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Alpha 19 Dev Diary

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Posted (edited)
1 hour ago, Demandred1957 said:

32 zoms per blood moon horde

For someone complaining about TFP adding hardcore elements to the game you seem to have no problems sticking it to yourself. Default is 8 zombies at a time. Why not start there and work your way up?  You will still get the same number of overall zombies but they will trickle out more slowly. Of course if you enjoy using explosives then 32 at a time can be the more efficient way to work through the horde. 

Edited by Roland (see edit history)

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Posted (edited)
4 minutes ago, Roland said:

For someone complaining about TFP adding hardcore elements to the game you seem to have no problems sticking it to yourself. Default is 8 zombies at a time. Why not start there and work your way up?  You will still get the same number of zombies it they will trickle out slower. Of course if you enjoy using explosives then 32 at a time can be the more efficient way to work through the horde. 

The last time I tried to use explosives I blew myself up.  The last time I went through horde night with someone else using explosives, they blew me up ... then they set me on fire.  

 

You guys have a mean streak is all I'm saying.

 

Well, that and I can't be trusted with explosives.  Or arrows.  Or sharp objects really.  I'm better off digging a mine ... I've never killed myself digging a mine.  Well ... actually there was that one time that we don't talk about ... ever.  

Edited by Pegasus (see edit history)
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1 minute ago, Roland said:

For someone complaining about TFP adding hardcore elements to the game you seem to have no problems sticking it to yourself. Default is 8 zombies at a time. Why not start there and work your way up?  You will still get the same number of zombies it they will trickle out slower. Of course if you enjoy using explosives then 32 at a time can be the more efficient way to work through the horde. 

Mainly because i don't care about the blood moon horde... That is the least of my worries since i use a glock9 style base... The only time it's a issue is when i am up in the high hundreds days and i fall through a door/hole in the base right into the mob.

It's the rest of the time i have a issue with.

And the stupid op bears, mountain lions, and dire wolves..

6 minutes ago, Pegasus said:

I used to try to play like everyone else ... but it just frustrated me.  I play this game to have fun.  That's why I almost always play on a modded server ... I like to have the things that make my game easier for me (because I'm spastic and about as coordinated as a drunken one legged squirrel on roller skates in an earthquake) and don't worry about what other people are doing with their play styles.  

 

If it makes you happy, then do it.  Why torture yourself trying to do something just because someone else does it that way?  That's my favorite thing about this game ... the freedom to do pretty much anything you want (because, let's be honest ... it's certainly not the zombies.  They give me nightmares). If it's not available in the vanilla game, there's probably a mod out there for whatever it is. Heck, there's a mod out there that creates zombie pinup art (really kind of pretty and artsy).  There are so many creative and talented people making mods and additions to the game, there's really no reason to be frustrated by something like this.

 

You don't have to play your game the same way I do, or Glock9 (whoever that is ... for a long time I thought you were talking about the gun and i was picturing a base built like a handgun) plays or anyone else plays.  Play like YOU play ... whatever makes you happy.  

I would like to, but a lot of the mods just make me feel like I'm "cheating" (not to crap on others gameplay).

But then again, I just play on default, so toning things down via settings just doesn't sit right either.

I am not Rambo, or JoJo, but I don't want to have to turn things down from default (which is what anybody should be able to play on hence the name) to get a fun experience.

kinda conflicted I know, but that's just the way it is.

8 minutes ago, Pegasus said:

The last time I tried to use explosives I blew myself up.  The last time I went through horde night with someone else using explosives, they blew me up ... then they set me on fire.  

 

You guys have a mean streak is all I'm saying.

Yeah, F explosives, except for the frag grenade.. And even then I have almost killed myself with those on more than a few times.

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26 minutes ago, Pegasus said:

(because I'm spastic and about as coordinated as a drunken one legged squirrel on roller skates in an earthquake)

 

22 minutes ago, Pegasus said:

The last time I tried to use explosives I blew myself up.  The last time I went through horde night with someone else using explosives, they blew me up ... then they set me on fire.  

 

You guys have a mean streak is all I'm saying.

 

Well, that and I can't be trusted with explosives.  Or arrows.  Or sharp objects really.  I'm better off digging a mine ... I've never killed myself digging a mine.  Well ... actually there was that one time that we don't talk about ... ever.  

LMFAO :biggrin1:  Plz let us know if you ever write a book, I'll buy it!

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54 minutes ago, Demandred1957 said:

Yeah, F explosives, except for the frag grenade.. And even then I have almost killed myself with those on more than a few times.

 

At the risk of destroying my easy-peasy, "kill-em by the truckload", BN hoard tactics...

The pipe bomb is a cheap weapon.  A quick "Right-click-left-click" will drop a lite pipe bomb straight down on the zombies, make sure your out of the damage radius I guess, goes without saying.

 

That's why I keep it at 8 active zombies at a time, higher numbers are WAY too easy, as i built my base to compress them all in a small-ish area.

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Damn I start to love junk sledges. Last horde night I made a little gatehouse, where I can shoot from the sides. The floor towards the garage door is electrified and right in front of the door I put the junk sledge. At the end of the night it got about 2-3 hits. Zombie runs in - gets electrified - headshoted. Those that make it get pushed back. If I get overwhelmed by numbers I toss grenade. Damn this is effective.

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Posted (edited)

is anyone else's primitive bow broken? and by broken I mean invisible arrows when drawing? and when you hit your target the arrows float in the air and twitch.

Edited by STyK_ (see edit history)
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9 hours ago, Blake_ said:

You are serious. Then you realize that there is no way for RWG to go gold until EVERY single POI is implemented, as there's always elevation and placement problems due to POIs being varied and different in size. Just stating the obvious here, as per my title.

That's wrong instead of obvious.

Adding a new POI to random gen is 1 entry in the list of POI and it can be included on the next regen.

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4 minutes ago, STyK_ said:

is anyone else's primitive bow broken? and by broken I mean invisible arrows when drawing? and when you hit your target the arrows float in the air and twitch.

i created a new map with harder settings for a challenge, your not the only one, invisible arrows, they still work but are invisible now

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1 minute ago, Phoenixshade35 said:

i created a new map with harder settings for a challenge, your not the only one, invisible arrows, they still work but are invisible now

ok good

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4 hours ago, Phoenixshade35 said:

@madmole one question though, i remember back when we had placeable tnt, it was fun to use when knocking stuff down, i know we wont get tnt back, but alongside the timed charge are we able to have demo charges that can blow holes through walls?  it can use the same model as the timed charge just orange instead of yellow, or black even, could make for some fun times, just curious

You can mod that in if you want. A bigger timed charge with the explosive properties of dynamite.

It being sticky makes it better at destroying structures.

 

Or you use the dynamite that you already have.

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1 minute ago, Gazz said:

 

You can mod that in if you want. A bigger timed charge with the explosive properties of dynamite.

It being sticky makes it better at destroying structures.

 

Or you use the dynamite that you already have.

my favorite thing to do was lay down several tnt in a poi, around all lode bearing areas i could get to, then detonating the one at the entrance and seeing how it did, it was fun haha, i also don't know how to mod lol

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1 minute ago, Gazz said:

That's wrong instead of obvious.

Adding a new POI to random gen is 1 entry in the list of POI and it can be included on the next regen.

 

Yeah. Ezy pezy. No elevation problems whatsoever with just adding the entry to the "generation list" . There are more things to it for it to not be placed in a jarring way and you know it, and you argue nevertheless.

 

I feel like you are random generating me.

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8 hours ago, madmole said:

Because it was just dye and pure black and didn't look good. When you see the new wolf you will understand.

Well it sure looked better than having the two use the same model as they do now. Why not wait to replace it til the new model is done?

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5 hours ago, Demandred1957 said:

Why should I have to downgrade past "default" to get a balanced play?

I have tried a play where I dumped points in LL.. didn't get anything except more empty tin cans.

If I have to change settings past "default" i'm out. shouldn't have to do that to make it playable.

lol, thanks.. Demandred ftw!

I also have a >very< modest youtube channel under the same name where I play this game on permadeath if you are down.

Just a tip. You'll do much better not playing on a controller on the PC. Mouse/KB are FAR more accurate. Maybe that's part of why it feels so tough for you. Seeing you trying to aim the blunderbuss at a zombie 4 feet in front of you and missing twice I wanted to pull my hair out.

5 hours ago, Demandred1957 said:

90 min days...nice.

try lowering that to 60 first.

don't care about "difficulty" settings, since that just makes them more spongy as far as I can tell.

also tried getting LL to lvl 2 right off the bat, didn't get anything special at all..

It's kinda hard coded to suck now till you get to a higher stage.

I have video's up on my channel that shows what i am talking about.

lol, ok.

LL at low levels is a total waste. LL2 is 10%.... 10% of a low gamestage (anything under 200) is not worth the points. Fact.

5 hours ago, Demandred1957 said:

Default, pregen 01, 32 zoms per blood moon horde loot respawn @15 days.

My strategy is to use my brains to stay alive..

Don't know if it's a bug or not, but I burn through food like crazy just standing still..

like for real, watch it tick down every few seconds..

I loot some of the smaller poi's, since I have found out on a prev run how nerfed looting is.. but other than that, I just do new player stuff.

And yeah, I play super scaredy cat on top of that.,, I don't go into a fight unless I have a (small) chance of winning.

I literally don't find hardly anything except paper, and the few odd blueprints that won't help me NOW. Only one I know of is the pump shotty blueprint, which takes a bunch of forged steel and shotgun parts to make..smh

and single player.

ugh no.. Although I fully support your option to do it..

Nothing about anything you said sounds even remotely fun to me.

Yea, Default difficulty is actually one stage BELOW what the game is balanced for. It's balanced for Nomad, 100% damage to/from the zombies. They dropped default down to adventurer cause people were moaning in !8 it was too hard. So, you have more zombies but they're weaker than normal and you have loot respawning quicker.

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2 hours ago, Blake_ said:

 

Yeah. Ezy pezy. No elevation problems whatsoever with just adding the entry to the "generation list" . There are more things to it for it to not be placed in a jarring way and you know it, and you argue nevertheless.

 

I feel like you are random generating me.

 

What are you talking about <user_name>, your opinion is very <thoughtful_statement> to us. We at Al's Marina TFP, care deeply about you significant view on <banal_topic>.  Have a free Breakfast Burrito on us at the low low price of <cost * 3>!!

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@Aldranon

I think what you mean is: We value your feedback and will continue to work with the community to improve your gaming experience.

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Posted (edited)

Honestly I’m quite fond of those wonky elevation problems that appear in RWG, always fun for me to find some crazy off the wall looking terrain. makes it feel like I’m really in a world that was wrecked by more than just a zombie Apocalypse outbreak. Will be kinda sad to see it get all fixed, but least the world will look a bit nicer I suppose, I’ll just have to find a mod to screw it all up whenever I feel like it. 

Edited by Yopo (see edit history)

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7 minutes ago, Gazz said:

@Aldranon

I think what you mean is: We value your feedback and will continue to work with the community to improve your gaming experience.

Sorry, I tried to modify the message our slot machines print out after the person losses 5000 dukes.

 

BTW, your good at this... Very good... Ever think entering politics?   Merkel could use some help with Trump I think.

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12 hours ago, JCrook1028 said:
14 hours ago, Demandred1957 said:

Seems like that's the direction it's heading. But the problem with your statement is how they are "re" creating the product that I liked and purchased.

I didn't pay to have broken vulture swarms, or all the fun taken out of looting at lower levels.

Seems like Mad and the rest do a lot of listening to the squeaky wheels here instead of the majority.

And there is plenty of group think here as well, that just chirp on about how every change is great and "they" love it. Blerg..

What you paid for was an incomplete game that you did not know how it would be when final releases comes. Fact.

Wrong. We actually had a very good general idea a long time ago how this game would pan out. Early Access is a Steam thing and has its rules, but The Fun Pimps took a "moral obligation" in the points they promised in the Original Kickstarter back in 2013.

 

That has nothing to do with the Steam development and distribution. However they've been living up to their promises (and more) up to now and the only missing points are Bandits and the Story (which makes sense since it's the last thing you'd add to the game).

 

As for the rest I disagree with Demadred1957 in that TFP are doing a great job listening to players... so much that they added the GameSpark (is that the name??) thing to have a better idea on what the players really like and (do most) and what they don't like (do less). As far as I'm concerned they rightly only listen to feedback that fits their own vision of the game, they're surely NOT going to change the core game vision based on feedback.

 

@Demadred1957: ss for the "fun" part, I'm confident if they find something's not fun they'll change it in the next patch or before release, rest assured.

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13 hours ago, madmole said:

All that stuff has been designed for a while, but there is no way it is going on the roadmap for A20. All hands on deck for RWG getting hopefully a gold version for A20, some new special infected, and new art sums up A20 most likely. We'll reveal stuff as it gets done.

Not gonna lie this sounds underwhelming to say the least. A19 is already mostly an eye candy release and provides less replayability value than the previous alphas due to the linear progression, I really hope those special infected will improve the gameplay.

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3 minutes ago, beHypE said:

Not gonna lie this sounds underwhelming to say the least. A19 is already mostly an eye candy release and provides less replayability value than the previous alphas due to the linear progression, I really hope those special infected will improve the gameplay.

Just goes to show that we're getting closer and closer to gold. :)

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Just now, MechanicalLens said:

Just goes to show that we're getting closer and closer to gold. :)

Exactly. :) We'll see less and less "major" Alpha's. Bandits and the storyline are the only major's left to add. The rest is polish and balance.

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Posted (edited)
10 minutes ago, MechanicalLens said:

Just goes to show that we're getting closer and closer to gold. :)

Hmmmm I wish I could agree, but I don't. It shows that the real gameplay features are hard to develop and take the backburner yet again... I wasn't expecting bandits given the huge task at hand, but vehicle mods were supposed to make it in A19 initially, and legendary loot seems like one of those features that need mostly design and art, not any real development, so it's a bummer.

 

EDIT : gamestaged POIs/biomes is another much anticipated feature, especially since A19 made everything feel slow-paced and grind-gated.

Edited by beHypE (see edit history)

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12 hours ago, Toban said:

Thank you. Yeah, I'm doing the same. I'm just in creative trying out different designs till stable drops. And yeah, I always do the same and make a little base to begin with hehe. The castles take so long to make safe lol.

Yeah, first and last castle on the hill to fight zombies in haha. Was fun though, not so fun watching the castle fall but...still fun.

Foundations! Dig deep foundations into the hill and you will never have to worry about that again! :peep:

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