Jump to content

Alpha 21 Dev Diary


Roland

Recommended Posts

The new Sex Rex change is a great improvement. In all honesty, I was a bit @%$#ed to have to set points into that one with every single build.

 

There are still a few perks that might entice the player to choose them outside their build, the current worst being Miner69er which ties builders and crafters, miners and even casual hoarders to a forceful strenght build or else they are twice slower at playing, building and surviving (100% less resources is 100% less chance to do things, it should be a choice). For others, like Parkour, Flurry of blows, Lucky Looter, Daring adventurer, etc, the compulsion to choose is lesser than those two, but Cardio can arguably be a problem for light builds that do not want strength but to travel swiftly .   

 

Personally, to partially remove problematic dependencies I would  create something like an "Others" attribute and fill it with all the perks that can be considered standalone and not compel a player into spending points in them, because that compulsion is already in, in the form of weapon of choice and armour of choice (armour which also compels the player to spend points between their respective attributes).  It would also make space for new rare and crazy perks, and that's a bonus because then the design freedom would be greater. Or just make more books. Though they are less significant overall.

 

Edit: I love the riddles, specially when Mordoc slaps Roland with a perfect answer in no time.

Edited by Blake_ (see edit history)
Link to comment
Share on other sites

3 hours ago, Blake_ said:

The new Sex Rex change is a great improvement. In all honesty, I was a bit @%$#ed to have to set points into that one with every single build.

 

There are still a few perks that might entice the player to choose them outside their build, the current worst being Miner69er which ties builders and crafters, miners and even casual hoarders to a forceful strenght build or else they are twice slower at playing, building and surviving (100% less resources is 100% less chance to do things, it should be a choice). For others, like Parkour, Flurry of blows, Lucky Looter, Daring adventurer, etc, the compulsion to choose is lesser than those two, but Cardio can arguably be a problem for light builds that do not want strength but to travel swiftly .   

 

Personally, to partially remove problematic dependencies I would  create something like an "Others" attribute and fill it with all the perks that can be considered standalone and not compel a player into spending points in them, because that compulsion is already in, in the form of weapon of choice and armour of choice (armour which also compels the player to spend points between their respective attributes).  It would also make space for new rare and crazy perks, and that's a bonus because then the design freedom would be greater. Or just make more books. Though they are less significant overall.

 

Edit: I love the riddles, specially when Mordoc slaps Roland with a perfect answer in no time.

 

Aw...thanks. Here's a quick riddle I threw together for you.

 

image.png.52bf5499b811e79c21d8e1f6d22392bb.png

Link to comment
Share on other sites

2 hours ago, Roland said:

 

Aw...thanks. Here's a quick riddle I threw together for you.

 

image.png.52bf5499b811e79c21d8e1f6d22392bb.png

"Others" from the TV series "LOST" and a tree - like a tree of perks? Will other perk trees be removed? Perks will no longer depend on attributes, but will be available in any combinations? Or will you introduce specializations like "firearms specialist", "melee specialist", "professional miner", "Olympic athlete", "godlike farmer" and so on?
Damn it, it's interesting... INTRIGUE!

Link to comment
Share on other sites

Anyone remember when months ago I expressed concern about how the perk trees would be repopulated/reorganized because of the gaps left by removing the crafting perks?

Splitting SexRex into individual perks papers over some of those gaps without any increase in functionality for the player, but this also implies incentivizing the use of less popular melee weapons by not forcing spending outside of the attribute to reduce stamina usage.  Is this enough though when melee is primarily used early game to conserve ammo and is better served by points into Rule #1: Cardio and a hit and run strategy? It isn't stamina use that causes the sledge and club to be chosen early game, but that knockdown and knockback can create space for the player, neither the spear nor the baton does this in early game.  This could be addressed by massaging the crit rate for both to cause more limb damage and also create space for the player without altering the fundamental playstyle for either.

As for the remaining gaps in the perk tree, the lack of utility in both the intellect and perception trees is still the elephant in the room and I'm still concerned about how those will be addressed. 

Hold me?

 

Link to comment
Share on other sites

25 minutes ago, Neminsis said:

Anyone remember when months ago I expressed concern about how the perk trees would be repopulated/reorganized because of the gaps left by removing the crafting perks?

Splitting SexRex into individual perks papers over some of those gaps without any increase in functionality for the player, but this also implies incentivizing the use of less popular melee weapons by not forcing spending outside of the attribute to reduce stamina usage.  Is this enough though when melee is primarily used early game to conserve ammo and is better served by points into Rule #1: Cardio and a hit and run strategy? It isn't stamina use that causes the sledge and club to be chosen early game, but that knockdown and knockback can create space for the player, neither the spear nor the baton does this in early game.  This could be addressed by massaging the crit rate for both to cause more limb damage and also create space for the player without altering the fundamental playstyle for either.

As for the remaining gaps in the perk tree, the lack of utility in both the intellect and perception trees is still the elephant in the room and I'm still concerned about how those will be addressed. 

Hold me?

 

Don't intend to burst the bubble, but I for one can't remember what I read yesterday, let alone some post from a number of weeks ago. Just say that what we do (and expect) now will no longer be valid in A21. That's a given. How it all pans out we'll just have to wait and see. Oh, I won't forget the sexy saurus memes though. Kinda burned into my psyche for all time to come. 😉

Link to comment
Share on other sites

1 hour ago, Neminsis said:

Anyone remember when months ago I expressed concern about how the perk trees would be repopulated/reorganized because of the gaps left by removing the crafting perks?

 

But they are not repopulated with sexrexy perks because the stamina buff is getting built into the weapon perk itself. The removal of Sexrex has probably nothing to do with the crafting change at all, it is just a reaction from TFP as they are seeing in their telemetry data that almost everyone perks into sexrex no matter which melee weapon he uses. And they probably also see that Strength is the attribute players use most often and second place is far behind.

 

1 hour ago, Neminsis said:

Splitting SexRex into individual perks papers over some of those gaps without any increase in functionality for the player, but this also implies incentivizing the use of less popular melee weapons by not forcing spending outside of the attribute to reduce stamina usage.  Is this enough though when melee is primarily used early game to conserve ammo and is better served by points into Rule #1: Cardio and a hit and run strategy? It isn't stamina use that causes the sledge and club to be chosen early game, but that knockdown and knockback can create space for the player, neither the spear nor the baton does this in early game.  This could be addressed by massaging the crit rate for both to cause more limb damage and also create space for the player without altering the fundamental playstyle for either.

As for the remaining gaps in the perk tree, the lack of utility in both the intellect and perception trees is still the elephant in the room and I'm still concerned about how those will be addressed. 

 

The second attribute after strength that is most often mentioned as overpowered is intellect. So I really don't know what you are talking about.

But apart from that: This probably will change in A21 as the utility of intellect is linked with the trader and the trader is getting another long deserved nerf. And naturally Int will see some more changes as all the recipe perks need features to replace the recipes. That means all guesses are off what Int will look like exactly in A21.

 

1 hour ago, Neminsis said:


Hold me?

 

 

Edited by meganoth (see edit history)
Link to comment
Share on other sites

Its simply an answer to Blake's query about whether an "others" tree would be created to put miscellaneous perks into so you don't have to spend into a specific attribute.

 

The answer should be apparent. This was just a joke riddle for Blake. A real one is coming.

Link to comment
Share on other sites

44 minutes ago, Roland said:

Its simply an answer to Blake's query about whether an "others" tree would be created to put miscellaneous perks into so you don't have to spend into a specific attribute.

 

The answer should be apparent. This was just a joke riddle for Blake. A real one is coming.

You hold too much power for jokes. Everyone wants to pick apart your “prophecies” of the future 😆

Link to comment
Share on other sites

6 hours ago, Neminsis said:

 It isn't stamina use that causes the sledge and club to be chosen early game, but that knockdown and knockback can create space for the player, neither the spear nor the baton does this in early game.  This could be addressed by massaging the crit rate for both to cause more limb damage and also create space for the player without altering the fundamental playstyle for either.

 

Both knives and batons are great early game melee weapons, but are always complained about in the forums - probably because they are not OP like the clubs which don't take much to use.  Both weapons favor hit and run tactics which seems a tactic that others don't want to use.  Also clubs are more forgiving if people get in a pickle so more likely chosen over viable alternatives like the baton and knife.

 

I can't recall the last time I used the club as my main melee weapon, I just know I had one until I was able to get my hands on bones to make a bone knife or materials to make a pipe baton.

Link to comment
Share on other sites

13 minutes ago, BFT2020 said:

 

Both knives and batons are great early game melee weapons, but are always complained about in the forums - probably because they are not OP like the clubs which don't take much to use.  Both weapons favor hit and run tactics which seems a tactic that others don't want to use.  Also clubs are more forgiving if people get in a pickle so more likely chosen over viable alternatives like the baton and knife.

 

I can't recall the last time I used the club as my main melee weapon, I just know I had one until I was able to get my hands on bones to make a bone knife or materials to make a pipe baton.

 

How exactly are we supposed to hit and run if we're playing a difficulty setting where the zombies run at the same speed as us (or even faster)? You mean hit,turn around and run and then get hit 3 times while you run away? Only to not have enough stamina to attack back? because we ran?

Great. Fantastic Insane-Nightmare strategy. Works 100% of the time 0% of the time.

Edited by Halcyon (see edit history)
Link to comment
Share on other sites

1 hour ago, Halcyon said:

 

How exactly are we supposed to hit and run if we're playing a difficulty setting where the zombies run at the same speed as us (or even faster)? You mean hit,turn around and run and then get hit 3 times while you run away? Only to not have enough stamina to attack back? because we ran?

Great. Fantastic Insane-Nightmare strategy. Works 100% of the time 0% of the time.

As someone who exclusively plays insane/nightmare/feral sense/permadeath, yes you can run away, sometimes if they super rage then they're faster than you, but there are tricks.

1) Using the cardinal directions to get away as the zombies use voxel pathing (honestly wish they would path like vultures do!) and can't go between two cardinal directions in a straight line to you. Using your surroundings to kite them, like fences to help regain stamina.

2) Stamina management is also key to surviving nightmare speeds. Keep your hydration above 75%, being overhydrated is even better!

3) Learn to read the zombies animations, and about the zombie pain resistance mechanic.

If your hydration is below 75% and you're wearing armour that isn't padded (early game), you're not gonna have a good time!

Link to comment
Share on other sites

15 minutes ago, Roland said:

Will this take seconds minutes hours or days to solve? It's pretty straightforward if you know the images...

 

image.png.1c045a9f510f1f5b9a21239d55c07294.png

 

on screen - counter/block - geo tracker

 

So maybe 'onscreen block tracker'? or 'onscreen block count tracker'?

 

I know the first and third parts are right, but not sure on what you're going for with the blue blocks (assuming I have the right order)

Edited by Doomofman (see edit history)
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...