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Alpha 22/1.0 dev stream stuff


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Posted (edited)

So this is for people who miss it! And in case I ever miss something! Feel free to add

Stuff that was said but not shown are

 

1: Horde nights are much harder and they keep coming

 

2:Progression is much harder. By day 70 they weren't in the end game

 

3: Fad on for spawning makes it look better and less pop in

 

4:Performance buff

 

ETA: for experimental June

 

 

 

ETA for stable/console July (if no issues happen)

 

 

 

 

 

New stuff includeds a new notebook system/challenge system

 

New animal models . Deer!

 

New armors and player models 

 

Zombie models/new skins ( inmate, bowler) and tons of new skins

 

upgradeable storage boxs

 

New FX like blowing stuff up will fing real debris now and not tranagles

 

New pois/updated: Bridge 

 

Tier 6 crafting parts

 

Ether new repair kit type or new model (credit too @GunsNerdsAndSteel on both) 

 

New cotton plants!

 

 

Now pics

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Hope you like pictures 

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And the full video!

 

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Thanks to @Teteriafor most of theses

 

 

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Part 3

 

 

New video here 

 

https://youtu.be/6SU_LDQL2YE?si=MLxYu6gnMT9BpnUc

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Edited by Adam the Waster
Edited to add video. (see edit history)
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3 hours ago, Adam the Waster said:

Stuff I can't show but we're said are 

 

Wait, is there stuff showed the public stream that they tell we can't show it? aren't they going to put the stream in twitch VOD/Youtube anyway? when are coming more streams? please explain

 

And many thanks for the thread

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2 minutes ago, HeLLKnight said:

 

Wait, is there stuff showed the public stream that they tell we can't show it? aren't they going to put the stream in twitch VOD/Youtube anyway? when are coming more streams? please explain

 

And many thanks for the thread

They did not show it on the stream.  Maybe next dev stream as the did not show any POIs even.

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Posted (edited)
6 hours ago, Adam the Waster said:

Progression is much harder. By day 70 they weren't in the end game


I am suspicious but optimistic.
If they really have balanced traders to be less OP I'll be impressed and pleasantly surprised.

The fact "they" weren't in the endgame by day 70 doesn't tell us much.

Edited by Gronal (see edit history)
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7 hours ago, HeLLKnight said:

 

Wait, is there stuff showed the public stream that they tell we can't show it? aren't they going to put the stream in twitch VOD/Youtube anyway? when are coming more streams? please explain

 

And many thanks for the thread

No-no it's stuff That was said..not showen

4 hours ago, Kanibal said:

When date relise plis ???

ETA: for experimental June

 

ETA for stable/console  July (if no issues happen)

6 hours ago, POCKET951 said:

I wonder if they will show off any quality 6 crafting or legendary items

Not this stream.but next one hopefully 

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4 hours ago, Gronal said:


I am suspicious but optimistic.
If they really have balanced traders to be less OP I'll be impressed and pleasantly surprised.

The fact "they" weren't in the endgame by day 70 doesn't tell us much.

As am I! They did say trader balancing/quest balancing are coming 

 

But again... I'll believe when I see

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Well I can already see things that will be nerfed and get massive changes. 

 

The whole armor thing looks pointless. Why would I wear anything else besides raider gloves which give a boost to melee damage and enforcer shoes that boost movement speed? I doubt any set bonus will make up for those two so this already is throwing up red flags about problems with balance.

 

Plus the whole thing about outfit dlc and paid dlc seems kinda iffy. I'm fine with a proper expansion and by proper i mean a decent DLC something comparable to a overhaul mod lile darkness falls or Rebirth mod but if they start to add outfits that might need to be paid for then that's kinda lame.

 

Guess it's a wait and see. 

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The question of dlcs is a fascinating one for me I and others or course believe the main kind of dlc this game will likely ever get is cosmetic but it begs the question, once 1.0 is complete and the game is fully complete by the rough date estimated on the timeline around late 2025 how about new dlcs that could incorporate new items or specialised biomes in a set of alternate maps that can only be specifically used on those maps or different set of game rules for a dlc or something like that I've been playing with the concept in my head and it seems like a good way to give the choice of extra impactful content at something like a $15 price tag.

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4 hours ago, Gronal said:


I am suspicious but optimistic.
If they really have balanced traders to be less OP I'll be impressed and pleasantly surprised.

The fact "they" weren't in the endgame by day 70 doesn't tell us much.


Traders are in a much better place. Most of the rewards are consumables, ammo, and resources now. Loot tables also seem to be much better balanced with player crafting progression as far as treasure room containers in POIs as long as you stick to the pine forest in the early game. 
 

The planned biome progression and the weather overhaul in future updates will likely solve the problem of early rushing into the Lootstage buffing biomes but for now a player can still loot better than they can craft if they leave the pine forest and most veterans will still easily be able to do so if they choose. 
 

As far as “70 hours and still not in endgame” it should be noted that the owners are not min/maxers and do not play the game with speed leveling as their goal. I’m sure most gamers will still find they can easily speed run the progression if that is their aim. I’ve seen no indication of any kind of gating or forced denial of the ability by players who are of the mind to max out their progression in far less time than 70 hours. Quests can still be done as quickly and as often as ever.  

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Posted (edited)
1 hour ago, Slingblade2040 said:

The whole armor thing looks pointless. Why would I wear anything else besides raider gloves which give a boost to melee damage and enforcer shoes that boost movement speed? I doubt any set bonus will make up for those two so this already is throwing up red flags about problems with balance.


There is no problem in the early to mid game as you pretty much wear what you can get your hands on and you’d have to be extremely lucky to get a full set of your favored bonuses right away. All clothing themed loot containers give mostly cloth, armor parts, and leather until your Lootstage is higher so nobody is going to raid a Savage County store on Day one and come away with any armor pieces let alone full sets of their favorite.  At least not if they stick to the pine forest. 
 

Eventually you’ll start looting actual outfit pieces and you’ll likely gravitate to one style with your favored bonus. I say “eventually” but, full disclosure, I’m not a min/maxer either so I’m sure my eventually is more drawn out than others. But I CAN say that day one in Savage County is nothing like day one in Crack-a-Book and most will want to save that POI until they’re higher level and start seeing armor in loot. 

Edited by Roland (see edit history)
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46 minutes ago, Roland said:


Traders are in a much better place. Most of the rewards are consumables, ammo, and resources now. Loot tables also seem to be much better balanced with player crafting progression as far as treasure room containers in POIs as long as you stick to the pine forest in the early game. 
 

The planned biome progression and the weather overhaul in future updates will likely solve the problem of early rushing into the Lootstage buffing biomes but for now a player can still loot better than they can craft if they leave the pine forest and most veterans will still easily be able to do so if they choose. 
 

As far as “70 hours and still not in endgame” it should be noted that the owners are not min/maxers and do not play the game with speed leveling as their goal. I’m sure most gamers will still find they can easily speed run the progression if that is their aim. I’ve seen no indication of any kind of gating or forced denial of the ability by players who are of the mind to max out their progression in far less time than 70 hours. Quests can still be done as quickly and as often as ever.  

 

I have the loot stage values modified so that snow biome's is only approximately 10% higher than the desert's, and the wasteland's 10% greater still. The pine forest's is also brought up to roughly the desert levels. I'll give A22/1.0 one solid chance under default conditions, otherwise I'll probably revert it to these values. :)

38 minutes ago, Roland said:


There is no problem in the early to mid game as you pretty much wear what you can get your hands on and you’d have to be extremely lucky to get a full set of your favored bonuses right away. All clothing themed loot containers give mostly cloth, armor parts, and leather until your Lootstage is higher so nobody is going to raid a Savage County store on Day one and come away with any armor pieces let alone full sets of their favorite.  At least not if they stick to the pine forest. 
 

Eventually you’ll start looting actual outfit pieces and you’ll likely gravitate to one style with your favored bonus. I say “eventually” but, full disclosure, I’m not a min/maxer either so I’m sure my eventually is more drawn out than others. But I CAN say that day one in Savage County is nothing like day one in Crack-a-Book and most will want to save that POI until they’re higher level and start seeing armor in loot. 

 

Just curious, how would you describe your playstyle? :) For example, if you could divide questing / freelance looting / building / mining / other? into a pie chart, what would that look like? Apologies for the broad question, I'm just always curious about other's playstyles, especially those that are on the slower end like my own.

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18 minutes ago, MechanicalLens said:

Just curious, how would you describe your playstyle? :) For example, if you could divide questing / freelance looting / building / mining / other? into a pie chart, what would that look like? Apologies for the broad question, I'm just always curious about other's playstyles, especially those that are on the slower end like my own.

 

I change it up every time I play. On my current playthrough there is a small mountain stamped right next to the trader so instead of taking over a POI like my last few playthroughs I am building a castle on the craggy top from scratch so I'm doing a lot more building than I normally do.

 

I typically do a combination of quests and free-lance looting once I have a bike. I'm much more motivated to power quest to the tier 1 reward so I can get a bike. After that I slow down on questing by choice and set objectives for myself to complete as the guiding force for my daily activities. So I might decide that today I want to have two dew collectors built so I focus on harvesting plastic and pipes and crafting duct tape in order to fulfill that objective. Then I might do a quest the next day. Once forges get unlocked that becomes my next objective to gather the materials to craft that and then I enjoy mining to get the forge filled up with iron and clay. 

 

Once I have a bike I usually do a lot of world exploring at night driving down roads in different directions to find the other biomes and additional cities but I also like to do skill shopping, farming, cooking, and crafting at night. I don't focus on looting magazines as quickly as possible. I'll certainly happily loot a CrackaBook that I come upon but I don't make magazine finding and reading a priority objective. I enjoy reading them as they come and am fine with remaining at a particular level of gear and playing with that before upgrading to a higher level.

 

I couldn't make a pie-chart that represents every playthrough since I like to do different things each time. I love the knuckles progression, the knife progression, the sledgehammer progression, the baton progression, and the spear progression for melee fighting and choose a different one every time and get excited to play the one I haven't done in awhile the next time I start over. I try my best to play the game largely the same way I did before Alpha 11 when all the rpg elements started getting added because I really think the game shines and draws me in when my personal main objectives are to build something, craft something, mine, farm, explore, and defend rather than....level up. The game once had no option to level up anything and I played for over a 1000 hours with leveling up not even on any kind of radar. So, as tempting as it is sometimes to let my focus slide to leveling up, I usually can consign xp and skillpoints as tertiary features that are fun and lead to better stuff but not as my main reason for playing.

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6 hours ago, Roland said:


There is no problem in the early to mid game as you pretty much wear what you can get your hands on and you’d have to be extremely lucky to get a full set of your favored bonuses right away. All clothing themed loot containers give mostly cloth, armor parts, and leather until your Lootstage is higher so nobody is going to raid a Savage County store on Day one and come away with any armor pieces let alone full sets of their favorite.  At least not if they stick to the pine forest. 
 

Eventually you’ll start looting actual outfit pieces and you’ll likely gravitate to one style with your favored bonus. I say “eventually” but, full disclosure, I’m not a min/maxer either so I’m sure my eventually is more drawn out than others. But I CAN say that day one in Savage County is nothing like day one in Crack-a-Book and most will want to save that POI until they’re higher level and start seeing armor in loot. 

So are they removing armor crafting then? Because if none of this can be crafted then it's back to just looting and if it won't appear till higher gamestages that either means mid game or near the end and by then what's the point of them? Especially if the pimps don't see people playing long term in world's.

 

All this will do at midgame or late game when we more or less have our perks and weapons at decent levels  along with possibly being more OP from lucky loot from trader or rewards what these armor pieces will do besides make us even more OP.

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I don't see why you can't craft the armor if that's the case/true 

 

Or at least books for the Armor

 

Cuz the armor looks makeshift so it makes sense. Savage County just would give you extra reasons to raid it cuz it's free and you could get parts. 

 

 

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2 hours ago, Slingblade2040 said:

So are they removing armor crafting then? Because if none of this can be crafted then it's back to just looting and if it won't appear till higher gamestages that either means mid game or near the end and by then what's the point of them? Especially if the pimps don't see people playing long term in world's.

 

All this will do at midgame or late game when we more or less have our perks and weapons at decent levels  along with possibly being more OP from lucky loot from trader or rewards what these armor pieces will do besides make us even more OP.

I didn't see any indication that armor crafting is removed.  You get stuff to make armor in early game stages and then later game stages you start to find actual armor.  Doesn't mean you can't still craft it even in the later stages.

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4 hours ago, Slingblade2040 said:

So are they removing armor crafting then? Because if none of this can be crafted then it's back to just looting and if it won't appear till higher gamestages that either means mid game or near the end and by then what's the point of them? Especially if the pimps don't see people playing long term in world's.

 

All this will do at midgame or late game when we more or less have our perks and weapons at decent levels  along with possibly being more OP from lucky loot from trader or rewards what these armor pieces will do besides make us even more OP.


Armor crafting is still in the game. 

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Are there any new specialized components besides the existing light/heavy armour pads? Seems like an opportunity to spice up armour crafting a little and provide more varied loot short of full armour pieces.

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21 minutes ago, Slingblade2040 said:

So does that mean the armor with the bonus stats and set pieces can be crafted or are they loot only? Will the trader sell those armor pieces also?

 

I don't mean to be cagey but I'm pretty sure the new armor is going to be the subject of a dev stream and so will just state again that armor crafting is still in the game and armor/outfit pieces can be purchased and be found in loot but the particulars I'll leave to the guys who designed it all so they can have stuff to talk about. 🙂

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Armor crafting is indeed still in the game.
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This pink box is an item required to craft quality 6/legendary gear(weapons and armor) in 1.0  I hope they reveal more about legendary items in a future dev stream or if legendary is just a fancy term for quality 6 stuff or they plan to actually add unique items with a bit of flavor.

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On 5/31/2024 at 9:35 PM, Adam the Waster said:

upgradeable storage boxs

 

I really like the idea of the upgradable storage boxes, however, am I the only one that was kind of sad that the style of writing is the same across all versions?

 

If it were up to me, the wooden base-level storage would have a hand-written look to the label. Then for the iron and steel versions, maybe a stenciled or stamped look?

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