PC A20 Developer Diary Discussions

Yes, I know too multi skip BM since they changed the mechanic of it, but I don't talk specially to skip it.

Actualy on a private server +50 players, we build a big city 1000x1000 since the beginning of a19. The base anti-horde is build in the center of the city 0.0. We not yet build street & so if we do (we plan to put blocks in cobble & concrete), well I think BM's zombies will not spawn... Or maybe they will spawn but outside of the city so at 500m from the center ?


Interesting problem. How about keeping you base surrounded with as many small "city parks" as possible? And keep them in their natural state.

 
Yes, I know too multi skip BM since they changed the mechanic of it, but I don't talk specially to skip it.

Actualy on a private server +50 players, we build a big city 1000x1000 since the beginning of a19. The base anti-horde is build in the center of the city 0.0. We not yet build street & so if we do (we plan to put blocks in cobble & concrete), well I think BM's zombies will not spawn... Or maybe they will spawn but outside of the city so at 500m from the center ?
As someone who's been part of several player city projects my opinion is this: Everything within the city HAS to be covered in player blocks and your bloodmoon defense has to be on the edge of the city. Covering everything in blocks also denies spawn points for wandering hordes or screamers (or used to at least), which aren't really a challenge and just annoying, getting stuck, breaking stuff and feel especially stupid when you have a large wall around your city which shouldn't even let Zs pass. Don't know if you guys have a wall.

But yeah, when you cover everything with your streets you can either leave a few spots of terrain for Zs to spawn on in a 50ish block radius around your anti-horde base or you build a new anti horde base at the gates of your city:]

 
Last edited by a moderator:
Yes, I know too multi skip BM since they changed the mechanic of it, but I don't talk specially to skip it.

Actualy on a private server +50 players, we build a big city 1000x1000 since the beginning of a19. The base anti-horde is build in the center of the city 0.0. We not yet build street & so if we do (we plan to put blocks in cobble & concrete), well I think BM's zombies will not spawn... Or maybe they will spawn but outside of the city so at 500m from the center ?


I'd say this is working as intended. If we didn't have spawn blocking on player placed blocks than zombies would spawn inside bases and that's no fun. TFP are not designing the game around 50+ player servers so if you want to build mega cities you'll have to deal with consequences like this.

Interesting problem. How about keeping you base surrounded with as many small "city parks" as possible? And keep them in their natural state.


This is probably the best solution.

 
Are you serious for your game ? Take a look of this video, https://www.youtube.com/watch?v=4Ln3jrW-uYc

It's in french but that explain nearly the way to do to don't have zombie during BM because zombies don't spawn on player block (here tested with/without claim/bed)

& so I think if we place "one million" blocks all around us to +500m, we will not have zombie during BM ? ? ?

If it's right, that will be very stupid...
That's an easier way to avoid the BM. Turn it off.

 
Last edited by a moderator:
can u ask him to play less?
whats wrong with the block upgrade changes?

It got easier to upgrade  them, and they are overall sturdier. The only downside is you get 816 EXp going from wood to steel as opposed to 1056. 
the block upgrades give exactly as much exp as they did before, but the concrete>reinforced concrete step is gone, as well as the EXP that came with it

 
whats wrong with the block upgrade changes?

It got easier to upgrade  them, and they are overall sturdier. The only downside is you get 816 EXp going from wood to steel as opposed to 1056. 
the block upgrades give exactly as much exp as they did before, but the concrete>reinforced concrete step is gone, as well as the EXP that came with it


it would be even easier if we just had something called blocks and not had to worry about about upgrading at all, right?

 
whats wrong with the block upgrade changes?

It got easier to upgrade  them, and they are overall sturdier. The only downside is you get 816 EXp going from wood to steel as opposed to 1056. 
the block upgrades give exactly as much exp as they did before, but the concrete>reinforced concrete step is gone, as well as the EXP that came with it


I don't think many here think about the XP, at all.

A few reasons I can think of:

1) Simplifying the block upgrade makes the game less complex and complexity is good in some cases. For example you have a lot more choices to save building materials in exchange for less sturdiness. Someone could say "This wall can be just concrete. These 5 blocks should be reinforced though".

2) Removing the drying phase removes a tactical element that can come into play sometimes shortly before a horde night: Do I upgrade these blocks now and risk them not being dry when it counts?

3) There might be the fear that the textures could vanish with the blocks that have it, at least for building.

4) Immersion. The drying phase, reinforcing concrete with rebars, it looks like things you do in real life

 
Last edited by a moderator:
I don't think many here think about the XP, at all.

A few reasons I can think of:

1) Simplifying the block upgrade makes the game less complex and complexity is good in some cases. For example you have a lot more choices to save building materials in exchange for less sturdiness. Someone could say "This wall can be just concrete. These 5 blocks should be reinforced though".

2) Removing the drying phase removes a tactical element that can come into play sometimes shortly before a horde night: Do I upgrade these blocks now and risk them not being dry when it counts?

3) There might be the fear that the textures could vanish with the blocks that have it, at least for building.

4) Immersion. The drying phase, reinforcing concrete with rebars, it looks like things you do in real life
I can't explain it but I found the look of wet blocks very pleasing. I would almost sit there and watch them dry. The blocks drying randomly calmed me down. Yes I am weird that way lol.

 
I can't explain it but I found the look of wet blocks very pleasing. I would almost sit there and watch them dry. The blocks drying randomly calmed me down. Yes I am weird that way lol.


It never calmed me but it was actually fun hunting for the dried spots to upgrade them further (once in a while)

 
It never calmed me but it was actually fun hunting for the dried spots to upgrade them further (once in a while)
Might also just be me but as I grew up I helped a lot of friends pour cement for their shed/garage floors and I thought the look in game looked pretty close to me (the shiny, shiny sheen lol). Maybe it just brings me back to my youth :)

 
I don't think many here think about the XP, at all.

A few reasons I can think of:

1) Simplifying the block upgrade makes the game less complex and complexity is good in some cases. For example you have a lot more choices to save building materials in exchange for less sturdiness. Someone could say "This wall can be just concrete. These 5 blocks should be reinforced though".

2) Removing the drying phase removes a tactical element that can come into play sometimes shortly before a horde night: Do I upgrade these blocks now and risk them not being dry when it counts?

3) There might be the fear that the textures could vanish with the blocks that have it, at least for building.

4) Immersion. The drying phase, reinforcing concrete with rebars, it looks like things you do in real life
1) concrete is 5k health and cobble is 1.5k,  in A19 Reinforced concrete was 5k and reg concrete was 3k, you also don't have to wait for it to dry
2) removing the drying phases makes building stuff so much easier, I don't have to set and lay a whole bunch of building blocks and then wait for every single one of them to dry to upgrade them all.
3)meh
4) when I am trying to upgrade a base before horde night, or work on  one in general, I really dislike that random amount of time I have to wait for it all to dry, for example if its a  corner piece I would have to wait for it to dry and fully upgraded it before I could build on top of it , it added alot of unnecessary and annoying time bottle necks to making a structure with fully upgraded blocks. I prefer to min max my exp rather than just leave those pieces un-upgraded

I feel like in this case complexity results in tedium and time consumption, and not  necessarily interesting player choices because if its a horde base I will always want reinforced concrete or steel, and this simplification makes that process far easier and less painful/time consuming.

Also, if I am working on a hordebase , there isn't alot to work on or do while I am waiting for the wet concrete to dry, and its boring to wait to upgrade stuff. aside from removing grass around the horde base  I am not sure what else to do in that time

 
Roland said:
That might change in November. “Dancing the spears” might become popular. The wheel weaves as the wheel wills. 
I like spears, but I'd like them more if I could do knife things with them.  The machete and steel knuckles let me save an inventory slot as they double as animal harvesting tools.  Oddly, neither spears nor axes do this, even though both have blades and spears should arguably make a better harvesting tool for game than anything other than the hunting knife itself.  It's still odd to me that they don't (I don't think...?) work that way.

Then again, I also liked when I could use the fireman axe and the pipe wrench as a weapon, ala Half-Life.  Anyone who's ever held a pipe wrench knows taking a blow from one of those to the head would not be a fun day.  It's odd to me that those are considered harvesting tools and not weapons with their own weapon skill lines.  Though I guess they're scattered across the harvesting lines.  Especially the steal axe, as that thing looks like some kind of Viking battleaxe of myth.

I am curious if there's ever going to be a pass of skills.  Right now, Intellect has the bulk of the skills, meaning if you're playing a game with friends and trying to focus, whoever has Int has to spread their skills across medicine, workbench stuff, and vehicle stuff.  Meanwhile, cooking is under Strength and gardening under Fortitude.  Perception and Agility seem to have no "group friendly" skills like that.  I'm not sure what the solution is, but I feel like unloading some of Intellect's craftlines onto other skills would be nice.  Granted, solo players would hate this because it means they can't just go all-in on Intellect to triple-dip.  But...solo players are also eventually going to get all skills anyway, and it seems like there should be SOME solution that makes things better for everyone...

Anyway, those are just my two cents.  Reading all of this has me excited for A20 when it hits!  I especially like that me and my two friends will all be able to cram into a 4x4 now.  If only we could slap an M60 on it and make it into a makeshift Warthog.......  ;) Even better if we could stick a seat on either side of the Gyro for 3 person flying fun.

 
friendlyx3 said:
That's quite interesting considering AMD GPU's are what's recommended for linux gaming due to the driver compatibility.
And i agree with this, I have had NVIDIAs cards and they was a PIA in linux. Maybe I don't express myself well; the native linux build doesn't perform bad but the windows version through proton/wine performs better. Maybe because proton use vulkan....?

Anyway both works better than the windows version in windows 7 in the same machine and not by a little...In windows is between 20-40 and in linux is between 35-50 with almost 60 inside mines, rooms,etc and more stable. In windows the yellow fps is common and in linux is rare (only sometimes in  BM)

 
Last edited by a moderator:
Steam desk is arch based so the native version must run. Same to windows version through proton because runs out the box. And if anticheat works it will open the field even more. What I don't know is if the hardware can handle it, but if my ancient a-10 can I suppose it will

Looks very cool in general, will see what comes out. If valve honor what promise I'll be in line for one.

 
Last edited by a moderator:
Roland said:
That might change in November. “Dancing the spears” might become popular. The wheel weaves as the wheel wills. 
Also, must include throwing knives, bullhide bucklers and shoufas. And don't even get me started on killing Zs with Saidin lol

 
I like spears, but I'd like them more if I could do knife things with them.  The machete and steel knuckles let me save an inventory slot as they double as animal harvesting tools.  Oddly, neither spears nor axes do this, even though both have blades and spears should arguably make a better harvesting tool for game than anything other than the hunting knife itself.  It's still odd to me that they don't (I don't think...?) work that way.


They are less efficient than a knife, but they do work. The only thing surprising is that the spear is practically on the same level as the club and worse than the axe, but if you assume that the spear isn't like it is depicted but just like a cone with a sharp tip then it might make more sense. Someone might make a bug report and say the spear should be better than the club at this. But the answer could very well be that for balancing reasons it works this way and balance trumps realism.

Then again, I also liked when I could use the fireman axe and the pipe wrench as a weapon, ala Half-Life.  Anyone who's ever held a pipe wrench knows taking a blow from one of those to the head would not be a fun day.  It's odd to me that those are considered harvesting tools and not weapons with their own weapon skill lines.  Though I guess they're scattered across the harvesting lines.  Especially the steal axe, as that thing looks like some kind of Viking battleaxe of myth.


Again balance I would suspect. The axes would simply be overpowered if they doubled as an efficient weapon. So they still are quite good weapons but never reach the level of a perked "weapon" weapon. They also are not full harvesting tools, I just tested it and they are somewhere inbetween spears and knifes in terms of animal harvest. At least the stone axe has to be relatively good at harvesting because it is the @%$#ty "swiss army knife" of the lvl1 character.

I am curious if there's ever going to be a pass of skills.  Right now, Intellect has the bulk of the skills, meaning if you're playing a game with friends and trying to focus, whoever has Int has to spread their skills across medicine, workbench stuff, and vehicle stuff.  Meanwhile, cooking is under Strength and gardening under Fortitude.  Perception and Agility seem to have no "group friendly" skills like that.  I'm not sure what the solution is, but I feel like unloading some of Intellect's craftlines onto other skills would be nice.  Granted, solo players would hate this because it means they can't just go all-in on Intellect to triple-dip.  But...solo players are also eventually going to get all skills anyway, and it seems like there should be SOME solution that makes things better for everyone...


Ah, you mean "group friendly" skill spread, at first I was confused about this paragraph. The solution is to accept that the INT player is the best support class of multiplayer games whereas all except agility have at least one group support skill. Even perception: Animal tracker is a support skill unless he uses all that meat for grilled meat instead of giving it to the cook. Salvage is a support skill since the wrenched materials are needed by the whole group. The only non-support class is agility.

I don't see anything wrong with this setup. Especially since even single players can get by with specializing in any attribute (not only INT) and putting a few single points in perks of other trees. You don't need the vehicle perk at 5 to thrive in 7D2D, almost anything can be got just by looting and buying.

Anyway, those are just my two cents.  Reading all of this has me excited for A20 when it hits!  I especially like that me and my two friends will all be able to cram into a 4x4 now.  If only we could slap an M60 on it and make it into a makeshift Warthog.......  ;) Even better if we could stick a seat on either side of the Gyro for 3 person flying fun.

 
And i agree with this, I have had NVIDIAs cards and they was a PIA in linux. Maybe I don't express myself well; the native linux build doesn't perform bad but the windows version through proton/wine performs better. Maybe because proton use vulkan....?

Anyway both works better than the windows version in windows 7 in the same machine and not by a little...In windows is between 20-40 and in linux is between 35-50 with almost 60 inside mines, rooms,etc and more stable. In windows the yellow fps is common and in linux is rare (only sometimes in  BM)
I just feel like the native version should always perform better when you have the recommended hardware. This is not unlike most games I've looked at on Proton. It seems like the wine version always runs better and yeah it probably is vulkan.

I appreciate your input though, I'm gonna go ahead and install 7dtd on my mint cinnamon and have it ready for update so I can test a little when alpha 20 releases. I do use a Nvidia Gpu, and a Razer mouse(no Hotkey software) so I'm still convinced on just using native windows for gaming for now 😕

 
I just feel like the native version should always perform better when you have the recommended hardware. This is not unlike most games I've looked at on Proton. It seems like the wine version always runs better and yeah it probably is vulkan.

I appreciate your input though, I'm gonna go ahead and install 7dtd on my mint cinnamon and have it ready for update so I can test a little when alpha 20 releases. I do use a Nvidia Gpu, and a Razer mouse(no Hotkey software) so I'm still convinced on just using native windows for gaming for now 😕


Did you test the native version with vulkan as well? I don't know the state of Nvidias vulkan support, but I play with vulkan on Linux with an AMD card and while I can't say anything about the relative performance I can say that vulkan can be used natively too, you don't necessarily need wine for that.

 
Last edited by a moderator:
Back
Top