PC Alpha 21 Dev Diary

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That wasn't my point. I'm sure you are fully aware of what you like and dislike.

My point was that TFP isn't going to go back on their design before the community tests it. Welcome to early access. We've been here 9 years already...
has it really been 9 years

 
TFP can absolutely make lore to justify dew collectors in a zombie apocalypse. Toxic water cannot be made clean by simply boiling it. Personally I'd like to see a distilling device as an advancement on the dew collector. Moreover, taking jars to a river for water isn't a done thing. Taking buckets however....we can still do that. Whatever we feel about what should or shouldn't happen we are really just accepting our own version of fantasy because there are zombies after all.
Toxic water is a solution I've thought would work, but it means no drinking from lakes and maybe swimming causes health loss, so not as nice to players.
Or radioactive...

 
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@faatal I have a few questions:

1- Do you know if there are any major features in the works for a21 that have not been revealed yet?

2- Are wandering sleepers a thing in a21?

3- Is Zd dismemberment implemented in all the models for a21?

4- How are the bug fixes coming along? How many MF are getting on the team's nerves?

5- Are you guys in content lock for a21?

6- What are you working on at the moment?

 
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Toxic water is a solution I've thought would work, but it means no drinking from lakes and maybe swimming causes health loss, so not as nice to players.
Or radioactive...
The water would not even have to be toxic but just very dirty so that you have to run it through a filter to remove the mud before you boil it. Basically 3 stages of water. First muddy water, then murky water and finally clean water.

 
new to the forum.. probably not the right place for this but I love 7d2d and I'm pretty desperate to start again in a21.. is there a release date coming? it's been over a year since the last major update and i am SO ready

 
new to the forum.. probably not the right place for this but I love 7d2d and I'm pretty desperate to start again in a21.. is there a release date coming? it's been over a year since the last major update and i am SO ready
there is no confirmed release date but as a reminder they reach out to streamers if the alpha will be done within 1-2 months as a current pattern shows so if they announce that streamers can get confirmed for early access thats when you know its not too far away.

 
The water would not even have to be toxic but just very dirty so that you have to run it through a filter to remove the mud before you boil it. Basically 3 stages of water. First muddy water, then murky water and finally clean water.


The game even has three waters:

Murky - w/Significant Chance of Debuffs

Boiled - Potable Water w/No Chance of Debuffs

Pure Mineral - Super Water w/Buffs

A small change I think gets you there:

Murky - w/Significant Chance of Debuffs

Boiled - w/Reduced Chance of Debuffs

Potable - w/No Chance of Debuffs

It puts more emphasis on cooking Teas.

It gives Iron Gut more utility.

Require the third water to be made in a Chem Station and I think you push the "gate" out several days of play.

 
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No random at the moment. But it would be cool to have completely random speeds for some zombies, independently of the game settings. :)  
+1 to this that would be awesome it would make zombies a lot more unpredictable i can imagine looting a shamway then i see a darlene just jogging to me but then a big mama full on sprinting and me going "oh lawd she comin' 😆

 
I believe random speed is already part of it, you just might not be seeing a significant difference in game so you might want to tweak values if you want more variation

    <property name="MoveSpeed" value="0.08"/> <!-- Just shambling around -->
    <property name="MoveSpeedAggro" value="0.2, 1.25"/> <!-- Chasing a target min/max (like day or night)-->
    <property name="MoveSpeedRand" value="-.2, .25"/> <!-- Rand added to min aggro speed -->
    <property name="MoveSpeedPanic" value="0.55"/>




This is from the zombieMale entity class.  Agro speed has variation but it looks like normal speed doesn't.

 
Developers, please do the basic things"
1. Raise the drone one cube higher, it is inconvenient when it is opposite the sight, it flies in front of the face.
2. Remake large first-aid kits, a first-aid kit is where all the medicines are, but not one bandage of the best quality.
3.Change weapon reload! If I had recharged it at such a speed, I would have died 30 years ago. The reload animation and the need to wait for the end of this animation is no good! It is worth not waiting for a split second, and all weapons are not loaded!
Thank you!

 
There is. Have you ever shot the policeman? Ie..

Play it more...lol
Both you and BFT2020 are wrong, I don't think that's what we're talking about. @BFT2020 the random part is only for the aggro speed, we're talking about the base zombie speed. Let's say you have two Marlenes in front of you, one is walking around, while the other is always sprinting. That would be much more varied, but maybe also unfair.

Also: @zookeeper, don't go there, you'll get trashed... ;)  

 
Both you and BFT2020 are wrong, I don't think that's what we're talking about. @BFT2020 the random part is only for the aggro speed, we're talking about the base zombie speed. Let's say you have two Marlenes in front of you, one is walking around, while the other is always sprinting. That would be much more varied, but maybe also unfair.

Also: @zookeeper, don't go there, you'll get trashed... ;)  
Shhhhh... You're too loud. 

 
Both you and BFT2020 are wrong, I don't think that's what we're talking about. @BFT2020 the random part is only for the aggro speed, we're talking about the base zombie speed. Let's say you have two Marlenes in front of you, one is walking around, while the other is always sprinting. That would be much more varied, but maybe also unfair.


Thank you for in-correcting me  🙄

From my post

This is from the zombieMale entity class.  Agro speed has variation but it looks like normal speed doesn't.


So my post was:

  • There was random speed already included in the zombies behavior
  • But it is for agro only and not for shambling speed
I could point out that you stated that there was no random speed at the moment and that I was correcting a generalization made, but I won't and take the high road😉

I did check it out and confirmed that I was right, changing the last value to 10 on the agro rand property had a wide range of speeds of 25 @%$#ed off Arlenes chasing after me.

But does it really matter that shambling speed doesn't have variation? 

 
Any word on A21 having a fix implemented for clearing missions where we can't locate the last zombie? (Even the killall command doesn't work...) I've had this happen more and more often lately in tier 5 POI's.   

 
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