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madmole

Alpha 19 Dev Diary

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2 minutes ago, Jay_ombie said:

So hang on,so all traders have Trader Joel sign outside even if Jen is inside (which is in my RWG game atm) I also heard the male voice saying the trader is about to close. :p

Traitor Joel's, yes that is the actual name (read the sign), is a chain. Bob, Jen, Rekt and Huge work for Joel.

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13 minutes ago, hiemfire said:

Traitor Joel's, yes that is the actual name (read the sign), is a chain. Bob, Jen, Rekt and Huge work for Joel.

Ohh okay doky... Not noticed I guess till now and since Jen got a female voice put in I thought then maybe she got promoted to her own trade... :)

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17 minutes ago, SnowDog1942 said:

What wont be awesome is when the sea of crying turn into a sea of nerfing.. You know its gonna happen :)

Name one nerf to difficulty / challenge since we launched 19? Not counting the bad animal density patch that went out. We've only been making things harder, like crits have higher chance, nerfed the shotgun OPness, etc.

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7 minutes ago, Jay_ombie said:

Ohh okay doky... Not noticed I guess till now and since Jen got a female voice put in I thought then maybe she got promoted to her own trade... :)

They will get their own signs in A20 hopefully.

17 minutes ago, Jay_ombie said:

That explains the crushed cars haha.

 

So hang on,so all traders have Trader Joel sign outside even if Jen is inside (which is in my RWG game atm) I also heard the male voice saying the trader is about to close. :p

Yes, Trader Joel's is the walmart of the apocalypse. We are considering making them their own signs though and changing that.

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2 minutes ago, madmole said:

Name one nerf to difficulty / challenge since we launched 19? Not counting the bad animal density patch that went out. We've only been making things harder, like crits have higher chance, nerfed the shotgun OPness, etc.

Speaking of which, do you know if bleeding is supposed to return "in a big way" somewhere down the track during A19's dev cycle, or are you saving that for A20, if that is still the plan going forward? I believe you mentioned something about this previously.

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Will traders be more specialized in their respective trade as Jen is medic, etc?

 

I know it was supposed to be in A19, but at the moment every trader is jack of all trades and you can`t notice the difference. Then you get "lucky" and when they restock Trader Jen sells 1 splint as medicine. What kind of a medic is she if she doesnt have any medical items to sell.. 

 

Ideally I would prefer if traders sold only their stuff, so you need to travel to different traders to get what you want.

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15 minutes ago, madmole said:

Name one nerf to difficulty / challenge since we launched 19? Not counting the bad animal density patch that went out. We've only been making things harder, like crits have higher chance, nerfed the shotgun OPness, etc.

I was mostly just yanking yer chain based on the past.   I havent even played A19 yet or following patch notes closely.  Waiting for stable.   I did start  it up to see the graphics and they are awesome!

 

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2 hours ago, madmole said:

I keep telling them all you need to do is reset it when you are close to the chunk.

Here’s all you need to do. When the quest marker is within 30 meters start a timer countdown of 30 seconds. If the quest marker isn’t activated in that time the quest fails. No time to loot the house before the quest needs to start and no need to activate the quest from the edge of the chunk. Just put a time restraint when the player is near enough to easily make it but not pre-loot the house. 

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1 hour ago, Adam the Waster said:

the last thing we need is feral zombies moving around like WWZ zombies!

WW2 Zombies? With rifels?

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Posted (edited)
53 minutes ago, Roland said:

Here’s all you need to do. When the quest marker is within 30 meters start a timer countdown of 30 seconds. If the quest marker isn’t activated in that time the quest fails. No time to loot the house before the quest needs to start and no need to activate the quest from the edge of the chunk. Just put a time restraint when the player is near enough to easily make it but not pre-loot the house. 

edit: re-read what you said, basically the same thing.

 

what I had edited/deleted: "How about we modify this a little? If the player gets with x distance of a POI that is marked for a quest, a countdown of 30 seconds begins. The POI will reset unless the player exits the area, or unless the quest is cancelled."

Edited by MechanicalLens (see edit history)

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51 minutes ago, MechanicalLens said:

Speaking of which, do you know if bleeding is supposed to return "in a big way" somewhere down the track during A19's dev cycle, or are you saving that for A20, if that is still the plan going forward? I believe you mentioned something about this previously.

Hopefully. We're still sort of on phase 1 which randomly distributes crits evenly for the most part. Phase 2 will be give special zombies higher chance for specific crits, like bikers stun, wights deep lacerate, hazmats infect, etc.

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2 minutes ago, madmole said:

Hopefully. We're still sort of on phase 1 which randomly distributes crits evenly for the most part. Phase 2 will be give special zombies higher chance for specific crits, like bikers stun, wights deep lacerate, hazmats infect, etc.

Sounds great. :) Despite frequent restarts (waiting for stable now, as I've previously mentioned), I've only bled in A19 the one time; I honestly don't even keep regular bandages on me anymore.

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47 minutes ago, v3tro said:

Will traders be more specialized in their respective trade as Jen is medic, etc?

 

I know it was supposed to be in A19, but at the moment every trader is jack of all trades and you can`t notice the difference. Then you get "lucky" and when they restock Trader Jen sells 1 splint as medicine. What kind of a medic is she if she doesnt have any medical items to sell.. 

 

Ideally I would prefer if traders sold only their stuff, so you need to travel to different traders to get what you want.

They will always carry a bit of everything but they already do specialize quite a bit. It will be more apparent down the road probably. I mean I sell her guns, so it only makes sense she would sell guns back to other people. Even if we did wipe that from her inventory, what she buys from other players is for sale, so you would see guns in a MP game for sale no matter what so it would be bad to remove them completely from her stock. Imagine if she only bought medicine from you? It would suck, and I think it would suck if she only sold medicine.

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15 minutes ago, MechanicalLens said:

edit: re-read what you said, basically the same thing.

Why do you edit yourself and delete your comments all the time? It’s pointless because anyone can go and read the edit history and see what you changed anyway. It really breaks the flow of the thread when people just delete their whole post and leave some meta message about what they did. 
 

I don’t think our comments were the same at all, actually. But I was confused at first by your edited comments because I thought you were telling me to re-read something you had previously written. 
 

it’s better to just leave your original comments. Please.

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31 minutes ago, Roland said:

Here’s all you need to do. When the quest marker is within 30 meters start a timer countdown of 30 seconds. If the quest marker isn’t activated in that time the quest fails. No time to loot the house before the quest needs to start and no need to activate the quest from the edge of the chunk. Just put a time restraint when the player is near enough to easily make it but not pre-loot the house. 


Pretty good idea.  Only thing is that the timer will have to start if ANY player is within 30 meters and perhaps reset the timer once it has started if there are no players within 30 meters at any time during the countdown ( in case a player was just passing by )

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2 minutes ago, Numberz said:


Pretty good idea.  Only thing is that the timer will have to start if ANY player is within 30 meters and perhaps reset the timer once it has started if there are no players within 30 meters at any time during the countdown ( in case a player was just passing by )

I think the main issue with this is in SP so it really only needs to start counting down when the person who took the quest is near. 
 

For MP, people could game it by having the quest taker stay away while the rest of the crew loots the house first but that is really the choice of the whole party and if everyone wants to play that way then so be it. 
 

As was mentioned, on MP servers the house is often already looted anyway so it is a non issue. 

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9 minutes ago, Roland said:

Why do you edit yourself and delete your comments all the time? It’s pointless because anyone can go and read the edit history and see what you changed anyway. It really breaks the flow of the thread when people just delete their whole post and leave some meta message about what they did. 
 

I don’t think our comments were the same at all, actually. But I was confused at first by your edited comments because I thought you were telling me to re-read something you had previously written. 
 

it’s better to just leave your original comments. Please.

That one was because I misread your comment; I thought you were suggesting that upon selecting a quest from a trader you'd have 30 seconds whether to cancel it or not.

 

I've broken away from that mostly, as you can clearly see. Nonetheless, I'll leave the original post in the edited message from now on.

As for me editing my own posts all the time, it's because I have a nasty habit that I'm trying to break out of where I type out and post my message, then review it minutes later and going, "Maybe I could add this, or remove this, perhaps I should word that differently."

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Posted (edited)
1 hour ago, Roland said:

Here’s all you need to do. When the quest marker is within 30 meters start a timer countdown of 30 seconds. If the quest marker isn’t activated in that time the quest fails. No time to loot the house before the quest needs to start and no need to activate the quest from the edge of the chunk. Just put a time restraint when the player is near enough to easily make it but not pre-loot the house. 

What if you accepted 2 quests from two different traders and they are just next to each other and they both activate on approach?

Roland answer: only the current marked quest will activate.

Blake replies: just reseting on accept and warning if a bed or a claim block is there would be enough. When the player gets to the POI area it could start the timer like you said. If player leaves the area before the timer ends then the timer resets and nobody fails anything. If the timer ends (say, 1 minute) and the player is still there, then the quest limits count as a fail if left. There are too many situations in which your idea screws with emergent gameplay in a worse way than what it is now. If the player encounters a wolf horde or a Zd or even a frigging garbage can while in the area the quest would fail due to that exclamation not being activated. So letting them leave before the quest starting timer is off would be ideal.

Edited by Blake_ (see edit history)

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I haven't heard, but is the Wight getting an HD remake too? He's my favorite zombie lol :)

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Just now, Jugginator said:

I haven't heard, but is the Wight getting an HD remake too? He's my favorite zombie lol :)

It's certainly glad to hear that the wight isn't getting removed (yet?). :)

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I don’t think nerd poling is an issue, but I would love to see limits put in place for quests at POI’s.

Perhaps The limited area that you have to stay within during an active quest could be treated like a land claim area and you are not permitted to build within that zone until the quest is completed or turned in to the trader. You could still break walls/doors, but you will be at the mercy of the quest designers when navigating the POI. Getting to that box on the ceiling is now a challenge and the threat is real when you fall through a trap. 

Loot gained while in the active quest zone could be better or have unique items(legendary?) compared to a random POI where nerd poling is allowed. 

There could still be game quest area settings to adjust this for those who don’t like it. 

I appreciate the purity of completing a quest as intended. Immersion breaks for me when the magic wood frame solves all the problems.

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2 hours ago, MechanicalLens said:

It's fine where it is, at least in SP. I began collecting canned foods since day 1 like usual, and by around day 30 I had 20-40 of each. 20 Gumbo Stews last a lot longer than most people give them credit for from the get-go.

That just goes to show the wonders of RNG; three different A19 play-throughs for myself, and while I have always had stacks of Lamb Rations through cans of Cat Food, it's those peas that hold me up. But hey, it makes for memories!

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Posted (edited)

Okay I don't get the nail gun.

 

20200730200314-1.jpg

 

I get the nail requirements bottom right but I can still use it to upgrade stuff (right click) when my inventory is absent of nails.

 

Unless the nails are no more than Ammo and only come into affect for when shooting them at things (left click).

Edited by Jay_ombie (see edit history)

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