PC Alpha 18 feedback and balancing thread

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I just made a save wall design use the 2 Block ramps as a steep slope. 4 Blocks high. The Zombies run to it, stop, try to jump and slide down again. Repeat forever. They just don´t hit the slope. Even stacking does not help them.

yeah the bombers can blow it up... if you shoot them... if not...

 
Is there a specific reason that crafted items number on char statistics screen does not seem to count (scrapping in particular) from the moment you land in a new game ?

I often play a 'zero crafting' challenge, where I do not permit myself to craft a single object throughout the entire game. I enjoy it because it forces me to think in new ways and to use items throughout many aspects, in ways that I would never bother to in a normal game.

I have had a few games 'break' in this fashion when checking the 'items crafted' number on player stats screen. I have tried to sleuth out exactly which items are causing this number to go up, and it seems as though its mainly just coming from scrapping certain items (which is pretty easy to avoid, provided I either know the items, or just don't scrap anything at all)

When experimenting in fresh games with finding different objects that affect this stat, I stumbled across something strange. It seems that from a new char, the items do not start counting until something specific triggers it, and items which are scrapped that previously did NOT raise the number will then start adding to this number. I am not entirely sure what it is that triggers it (perhaps a certain XP reached)

Its by no means a game breaking bug, but just a seemingly strange 'reliance' that I noticed and I was curious as to why it may be there. (perhaps something to do with the starter quest?)

 
The cigar is too cheap for what it does. You can buy one for 100 Dukes before any price modifications (economic value of 50). By improving trader prices, the cigar pays for itself in no time. Such a valuable bonus should be expensive. For comparison, the eyewear (shades, goggles, glasses) each costs ten times as much (1000 Dukes, economic value of 500).

 
Has anyone else had issues with the Tier 5 Asylum clear quest not completing?

Over the last three days we have tried to complete the quest about half a dozen times and a few god mode attempts to find the last remaining monsters we get nada.

We have tried everything from completely redoing the POI and searching every nook to flying through walls and floors looking for anything that might have got stuck in a wall, ie Vultures.

Has anyone else had this problem?

 
I was taking some shots at a deer with a hunting rifle, and the deer seemed curiously unconcerned with the bullets whizzing over its head, even though I was shooting at pretty close range.  So I looked into it more, and I was disappointed to learn that timid animals are effectively deaf.

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Or, more technically, only sight can trigger the RunawayFromEntity AITask.  It would be nice if animals could hear the player. 😕 (And nicer still if their hearing range were modifiable in xml, the way it is for zombies with the AITarget SetNearestEntityAsTarget).

 
Hi guys,

I think it would be nice if you could not see als the stuff you can't build in advance - only if you are able you should see it in your building or workbench or forge or what ever to put a little surprise or challenge into the game. Some kind of fog of war 😉

A few more quests (different one) from the traders and the pages you can find - seek and explore a special POI's as an example…

secret blueprints and Easter eggs

special boss zombies in POI's  and special loots like the apache axe/chest - and this chest should never be empty 😉 

Make a few things cheaper to build for first part of the game

 
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I think it would be nice if you could not see als the stuff you can't build in advance - only if you are able you should see it in your building or workbench or forge or what ever to put a little surprise or challenge into the game. Some kind of fog of war
that way you can't plan properly your progression

and for a new player would be too confusing

 
Blake_ said:
So... guys/girls, I tested melee combat for 2 hours with every weapon.

I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.
And you tested with every zombie? Because I tested the hit boxes using guns -- melee, ranged makes no difference on hit boxes --, and I could clearly shoot through the head of some zombies without hitting them. 

Has anyone else had issues with the Tier 5 Asylum clear quest not completing?

Over the last three days we have tried to complete the quest about half a dozen times and a few god mode attempts to find the last remaining monsters we get nada.

We have tried everything from completely redoing the POI and searching every nook to flying through walls and floors looking for anything that might have got stuck in a wall, ie Vultures.

Has anyone else had this problem?
What Asylum?

 
And you tested with every zombie? Because I tested the hit boxes using guns -- melee, ranged makes no difference on hit boxes --, and I could clearly shoot through the head of some zombies without hitting them. 

What Asylum?
The Asylum POI that is eventually used as a tier 5 quest

 
Has anyone else had issues with the Tier 5 Asylum clear quest not completing?

Over the last three days we have tried to complete the quest about half a dozen times and a few god mode attempts to find the last remaining monsters we get nada.

We have tried everything from completely redoing the POI and searching every nook to flying through walls and floors looking for anything that might have got stuck in a wall, ie Vultures.

Has anyone else had this problem?
This is not the right place to ask about modded POIs

 
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The Asylum POI that is eventually used as a tier 5 quest
I don't know of any Asylum POI in 7 Days to Die. And the only places I recall ever getting tier 5 quests are Skyscrapers, Factories, the Hospital and the Apartments Building. 

Are you sure you aren't talking about a non-vanilla POI by any chance?

 
I don't know of any Asylum POI in 7 Days to Die. And the only places I recall ever getting tier 5 quests are Skyscrapers, Factories, the Hospital and the Apartments Building. 

Are you sure you aren't talking about a non-vanilla POI by any chance?
Yes you are right... my apologies.

Been using compo pack for so long I forgot … once again apologies

 
The game gets kinda broken when you can build blocks that zombies wont attack. Have the devs put much time into fixing the "impenetrable" base designs. Like using the upside down arrow slits around a base or the steep wedge walls that dont get attacked by z's?

 
The game gets kinda broken when you can build blocks that zombies wont attack. Have the devs put much time into fixing the "impenetrable" base designs. Like using the upside down arrow slits around a base or the steep wedge walls that dont get attacked by z's?
Much time, no. No one is forced to use these blocks, so it isn't a practical problem.

 
Much time, no. No one is forced to use these blocks, so it isn't a practical problem.
It is actually a practical problem when people use things in an unintended way to create a loophole problem. As an admin on a few multiplayer servers its a pain in the @%$*#! to see exploits being used to circumvent 75% of the gameplay.

 
Has anyone else had issues with the Tier 5 Asylum clear quest not completing?

Over the last three days we have tried to complete the quest about half a dozen times and a few god mode attempts to find the last remaining monsters we get nada.

We have tried everything from completely redoing the POI and searching every nook to flying through walls and floors looking for anything that might have got stuck in a wall, ie Vultures.

Has anyone else had this problem?
There are some vultures out back that might have given you the slip.

 
There are a few things that I would like to see personally. 

Auto sort option on chests. With all the goods that are available this would be awesome.

The other thing, and this bugs me on most crafting games, is that I got the game as a crafting game that has zombies not a zombie game that has crafting. One of the things that really irks me in crafting games is recipes that have unique parts to make. Such as baseball bat parts, rifle parts, etc. it would be cool if there was a way to make those, like as a tier 5 in the skill that allows for making the item in the first place. Yes you can make a rifle with 1 skill point into the appropriate perk, but you have to luck out and find the rifle parts, or you can dump the points into perception then into the skill and now you can make them on your own.

 
I think food sources in the game, specially in early game needs balancing. To that effect adding Fishing - feature to the game would help in this. I wrote more details posting about that in :




 
Honestly it isnt bad, spawning of weapons and their proper schematics to build them are in a proper spot, not to hard or easy to get. Ammo comes with a Scarcity that makes you actually want to keep searching for it, materials both weak and high are easy enough to obtain, but if there is anything to change to make it better, probably the spawning of the dogs, more towards the city not the wasteland. And as for graphics and guns to choose from, have them amped up as such using a slightly better engine for running graphics on console and add a little of variety to the traps to choose from and how you can modify and upgrade them. But overall, very decent game.

 
Auto sort option on chests. With all the goods that are available this would be awesome.


More auto sort filters would be great, but there is currently already the default auto sort that seems to be alphabetical. You just click on the bag / chest icon above the item slots when you are in your chest / bag and it will sort it for you

 
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