PC Alpha 19 Dev Diary

Status
Not open for further replies.
There is no point to the argument, as long as there are both free building and survival mechanics people will manipulate the environment to survive. 

 
I think if you guys..literally the "gods" of this virtual world have to turn stuff down from default settings, that should maybe be telling you something..

I challenge all of the fun pimps staff to play on default settings for a month, with the only restriction being self imposed "permadeath".

Then if you can do that, I wont fuss when Madmole wants to add feral night sense or other unbalanced things to the game...
Don't take things out of context. He probably left out the fact that he had hordes every night or two so that may be why he had block damage reduced significantly. Devs don't need to be good at the game they need to be good at their job. There is a portion of the team myself included that does play the game a lot but an animator needs to be good at animating, not knowing every in and out of the game design or being awesome at playing the game. It helps to some degree some more than others but is only critical for a few people on the team such as system designers and people doing balance.

 
There is no point to the argument, as long as there are both free building and survival mechanics people will manipulate the environment to survive. 
Real life is a testament to that. Did the people who built our cities, our towns, our monuments use nerd poling? No, but if they could have, it would made things a lot easier. ;)  But as the saying goes, life finds a way.

 
you guy are going to get me in trouble, I didn't want to start another debate, it was an interesting fact that we share the same opinion.
You might want to elicit some of that self control you claim to be so good at then, but here on the forums instead of in game.

 
I asked about these some time ago, and was wondering if TFP would actually include info explaining things the Tool is geared more for in this case breaking up stuff and not always will these be used in Melee but I understand some players will.

Is block damage the indication of how much stuff we get when we break down stuff ?

This is what I am confused about and consequently I still do not know which out the two is better.



 
So what, REAL castles where build with thick walls and the understanding that attackers would definitely target the weakest spot on their walls. And attackers focused on it. And they were built so the defenders could shoot on the attackers while they were focusing their attention on getting the wall breached. Oh look, that is just what works perfectly in this game too. You are perfectly fine with such a castle, definitely on default difficulty. And like reality, if the archers don't do their job, the attackers might actually breach the wall and enter the castle.
I want boiling oil!  LOL  although if you guys give the zombies those climbing ladder things that people used to use to go over the walls ... siege ladders I think they were called?  Or catapults...  

 
whatever. was just pointing out that would hash out if it's a exploit or not really quick.

yeah I think the swimming zom's is broken.

It's a fantasy game based on movie monsters, but still..

no other media that i'm aware of has ever had SWIMMING zombies..

It's op, and immersion breaking for sure.

I know tons of LIVING people that can't swim.. And these undead corpses can do it faster than a athlete...
Dead bodies float though, so all the other zombie fiction completely got it wrong.

 
So the problem isn't necessarily nerd poling, its that you don't like people finding ways to avoid zombies?    Because people could just as easily do what you're saying using 2 columns of frames..... or even concrete blocks if you don't like the re-usability of frames.    So removing nerd poling wouldn't really accomplish what you''re complaining about here.

Again, not really a nerd poling issue, as this can be accomplished without nerd poling.

Ok, so this really clarifies your point.... it's not nerd poling thats the issue.... you don't like wooden frames.   Just because you can pick them up?    So you probably feel the same way about hay bales or rebar?     No offence, but this sounds an awful lot like "Everyone should play my way, because I do it 'right'"  Games don't really work like that.
Most games don't have a hollow box that has unlimited uses that helps them beat the game. Zero survival games have this.

'So the problem isn't necessarily nerd poling' - you described scenarios that would have costed you resources, at least it costed you something. In the current state it costs you nothing, nerd pole up, E pick up down. Even a ladder costs you resources. If you look later where I was talking with Toban there are ways that player made blocks can be cleaned up by the server every however many days. So it will cost you every time you want to go pull off your marble staircase to loot.

'not really a nerd poling issue, as this can be accomplished without nerd poling.' - The base you could do it with a gyrocopter but at the risk of losing your gyrocopter, again there is a cost instead of none. Also some of that is just general issues with the powers of the frame.

'Ok, so this really clarifies your point' - I don't like anything you can stack and E pick up making no cost to the player. Again most games and survival games don't allow this at all. But of course single me out cause you think it proves your point.

 
Last edited by a moderator:
I asked about these some time ago, and was wondering if TFP would actually include info explaining things the Tool is geared more for in this case breaking up stuff and not always will these be used in Melee but I understand some players will.

Is block damage the indication of how much stuff we get when we break down stuff ?

This is what I am confused about and consequently I still do not know which out the two is better.

block damage just means how fast you damage the block your breaking apart, higher block damage, faster breaking, and you get resources faster, i don't think it affects the amount u get but i could be wrong on that one, i think only scavenger makes a difference in how much stuff, i could be wrong though

 
True, I try to entertain people too. But it doesn't effect how I play. I just edit the boring stuff out.

But "showing off" doesn't really mean proving anything I think.

IMO showing off is more like "hey! look what I can do! Isn't that neat!?!"

LIke BMX guys doing tricks, Stunt pilots, Pool trick shot artist's, etc.
Or rednecks saying "Hey y'all, watch this!"

 
You might want to elicit some of that self control you claim to be so good at then, but here on the forums instead of in game.
You want me to back down when @Pegasustries to get me into another argument when people are asking questions to an argument that I'm the source of? Honestly I think they were trying to get me band since the topic has been brought up. @MechanicalLensdelivered evidence to support this in a post of his.

 
Last edited by a moderator:
And in the same response he also said this....

"Everything takes 2-3x longer than estimated..."

...so yah....but i hear ya....😅

Do you have a repro? If so please submit a bug report as it will ensure it gets fixed faster.  If you don't want to, please keep the sparky comments to yourself lol...
And we still missed my conservative estimate of August 15th, so A20 is shrinking by the day, or getting pushed to spring/summer 2021. Most people are working on A20 though so there is that.

 
Nerd poling will not matter if you need a key from a zombie to unlock the loot chest. You'll have to go through the whole POI and hit a certain number of volumes before the special one spawns. We haven't done this yet, but it was talked about. Taking out nerd poling is a futile action because you can build ladders etc. Take out the incentive to nerd pole, problem solved.
I like that idea a lot.  I hope it can be added and it's not too much work to add.  I would think this would make almost everyone happy (presumably not the ones trying to cheat out the loot...). ❣️  

So I do like the key idea some of the time.   It would get annoying if it was in every POI.   Additionally, you've built a pretty awesome, fully destructible, voxel world.   I'm a little disappointed that using the fact that the world IS fully destructible to, for example, break into a loot room is being categorized (by some people) as cheating or cheezing and that you're looking for ways to remove that ability.   

Personally, I do the dungeons following the intended path because I find it fun.... but, in my opinion, you shouldn't remove the ability to break your way into the loot room in every POI.  Use this key idea in some of them, not all.


That's a good point. 

Maybe only for the high end loot places ... which is actually kind of what I thought the discussion was about ... the big ones that have the super special loot rooms that some people are bypassing the entire poi to reach?  Maybe I'm confused (wouldn't be the first time) about what the intention was?

 
You want me to back down when @Pegasustries to get me into another argument when people are asking questions to an argument that I'm the source of? Honestly I think they were trying to get me band since the topic has been brought up. @MechanicalLensdelivered evidence to support this in a post of his.
It wasn't evidence to support your ideas, you're twisting my own words here. What I'm saying is what's been said a million times: remove nerdpoling, and people will just find other ways to get to the main loot of a POI. End of discussion.

 
So I do like the key idea some of the time.   It would get annoying if it was in every POI.   Additionally, you've built a pretty awesome, fully destructible, voxel world.   I'm a little disappointed that using the fact that the world IS fully destructible to, for example, break into a loot room is being categorized (by some people) as cheating or cheezing and that you're looking for ways to remove that ability.   

Personally, I do the dungeons following the intended path because I find it fun.... but, in my opinion, you shouldn't remove the ability to break your way into the loot room in every POI.  Use this key idea in some of them, not all.
It would probably be for the highest tier POIs where there is a super chest involved. You could still grind your way through with a pickaxe, but it would be more obnoxious than just taking the intended path. I'd like to see auto turrets protecting loot myself, so even if you break in you get insta killed pretty much without deactivating them properly with a key card or something.

 
It wasn't evidence to support your ideas, you're twisting my own words here. What I'm saying is what's been said a million times: remove nerdpoling, and people will just find other ways to get to the main loot of a POI. End of discussion.
No it was evidence to support trying to get me band.

 
Don't take things out of context. He probably left out the fact that he had hordes every night or two so that may be why he had block damage reduced significantly. Devs don't need to be good at the game they need to be good at their job. There is a portion of the team myself included that does play the game a lot but an animator needs to be good at animating, not knowing every in and out of the game design or being awesome at playing the game. It helps to some degree some more than others but is only critical for a few people on the team such as system designers and people doing balance.
Not only that ... but having people of different skill levels on the development team can only help the game.  If everyone on the team was an Ace then the game would be unbalanced for players like me who really pretty much suck at hand/eye coordination.  If someone on the team who is perhaps not as good plays the game and says hey, this xyz mechanic is really unforgiving for new players then they know that they may need to work on it a bit more or add some more notebook entries to help explain it.

The game doesn't have to be all laid out to a new player either.  People are mentioning that the way the AI works isn't going to be something a new players knows and that they'll build bases that get destroyed.  Isn't that kind of the point?  Don't you remember your first base that you built that got obliterated by the enemy on the first blood moon?  What a thrilling/scary/pants wetting/enjoyable time that was!  (For me more the pants wetting ... less the thrilling ... but I'm a pansy) So you learned to do something different the next time.  There are approximately a trillion videos out there on how to play 7 Days.  There are websites devoted to it.  New players can watch the videos ... or they can experiment with what works.  Isn't that the fun of a game?  Figure out what works and what doesn't, finding your own play style?

 
Status
Not open for further replies.
Back
Top