PC Alpha 20 Dev Diary

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@Madmole

Now at 19 Alpha, you must complete 10 quests of a certain level in order to unlock the next trader.
For instance:
- to open the third trader, I have to complete 10 quests of the second level.
- to open the fourth trader, I have to complete 10 quests of the third level.
- to open the fifth trader, I have to complete 10 quests of the fourth level.

In Alpha 20, I will be able to switch quest tabs and select low level quests. If the completion of these quests is counted without checking the level of the quest, then I can very quickly open all the traders by simply completing the first level quests.

Will the game require you to complete quests of a certain level in order to unlock the next trader?

 
@Survager  the number of times I have already found the trader that the quest sends me to is quite high .  you dont need quests to find traders. i usually find them while exploring and scouting for a nice location for a base.

 
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Well think if everything has quality, and there's at least 10 sets of outfits how long it might take to actually find a full set. There is a cowboy hat, but it is part of a specific outfit. The skull cap is the lumberjack hat. A lot of the stuff we have now will sort of be there in some fashion, but everything has meaning to it now instead of everything useless except for steel or military armor. There might be a fair amount of choice deciding what outfit best works for your build, or strong desire to collect a full legendary miner outfit.
As long as some customization is allowed. :)  Otherwise I'll dearly miss my matt black outfit of a black cowboy hat, black leather duster, black shirt, etc. 

Then again, it's just for roleplaying purposes, so no biggie. Currently in A19 (A18 included) I wear my appropriate armor and clothing whenever I'm out and about, while a further 20% of the time I'm chillaxing at home wearing whatever attire that I desire at the time. For example, the outfit I described above:

7_Days_To_Die_2020-10-29_11_30_41_PM.png

(Disclaimer: I made it clear that I was going to add the image above at a later time via an edit.)

Also @madmole When the introduction of outfits replacing the old, conventional armor/clothing, what are your plans regarding the Savage Country POI's? (i.e. the clothing stores.) If they remain the same, I suspect they could become very coveted POI's that a large portion of players would save up and loot later on in the game with a higher gamestage/lootstage to acquire as many high-tier outfit pieces as possible, and it is certainly plausible that they'd always find what they're looking for. (Ex. Need some specific footwear? Shoe racks have you covered.) With this being said, do you think any drastic changes will be made to said POI's, such as many of these racks of clothing becoming non-interactable? If you say it's too early to speak, I get that, but I definitely think it's something to keep in mind.

 
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In regards to the power restore quests, does this mean there could be a chance to repair generator banks and battery banks in pois that are existing for say someone wanting to live there and kinda do a repair to live type playthrough? im just curious

 
@faatal , are you doing the walking sleepers ? They seem ok, as long as they have the "attack block" behaviour disabled until player detection, of course.
Probably.

How they react to volume triggers will depend on what the designers want.

If bandits are proving so hard, why not let the community help out with the modelling, animations and coding? Surely there is some assets or source code that can be released, or some problem statement that we can help brainstorm around.  
Bandits have not been proven to be anything, since no code work has been done on them yet. It is a scheduling issue, since we have many other things we would rather work on before them.

I think the artists have done some work on their part and they will handle it just fine.

 
It is a scheduling issue,
If scheduling is proving so hard, why not let the community help out with the baby sitting, errand running, and cleaning? Surely there is some calendar or spreadsheet that can be released, or some projected date that we can help brainstorm around.

 
If scheduling is proving so hard, why not let the community help out with the baby sitting, errand running, and cleaning? Surely there is some calendar or spreadsheet that can be released, or some projected date that we can help brainstorm around.
don't leave me with the baby.

 
 The game is exactly as we described it on the kickstarter 7 years ago, but your interpretation of what those features might look like and play like is different than ours. Magical food? Dude food is magic IRL. You can cure diseases with the proper food, coffee gives you buffs in real life, etc. Ours is gamey so it makes sense to players. What is candy is really drugs, or drugs packaged in candy bags. Future drugs, set in a future game. It isn't that hard to believe.

UMA will be gone and no UMA code will work. If you want to add new zombies you model and texture them just like we do.

 
No, the game isn't interpreted by you guys as kickstarter nor steam described . Fully destroyable can only be interpreted as "Fully destroyable". And you guys are still cheaping out on the feature. I have faith in you though. Respawning is always easy to implement. 

A system that blocks the trader features and makes him/she fight/warn you if you build too close and an "active quest" restoring system for dead traders/ quest givers into the newly respawned ones ? Not so easy to implement though.

 
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@madmoleSo the downside I am seeing of this new clothing/armor thing is that my brain will want to always switch sets depending on my activity.   I'm gonna go chop trees.. gotta find my lumberjack clothes and put those on.  I'm going to mine for a while.. Gotta go find my mining outfit and put that one. etc etc etc.   Im going to want to constantly switch outfits depending on what I am doing.. its micromanagement that is not fun, but would help your play.. a lot.
That's a minmaxer creating problems for himself. ;)

Most players don't need to reach 100% in every conceivable stat in order to play the game.

@madmole is a radiation resistant lining mod something you guys are considering?
Of course... once radiation is part of the gameplay.

No, the game isn't interpreted by you guys as kickstarter nor steam described . Fully destroyable can only be interpreted as "Fully destroyable". And you guys are still cheaping out on the feature. I have faith in you though. Respawning is always easy to implement.
We're not going to remove bedrock which is the vast majority of indestructible blocks in the game.

Traders make up less than 0.5% of the map.

 
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That's a minmaxer creating problems for himself. ;)

Most players don't need to reach 100% in every conceivable stat in order to play the game.
I'm not a minmaxer, but I definitely will be keeping sets of armor. At least one for mining and one for looting. I can't imagine it being that difficult to manage. What would be cool though is a wardrobe container that holds one of each item. Go in, click on a single button and it swaps everything with your current set.
 

 
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I'm not a minmaxer, but I definitely will be keeping sets of armor. At least one for mining and one for looting. I can't imagine it being that difficult to manage. What would be cool though is a wardrobe container that holds one of each item. Go in, click on a single button and it swaps everything with your current set.
Are you out of your mind?? You can't do that! That would be MAGIC!!!  :eek2:

 
Regarding the biome difficulty, I hope to see certain loot that is required to get from different biomes. Need a certain upgrade or item to finish that recipe? Better make a day trip to the desert.

 
We're not going to remove bedrock which is the vast majority of indestructible blocks in the game.

Traders make up less than 0.5% of the map.
I ain't counting bedrock as a problem. That's a tech limit.

Traders are not a tech limit and therefore negatively impact gameplay features (they can delay and nullify wandering hordes, partially protect against hordes and affect creativity due to building constraints in the area)  . And so will main story undestroyable features/entities. I'm just saying... it can be fixed with proper coding exactly as I said in the previous post. Not easily, but definitely not as difficult or time consuming as, say, a shape menu system. Properly done it would improve gameplay and wouldn't affect quests, trading or rewards in the slightest.

That said, I understand that there are bigger fishes to fry at the moment.

 
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Oh, I know. =P

It's just neither broken nor a gameplay problem so kinda low priority.
Nonetheless, perhaps reducing the protected areas around traders could be something [low priority] for consideration? It isn't uncommon for POI's beside or in front of them to be partially protected, or at least the ground around them. For example, in my personal world I was going to place a wall three blocks in front of the house I'm staying in to protect from screamers/wandering hordes, but because I'm living in front of the trader my limit is 2 blocks from the walls of the house out front.

Edit: Nevermind, it's a protected chunk. My bad. 😛 Ignore the post above.

 
I saw the indoors darkening effect in the stream. Any chance this gets taken out?

It really feel more like a bug than a feature. You can see clearly what's inside a store and after 2 steps your screen dims to complete black. And if the POI has some areas where you go in and out a lot or there's a hole in the roof, your bightness keeps waving up and down.

I don't believe it adds much to the game, rather takes away and feels like something is broken in the lighting tech.

 
That's a minmaxer creating problems for himself. ;)

Most players don't need to reach 100% in every conceivable stat in order to play the game.
I totally get what you are saying and ive never considered myself the min/maxer type.  I guess if the bonuses are too good it may affect non min/maxer types as well by being too good to pass up.  
 

There are min/maxers that will do ANYTHING to be more efficient,  but on the opposite end of the spectrum there are gameplay mechanics that encourage tedius micromanagement because they are too good to pass up.  Im NOT saying this is how  it will play out, its just a thought on a possible downside.

If jumping in place was was boring and  tedius but healed you — would you accuse people of being a min maxer when they did it? :)
 

By the way I do think the new system sounds interesting and Im looking forward to it in action.  

 
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