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Alpha 19 Dev Diary


madmole

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6 hours ago, Matt 1977 said:

Lol ive played insane , 3k hrs in game so demo's are nothin 

 

@STyK_ i play perma death too

Me too! Not trying to one up you if you look at my previous comments I am an avid supporter of permadeath/dead is dead. I do a bunch of things that I think make it more realistic too. No nerd polling, no building other then my base, no taking advantage of pathing with base building, no cheese. I win when its 5000 kills 0 deaths. I play 2hr days though. 1400hrs, been playing since A16. You watch Jonah Birch?

5 hours ago, sandpaper600 said:

This isn't a bug, but has anyone else noticed that turning down the loot has a drastic effect in-game? I play with another person and when loot abundance is set to 100%, we are both loaded to the gills every time we come "home". So when b179 dropped we decided since we had to start a new game that we'd turn the loot down to 75%, thinking we'd get 25% less.

 

But the reality is more like we are getting 25%-not 25% less. There are so many trash piles and boxes that are completely empty! I could understand it if it was junk I didn't want, but empty!?

 

Has anyone else had a similar experience? I think this maybe should be looked at in terms of balance.

 

I guess I should mention that we play on "Adventurer" difficulty.

lol I agree, it gets worse though. This should be focused at @Gazz with TFP. Maybe he'll give you a response. If enough people make a fuss maybe they will actually look into it.

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3 hours ago, MechanicalLens said:

As have I. This is probably the first time I'm facing the day 7 horde with only two blunderbusses. (Assuming my world isn't wrecked due to the new update.)

 

1 hour ago, PoloPoPo said:

I just stumbled across a random WST crate on day one which gave me a level 2 stone axe and a level 2 stone shovel. As I have only had level 1 tools until then that was a welcome find. I'd call that an appropriate loot to be honest.

Same here. Level two stuff on day one and seems all good to me.  Found a blunderbus and trader Joel has a shotty and pump shotty for sale to temp me. But little chance to obtain pump in time I think before stock changes. 

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23 minutes ago, PoloPoPo said:

Why do you think loot abundance has been turned down with b173? I cannot find anything related to that in b173 change-log.

 

Indeed, a good amount of loot containers are empty but I still find more than enough stuff to survive.

I think is been an issue all along. Way too much empty everything, empty airdrops, empty food piles, empty med supplies, ect. I made two previous comments directed at Gazz cause hes the man who handles the loot tables. Also things like college jackets, running shoes, and mega crushes are supposed to be the keys to nightmare speed, I've found 1 mega crush in 32 hours playing and the others don't seem to exist, tires don't exist, and neither do bottles of acid. Pretty much become 100% dependent on the trader and it shouldn't be like that, if you look at the description of the loot abundance option it should just be less in each container, the way it is now it is like only 25% of the containers have anything in them and 75% are empty on 25% loot. I can get by as well but at the same time it is inadequate. 

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1 hour ago, beHypE said:

That's subjective. Unless i'm in a bloodmoon horde scenario, a modded pistol has more than a big enough mag size for daily usage. I'd take the higher damage variant almost all the time, fire rate and mag size aren't really important when you're used to clicking heads.

this is what the pistol should turn into when you put burst or fullauto!

Beretta 93R - Wikipedia

 

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4 minutes ago, Alpacko said:

should check out last oasis then.

Atlas as well, with a big enough ship you can make it your base. I've played both, be prepared to loose everything but your knowledge though, its the nature of those games.

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Has anyone faced any issues yet running a b169 game with the b173 update ? My friends and I logged in and had all our stuff and experience, so that's a good sign. I've read it may mess up sleeper volumes, hopefully it's the only thing that might break.

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30 minutes ago, STyK_ said:

I think is been an issue all along. Way too much empty everything, empty airdrops, empty food piles, empty med supplies, ect. I made two previous comments directed at Gazz cause hes the man who handles the loot tables. Also things like college jackets, running shoes, and mega crushes are supposed to be the keys to nightmare speed, I've found 1 mega crush in 32 hours playing and the others don't seem to exist, tires don't exist, and neither do bottles of acid. Pretty much become 100% dependent on the trader and it shouldn't be like that, if you look at the description of the loot abundance option it should just be less in each container, the way it is now it is like only 25% of the containers have anything in them and 75% are empty on 25% loot. I can get by as well but at the same time it is inadequate. 

It is so easy to misjudge statistical events. If the stuff in those 25% of boxes with loot is similar in amount to what people on 100% would find then it is exactly as you want it. Only if the loot in there is reduced as well would there be a bug.

 

So make a test: For example make a new game, loot 60 kitchen cup boards or trash piles or any other frequent loot box. Restart with 25% loot and do the same. Compare the stuff you found by multiplying the stuff in the second run by 4.

 

 

 

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1 hour ago, meganoth said:

It is so easy to misjudge statistical events. If the stuff in those 25% of boxes with loot is similar in amount to what people on 100% would find then it is exactly as you want it. Only if the loot in there is reduced as well would there be a bug.

 

So make a test: For example make a new game, loot 60 kitchen cup boards or trash piles or any other frequent loot box. Restart with 25% loot and do the same. Compare the stuff you found by multiplying the stuff in the second run by 4.

Seems like something a game tester or QA would do. Honestly the guy won't even grant replies on this topic so whos to say if I actually found an issue anything would be done. I brought up that there are safe zones on top of bridges way back in A16 and nothings been done about it, even brought it up to a tester this alpha.

 

Edit: its not just cupboards, what is the point of an empty airdrop other then a waste of stamina, same with empty gun safes, food piles with nothing in them why are they even there. It shouldn't even be shown as locked or sealed if it is empty if you want to stay consistent with how the cupboards work or are supposed to work cause even cupboards that show there should be something in them don't have anything in them.

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22 minutes ago, beHypE said:

Has anyone faced any issues yet running a b169 game with the b173 update ? My friends and I logged in and had all our stuff and experience, so that's a good sign. I've read it may mess up sleeper volumes, hopefully it's the only thing that might break.

No issues yet, I've hit 3 POIs but I'm waiting for a silencer for my pistol before I go into Bob's Boars.

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24 minutes ago, beHypE said:

Has anyone faced any issues yet running a b169 game with the b173 update ? My friends and I logged in and had all our stuff and experience, so that's a good sign. I've read it may mess up sleeper volumes, hopefully it's the only thing that might break.

I continued my game in Navezgane, no issues so far gameplay wise and I've done 3-4 tier 3 missions since then. The blueberries look frosted but thats about it.

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11 hours ago, Matt 1977 said:

Survivalist or Warrior. Which difficulty does 100% player damage without zombies being hitpoint tanks?

 

Eek its nomad. Feels to easy tbh

Screenshot_20200725-124632_Chrome.jpg

@madmoleim hoping that A20 sliders are added so i can turn up Zombie damage, leave player damage the same, increase roaming horde size to say 30 for example, increase frequency etc. More option would be fantastic. 

A20 is either going to be really small and focused or launch next spring/summer. By the time we finish A19 it will be August 15th, that leaves 2.5 months to work on stuff putting us at Nov 1st to content lock and release and be stable by the xmas sale. While it wouldn't be incredibly hard, we have to pick our battles instead of add cool forum idea #5693302 which is also cool dev idea #4349326294. Everything takes 2-3x longer than estimated... so what can we do in 2-3 weeks?

I'm actually working on A21 at the moment, something I know is too ambitious for A20, but I can get all the designs and concepts done.

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16 minutes ago, STyK_ said:

Seems like something a game tester or QA would do. Honestly the guy won't even grant replies on this topic so whos to say if I actually found an issue anything would be done. I brought up that there are safe zones on top of bridges way back in A16 and nothings been done about it, even brought it up to a tester this alpha.

The reality of bug testing. Hundreds of issues come in, the most important 30 are patched, some bugs vanish randomly because some old code getting changed or removed, some can never be replicated, some are always delegated to be fixed at a later date.

 

In other words: There is no guarantee for speedy bug fixes on less than critical bugs. You can just increase the probability something gets fixed if you can proove that something is wrong instead of just saying you have a feeling this might be wrong. A high percentage of bugs turn out to be the users fault or misinterpretation, so like it or not, you are not automatically believed if you claim something.

You can also increase the probability by making a proper bug report to a tester because once it is a confirmed bug the chance of a fix is 20 times higher than if you bank on Gazz using his limited time to test this.

 

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I forget but will 'smell' from food return one day ?

 

B173 playing great, some hours in my new clean game and zero issues so far. I am slightly concerned at times with Spawning in Zombies though as I am (rare) occasionally seeing a Zombie spawn in and that straight away grabs my immersion and slaps it some what.

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2 hours ago, STyK_ said:

I think is been an issue all along. Way too much empty everything, empty airdrops, empty food piles, empty med supplies, ect. I made two previous comments directed at Gazz cause hes the man who handles the loot tables. Also things like college jackets, running shoes, and mega crushes are supposed to be the keys to nightmare speed, I've found 1 mega crush in 32 hours playing and the others don't seem to exist, tires don't exist, and neither do bottles of acid. Pretty much become 100% dependent on the trader and it shouldn't be like that, if you look at the description of the loot abundance option it should just be less in each container, the way it is now it is like only 25% of the containers have anything in them and 75% are empty on 25% loot. I can get by as well but at the same time it is inadequate. 

Did you see the bug report I linked a few pages back?

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24 minutes ago, Laz Man said:

Did you see the bug report I linked a few pages back?

I did see the original post and responded to it, I just didn't see the edits. This is good! Now why didn't the Meganoth or Gazz reply with this. I did start a new game in b169. Maybe it just hasn't been adjusted yet? I guess I will know when I restart for random gen. Only took 3 years to confirm this and have something done lol.

 

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Hi all! I'm using the google translator, sorry about that but my english is rubbish.
Here is an idea for developers:
When we open a garbage or a shelf, toilet, refrigerator, etc. What if in the free space left behind from the loot slots,
 we would put a story that says like this:
- "When disassembling this unit / furniture you will have a CHANCE of finding X things".
 It would be like a mini help for the new ones. It came to my mind after the publication of the boy with the pipes. 

I have about 1700hs to play and love this game (:
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