PC Alpha 21 Dev Diary

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As I understand it, these are always ferals zombies. It is random whether zombies spawn or not but I don't know how high the chance is. However, you can prevent this from happening by opening the police car with lock picks.
 
Thank you for the info, looks like using lockpicks is the only way to go early game then. Maybe a slight bump lockpicks found naturally would be nice because in 4 days I found 2 lockpicks total because I typically don't use intellect. Not a fan of that change at all.

 
Well, I'll be dang!

One of my hypothetical 7D2D part2 ideas was made into "Walking Dead: Dead City. TV series!

Including Ziplines!

The player was to start out on the Jersy side of the Lincoln tunnel, but the TV show skipped all that and they just rode a boat over.

My version also had the "Emperor" of NYC lived in the upper floors of the Empire state building and freedom fighters were based in the Statue of liberty Island.

The higher you lived from the zombies at ground level the more important you were.

We'll see how those turn out.  But so far, I must say its looking pretty good!

Nobody gave me any money.  God bless America! 

 
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It should put them there, if you use F9 for screenshots. You get the Steam popup, so I think you're using F12 (Steam screenshot) instead? I only get the popup with F12, and those are located in \\Program Files x(86)\Steam\userdata\[steamID?]\760\remote\251570\screenshots (depending on the game, 7DTD's is 251570). If you have steam installed somewhere than the default folder then itll be in that folder instead of Program Files. Unless you are using F9 and I just have the notification turned off, then it should be in your appdata folder!

My question to stay on topic is, where are all the new models and textures located? I hate asking because I feel selfish since they seem to be well-hidden, but I kinda need them for my modlet and I cannot find them anywhere. I want to (faithfully) recreate them, but the vending machines aren't where they used to be. Totally understand if you don't want me doing that again, I can do my best with the screenshots I take in game, but it would seriously help the process along lol 😔
That was the problem.  Thanks. :)

 
Water early game is a struggle if you're not close to a river or lake so I think we should put water back in the toilets. Not for harvesting like we used to but when you're ready to die of thirst you should be able to bob for turds in the toilet. If it's die or drink @%$#-water would I might just want to die, but it is a survival game.

 
Again, people should not have to mod the game in order to make it playable, especially not new players who are going to fumble around, give it a couple tries and then decide that they wasted their money. There should be a baseline where it just works the first time you try it no matter how bad you are at the game. 
The game is perfectly playable.  Just because you don't like certain features doesn't mean others won't.  This is true in any game and you could knock this back to Alpha whatever that you prefer and you'll have the exact same situation.  Some will like it and some won't and you'll have "new players who are going to fumble around, give it a couple tries and then decide that they wasted their money."  It doesn't mean the game isn't playable.  There are many people playing it right now and enjoying their game.

Water early game is a struggle if you're not close to a river or lake so I think we should put water back in the toilets. Not for harvesting like we used to but when you're ready to die of thirst you should be able to bob for turds in the toilet. If it's die or drink @%$#-water would I might just want to die, but it is a survival game.
Murky water is still in toilets.  It is just a reduced chance instead of 100%.  I don't know the exact chance but I do seem to find it more than half the time.

 
Water early game is a struggle if you're not close to a river or lake so I think we should put water back in the toilets. Not for harvesting like we used to but when you're ready to die of thirst you should be able to bob for turds in the toilet. If it's die or drink @%$#-water would I might just want to die, but it is a survival game.
Do you have a trader nearby? Just do a single quest and you have enough money to buy some drinks/food from the vending machine.

 
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It often feels like experimental is the goodie for the veterans and then the multiple stable versions are tuned again to novice players as they enter the "tuning arena"
Well, this release was definitely geared towards veterans from the onset being that the stated intention was to make survival more challenging and slow down progression, but as far as I can tell so far, it doesn't really do that, or it stops it completely depending on the whims of RNG, spawn location, and how far the player deviates from the one game loop to rule them all. I do not envy TFP trying to tune this to accommodate the breadth of the player base. 
 

I don't see any reason why a new (or old) player can't just play any attribute and be happy with it.
For the longest time stamina was the most immediate threat to survival and people clumped up around the Strength tree for Sex Rex and the points doubling only encouraged them to stay in that tree via the sunk cost fallacy. Now that it's been wrapped into every melee weapon perk the next concern is economic stability and there's really only one tree that gives any economic advantage at all. Lucky looter and Treasure hunter would be more of a temptation if it wasn't for the broadness of loot stages and rounding washing out any utility beyond placebo and the infrequency of treasure maps. Miner 69er and Motherload would be an alternate path if the sell price for bulk materials supported it well enough to overcome the gather rate being locked behind tool quality. So, as sure as water runs downhill, the majority of people are going to take the easiest path and right now that's Better barter, Daring adventurer.
 

What they probably will have a harder time with is how to get food and water early in the game.
I don't know if those are even issues given the increase in game animals, the increase of eggs, and the availability of food and water at the trader. Even without the dew collector you're going to loot enough murky water to get by. I think they have the balance just right for food and water because there are many ways to solve it and not just a single path. I might be biased in that I already RPed water and food scarcity by drinking murky water and eating suboptimal food then offsetting that with teas, vitamins and points into Iron gut, though. 

 

I agree somewhat with the workstation magazines but even workstations can be bought at the trader.
Which once again leans the player towards Better Barter and Daring adventurer. That's the only sure workaround. The veteran players know where they can find work stations and tool crates, but they can't control the scarcity or distance of those pois spawning in the wilderness or in Navezgane. Assuming that tier 1 quests are geared towards guiding the players to the essentials then those wilderness pois should also reflect that in the availability of tool crafting the same as they do workstations.

 
Hello everyone, guys. I'm new to this game. This game attracted me literally 2 weeks before the release of the experimental alpha version 21. I've tried and played a bunch of zombie games, they were all good in their own way, but this one is especially good. However, there are some details and mechanics that are missing. I've been playing for over 50 hours, and I've got a general impression. I would like to tell you the pros first and then the cons and ask questions to the community and developers, and I really hope to get an answer from you guys, it will be very important to me
So, what exactly did I like
1) Fully collapsible world (this is a huge fat plus) I've always dreamed of a similar minecraft game, only without dice.
2) Very pleasant atmosphere and environment (it is clear that they worked on the buildings and the general view with a soul) It was very pleasant to wander through the burning forest and see the wreckage of burned buildings, and in the cities you can feel the mood of the post-apocalypse
3) A large number of zombies. It is very pleasant to feel anxiety and fear in the game. You need to move constantly to survive, and smashing zombie heads is a pleasure.
4) The ability to build your castle with traps and 7 night hordes. One of the most brilliant ideas I've ever come across. Very interesting horde mechanics.
5) Nice graphics, but the player characters and vehicles don't look very good (but I think I read that their quality should be improved? Am I right?)
In principle, I have named the main advantages, but there are also disadvantages, and I hope that this will be corrected and supplemented? Please tell me who can
1) A very small number of weapons. I'm a big fan of guns, but very few firearms and hand-to-hand. At least add a couple types of assault rifles and a few types of knives or other weapons.
2) Zombies are constantly repeating themselves. A small number of zombie models. This point is a little annoying, I would like more types of zombies (zombie prisoners? zombie firefighters? Zombie commandos, ordinary zombies would still like to
3) There are not enough mechanics in the game. On 15-20 days you get bored. Out of all the variety, I found farming, treasure hunting (interesting mechanics) and the opportunity to build beautiful buildings. I'd like to be able to fish, and I've also heard that a CASINO location will be added in the future. Will there be an opportunity to play mini-games in the form of blackjack, spin slots on the machine, spin roulette? Using Duke's chips as currency or your belongings? I would really like this
4) There are not enough satellites in the game. A feeling of longing, loneliness, despondency, depression begins. The drone practically does not make sounds, it cannot be equipped with a combat weapon and it cannot be talked to. Just a car, but if he at least imitated feelings like in the fallout series of games) then it would be another matter) And so I wanted companions in the form of a raven, an eagle, a vulture, some kind of survivor that can be found in the wastelands
5) There is not enough life, activity, events in the game. But I heard that bandits will also appear in the future alpha? I hope that ordinary NPCs will be added to them in the form of simple survivors with whom it will be possible to talk about what is happening in the world, to trade, to take on a team. It would be very nice if some safe points appeared in the game, but where you can kill people there are some mini bars, landfills where ordinary survivors will sit
6) It would be very cool if a radio appeared in the game. When you pass by, for example, some beautiful retro song is playing or survivors are talking, merchants are talking about life and what is happening in the city and in the neighborhood. And so that the player can set up a radio for himself and while traveling around the world listen to music or radio broadcast
7) Display of weapons on the player's back, belt. Not a very important element, but it would be quite pleasant.

Well, that's basically it. SORRY IF THE TEXT IS TOO HUGE. IF NECESSARY, I WILL REDUCE IT BY 2 TIMES. I JUST LAID OUT COMPLETELY EVERYTHING THAT WOULD REALLY TRANSFORM AND BEAUTIFY THE GAME. Since the game has a huge potential (I watched online today and it reached ALMOST 70 THOUSAND, which in fact is a very good figure in my opinion.) I hope the game will develop and thrive. Thank you all for your attention. I apologize right away if I wrote the wrong way, it's just that there is the biggest activity here, if anything, please write to me, then I will transfer the text to another topic of discussion.

 
Putting points in BB and DA is a choice and not necessary.
Just like it wasn't necessary to put points into Sex rex and yet a substantial majority of players did just that? It was so common that they had to include it in every weapon perk to try and balance the other trees.
 

You claim players don't have agency but that's not true.
No, I claimed that players do not have agency in the type of pois and the distance to them in wilderness and Navezgane spawns. 

 

Why would they think they need everything the first week? 
They don't need to know that they need anything or that there is any other way to obtain those things when they can obviously just buy whatever they want from the trader. That is the very first thing that anyone learns after how to make a campfire. Every single time.

Part of the direction that this alpha was supposed to have addressed was encouraging people to craft over just getting better items by looting. With a tier 0 quality 6 tool/weapon being better than a tier 1 quality 2 and being locked behind both the item crafting and the workbench books most people are just going to opt to skip that all together and just buy what they need from the trader, and well, Better Barter is going to lower the price and Daring adventurer is going to bring in more dukes. This ain't rocket surgery.

 
I think this build warrants some extra inventory size, all these magazines really clog up your bags if you're playing friends that you need to save them for.

 
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