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Alpha 19 Dev Diary


madmole

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26 minutes ago, Jay_ombie said:

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).

Bingo

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3 hours ago, madmole said:

No it is intentionally designed to *possibly* be better in some use cases so there is some decision making for the player to do. Why should a FAULTY iron tool always be better than the best quality stone axe in every situation/stat? If sex rex/stews isn't your investment than clearly the stone axe is for you, but to an aspiring miner who's getting cooking and mining/sex rex then for him the iron could be better. Then counter balance with number of mod slots makes the decision even more interesting. I'm still wearing my purple cloth hood at level 50 something because I have 4 mods installed and I don't want to give one up.

You guys make some fun design decisions, I like that which tool is better may be based on perk choices somewhat

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1 hour ago, Xtrakicking said:

Nails have never been used to upgrade, as far as I'm concerned. You can shoot zombies with the nails. Not sure why.

There is a challenge you can get from the 'Willie gang' thats apparently had their eye on you to nail chicks, you get exp for completing. Other then that so far the shooting nails is kind of useless. There are other challenges as well, you find them in loot.

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2 hours 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. 

That could work.

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1 hour ago, EmpV said:

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.

No that is too heavy handed. Building is part of the game and from my experience is needed for many POIs where a jump or ledge is way too risky, so I build my own frame walkways.

Just now, Jugginator said:

:( That made me more anxious! lmao

Please don't kill the Wight!

I doubt it, but there are special infected coming. Maybe the wight will get replaced with the Revenant since they look kinda similar, etc. The wight doesn't have any special abilities so he could be the look for the Revenant, or another one actually. Bear in mind the Revenant isn't even for sure going into the game. I have all the special infected zombies designed now, but I need to show them to the team and then we pick the best ones, talk about how feasible the ideas are to program, etc.

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1 hour ago, Roland said:

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. 


I have to disagree.  What someone does in single player isn’t really of much concern.

 

The current meta in MP is for a crew to visit a trader, all grab a quest, all quests are shared and all quests are completed ASAP while double looting each POI.  In this way, it is easy for group to reach end game gear by the end of the first week.  I know quests and traders won’t be fixed this alpha but anything that can be done to curb the double loot is welcome.  Your scenario of the quest taker hanging back on the first loot cycle is correct which is why it has to be all players / allies.

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5 minutes ago, madmole said:

I doubt it, but there are special infected coming. Maybe the wight will get replaced with the Revenant since they look kinda similar, etc. The wight doesn't have any special abilities so he could be the look for the Revenant, or another one actually. Bear in mind the Revenant isn't even for sure going into the game. I have all the special infected zombies designed now, but I need to show them to the team and then we pick the best ones, talk about how feasible the ideas are to program, etc.

I can live with that. I mainly liked him for his pure, not like any of the others, obvious "I am death" look and feel about him. He was my first "scared the living @%$*#! out of me" in the game as a fresh player lol. (I started in the wastelands)

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Just now, Jugginator said:

I can live with that. I mainly liked him for his pure, not like any of the others, obvious "I am death" look and feel about him. He was my first "scared the living @%$*#! out of me" in the game as a fresh player lol. (I started in the wastelands)

Yeah you don't see them often so it is a holy crap moment when you do. I think you can plan on much more of that in the future, we have some truly scary stuff in the works.

2 minutes ago, Numberz said:


I have to disagree.  What someone does in single player isn’t really of much concern.

 

The current meta in MP is for a crew to visit a trader, all grab a quest, all quests are shared and all quests are completed ASAP while double looting each POI.  In this way, it is easy for group to reach end game gear by the end of the first week.  I know quests and traders won’t be fixed this alpha but anything that can be done to curb the double loot is welcome.  Your scenario of the quest taker hanging back on the first loot cycle is correct which is why it has to be all players / allies.

Are you talking about Alpha 19? End game gear by day 7? I find that highly doubtful, or we need to nerf XP in parties to be negative.

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11 minutes ago, madmole said:

No that is too heavy handed. Building is part of the game and from my experience is needed for many POIs where a jump or ledge is way too risky, so I build my own frame walkways.

I doubt it, but there are special infected coming. Maybe the wight will get replaced with the Revenant since they look kinda similar, etc. The wight doesn't have any special abilities so he could be the look for the Revenant, or another one actually. Bear in mind the Revenant isn't even for sure going into the game. I have all the special infected zombies designed now, but I need to show them to the team and then we pick the best ones, talk about how feasible the ideas are to program, etc.

Will the revenant shoot with missiles and play the trumpet? :)

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10 minutes ago, madmole said:

No that is too heavy handed. Building is part of the game and from my experience is needed for many POIs where a jump or ledge is way too risky, so I build my own frame walkways.

I doubt it, but there are special infected coming. Maybe the wight will get replaced with the Revenant since they look kinda similar, etc. The wight doesn't have any special abilities so he could be the look for the Revenant, or another one actually. Bear in mind the Revenant isn't even for sure going into the game. I have all the special infected zombies designed now, but I need to show them to the team and then we pick the best ones, talk about how feasible the ideas are to program, etc.

ummm that sounds familiar...... but what will it do if it comes in game?

 

 

also maybe the feral wight could stay :(

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13 minutes ago, madmole said:

No that is too heavy handed. Building is part of the game and from my experience is needed for many POIs where a jump or ledge is way too risky, so I build my own frame walkways.

 

You just need to remember to bring your Oh @%$*#!z Drops! :p

Thanks for sharing your thoughts. 

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@faatal: you've mentioned in the dev stream with lathan a performance problem on your side (huge frame drop, where may be a terrain texture wasn't loaded). I too suffer from this from time to time.

 

I've testet the new console commands and both times when it happends

Gfx st forceload

solved the issue for me 😀

 

Just fyi (in case you need feedback).

 

Update: happend right now again - and this time forceload wasn't helping. Maybe it was just luck last time... :(

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28 minutes ago, Numberz said:


I have to disagree.  What someone does in single player isn’t really of much concern.

 

The current meta in MP is for a crew to visit a trader, all grab a quest, all quests are shared and all quests are completed ASAP while double looting each POI.  In this way, it is easy for group to reach end game gear by the end of the first week.  I know quests and traders won’t be fixed this alpha but anything that can be done to curb the double loot is welcome.  Your scenario of the quest taker hanging back on the first loot cycle is correct which is why it has to be all players / allies.


Well technically what a collective team of players choose to do together in their own game is just the same as if it was one player. They are all choosing to play it a particular way that they all agree upon and it really has no bearing on what anyone else does or how you or I play the game. 

I just was going for simple. I guess if you really wanted to stop it in all cases just start the timer as soon as anyone in the party got close enough and the party would have to coordinate well to make sure everyone gets there together. 
 

I think starting and stopping and resetting the timer any time some player walks near and then leaves is more complicated—but maybe not. 

 

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5 hours ago, madmole said:

Blake? Any plans for you to gain some self control? Does the min maxer in you compel you to go in and clear it/loot it before hitting the exclamation? I stopped doing it, so can you!

I keep telling them all you need to do is reset it when you are close to the chunk. Then they give me these edge cases about what if they don't go there? I say "mission fail" if somehow a voxel gets changed or another player not in the party dirties the chunk before you hit the exclamation mark. So we go round and round about this. At the end of the day it is only the 5000 hour SP guys with no self control that it affects so it is low priority. Because in MP there is possibility it was already looted.

This is true. I play all my hours in sv MP and the POIs are always empty. 
So doing missions is the only option to find virgin loot

 

5 whole pages fighting for nonsense. Anyway, I liked more the discussion about the damage of the stone shovel JA

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4 hours ago, madmole said:

Turns on god mode and fly, which would simulate what building with a bot could be like.

Maybe make a special storage box you can place in your base.  Then you can send it your base with a few items?  Perks/books to increase capacity and round trip time.

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3 hours 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. 

I don't like this idea because I play MP and generally like to make sure we're all prepared right at the marker, it'd need to be at least a few minutes long if there was a timer, or an adjustable setting
On second thought I suppose I could start the quest once at the marker but I guess I just feel like once I start it I'm in for a ride. Not entirely sure how it all works but I think if there was a timer, making it 1-2minutes wouldn't hurt

Either way this can also be handled pretty simply with player self discipline

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