PREGEN1, 2 and 3 already? Those are bonafide RWG worlds.

 

Maybe try a 4k world, takes less resources

i have tryed them! and they don't have the squares missing areas!

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