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Alpha 19 Dev Diary


madmole

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14 hours ago, Doctor3D said:

Shouldn't abrasions, stuns, bleeding, etc be more common? I'm on day 101 and one of us just now got our first abrasion...

Yes, we keep turning it up, but it hasn't reached the point where everyone is complaining about it, so I know it isn't high enough.

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2 minutes ago, beerfly said:

What us humans need to learn is adapt, but that happens by learning. Well said. 

And then we die (living very short lives at that, very short lives), and several generations later, those teachings are then forgotten or the experience behind them is.

 

Although I fear what would happen if we lived "too long"...

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9 hours ago, Khalagar said:

Maybe I'm being paranoid, I'm very, very, VERY prone to dying to fall damage in all games so I'm used to it =(

Just in case you didn't know (I didn't), saw someone in another thread mention that awning _sheets_ also worked to reduce fall damage like haybales.

 

7 hours ago, Gazz said:

And that's exactly why it's so difficult to make shotguns "work" in games.

Here there are really good but only borderline OP. If they had even mediocre range it would be all over.

Yep. Totally agree with you.

 

While I kinda felt like I understood the gameplay reasons for the short ranges, it still seemed harsh. Then when I actually tried rw values in-game, wow, yeah, this blows everything else out of the water. (pardon the awesome pun :biggrin1:)

Will say though that prior to the intro of the large capacity auto shotty a wobboly argument could have been made for a bit more range, since the pumps smaller mag size left room for the AK/M60, but with the auto shotty, nope, you stay short-range Shotty McGee!

---

 

Gazz, on the showhits console command, when you use it does it show multiple green lines for each shotgun shell fired?

 

I've enabled it, disabled zed AI, tried backing up to various distances and I only ever got one single green line piercing the zed.

Edit: meant is there a green line for each pellet fired out of each shell

 

Wondering if there's an undocumented option/modifier that will show more lines, or if it needs to be in a creative gme, or maybe the low vid qual settings I have to use are preventing multiples from showing up?

 

Not a big deal of course, you've got more important stuff to do (like messing w MechanicalLens heh) but if there's something I'm doing wrong and you have an answer & a spare minute I'd really appreciate hearing it. ☺️

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6 hours ago, LiftPizzas said:

I bought the game in Feb and played a few times until March. I wasn't married to anything. The new mechanism inserted a grind into the game, which is poor design.

 

And sorry if you hate people just because they don't agree with you.

 

  

Facts matter when they are relevant. What's relevant is that digging for that long is boring. If I want to be bored with a shovel in my hand I'll use a real one in my yard and do something that's actually worth doing.

I don't hate people for being wrong :) You are entitled to your opinion but generally speaking most everyone prefers the new digging mechanic which cannot be cheesed, and the worst case scenario you end up with only a few thousand clay and not 20k of clay. You enjoyed the exploit. Buy the perk and invest into miner69r if you think its too slow. I can do every dig quest the trader has in one day on day 1, so I can't see how that is too slow.

3 hours ago, MechanicalLens said:

Meanwhile I have my index finger about to press the Big Red Button of Doom      You don't want to tempt me... I'll do it!

Watch it not work, because the power went out :)

3 hours ago, beHypE said:

Just to bounce back on the brawler, I do not think the knuckles are bad at all. They just have that weird... treshhold where they are absolutely garbage early game, because they rely on dismemberment chance a lot and you have none on level 1. Once you add some fortitude/brawling points, they start shining pretty early, even without beer.

 

That being said, if they could reduce the chance of getting any critical hit and not just infection (which is the least problematic one of them all) it would be a welcome buff. Nullifying all chance to get crit'ed would be a bit OP, but adding 10% crit resist per point in the brawling perk would be nice.

 

By the way, is the next patch fixing the bug of almost never getting a critical hit in MP ? 

 

PS : @Gazzsorry for my tone in yesterday's posts, I was having a rough day and was out of line.

 

Fortitude guys have access to perks that reduce chance to get crits, faster crit healing etc so I think it is fine.

Those of you saying you never get crits? Are you playing MP or SP?

2 hours ago, meganoth said:

Very unfair how you treat us newbies. I may have only a few hours in the game, but I'm still a human being that should be treated with respect.

 

Seriously though, I assume that means there is a block in the game (toilet?) that gives a guaranteed small iron pipe? I had thought even those had some RNG.

I think beds drop them.

2 hours ago, MechanicalLens said:

Sinks give the same resources (types, quantities) whether you wrench them or smack them with a stone axe / pickaxe, including popes. Toilets give you one short iron pipes when you smash them, several when you wrench them. The rest require a wrench.

Not true, you don't get brass without the book and a wrench.

1 hour ago, Galifrey1965 said:

Thanks for your extremely helpful reply captain obvious....

He's Captain Oblivious, get your names straight. We already have a Captain Obvious here.

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1 hour ago, Ralathar44 said:

I partially agree and partially disagree.  If everything is fun and viable then I think it's acceptable.  However if you have one attribute that's way better or worse than the others I do think it drains away some of the fun once you've played other things and realize how far behind something is or how far ahead something else is.  That being said in current state of the game I don't have a problem with the balance of any overall attribute.  Some are stronger/weaker but not by enough to matter much unless you crank up the difficulty alot.

That being said "feel" does matter too, which is why we all discussed sniper rifles before.  Even if perception as a whole is totally fine, and I disagree personally on people insisting spear is bad, Snipers definitely feel lacking compared to other weapons.  They can do the job, but after you play other weapons they definitely don't feel as fun because you're aware of just how far behind they are.  I still enjoy them, but it's a factor to be sure.  Also, perception is heavily carried balance wise by the explosives line since explosives are completely OP even without the skill line.

I never said Perception was fun. I know first hand that STR, FORT and AGILITY are fun. The others need love yet.

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2 hours ago, meganoth said:

Very unfair how you treat us newbies. I may have only a few hours in the game, but I'm still a human being that should be treated with respect.

 

Seriously though, I assume that means there is a block in the game (toilet?) that gives a guaranteed small iron pipe? I had thought even those had some RNG.

Yes. =P

Toilets, sinks, obvious things with plumbing.

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@GazzSo I'm pretty sure you've explained this before but I'm not going to know if the loot is working right if I don't ask and your the guy. Things change in a year, could have even been two years since I last asked, I forget stuff.

 

On 25% loot does that mean that 75% of the boxes/safes ect. I open should be empty? Supply drops, buried treasure, everything. Or should I be getting 25% out of 100% of the loot I would get out of each box? In which case everything I open shouldn't be empty it would just have less in it.

 

Not alot of people play this, just trying to help.

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1 hour ago, Ralathar44 said:

I partially agree and partially disagree.  If everything is fun and viable then I think it's acceptable.  However if you have one attribute that's way better or worse than the others I do think it drains away some of the fun once you've played other things and realize how far behind something is or how far ahead something else is.  That being said in current state of the game I don't have a problem with the balance of any overall attribute.  Some are stronger/weaker but not by enough to matter much unless you crank up the difficulty alot.

There are still those with their blinkers on who can only look at direct killing power of the attribute's weapon and nothing else must matter. They will never be happy because the balancing we are doing is simply on a larger scope.

The ability to take less damage, heal damage, and heal crits faster than anyone else does very much factor in whether the weapons of a perk are viable or not.

 

I don't even disagree with some of the analyses I saw here but I understand that they are based on achieving a different goal.

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56 minutes ago, Jost Amman said:

So about balancing...

 

For most people game balancing means making things have the same overall value/power.

For me is quite the opposite... for me it's making things work (fit) in the game environment, but not necessarily making them comparable.

 

That's why I think there should be a balanced way of playing the game that is however unbalanced in the premises.

Yes and no. Balance is essential or a game is terribly boring or frustratingly unfair.

That said, making everything the same power is rookie balancing. Definitely a good starting point and probably fine for a quick mobile game but you have to go deeper with a game like this one.

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1 hour ago, Jost Amman said:

So about balancing...

 

For most people game balancing means making things have the same overall value/power.

For me is quite the opposite... for me it's making things work (fit) in the game environment, but not necessarily making them comparable.

 

That's why I think there should be a balanced way of playing the game that is however unbalanced in the premises.

I think each one should have situational benefits and disadvantages, and they do.

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59 minutes ago, MechanicalLens said:

Just curious, when does the production of the next alpha begin after (or before?) the release of the former one? Asking out of curiosity here and not impatience. :)

Both. Some guys are on A20, some are still on A19.

57 minutes ago, MechanicalLens said:

Is bleeding considered a critical, or is it in its own isolated category?

It isn't a critical unless you get deep laceration.

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9 minutes ago, Gazz said:

Yes and no. Balance is essential or a game is terribly boring or frustratingly unfair.

That said, making everything the same power is rookie balancing. Definitely a good starting point and probably fine for a quick mobile game but you have to go deeper with a game like this one.

I understand... but hear this example: there have been several games in the past that offered to players to unlock new classes that are more powerful than the "basic" ones but also much more unbalanced. So, when you start out the game with this new, advanced, class you'll be severely at a disadvantage but you can also compensate because you know that game mechanics inside-out.

 

That's just one example out of many of what I mean: willingly putting in the game something that is unbalanced but that can still make sense and be viable.

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7 minutes ago, Adam the Waster said:

when you salvage them!

 

i only get the brass and lead from sinks! not toilets!

 

 

i think a toilet counts as "plumping" right

If you eat more spinach, you should get more iron when salvaging the toilet. Really. I swear. May lightning strike my dead hamster if I'm lyin!

 

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