PC Alpha 20 Dev Diary

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So far, its not worth the trouble IMO.

I think it might be a partial glimpse of the main story line for the game.  If so, it should be hard like it is.
It's also annoying when I go to the trader and 3/4 of the 5 quest he offers are restore power. It would be nice if they were weighted less OR you could reroll the quest loadout 1 time a day, or maybe have a token fee to reroll quest list?

Also it seems like a shame to have this new quest as a big advertised feature of A20 and have it feel like it flopped. I hope they adjust or make it more appealing  to do. Or atleast add more flexibility 

 
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That is a unload unused resources call. It is on a timer and has to happen sometime or memory use would keep climbing. Slower computers take longer.

Same call using same rules as A19.

Basically yes, but is the unload. Garbage collection is incremental (multiple frames) and runs every few minutes and is rarely noticed.
See....as a person who knows nothing about game development....I always appreciate explanations like these from devs that explain the small nuances that take place behind the scenes that most of us would not even consider.  It makes it easier to understand the decisions being made in situations like this when there is no real "perfect fix" but merely weighing the positives and negatives based on what you have to work with. 

Has anyone done the restore power quest yet? I've avoided them at all cost because there rewards are the same as same tier fetch and clear.

It should be more rewarding.

1. It's a full clear at night,when zombies are more dangerous

2. It can only happen at night between certain times

It's basically more risk and danger for no additional rewards. And it is also restricted by time. I have had zero incentive to do them compared to other quest.
I've only done three of them so far and I agree. The reward doesn't seem worth the higher risk.

I like the concept of "forcing" a player to go out at night inside of just mining, building, sorting, crafting, etc within the comfort of their own base but there should defiantly be a higher reward for risking more.  I don't have an answer but maybe a higher reward from the trader or better loot is triggered when activated?

 
I take the power quest like any other - but only if I can do them without standing around and waiting for nighttime and if they are as close as other quests. Given the time window and the fact that few POI are set up for that it, resulting in long travel distance, means that 95% of the time they are genuinely bad choices.

 
I hope I'm in the right place to comment on the block changes. I am in agreement with the block changes but in full disagreement with the resource listings. If the hp of these blocks change then it should be reasonable that it should not take the same materials to make a 5000 hp block that it takes to make a 2500 hp block. That should be listed under the resource tab in some way because when you click on the "block shapes" it lists those blocks as having 5000 hp if made of concrete per se. I'm just using concrete as the example of course. 

I do think there should be some nerfing of these blocks. I don't think I should be able to set a couple of poles and melee unconditionally without much fear of zombies getting thru. I think that a balance can be found which adds a real threat when this method is in use. That being said, it is a game and when things such as the killing corridor are still a viable and hands off way of handling the horde then nitpicking on things like the block sizes are really going a bit far. When you can place blocks together that seemingly float in midair and make the zombies run a gauntlet across a tightrope of wedge tips or invert the wedge tips and stack half blocks on top and the zombies see that as still a path to run then jump to their doom or just run-in circles in a loop.  

I believe there are some very real game mechanics that truly break the immersion and those things need to be fixed before we jump on the players that truly do fight the hordes in their own way. When the changes to the blocks are complete, I hope that resource counts and the hp counts are adjusted to match the nerfs.

Thanks

 
I take the power quest like any other - but only if I can do them without standing around and waiting for nighttime and if they are as close as other quests. Given the time window and the fact that few POI are set up for that it, resulting in long travel distance, means that 95% of the time they are genuinely bad choices.
Is there anything you guys are considering doing to make them more appealing, maybe even being more flexible with the time window? Make them offer a better set of rewards? Making them not require a full clear?

 
That is a unload unused resources call. It is on a timer and has to happen sometime or memory use would keep climbing. Slower computers take longer.


So if it is taking my 5950x/64GB RAM/3090 3-5 seconds sometimes, even slower comps are longer? That must be pretty bad for them because the long hitches make me feel like the game is about to crash and I even get that windows hourglass indicator like the window is frozen.

 
I've been dying a lot on days 1-2 on default settings.  If I get past this, it's a reasonable challenge, but early on without a full set of starting gear, it's usually either a feral or a pack of 4+ coming into the building from outside.

Possible solutions:
1. Take feral spawning out of early gamestages
2. Reduce the detection range for wandering zombies in early gamestages
3. Reduce stamina cost of primitive weapons
4. As part of an extended intro chain, make the first T1 quest guaranteed to stay away from the town center, and reward with a bundle containing materials to build one pipe weapon, and 20 rounds of each pipe weapon ammo type.

5. Git gud

 
I've been dying a lot on days 1-2 on default settings.  If I get past this, it's a reasonable challenge, but early on without a full set of starting gear, it's usually either a feral or a pack of 4+ coming into the building from outside.

Possible solutions:
1. Take feral spawning out of early gamestages
2. Reduce the detection range for wandering zombies in early gamestages
3. Reduce stamina cost of primitive weapons
4. As part of an extended intro chain, make the first T1 quest guaranteed to stay away from the town center, and reward with a bundle containing materials to build one pipe weapon, and 20 rounds of each pipe weapon ammo type.

5. Git gud
So you actually wanna make the game easier? Sorry but I can't get behind that idea at all.  My biggest complaint with the game in the past is that it's been way TOO easy.  Even playing perma. By day 30 your almost invincible regardless of settings. That's what I do like about the new feral system (which I always set to all and have NEVER played with other settings).

 
Hey, i recently discovered a breaking bug .. My friend was in forge searching something, next I told him that I was going to save games .. so I did. I left while reloading the save my friend couldn't open anything except the door, no interaction with the (E) key. I had to go to Appdata / 7DTD / save and find his EOS ID in 3 files and delete his progress, so he can open again. It is known bug ? I know i must post on different section, but maybe Dev will respond to that.

Maybe it is a way to fix that (don't erase a progress).

Thanks.

 
Hi, can someone help me with performance bottleneck? I usually play on Ultra in 3440x1440, I've got stable 70-80 fps in suburban areas of pine forest, but when doing tier 5 POIs in wasteland for example I drop to 20 with occasional drops to 5. Resource manager displays my GPU loaded only to 35% percent, same with my CPU. Can I increase FPS for this locations by upgrading my rig? Or it's just the way the game works and It can only be helped with reducing draw distance?

 
I've been dying a lot on days 1-2 on default settings.  If I get past this, it's a reasonable challenge, but early on without a full set of starting gear, it's usually either a feral or a pack of 4+ coming into the building from outside.

Possible solutions:
1. Take feral spawning out of early gamestages
2. Reduce the detection range for wandering zombies in early gamestages
3. Reduce stamina cost of primitive weapons
4. As part of an extended intro chain, make the first T1 quest guaranteed to stay away from the town center, and reward with a bundle containing materials to build one pipe weapon, and 20 rounds of each pipe weapon ammo type.

5. Git gud


Maybe have a new difficulty level called "Tutorial", or "Assisted".

This would be good for people who are new to the game or want a more casual experience.

 
I have been watching a few youtubers and playing a bit.  From watching Jawoodle's horde every night series  i have noticed the number of times the Drone gets in the way. 

Its to the point where he compares it to Lydia another companion from a game we all should know...

it seems just like her the drone gets in between you and the zombies , blocks doorways etc. Josh almost fell out of a bell tower because of the drone. funny thing is i think he actually landed on it and saved a broken leg. 

I think the follow distance needs to be increased and it limited to beside you not directly in front.  we still need to be able to access it..... 

 
I know its on the list but its Alpha 20 now, the Water Mechanics really need some love here...

Everything is looking so awesome & then we come to a Lake or Pond...worse Ive seen so far in all the Alphas...

There was that time I had a water supply at the entrance to my mine & a Z busted my Hot Tub flooding the mine shaft below. Started a new mine, too much water to displace with blocks. There are things spawning in the water displaceing it, looks bad Mole Man...Real Bad...needs Love....

 
It could be taken a step farther in a different direction and make the pipe pistol use .44 which would allow the damage on it to be buffed pretty substantially as it'd be balanced out by the relative rarity/cost of the ammo type early game. Then another popular suggestion that @Gazz actually asked me about on stream was to make the pipe machinegun fire 9mm. With these two changes, all ammo types would be useful early game but it'd also have other balance implications.

Machinegun users will use more 7.62 when they get a "real" machinegun, so by letting their primitive tier weapon use 9mm, they'll be able to save the more expensive 7.62 for later. This also opens up the door to make the pipe machinegun have it's damage lowered (as it's using a weaker ammo type) but still keep a healthy enough ammo capacity so it feels like a machinegun still. Since machineguns don't use 9mm later in their build, they wouldn't feel bad about going full auto and using all their 9mm, but they'd still have interesting friction points early game choosing between 9mm to use today or 7.62 to use eventually when they finish quests or buy from traders. Devil's advocate though - how do we convey to players that _this_ submachinegun is governed by the machinegun perk while this different submachinegun is governed by the pistol perk without confusing the player base?

The pipe pistol and LAR being changed to .44 means that the ammo type could be made more common and from an earlier game stage (it's incredibly rare in loot now even on day 70 in the wastelands). Pipe pistol could have it's damage buffed pretty substantially as it'd still be using the most rare and expensive ammo type, combine this with a slower rate of fire and it's already long reload animation and it'd be a perfect early game magnum and would transition perfectly into the .44 magnum at tier 2 which is fairly late game for pistol users, but they'd still have access to early game pistols (including toilet pistols on day 1 even) to use 9mm. Also, agility has access to the bow skill early game, so if their pipe weapon uses fairly rare and expensive ammo, that's ok because they have a perfectly viable other type of primitive ranged weapon. 

The LAR would make more sense using .44, but it'd also create another interesting balance point for the rifle skill similar to how SMG exists in pistols. Presently, the new buff to the crossbow makes it massively out-damage and out-stealth the sniper rifle and they both have functionally the same range as it's limited by the draw distance. By retooling the LAR to do more damage (to compensate for the rarity and expense of the ammo type) it could be like the reverse balance of pistols (nice asymmetric balancing that TFP like). Their tier 2 weapon could be their big damage and pretty high fire rate gun, while the sniper could become more specialized in sniping. This could be achieved by making the gun naturally more quiet and or giving it an innate stealth attack bonus similar to bows/xbows. 

None of this is a big deal though, just food for thought if the devs are still looking for a way to balance the pipe weapons and also considering other ammo type changes. 


This gets the Meganoth Royal Seal of Approval 😉.

As long as ammo is not really scarce the scrap machine gun will always own the other scrap weapons, especially the pistol. The "normal" use for guns in the first days is as a oh-@%$# weapon and for that task ammo usage is secondary anyway, only magazine size and damage count.

By changing ammo types for scrap pistol to .44 and scrap machine gun to 9mm players would have valid alternatives to choose from. And I think it would add a little depth to the early gun crafting

 
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Because of the many  new mechanisms, the optimization of the  A20 version has not improved ( or even broken ) . So gentlmen/ladies of the production team, what is the best optimization of 7 Day to Die like? I look forward to better optimization. 😄

 
It's also annoying when I go to the trader and 3/4 of the 5 quest he offers are restore power. It would be nice if they were weighted less OR you could reroll the quest loadout 1 time a day, or maybe have a token fee to reroll quest list?

Also it seems like a shame to have this new quest as a big advertised feature of A20 and have it feel like it flopped. I hope they adjust or make it more appealing  to do. Or atleast add more flexibility 


I don't think there are tier1 restore power quests. If you don't see an acceptable quest on your level just select one from the 5 tier1 quests offered.

Is there anything you guys are considering doing to make them more appealing, maybe even being more flexible with the time window? Make them offer a better set of rewards? Making them not require a full clear?


Not speaking for TFP, but restore-power quests actually have buffed loot in them because it is night and often in the town center. I actually got stuff out that looked better than the stuff out of normal POIs. TFP could reason that it is a choice like going to the wasteland for the higher loot gamestage.

I think an easy fix to the trader loot would be to have tier3 restore-power quests use tier2 POIs, tier4 use tier3 POIs, and so on. This would make the quest overall easier at a specific tier while keeping the higher trader reward of that tier

 
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I have been watching a few youtubers and playing a bit.  From watching Jawoodle's horde every night series  i have noticed the number of times the Drone gets in the way. 

Its to the point where he compares it to Lydia another companion from a game we all should know...

it seems just like her the drone gets in between you and the zombies , blocks doorways etc. Josh almost fell out of a bell tower because of the drone. funny thing is i think he actually landed on it and saved a broken leg. 

I think the follow distance needs to be increased and it limited to beside you not directly in front.  we still need to be able to access it..... 


What if all INT turret/drones kept their place in inventory but grayed out when you place them ?

I think this would be a general improvement of drone/turret handling because:

1) You would not reuse that slot and then have to search for the drone in inventory. Happens with turrets all the time.

2) You then could still access the menue of the drone with holding R and that would be the signal for the drone to approach you !

 
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