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Alpha 19 Dev Diary


madmole

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4 minutes ago, Khalagar said:

 

I don't understand the point of the semi or burst fire mods. I always just burst fire my full auto guns in all games with short controlled bursts, there's no reason that I know of to not just use a full auto mod and use controlled bursts. Gives you the option of going full auto in a pinch too

Right now, there is no point (and i'm sure it doesn't end here, i just need confirmation from the devs if they dont mind), but take a look at the famas from CS 1.6 (not CSGO).

Auto firing meant you had to control the spray and trying to burst with auto was not as accurate as if you were to actually use the burst-fire mode. I actually think the burst-fire shot faster between rounds, though i'm not sure.

 

True burst-fire gives you a short controlled burst of damage that you can't get when auto-firing (or shouldn't for gameplay purposes) with insane per bullet fire rate, but not per burst. Right now, the burst fire weapons simple act as an automatic weapon with a fire rate lock on the 3rd shot, and it feels super artificial and useless.

 

As for semi-auto, it should probably increase the damage per shot, or have some sort of critical hit chance. But i don't mind using it on the pistol...it's extra damage until i get rad remover =P

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4 hours ago, madmole said:

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.

The main issues is, from my point of view, people do not really get hit. For the first 30 days, you encounter slow zombies and in small numbers. They are easily dispatched even with melee weapons and you only really get hit either if you are really careless, or few dogs / wolves get drop on you. Once you get hit, the effects do proc. I think its not the proc rate that needs increase, but zombies having higher uptime. On normal difficulty, looting is pretty boring until you start getting ferals. Perhaps upping zombie speed? or having more of them in PoIs would work better.

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2 minutes ago, Phoenixshade35 said:

just read the notes, nice to see some optimization done, though im still concerned that i haven't heard anything about the grease monkey book we are supposed to find, its still on the first page but i haven't seen it yet, am i missing something??

On the first page of this thread:

Quote

Vehicle Update - pushed to A20

  • Vehicle Mods
  • Vehicle break down and collision system

Extremely likely that includes that books series since those mods were the central theme of it.

Quote

Grease Monkey Learn to modify and craft vehicles of all currently existing shapes and sizes

 

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39 minutes ago, Khalagar said:

 

I don't understand the point of the semi or burst fire mods. I always just burst fire my full auto guns in all games with short controlled bursts, there's no reason that I know of to not just use a full auto mod and use controlled bursts. Gives you the option of going full auto in a pinch too

Increases RPM now I think.

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4 minutes ago, Onarr said:

The main issues is, from my point of view, people do not really get hit. For the first 30 days, you encounter slow zombies and in small numbers. They are easily dispatched even with melee weapons and you only really get hit either if you are really careless, or few dogs / wolves get drop on you. Once you get hit, the effects do proc. I think its not the proc rate that needs increase, but zombies having higher uptime. On normal difficulty, looting is pretty boring until you start getting ferals. Perhaps upping zombie speed? or having more of them in PoIs would work better.

Mileage will vary based on player experience (not XP) and skill.  I know some people who still get hit all the time...😅

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Maybe smaller wounds should be frequent and less harmful but stack up. Could just be its own debuff called "nicks and bruises" that just does like -1hp per stack and heal fairly quick on their own, but zombies frequently apply one or more stacks when they hit you. Could also have it occasionally apply from things like breaking glass and mining, but this would be tricky to balance without making it obnoxious.

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@madmole   Shouldn't  there be a third bookcase helper that decides good or poor?

 

like this:

 

<placeholder name="cntBookcaseRandomLootHelper">
        <block name="cntBookcaseGoodRandomLootHelper" prob=".6"
        <block name="cntBookcasePoorRandomLootHelper" prob=".4"/>
    </placeholder>

 

This way there is no guarantee which one is spawned

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2 hours ago, Phoenixshade35 said:

or even a rare zombie who is recently infected and still knows how to throw a spear haha

I might be the only one here, but I think zombies that can use tools and/or guns is the most seedy and most ridiculous concept in the zombie genre. Now, I'm not trying to say it should never be done or that it can't be done, but everytime I see it it's just horrible how hilariously bad it looks.

 

Since the game takes place around a radiated wateland, and there clearly are mutants in the game, I think there could be much richer ideas for special zombies, such as zombies that can hit you with an elongated limb, like the smokers in Left 4 Dead. I've also noticed that most of the new zombie models added in the game have these weird whiteish bubous protruding from their skin; maybe we could have zombies that have these huge bubous around their whole bodies and splurt toxic gas when near the player, a concept kinda similar to the shamblers from TLOU2.

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Holy Joe Hand Grenades, just updated and booted into the game, its a heck of a lot faster now than it was, optimizations for the win

4 minutes ago, Xtrakicking said:

I might be the only one here, but I think zombies that can use tools and/or guns is the most seedy and most ridiculous concept in the zombie genre. Now, I'm not trying to say it should never be done or that it can't be done, but everytime I see it it's just horrible how hilariously bad it looks.

 

Since the game takes place around a radiated wateland, and there clearly are mutants in the game, I think there could be much richer ideas for special zombies, such as zombies that can hit you with an elongated limb, like the smokers in Left 4 Dead. I've also noticed that most of the new zombie models added in the game have these weird whiteish bubous protruding from their skin; maybe we could have zombies that have these huge bubous around their whole bodies and splurt toxic gas when near the player, a concept kinda similar to the shamblers from TLOU2.

i would even settle with zombies randomly having a tool or something in there hand that they wont let go of from when they "died" meaning you might have a nurse with a stone axe or pick axe, could be interesting ideas

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Someone on Reddit posted a video of themselves getting ambushed and flogged by a horde of vultures. It showed what I meant about how Vultures are the #1 source of injuries for me at least. As soon as he started getting hit he  had infections, abrasions, broken bones etc.

 

I dunno how people are saying they never get any injuries, birds give you 20 per second if they hit you

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I deleted all my previous saves and cleared the folder then verified the files so that I am completely vanilla.

Generated a new RWG... twice.. and have "No trader Found" when I finish the quest line.

Is this a known problem or have I done something stupid?

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1 hour ago, Gobarg said:

I deleted all my previous saves and cleared the folder then verified the files so that I am completely vanilla.

Generated a new RWG... twice.. and have "No trader Found" when I finish the quest line.

Is this a known problem or have I done something stupid?

What seed and size did u gen?

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