Author Topic: AVWW Post-Release 1.108 "Construction Sometimes Starts With Demolition" Released  (Read 10260 times)

Offline Tobias

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Day Z has taught me that survivalists as a whole generally do not play happy families as much as dysfunctional clans.

Day Z would also be a totally different experience if players didn't all look like clones and the local area VOIP didn't fail to work at all 90% of the time.

Offline Nanashi

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Day Z has taught me that survivalists as a whole generally do not play happy families as much as dysfunctional clans.

Day Z would also be a totally different experience if players didn't all look like clones and the local area VOIP didn't fail to work at all 90% of the time.

This is sadly true. But I doubt it'd stop the paranoia much - it could also just make it easier for people to lure targets in.

Offline LayZboy

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One thing I find on our world though, is we never rescue anyone who isn't the job type we need, and we only need 4 types is it? Once we can place windmills we pretty much never rescue anyone ever. so this whole farm thing won't effect us at all...

Offline Misery

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One thing I find on our world though, is we never rescue anyone who isn't the job type we need, and we only need 4 types is it? Once we can place windmills we pretty much never rescue anyone ever. so this whole farm thing won't effect us at all...

That is likely to change.

If something like the farms are in place, chances are, the new city-building system is going to do SOMETHING that'll make it worth getting lots of survivors.   You only need one of each NOW, because that's how the scroll system has been working.   That though, is being entirely changed, so dont count on those low survivor numbers always being the case.

Offline LayZboy

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Unless it had some effect on how windmills are used, like maybe needing 2 survivors to run a windmill or something, chances are we an't gonna be rescuing anyone else. We don't even use the current "get moar spell power" stuff now.

Offline Misery

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Unless it had some effect on how windmills are used, like maybe needing 2 survivors to run a windmill or something, chances are we an't gonna be rescuing anyone else. We don't even use the current "get moar spell power" stuff now.

That, though, is BECAUSE that's all they do right now.


Taken from the OP explaining some of the new system:  "Then you will be able to use them on dispatch missions where they go do things for you like find a specific resource that has been eluding you, destroy an ice pirate patrol, or weaken the overlord.  And on higher citybuilding difficulties the overlord will be stronger so that you need to use your fellow survivors to do just that."

THAT kinda stuff is the reasoning for it.  It's not just gonna be power scrolls and Wind Shelters anymore.   This is sounding more like what they were originally headed towards in beta.  (not to mention, even the power scrolls depend on certain factors.  On the highest difficulty, I find them ESSENTIAL.  On lower ones, they're not really needed).

Yet at the same time, it's looking like if you for whatever reason dont want to deal with this part of the game, you can simply drop the "citybuilding" difficulty to the lowest, and ignore it.   But it's sounding like, if you're on the HIGHER difficulties of it..... you *have* to do it, and use it well, or you cannot win (and chances are, it's gonna require a decent population size at higher levels in order to work).   That kind of thing, I like. 


HOPEFULLY though, if they're going with this, the "slowly rescue one survivor at a time" bit might not be the only way to get these guys, so they can be gotten in larger numbers without taking forever.
« Last Edit: June 30, 2012, 06:21:34 am by Misery »

Offline tigersfan

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Unless it had some effect on how windmills are used, like maybe needing 2 survivors to run a windmill or something, chances are we an't gonna be rescuing anyone else. We don't even use the current "get moar spell power" stuff now.

That, though, is BECAUSE that's all they do right now.


Taken from the OP explaining some of the new system:  "Then you will be able to use them on dispatch missions where they go do things for you like find a specific resource that has been eluding you, destroy an ice pirate patrol, or weaken the overlord.  And on higher citybuilding difficulties the overlord will be stronger so that you need to use your fellow survivors to do just that."

THAT kinda stuff is the reasoning for it.  It's not just gonna be power scrolls and Wind Shelters anymore.   This is sounding more like what they were originally headed towards in beta.  (not to mention, even the power scrolls depend on certain factors.  On the highest difficulty, I find them ESSENTIAL.  On lower ones, they're not really needed).

Yet at the same time, it's looking like if you for whatever reason dont want to deal with this part of the game, you can simply drop the "citybuilding" difficulty to the lowest, and ignore it.   But it's sounding like, if you're on the HIGHER difficulties of it..... you *have* to do it, and use it well, or you cannot win (and chances are, it's gonna require a decent population size at higher levels in order to work).   That kind of thing, I like. 


HOPEFULLY though, if they're going with this, the "slowly rescue one survivor at a time" bit might not be the only way to get these guys, so they can be gotten in larger numbers without taking forever.

I only got a quick run-down yesterday of the changes, but, basically, yeah, Misery is dead on here.

Offline Misery

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I only got a quick run-down yesterday of the changes, but, basically, yeah, Misery is dead on here.

Ooh, glad to hear it.  As excellent as this last update was, with increasing the use of stashes, and making exploration better overall, I think the "strategic" stuff is the bit I've most been looking forward to, since the concepts involved are so INTERESTING, but the game hadnt really been doing all that much of it.  Yet even with that, I enjoy the choices involved even in just placement of wind shelters, buoys, or spots to activate scrolls.

Cant wait to see what you guys come up with.   Though I likely wont have a chance to try it until the following week.

Offline x4000

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UPDATE: 1.108 is now out with a couple of more tweaks.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline MouldyK

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And 10 minutes ago I was complaining about not being able to use FoL with a starting Mana of 40 on a medieval dude...now i'm just gonna have to become Batman! I'd shake my fists at Misery, but my hands are full of moon lamps. ¬_¬


But ah well, it's just another challenge I guess.  8)

Offline Misery

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So, one question, where are the "buff" type scrolls?   Patch notes say that it's mostly gonna be seeding the personality buildings, and when I think about it, for the missions that didn't just become rescue types, the reward has not even once been the buff scrolls.  It's been entirely shelters and "find stuff" types.   And the buildings.   Are the buff ones gonna come from a different source?



And 10 minutes ago I was complaining about not being able to use FoL with a starting Mana of 40 on a medieval dude...now i'm just gonna have to become Batman! I'd shake my fists at Misery, but my hands are full of moon lamps. ¬_¬


But ah well, it's just another challenge I guess.  8)


Happy to be of service   :D

Offline Nanashi

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1.108 made it so that underwater item drops don't float upwards in water anymore. Then again, I'd rather that this feature wasn't fixed because I actually prefer it this way. >_>

Offline MouldyK

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I am getting quite bored of wandering in stash rooms and not finding any crafting things AT ALL. Like the 10th stash room i've been in with no crafting whatsoever and with so much things spawning in the Lava Flats, you'd think there would be an avalanche of things. :/

EDIT: Ok, that was a lie as I seem to find Magma now and again, but that's about it really, no Welking Gel and no Sunstones at all. >_<
« Last Edit: June 30, 2012, 01:22:32 pm by MouldyK »

Offline MouldyK

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Also, thanks for the copy ability as it has made me rethink my whole load-out or at least try something out.

First thing: Making the Middle Scroll Mouse Button switch the Ability Bar (Up to go forward, down to reverse)

Main Scroll: Launch Rock (Left Mouse), Flamethrower (Right Mouse), Flash of Light (Middle Mouse Click)
Scroll 1: Launch Ice Block (Left Mouse), Geyser (Right Mouse), Flash of Light (Middle Mouse Click)
Scroll 2: Launch Ice Block (Left Mouse), Flamethrower (Right Mouse), Flash of Light (Middle Mouse Click)
Scroll 3: Launch Rock (Left Mouse), Geyser (Right Mouse), Flash of Light (Middle Mouse Click)
Scroll 4 (Ocean Load-out): Launch Rock (Left Mouse), Place Platform (Right Mouse), Flash of Light (Middle Mouse Click)

In theory: Fool-Proof...in reality: I've yet to find out. XD
« Last Edit: June 30, 2012, 02:33:24 pm by MouldyK »

Offline Tobias

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Also, thanks for the copy ability as it has made me rethink my whole load-out or at least try something out.

First thing: Making the Middle Scroll Mouse Button switch the Ability Bar (Up to go forward, down to reverse)

Main Scroll: Launch Rock (Left Mouse), Flamethrower (Right Mouse), Flash of Light (Middle Mouse Click)
Scroll 1: Launch Ice Block (Left Mouse), Geyser (Right Mouse), Flash of Light (Middle Mouse Click)
Scroll 2: Launch Ice Block (Left Mouse), Flamethrower (Right Mouse), Flash of Light (Middle Mouse Click)
Scroll 3: Launch Rock (Left Mouse), Geyser (Right Mouse), Flash of Light (Middle Mouse Click)
Scroll 4 (Ocean Load-out): Launch Rock (Left Mouse), Place Platform (Right Mouse), Flash of Light (Middle Mouse Click)

In theory: Fool-Proof...in reality: I've yet to find out. XD

Why not just bind abilitites to keys, I use LMB, RMB, TMB, MMB, Q, R, F, Z, X, C for abilities 1 to 10.