PC Alpha 21 Dev Diary

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Stuff will start to show up in the trader's inventory when you reach a certain gamestage.
Actually, it is not Gamestage but depends on the Traderstage. This is a separate value that is based on your level, the quest level at this trader and the Daring Adventurer level. 

WaywardEko made a video that explains it more in detail: https://www.youtube.com/watch?v=xLvOtD7Uv14

There is a pinned comment below the video that corrected for an error in the calculations.

 
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Actually, it is not Gamestage but depends on the Traderstage. This is a separate value that is based on your level, the quest level at this trader and the Daring Adventurer level. 

WaywardEko made a video that explains it more in detail: https://www.youtube.com/watch?v=xLvOtD7Uv14

There is a pinned comment below the video that corrected for an error in the calculations.
Whatever is the way is calculated isn't in line with the progression of crafting/magazine system.

So or crafting/magazine system is too slow, or trader/loot/quests system is too quick.

This if for Developers Crafting is still a main system for weapons and tools progression.

After all how a system is balanced depend all on how much is important in the game for developers.

Developers should clarify this situation.

There is balance problem or crafting isn't meant to be a way to keep weapons and tools upgraded, not even in the starting stage of the game?

 
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Now is intentional because developers want to people stop using crafting for weapons/tools or is an error of balancing?
They overhauled the crafting system based on player feedback for those that enjoy that part of the game.  That implies that they want people to craft if they so choose.

Balancing is always going to be a challenge as players who always want crafting levels to be higher than looted /trader items will be in conflict of those that wants to find it in loot.

You also pointed out that you have no weapon perks, which will slow progression even further.  I have perks in archery, knives, and pistols, and I been finding those weapons, parts, and magazines more in loot than the other weapons.  That is how the game knows how you are playing and increasing the odds of you finding those types of items geared towards your playstyle.

you also don’t have to use weapons and equipment you find in loot or traders.  Nothing is preventing you from only using gear you craft yourself.  I do that all the time and it makes the game play exciting.

 
And from weapons class i don't have any perks.
Then I guess this is the main thing why your crafting may not at all keep up with trader supplies.

Now with the new magazine system, you will find more magazines according to which perk you invested in.

So now you basically don't "adapt/act according" to the new progression system, so you can't really complain that it is not balanced 🤔

Perk into guns and knifes, and you will progress faster into better weapons because you find more magazines.

Independent from this, balance will be subject to further changes for quite a long while.

In fact we're out of an experimental alpha for only a few days, where a new progression system was first introduced.

Of course it isn't already perfectly fitting.

It is still an alpha, which really does say "not at all finished/polished" by itself, even when none of the devs would have mentioned it now.

 
Methinks stable should have been pushed back a week to resolve the issues going on. There the crazy world issues where you can be moving along and bounce into something invisible then rocket into the air.

The weird drone issues where they just disappear.

Then last but not least the vehicles being all messed up from either too slow or going from too slow all the way through light-speed into plaid is you are using a charger.

Vehicle damage is all over the place making little sense, a 1km a hour brush with a tree can destroy half your car but a full on run in with a iron node and do very little.

 
Methinks stable should have been pushed back a week to resolve the issues going on. There the crazy world issues where you can be moving along and bounce into something invisible then rocket into the air.

The weird drone issues where they just disappear.

Then last but not least the vehicles being all messed up from either too slow or going from too slow all the way through light-speed into plaid is you are using a charger.

Vehicle damage is all over the place making little sense, a 1km a hour brush with a tree can destroy half your car but a full on run in with a iron node and do very little.
+ doors getting locked by themselves

+ trees with 0 hp standing still

+ Spanish sentences in French translation

+ No warning when you are getting too far away from quest

+ many more...

But i'll not complain that much about this release since it's one of the cleanest Alpha imo for now

 
+ doors getting locked by themselves

+ trees with 0 hp standing still

+ Spanish sentences in French translation

+ No warning when you are getting too far away from quest

+ many more...

But i'll not complain that much about this release since it's one of the cleanest Alpha imo for now
Sometimes when I kill zombies, they simply disappear (no death animation).

I don't know if it's related to the bug, but I'm using a bone knife. New game started on stable.

 
Then I guess this is the main thing why your crafting may not at all keep up with trader supplies.

Now with the new magazine system, you will find more magazines according to which perk you invested in.

So now you basically don't "adapt/act according" to the new progression system, so you can't really complain that it is not balanced 🤔

Perk into guns and knifes, and you will progress faster into better weapons because you find more magazines.

Independent from this, balance will be subject to further changes for quite a long while.

In fact we're out of an experimental alpha for only a few days, where a new progression system was first introduced.

Of course it isn't already perfectly fitting.

It is still an alpha, which really does say "not at all finished/polished" by itself, even when none of the devs would have mentioned it now.


They overhauled the crafting system based on player feedback for those that enjoy that part of the game.  That implies that they want people to craft if they so choose.

Balancing is always going to be a challenge as players who always want crafting levels to be higher than looted /trader items will be in conflict of those that wants to find it in loot.

You also pointed out that you have no weapon perks, which will slow progression even further.  I have perks in archery, knives, and pistols, and I been finding those weapons, parts, and magazines more in loot than the other weapons.  That is how the game knows how you are playing and increasing the odds of you finding those types of items geared towards your playstyle.

you also don’t have to use weapons and equipment you find in loot or traders.  Nothing is preventing you from only using gear you craft yourself.  I do that all the time and it makes the game play exciting.


You should read better.

I was saying i not have perks for the weapons i was finding in loot/traders/quests.

I was getting shoting and various rifles quality 3-5.

But instead i have perks for knife and pistol, at rank 3 or 4.

Basically loot/traders/quests was giving to me stronger weapons from types i don't even have perks.

With too much consistence to be luck, considered was over 50 days.

There is simple a problem of balance between crafting and loot/traders/quests.

Developer already answered so i will wait and see how they want to resolve this unbalanced situation.

 
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You should read better.
yeah and you should write better.

Maybe we should call it all just a big misunderstanding after all 😀

Sometimes when I kill zombies, they simply disappear (no death animation).
To me it happens very often that I literally punch zombies half into the ground with my club when they die.

Maybe same thing to you, but they completely fall through the ground?

Have you checked by digging a bit? 😆

 
Random thought I had, it would be neat if there was a speedometer somewhere when on a vehicle. Would be easier to compare vehicle speeds relative to each other and how fast you are going using turbo vs no turbo.

Been trying to use minibike without turbo to save on gas and have been wondering just how much faster is it really compared to holding shift on a bicycle.

 
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Random thought I had, it would be neat if there was a speedometer somewhere when on a vehicle. Would be easier to compare vehicle speeds relative to each other and how fast you are going using turbo vs no turbo.

Been trying to use minibike without turbo to save on gas and have been wondering just how much faster is it really compared to holding shift on a bicycle.
ESgtoli.png


This is from 7 Days To Die Wiki. I'm not sure, but it seems that turbo doesn't have an impact on fuel usage based on this wiki.

 


This is from 7 Days To Die Wiki. I'm not sure, but it seems that turbo doesn't have an impact on fuel usage based on this wiki.
Thanks! Not sure how up to date that one is though, since some vehicle speed changes were done only just recently, and it doesn't mention what the speeds can be with the supercharger mod. (I might go poking around the xmls if I can make heads or tails of the data)

 
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yeah and you should write better.

Maybe we should call it all just a big misunderstanding after all 😀

To me it happens very often that I literally punch zombies half into the ground with my club when they die.

Maybe same thing to you, but they completely fall through the ground?

Have you checked by digging a bit? 😆


I doubt.

because this is what i writed

"And from weapons class i don't have any perks.

I playing knife pistol only and i have found multiple first/second tier quality 3-5 rifle and shotgun.

In loot i found only 2 pistol and one knife and from trader only the magnum."

This is what your readed

"And from weapons class i don't have any perks."

When the real problem is the quality difference between crafted weapons/tools and what you find in loot/trader/quests.

Yeah better close it now.

After all developers already acknowledge the balance problem situation and will resolve it in future.

 
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+ doors getting locked by themselves

+ trees with 0 hp standing still

+ Spanish sentences in French translation

+ No warning when you are getting too far away from quest

+ many more...

But i'll not complain that much about this release since it's one of the cleanest Alpha imo for now


You don't see the red border when you approach the "you're leaving the quest area" distance?

 
Regarding the biome/POI threat  meter on GUI:

 This is a good tool tip, but be nice to turn this off as an advanced setting option. 

 In addition, seems that this biome/POI danger tool tip is not needed to be constantly displayed. Rather once moved  into  a new biome/poi the biome meter should appear for about 60 seconds than disappear. 

 
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