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Suggestions for A19 and beyond


ozzysfang

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Vehicle mods should not be too hard to get in with all the previous work already done on them. Other vehicle changes will take time.

 

Optimizations are ongoing. Every week I'm optimizing something. Just like we now have the Terrain Quality option coming in A18.2.

 

I'd like to see the microsplat map not cause my fps to drop to half in the desert, snow biomes and around water in rwg, any mountain that is kinda rough causes it too, disabling the microsplat map with a fan made patch removes these fps issues, so its clearly that which is causing them.

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Water will be a while. That may end up on my plate, which is already quite full.

 

yeah, you are primarily the only AI guy right? If I'm remembering correctly, I could be wrong. If so, glad to hear you have someone helping now? Maybe?

 

Big thing I would like is the wolf pet following you around to also be inventory that was mentioned some time ago :p

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Vehicle mods should not be too hard to get in with all the previous work already done on them. Other vehicle changes will take time.

 

Optimizations are ongoing. Every week I'm optimizing something. Just like we now have the Terrain Quality option coming in A18.2.

 

Holy fast potatoes batman. That should make some people happy, the results are stunning. Before everyone gets excited no it won't help your ultra fps, but it will bring a complete POS from 20 to 50 or 60.

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yes, a sound fix would be appreciated.

 

@MadMole

how about a bookset along this lines:

The Duke's survival guide

insert native american themed books

one with spear

one with bow

one with hunting

one with finding casino tokens

you get the picture

 

Interestingly enough I was reading about the Jamestown Massacre today. I don't think we're going to do any books, but some rare Indian artifacts like Taza's stone axe could appear in the loot lists.

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I love the direction this company takes, listening to its audience, I take the opportunity to talk about something I always wanted in the game and I know that Madmole would agree on something;

 

Madmole: Please give love to alchemy,

 

* New tea recipes

* Biclusive exclusive plants to prepare various positions

* New plants and liquids (plant oil)

* New alchemy station

* Positions and artisanal injection to recover life and other attributes

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I love the direction this company takes, listening to its audience, I take the opportunity to talk about something I always wanted in the game and I know that Madmole would agree on something;

 

Madmole: Please give love to alchemy,

 

* New tea recipes

* Biclusive exclusive plants to prepare various positions

* New plants and liquids (plant oil)

* New alchemy station

* Positions and artisanal injection to recover life and other attributes

 

We have a chemistry station lol.. no a huge no to a new station.

 

That said I thought of making glue from corn flour in the chemistry station only.

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Holy fast potatoes batman. That should make some people happy, the results are stunning. Before everyone gets excited no it won't help your ultra fps, but it will bring a complete POS from 20 to 50 or 60.

 

*sits by eating popcorn* I've been waiting patiently for

Terrain Quality option
to be implemented. *thumbs Up* Pimps.

 

giphy.gif

 

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I'm sorry for the quality of the translation. Google :(

Quote: How many users does Minecraft have and how many users does Rast have ?? Here is the answer in which direction the game should go.

!!!!. You ruined the first part of the game, namely survival. Melee weapons are practically useless, since firearms immediately appear! The gameplay is very, very much reduced!

Second, shooting zombies is already turning into an end in itself! This is no longer Rast, this is already DOOM 2 /

-

1. To greatly prolong the gameplay, you need to increase the damage of melee weapons 2-3 times.

2. Firearms, including green, can only be obtained by craft on their workbench.

3. It’s not possible to repair it until green. It will only break.

4. The ability to build wooden buildings that entry-level zombies will crash for a long time.

And then the first part of the game will increase by 40-60 hours of additional gameplay!

 

 

Melee feels good for the first time in ages. Even starting off I can 2-3 power attack most zombies with headshots with the wooden club. Boosting the damage of these weapons will make it possible to easily one shot most zombies day 1. Guns and melee have very different uses. I use both while playing. Guns mostly for when S*it hits the fan and clubs for everything else. From the little bit of testing I have done, the stun baton could definitely use a buff though. It feels like I'm hitting zombies with a wiffle bat compared to the iron club.

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Id like to be able too add 4mph extra to the truck without falling through the world or having it glitch out while it struggles to load the map in front of me.....

 

Way better animations on guns

Higher poly count

More food recipes

More ammo types

A truck that looks fitting of the Z apoc

Way more zombie types

Mini bosses like the demolisher but harder

NPCs

Better trader outposts

A way to xpath localisations

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Id like to be able too add 4mph extra to the truck without falling through the world or having it glitch out while it struggles to load the map in front of me.....

 

Way better animations on guns

Higher poly count

More food recipes

More ammo types

A truck that looks fitting of the Z apoc

Way more zombie types

Mini bosses like the demolisher but harder

NPCs

Better trader outposts

A way to xpath localisations

 

Localizations can be xpathed now lol.

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Hello. My list for alpha 19.

 

- new 2 seat motorcycle or quad and 3/4 seat 4x4 RWD truck, minibike needs reskin in my humble opinion,

- mods for vehicles eg. off-road tyres for desert and (eg. chains mod) snow environment, suspension, engine modifications, armour mods, camos, you name it...

- new quests available at traders like delivering a package to one another trader,

- new quests like gathering specific amount of resources, plants, animal parts for dukes,

- raft or some sort of mean of transport through rivers etc.

- legendary weapons/tools,

- introduction of 5.56 caliber ammo and weapons like M16A4/M4A1, SAW249 (The action of the game is located in USA for gods sake ;)

- balancing handguns, shotguns, rifles by range, handling, recoil and [caliber/type of ammo (penetration/damage)] rather than continously boosting immersion breaking perk with damage (no offence, my humble opinion only),

- friends after recieving an invite/joining by themselves for the first time should not spawn any further than 500 metres away,

- tweakable population of zombies on the server/single player,

- optional easier leveling up after reaching 45th level - currently its really hard to level up after hitting 50th level (this might be discouraging wall for some players and gets 10ft taller with every update - make it more tweakable I beg you devs),

- more tweakable options in general,

- keep players going rather than punishing them with XP taken away, eg. max health set up to 100 after a quick death for 24h cycle,

- add some more animals, or something not necessarily interactive into the foliage, new sound effects, some weather changes if possible,

 

Thank You

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Hello. My list for alpha 19.

 

- new 2 seat motorcycle or quad and 3/4 seat 4x4 RWD truck, minibike needs reskin in my humble opinion,

- mods for vehicles eg. off-road tyres for desert and (eg. chains mod) snow environment, suspension, engine modifications, armour mods, camos, you name it...

- new quests available at traders like delivering a package to one another trader,

- new quests like gathering specific amount of resources, plants, animal parts for dukes,

- raft or some sort of mean of transport through rivers etc.

- legendary weapons/tools,

- introduction of 5.56 caliber ammo and weapons like M16A4/M4A1, SAW249 (The action of the game is located in USA for gods sake ;)

- balancing handguns, shotguns, rifles by range, handling, recoil and [caliber/type of ammo (penetration/damage)] rather than continously boosting immersion breaking perk with damage (no offence, my humble opinion only),

- friends after recieving an invite/joining by themselves for the first time should not spawn any further than 500 metres away,

- tweakable population of zombies on the server/single player,

- optional easier leveling up after reaching 45th level - currently its really hard to level up after hitting 50th level (this might be discouraging wall for some players and gets 10ft taller with every update - make it more tweakable I beg you devs),

- more tweakable options in general,

- keep players going rather than punishing them with XP taken away, eg. max health set up to 100 after a quick death for 24h cycle,

- add some more animals, or something not necessarily interactive into the foliage, new sound effects, some weather changes if possible,

 

Thank You

 

Damn bro - Dinner first?

J/K man!!!

i like alot of what you siad - very well written - better then me

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Damn bro - Dinner first?

J/K man!!!

I like a lot of what you said - very well written - better than me

 

Thank You mate. Speaking of choice.

 

I don`t mind leveling up or finding books throughout the world in the first place - it`s a nice feature as always and for sure some people this might convince to stay and play longer.

 

I`m a first-person shooter fan for the most, melee combat is something for me as well. A friend of mine who is a mechanic btw would like to see more vehicles and mods coming with them. I`d like to always jump into the action with my mates rather than grind for higher XP to unlock better perks. I enjoy entering new areas, buildings, fight the zombies with a couple of friends, having fun, accidental floor collapse or stepping on the mine (the fun factor) and that`s what counts the most. Leveling up (read XP grinding)/finding schematics (perhaps not books that devs were working hard on for the last couple of months) could be an optional feature in-game menu as well at least for me - I treat new unlocks as a bonus. Everything could have been unlocked day one from my perspective, only a matter of getting resources and striving could be a thing. Creating forges, workbenches, gathering resources for all of this still takes time and gives a lot of fun and planning. So at the end of the day, I don`t feel the need for XP farming especially while some of the guys question the current progression system.

 

Cheers

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Bandits are still a long ways off so insert excuse here and deal with it. We do have the animation team to crush them properly now, but only have one Faatal, but we did hire his trusted sidekick so hopefully its not too far off.

 

Not to mention the AI. I hope they won't be braindead like the zombies are. I'd love to see them move about, have hideouts, scavenge and such, even if it means they take a few more versions. They should have self-preservation, and run away if you shoot first or with a bigger gun, especially if they only have a melee weapon. Using ambushing and stealth would also give them quite the threat, but I'm sure that'd all be quite expensive to code in.

 

Nice to hear you're adding comparison of base stats and reworking the loot table; I was going to post about how even at 50% and 100% XP multi I always seem to skip brown-tier weapons. The progression could use some work, especially at lower loot multi, though I'd still like to see the "consumable" piles (medical pile, ammo pile, etc..) always have something nice in them, or else simply not spawn at all. Same with zombie loot drops. It's disappointing to see them drop only for them to contain literally nothing.

 

I got a tier 2 SMG-5 on like, day 3 of this run. I wouldn't mind being forced to use a brown pistol for ten gamestages or so.

 

Keep up the great work!

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Just wanted to add my suggestions to the pot =)

 

-More advanced stone axe tool varient

While out looting I always take the trusty stone axe with me for harvesting low hp items (curtains, blinds, sofas etc) it would be nice to have a more modern varient with more durability and a little more bock damage. Maybe a hatchet or ice pick or something similar.

 

-Proper Copter vehicle

As much as the gyrocoper is interesting. It has limited use cases because of it's more airplane like handling. You need flattish land to land/takeoff and good luck using it in the wasteland. I'd love to see something like a blackhawk but in a 4x4 apocalypse style. Vtol handing would be a must but bonus storage and maybe a 'tow' cable you could attach to the 4x4 and fly around with it would be cool.

 

-Useable vehicle for the wasteland biome

Using a 4x4 is tedious and gets damaged very fast and the motorcycle is forever getting stuck. It would be nice if there was some kind of 'crawler' type vehicle you could use. A big vehicle that either goes over the cinder locks and metal or breaks them with no damage. A couple ideas maybe it could be tracked or like the vehicle in Fear The Walking Dead. Maybe you could go inside and it has storage boxes and an oven.

 

-Better item customisations

The paint system was a start but it just isn't that great in my opinion. It simply tints the whole item 1 colour and just looks odd. I get that it's easier to do that creating separate modules for each colour, perhaps meet half way with some logic that only tints certain parts or have 2slots for paint so you could do 2 tones.

 

-larger,better Rwg

8k is just 2 small even for 4-5 players. The whole map is looted in a couple weeks and while possible 16k uses up more ram than the majority of systems have 16-32GB. A18 has much better rwg maps that a17 but it can still do better, Bridges, rivers city's that aren't just squares to name a few things that could improve rwg.

 

-More painting textures

There are many textures but on a handful are available to use in the paint tool, more textures would be nice.

 

-Finish the 'Floatation' blocks for prefabs

Many ships are still stuck in dry Dock ;)

 

-Thicker crosshairs/with black outline

If your running at higher resolutions and it the snow biome you know what I mean

 

-Total cooking/crafting/forging time

Just a qol change having the total time required for items in a queue to finish, handy knowing much much wood you need to dump in to complete the queue of crafting items etc to finish

 

Just a few ideas I wanted to share. I actually have a larger list but I should probably dump that in pimp dreams ;)

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RWG?....finally

 

When will the sound bug be fixed, when sleepers move soundlessly after waking up?

 

Are you planning to rework the settings for textures so that they do not shine (look like plasticine)?

Or, maybe you consider it already looks good?

(I do not mean disabling SS-reflections in game options)

 

 

 

Oh, somehow it is not very polite to present a couple of minor lines of .xml as a new acquisition for a new alpha...

 

Well, write few lines in C# to fix a bug is same/similar as xml lines. So why it is bad thing to show off? It is a feature we should be consider. Not how they do. XML or Assembly language or rocket science. not our business. We just see feature and enjoy.

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Then you're up for disappointment. It's true that those are what the game really needs right now, but they will most likely come after gold.

 

On a totally different note, whatever happened to the flamethrower traps that were teased a while back? We could use more traps, to be honest.

 

Fairly certain bandits and npcs are Kickstarter stuff. And fairly certain they have to be implemented before gold. Or those who backed the game for those 2 would be up in arms and possible further stuff occur

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This would be great, actually. It does feel like killing clones the more you play. Some sort of variety would be welcome, even if it's just the randomization of walk speeds or have some zombies spawn with one or two limbs missing, thus randomizing crawlers as well.

 

I've been asking for this since I first started playing in a9/10 still waiting. Maybe diff clothes and such on each zombie so its not killing the same carbon clone over and over. I suspect it'll get looked into probally closer to when it goes gold. Even 3-5 diff skins/textures per zombie would be fine just to add some variance to them.

 

- - - Updated - - -

 

Then you're up for disappointment. It's true that those are what the game really needs right now, but they will most likely come after gold.

 

On a totally different note, whatever happened to the flamethrower traps that were teased a while back? We could use more traps, to be honest.

 

I'd love a flamethrower in general that uses gas for ammo. Short range, but high dps, always felt that was missing from the game.

 

New tools look great, seen the picture on twitter for them, I hope the steel fireaxe actually looks different from the iron one in a19. Can't wait for vehicle mods either, adding more speed, and storage space would be lovely.

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I'd like to see in A19 bandits, factions etc. Make alliances and wage wars. To start with, there may be bandits you meet when traveling and searching the POI. in general I would like to see:

1. Bandits

2. Fire physics (burning structures)

3. Wolf!

4. Catapult, cannon for conquering strongholds xD

5. Elevator

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