Jump to content

Alpha 19 Dev Diary


madmole

Recommended Posts

54 minutes ago, bobross said:

Just my 2 cents on that but yes - it WAS fixed. The fix was allowing interruption of the reload animation/process to switch to another weapon. If that wasn't an option - the equivalent of dropping the empty rifle to go for your pistol - then auto-reload would indeed be punishing. Since it is, I submit that your fix preventing auto-reload is in fact a nerf. One that really bends over crossbows completely, and hunting rifles nearly as much.

Take your pick:

 

  • Thanks 2
Link to comment
Share on other sites

53 minutes ago, bobross said:

Just my 2 cents on that but yes - it WAS fixed. The fix was allowing interruption of the reload animation/process to switch to another weapon. If that wasn't an option - the equivalent of dropping the empty rifle to go for your pistol - then auto-reload would indeed be punishing. Since it is, I submit that your fix preventing auto-reload is in fact a nerf. One that really bends over crossbows completely, and hunting rifles nearly as much.

 

I started a Perception build with that alpha and my optionion about the hunting and the sniper rifles are. Both are nice weapons but ANY other gun ist just better.

The worst was the moment when I found out that my fancy new sniper rifle with a magazin of 4 had a damage output of 84 (with mods) and my AK had a damage output of 80 with a far bigger magazine and a far superoir fire rate.

Link to comment
Share on other sites

15 minutes ago, Gr.o.m. said:

The worst was the moment when I found out that my fancy new sniper rifle with a magazin of 4 had a damage output of 84 (with mods) and my AK had a damage output of 80 with a far bigger magazine and a far superoir fire rate.

 

This is still the issue. The M60 is a better sniper than the Sniper Rifle, and the Shotgun gets WAY better bang for your buck per bullet.  It's the same breakpoint issue I've talked about on tools and the axe vs sledge etc. The m60 with mods and perks does enough damage where you can just fire it semi auto or in 2-3 round bursts and snipe all day long with it if you have the right mods on it, and it does "enough" damage where the slight bit extra damage from the sniper isn't worth it.

 

The shotgun is still the bigger issue because it's just too good. The only real reason to use the Sniper over the M60 is to save a bit on ammo, but if you are going for resource conservation, the shotgun is king, bar none. One shell per zed and the shotgun will clear an entire PoI for pocket change resource expenditure

 

Sniper play style is fun though, Hunting Rifle has always been one of my favorites in this game, but I never put perks into it. I usually carry one until I get an M60, but later on the M60 handles any long range  needs well enough to not need a sniper,  as well as many other roles the Sniper can't

Edited by Khalagar (see edit history)
  • Like 2
Link to comment
Share on other sites

1 hour ago, bobross said:

Just my 2 cents on that but yes - it WAS fixed. The fix was allowing interruption of the reload animation/process to switch to another weapon. If that wasn't an option - the equivalent of dropping the empty rifle to go for your pistol - then auto-reload would indeed be punishing. Since it is, I submit that your fix preventing auto-reload is in fact a nerf. One that really bends over crossbows completely, and hunting rifles nearly as much.

Your comment is also too OP. Plz @Gazz nerf .

 

Cookie comment: Every man wants to autoreload whenever he wants. Deep thoughts.

Link to comment
Share on other sites

Made it to my base finished tier 1 quests. Still haven't ran into a biker to test the lvl 3 deep cuts but it slows everything else sufficiently. I think it worked, this is how I beat the beginning of insane nightmare permadeath with 25% loot. Can finally put some points into something else. 

I'm starting to believe the vending machine here never works, I know it does cause I've seen it just never for me 3/3 times.

base.png

Edited by STyK_ (see edit history)
Link to comment
Share on other sites

31 minutes ago, Khalagar said:

This is still the issue. The M60 is a better sniper than the Sniper Rifle, and the Shotgun gets WAY better bang for your buck per bullet.  It's the same breakpoint issue I've talked about on tools and the axe vs sledge etc. The m60 with mods and perks does enough damage where you can just fire it semi auto or in 2-3 round bursts and snipe all day long with it if you have the right mods on it, and it does "enough" damage where the slight bit extra damage from the sniper isn't worth it.

I kind of agree with this statement. In A18 I felt like AK was the ultimate weapon to go for. I believe that shotguns work as intended at close range. Marksman rifle could only damage more or have a bigger multiplier on headshot and critical body parts - hitboxes etc. Any shot could have dismembered zombie parts to slow the enemies down from a distance. Then I believe sniper rifles etc. could possibly go back in time to its previous glory.

Link to comment
Share on other sites

So as far as gamestage progression goes, i feel the hordes have gotten easier, could be cause i got wicked loot early on due to quests and traders, i use a minimalist base and i've kicked 3 hordes @%$*#!, this is the first time I have to switch to a higher difficulty from warrior, i like this change

Link to comment
Share on other sites

38 minutes ago, STyK_ said:

Made it to my base finished tier 1 quests. Still haven't ran into a biker to test the lvl 3 deep cuts but it slows everything else sufficiently. I think it worked, this is how I beat the beginning of insane nightmare permadeath with 25% loot. Can finally put some points into something else. 

I'm starting to believe the vending machine here never works, I know it does cause I've seen it just never for me 3/3 times.

 

It would be nice to get a unique texture/model for the broken vending machines.

Link to comment
Share on other sites

I play 3 horde night on A19, and Notice few things, not sure if they are bug or behaviour.

 

1. I once fight 3 Tourist z, 2 of them run away from me when I hit them. (Yes they run away) like coyote do in general. 

2. I usually make a Stand on pillar and let zombie randomly hit the pillars on horde night. But Dogs just stand below me. 

3. I often notice that zombie don't come directly to me when I was clearing building, they often just run for door and I have hit them on back to bring back to me. Even though I am 4 block away and in straight line no obstacles. 

Link to comment
Share on other sites

Just now, archergod said:

....

3. I often notice that zombie don't come directly to me when I was clearing building, they often just run for door and I have hit them on back to bring back to me. Even though I am 4 block away and in straight line no obstacles. 

I too, have noticed some strange pathing behaviours. I think what is happening here is the Zs are finding a different path to you. The AI might be getting tricked into thinking its easier to bust through a door or walk around an edge (looking at YOU, "coal factory") rather than take the direct path to their target. Still unsure if its intentional, but I like it. Zs cant be that intelligent, right? What with their mangled and decaying brains. So for me, this adds realism and a bit of surprise. I don't want my Zs to be totally predictable - that's how cheese is made.

Link to comment
Share on other sites

5 hours ago, bobross said:

Just my 2 cents on that but yes - it WAS fixed. The fix was allowing interruption of the reload animation/process to switch to another weapon. If that wasn't an option - the equivalent of dropping the empty rifle to go for your pistol - then auto-reload would indeed be punishing. Since it is, I submit that your fix preventing auto-reload is in fact a nerf. One that really bends over crossbows completely, and hunting rifles nearly as much.

Agreed. I hate having to manually reload. It's annoying.

4 hours ago, STyK_ said:

Made it to my base finished tier 1 quests. Still haven't ran into a biker to test the lvl 3 deep cuts but it slows everything else sufficiently. I think it worked, this is how I beat the beginning of insane nightmare permadeath with 25% loot. Can finally put some points into something else. 

I'm starting to believe the vending machine here never works, I know it does cause I've seen it just never for me 3/3 times.

base.png

My Nave game I live there too.

  • Like 1
Link to comment
Share on other sites

7 hours ago, Adam the Waster said:

if you go to the Prefab editor and go to the AAA section! you can see some new looking POIs like a settlement, and the Theater thats reminds me of "  kino der toten" from Cod zombies!

And Cinco de Mayo as a fast food chain.

  • Haha 1
Link to comment
Share on other sites

37 minutes ago, Eko said:

I too, have noticed some strange pathing behaviours. I think what is happening here is the Zs are finding a different path to you. The AI might be getting tricked into thinking its easier to bust through a door or walk around an edge (looking at YOU, "coal factory") rather than take the direct path to their target. Still unsure if its intentional, but I like it. Zs cant be that intelligent, right? What with their mangled and decaying brains. So for me, this adds realism and a bit of surprise. I don't want my Zs to be totally predictable - that's how cheese is made.

I disagree, that when Z is in front and ignore you (i.e. you are in straight sight of them and then they turn back to move far away from you or moving away after been hit ..) is not realism. realism can be define as you are in room and it has open door, yet Zombie try to break the window and come, as he possibly didn't know there is door on other wall and it might be open. He just see you and come straight to you breaking everything. 

 

Zombie are suppose to chase us when they see us.

Link to comment
Share on other sites

9 hours ago, Blake_ said:

POSSIBLE FIX:

 

1- FIX all the new a19 POIS ,both tweaked and newly added to have a good elevation like most of them in a18.4.

 

2- Console warnings are useful. The easiest way to go is just disable them for players that do not wish to test and see how it goes.

The harder way to go is: try to make them cheaper or inconspicuous on the framerate and  fix the POIS and in the process waste a lot of extra time on RWG resulting in added time before stable. Or maybe elevation tweaks are (hopeful) not that time consuming for the gains?

 

I hope this helps ! Have a nice day!

1 Is not the fix I'd want, since the message should not happen period.

2 There are many console messages that are in the game for the devs, not for you. Those messages should never happen and are supposed to be in our face, so we fix them. The values in the error are very close, so it could be a floating point precision issue and just needs a bit of tolerance.

 

Thx for the info.

Edited by faatal (see edit history)
Link to comment
Share on other sites

55 minutes ago, Eko said:

I too, have noticed some strange pathing behaviours. I think what is happening here is the Zs are finding a different path to you. The AI might be getting tricked into thinking its easier to bust through a door or walk around an edge (looking at YOU, "coal factory") rather than take the direct path to their target. Still unsure if its intentional, but I like it. Zs cant be that intelligent, right? What with their mangled and decaying brains. So for me, this adds realism and a bit of surprise. I don't want my Zs to be totally predictable - that's how cheese is made.

I've noticed this before as well.  The most jarring is when your in the same level as them but they go off in a different direction to smack a nearby pillar or tree...

 

I'll try to repro and submit bug report if I can...

Link to comment
Share on other sites

6 hours ago, Khalagar said:

The shotgun is still the bigger issue because it's just too good. The only real reason to use the Sniper over the M60 is to save a bit on ammo, but if you are going for resource conservation, the shotgun is king, bar none. One shell per zed and the shotgun will clear an entire PoI for pocket change resource expenditure

 

Sniper play style is fun though, Hunting Rifle has always been one of my favorites in this game, but I never put perks into it. I usually carry one until I get an M60, but later on the M60 handles any long range  needs well enough to not need a sniper,  as well as many other roles the Sniper can't

Maybe guns like the shotgun should simply have a slower reload animation, that alone will make it less effective with multiple zombies coming at you. Right now the reload is like two seconds to insert two cartridges ‘simultaneously’ which is rather out there but I know it’s only a game. 

 

Sniper options and gun mods present so many variations I think it be really hard to make all guns equal or better for one thing specific.

 

Edited by Jay_ombie (see edit history)
Link to comment
Share on other sites

IMO the problem is not with the Shotgun, the problem is with all long range weapons, but it's not TFP's fault.

The problem is that rifles and sniper-rifles should shine in VERY long range hits, but the game engine is not able/programmed to load entities that far.

 

In an ideal world IMO you should be able to zoom-in with the scope and see (i.e.) biome spawns (or even sleepers) that are 300/400 blocks away.

Then a sniper rifle would allow you to use that weapon tactically in the proper way.

Example: if you plan to go in the Factory POI you'd first be able to climb in a nearby rooftop and snipe out all zombies near the windows.

Link to comment
Share on other sites

38 minutes ago, Jost Amman said:

In an ideal world IMO you should be able to zoom-in with the scope and see (i.e.) biome spawns (or even sleepers) that are 300/400 blocks away.

Then a sniper rifle would allow you to use that weapon tactically in the proper way.

Example: if you plan to go in the Factory POI you'd first be able to climb in a nearby rooftop and snipe out all zombies near the windows.

Ohhhh so true. The price of a

fully destructible world and keeping the frames up.

 

Maybe with that in mind perhaps we should not have snipper rifles or at least scopes in the world  ?

 

As you rightfully say we can’t use them for there intended purpose after all. It reduces variety unfortunately but more hip or iron site guns could easily be introduced I am sure.  

Link to comment
Share on other sites

1 hour ago, Jost Amman said:

IMO the problem is not with the Shotgun, the problem is with all long range weapons, but it's not TFP's fault.

The problem is that rifles and sniper-rifles should shine in VERY long range hits, but the game engine is not able/programmed to load entities that far.

 

In an ideal world IMO you should be able to zoom-in with the scope and see (i.e.) biome spawns (or even sleepers) that are 300/400 blocks away.

Then a sniper rifle would allow you to use that weapon tactically in the proper way.

Example: if you plan to go in the Factory POI you'd first be able to climb in a nearby rooftop and snipe out all zombies near the windows.

Perhaps a buff could be something along those lines. Worth asking. 

Link to comment
Share on other sites

51 minutes ago, Jay_ombie said:

As you rightfully say we can’t use them for there intended purpose after all. It reduces variety unfortunately but more hip or iron site guns could easily be introduced I am sure.  

I don't know how to solve this problem... I'm not a game designer after all.

If they can find a way to even up for the rifles range limit disadvantages in a voxel world then kudos to them!

 

But I don't think that adding more hip-fire weapons is the way to go, it's just a workaround, not a solution.

Link to comment
Share on other sites

  • Roland locked this topic
  • Roland unlocked this topic
  • Roland locked and unpinned this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...