PC Alpha 20 Dev Diary

Status
Not open for further replies.
Well the max alive will still come into play.  Some sleepers are loaded.  So either it will balance between low biome spawns or low sleeper spawns.

I hope they split the max alives between the two types. 
I don’t think it will be an issue. Not all sleepers are loaded into nearby POIs. Only the closest sleeper volumes within those POIs. In the example that faatal gave of a spawner it was max alive “4” which, from my experience will put around 12 zombies from spawners in the vicinity around you. We could up that max alive number to 8 which would then be around 24 zombies in the chunks around you. 24 zombies spawning around you in the cities is going to feel like a lot and it’s doubtful the number of sleepers in the closest volumes is going to be anywhere near 40 so we could even pick up a few more outside roamers and it still wouldn’t affect the sleeper population inside. 
 

Even if it did and you entered a relatively empty POI it would be because you left all the zombies outside alive and they would be following you inside pretty soon. Depending on the POI that could be a death trap. Should be interesting to test. 

 
Blake, I really don't think you understand; the very argument you're making is exactly my point.

Roland, think MP; one person is outside activating the biome spawns but easily avoiding them while the other goes inside a high tiered building that's now NOT going to spawn a lot of zeds; heck isn't that the reason the biome spawns went bye bye the first time?

Heck, you can do it in SP.  Because the pois are now basically fortresses except for that well lit correct path, go around, start a horde and go inside.  Old trick, still works.

Nothing to do with the XML faatal added, that'll just mean we can control WHAT zeds we can round up. :)

 
Heck, you can do it in SP.  Because the pois are now basically fortresses except for that well lit correct path, go around, start a horde and go inside.  Old trick, still works.
That's a perfectly legit tactics in my book. That's probably what a group of survivors (or you alone if you feel tough) would do to control the kills and clear areas.

 
Blake, I really don't think you understand; the very argument you're making is exactly my point.

Roland, think MP; one person is outside activating the biome spawns but easily avoiding them while the other goes inside a high tiered building that's now NOT going to spawn a lot of zeds; heck isn't that the reason the biome spawns went bye bye the first time?

Heck, you can do it in SP.  Because the pois are now basically fortresses except for that well lit correct path, go around, start a horde and go inside.  Old trick, still works.

Nothing to do with the XML faatal added, that'll just mean we can control WHAT zeds we can round up. :)
Well so to avoid this in MP put demo zombies inside POI as living traps

 
We could always ask for a Boolean called GuppyAmount that if =True,  fps instantly drop to 3. I think that would allow for more freedom in controlling our game from the shadows. Then we can add TAA to boost the sharpness of that number to Zero, so we can have more time to take screenshots.

 
You're assuming too much, because you still don't understand.

If the maxalive is say, 80, then you'd split it to 40 biome and 40 sleeper.  

40 plus 40 is *still* 80, so we aren't talking additional zombies, we're just assuring both can spawn without cheesing the other. 

 
Roland, think MP; one person is outside activating the biome spawns but easily avoiding them while the other goes inside a high tiered building that's now NOT going to spawn a lot of zeds; heck isn't that the reason the biome spawns went bye bye the first time?
I used to worry about people exploiting limitations. They used to build fires outside the hub cities to develop a large horde and then run into an empty city and I thought the devs had an obligation to prevent stuff like that. 
 

Now, I don’t care. I know that I’m not going to use the limits that way nor would the people I play with. 
 

If they can split the max alive between sleepers and outdoor spawns and that works to stop people from draining sleepers out of POIs then great. But I know for me, I don’t want the POI to be empty so I’m not going to drain it and there could be 40 zombies surrounding the POI and that would still leave space for 24 sleepers to spawn one or two volumes at a time. 
 

Also, faatal recently said he could probably split the AI so that the zombies are more chaotic on horde night but the rest of the time they will be able to navigate POI pathways much better. If he can do that then more of those outside zombies will be coming in after us like they did in A17– which I would love. 
 

And like you, I only care about myself. 😀

 
Last edited by a moderator:
Pick up and carry around the junk turret. Word. 
While held: Fire rate sucks to start off then ramps up to uncontrolable after just a couple of points invested, can't aim it with sights since that function is bound to placing it, recoil makes a 10 gauge magnum look tame and fires in a cone with a doorway sized radius at 4 blocks out.

Using the robotic turret in hand instead of placing it is a massive waste of resources at best, complete suicide on the average.

 
nt is supposed to use whatever other random crap they find to supplement those.
We’ve had widespread reports that placing a turret or two and then in concert using whatever other random crap you find is pretty powerful if not outright OP. So yeah, I agree that this is the intended design. There won’t be a rail gun or laser pistol that matches in dps to the tier three ranged weapons of other branches. 

While held: Fire rate sucks to start off then ramps up to uncontrolable after just a couple of points invested, can't aim it with sights since that function is bound to placing it, recoil makes a 10 gauge magnum look tame and fires in a cone with a doorway sized radius at 4 blocks out.

Using the robotic turret in hand instead of placing it is a massive waste of resources at best, complete suicide on the average.
Regardless, it is the intellect ranged weapon. That you can place it for better effect and join in yourself with another ranged weapon for even better effect doesn’t change that. I doubt there will be a better range weapon created for intellect. 

 
We’ve had widespread reports that placing a turret or two and then in concert using whatever other random crap you find is pretty powerful if not outright OP. So yeah, I agree that this is the intended design. There won’t be a rail gun or laser pistol that matches in dps to the tier three ranged weapons of other branches. 
It works good if not cross specced. Once you cross spec is when it ramps up to being "op". Eats allot of resources. At least 3 into M60, Auto shotgun with auto trigger group, or SMG + 2 turrets is really good at chewing through tougher swarms. Sniper rifle/AK/Tac rifle/9mm handgun/Desert Vulture + 1 turret with only the turret specced is decent. Don't bother with rifles + 1 turret before you get a Marksman rifle or higher , the bolt action will get you plowed. As will the magnum revolver. Save doing melee + turret for wide open areas or a kill corridor.

 
Pick up and carry around the junk turret. Word. 
I CAN'T AIM WITH IT!

i can't do a 360 No sco- oh wait i could...

well it still gets boring just hauling that fat Rat

From what I recall this is the only thing Int is going to get that is portable with any form of ranged capability that the Int tree affects:

Robotic Turret - Official 7 Days to Die Wiki (fandom.com)

Int is supposed to use whatever other random crap they find to supplement those.
Well that should be the point of Intellect range weapons, uses Junk and not used items too much

Darts, nails, Glass, Scrap, Your bullet tips you forgot you made and then some. 
Make them muli tools

Plus the Junk turret is really meant for Support, Yes you COULD uses the Gyro as a 4X4 but thats not the purpose, You COULD uses the Junk sledge as Snowdogs Fun toy but thats not what its ment for! (unless your really lonely)

 

 
I think people are too focused on what Int tree doesn’t have and missing what it does
thats becauases right now we don't have much

its mostly a crafting skill then a Gameplay skill right now

We have Right now is the shock baton, Junk sledge and junk turret... Thats it in terms of weapons

in Alpha 20 we will get the Junk baton and junk drone

We still missing a tier 3 Baton and although its a nitpick. we got no dedicated range weapon class, Like i said Yes you could uses the junk turret as a Run in gun weapon, but the Recoil is Trash and you have to hug the target to uses it. you can't aim with it, And the only uses is a "Stand your ground/defend" weapon. its a Unity tool like the Junk sledge  

 
thats becauases right now we don't have much

its mostly a crafting skill then a Gameplay skill right now

We have Right now is the shock baton, Junk sledge and junk turret... Thats it in terms of weapons

in Alpha 20 we will get the Junk baton and junk drone

We still missing a tier 3 Baton and although its a nitpick. we got no dedicated range weapon class, Like i said Yes you could uses the junk turret as a Run in gun weapon, but the Recoil is Trash and you have to hug the target to uses it. you can't aim with it, And the only uses is a "Stand your ground/defend" weapon. its a Unity tool like the Junk sledge  
Honestly  INT is a problematic because food in mid/late can be find easy, so live off the land is not so o. this same problem with top chef. So INT could be underpower or overpower.  welll it is too late to remade this system but in my suggestion how perks should looks would be:  tree with 5 parts :

1. melee combat

2. range combat.

3 body

4. crafting

5  surving 

 
Honestly  INT is a problematic because food in mid/late can be find easy, so live off the land is not so o. this same problem with top chef. So INT could be underpower or overpower.  welll it is too late to remade this system but in my suggestion how perks should looks would be:  tree with 5 parts :

1. melee combat

2. range combat.

3 body

4. crafting

5  surving 
Thats fortitude with living off the land
 

 
Status
Not open for further replies.
Back
Top