PC A20 Developer Diary Discussions

I like some aspects of A20 but I feel dumbing down the gear system from 10+ slots to 4 is kinda taking it too far, it just seems like its going to cause more inventory clutter. Currently in 7dtd you can make a optimal clothes setting that generally gives you moderate protection in any temp, but to do this in A20 I have the feeling your going to need to carry extra sets of gear. I don't understand why you couldn't have added the outfits and kept the old system. a bigger inventory though can help with this problem somewhat. Would have been perfect that way. The linear loot I hope gets tweaked as it takes far to long to go from the stone to iron age imo. Love the new quest system, its going to be nice not getting locked into only having t5 quests to do that are never worth doing due to the time they take.

I do have a suggestion about the skill system though, get rid of the 5 stats, and make 3 pools, Weaponry, Defenses, and Survival. All weapons go into weapontry, all defensive things like armor etc in defenses, and perks like miner 69'er, motherload, physician etc go into survival. I personally hate the fact that weapons are locked to diff stats, really pigeonholes me into what I can use effectivly. My suggestion here would fix that problem, you still need to invest in weaponry and then the weapons perk itself, but at least now its all under 1 stat instead of 5. You could even implement crosspool skills, for example Parkour could be classified both as Defense and Survival, so have the active level of the perk be for whichever of the 2 pools has the higher level of it. Just to give players options. The current stat system works decently for multiplayer, but it sucks horribly for a single player game as its too limiting and you do not have party members to pick up the slack.

Here's hoping we get rid of that obnoxious critical wound system.  I don't know what was wrong with wellness system  2.0 or even 1.0.  2.0 Punished you for not taking care of yourself. 1.0 punished you for dying or being an idiot and throwing your corpse at a POI.  The critical wound system seems to punish you for just playing the game which is really annoying considering the gamestage bound loot drops that were added in with the wound system....And the vultures


If your sitting there tanking hits from zombies your playing the game wrong, your not meant to sit and tank them, your meant to dodge, and avoid being hit. Armor is just there for if you screw up (and you will eventually) to lower the impact of that screw up. Look at any zombie movie etc, no one lets themselves get hit by zombies on purpose unless they are planning to suicide, as thats what the result will end up being as all it takes is a single bite to infect you and then your dead anyway even if you somehow get away. Getting hit by zombies is supposed to be punishing as your not supposed to let them hit you in the first place. The crit wound system just reinforces this part of it by making it more punishing. It also allows zombies to always be a threat cuz even if you have 80-90% dmg reduction, all the wounds are going to add up and eventually lower your health to the point they CAN kill you, which I am guessing is the goal behind the entire system.

If I had to complain about something it would be the stealth system, not only can zombies pick up footsteps WAY to acutely, there is also the poi design where they seem to sit most sleepers behind a block so you cannot get a clear shot at them, and since they hear footsteps so easly even with maxed stealth perks, you can't get a angle to hit them usually. IMO with maxxed stealth perk your footsteps should be pretty much silent unless your in full unmodded heavy armor.

 
If your sitting there tanking hits from zombies your playing the game wrong, your not meant to sit and tank them, your meant to dodge, and avoid being hit. Armor is just there for if you screw up (and you will eventually) to lower the impact of that screw up. Look at any zombie movie etc, no one lets themselves get hit by zombies on purpose unless they are planning to suicide, as thats what the result will end up being as all it takes is a single bite to infect you and then your dead anyway even if you somehow get away. Getting hit by zombies is supposed to be punishing as your not supposed to let them hit you in the first place. The crit wound system just reinforces this part of it by making it more punishing. It also allows zombies to always be a threat cuz even if you have 80-90% dmg reduction, all the wounds are going to add up and eventually lower your health to the point they CAN kill you, which I am guessing is the goal behind the entire system.

If I had to complain about something it would be the stealth system, not only can zombies pick up footsteps WAY to acutely, there is also the poi design where they seem to sit most sleepers behind a block so you cannot get a clear shot at them, and since they hear footsteps so easly even with maxed stealth perks, you can't get a angle to hit them usually. IMO with maxxed stealth perk your footsteps should be pretty much silent unless your in full unmodded heavy armor.


My only small complaint about this however is this new system has made the knuckle build entirely less effective. In Alpha 18 if you were using the knuckles, you were meant to get hit. You had to take the punches while dealing out some of your own. In Alpha 19, this is not recommended at all. I've tried the fists in Alpha 19 for a short while and I just cannot get into them like I used to.

 
Have Day count Zombie variations ever been considered? Like I don't mean gamestage since it can vary because of difficulty but like actual days passing in game making the zombies mutate due to just the passage of time? Like once we get past day 49 and onto day 50 we see new Zombie types or old ones with new abilities. 

 
Have Day count Zombie variations ever been considered? Like I don't mean gamestage since it can vary because of difficulty but like actual days passing in game making the zombies mutate due to just the passage of time? Like once we get past day 49 and onto day 50 we see new Zombie types or old ones with new abilities. 


That's actually how it used to work, IIRC, before gamestage was a thing. I think they ditched it because gamestage gives them (and players) a lot more consistent control over pacing, especially in multiplayer servers. 

 
Games'n'Grumble said:
Well, I need to ask, I have been tormented by this question for several days, I hope I am not alone :) Dear developers, please explain:
1. The image below the number 1 shows the concept of a primitive rifle, which, apparently, shoots 7.62 rounds. What will such a rifle be made of? After all, it looks too good for the primitive stage.
2. I understand that this is just a concept, but still it is a rifle with a lever mechanism, which implies faster reloading of rounds. If so, this weapon looks more profitable than a hunting rifle. How will these rifles be balanced?
3. The image below the number 2 shows, as it says on Twitter, a primitive shotgun. OK, but why is the hole in the barrel so small? As if for 9mm rounds or .44?
4. Under the number 3 is a picture of a weapon that was not presented to us. What's it? It looks "more shotgun" than under the number 2. Maybe there was just some mistake? :)
Thank you for your work, I can't wait for the A20.

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All 3 is the new Blundershotrifle gun. It's tier 5.

 
You forgot about the knucklespearclubsledgebatonknives. ;)

If you're wondering, it's five spears per fist jammed into the knuckles, clubs and sledges welded onto the tips of the spears, batons attached to those with duct tape, and knives protruding from all those batons, held on by chewing gum and bailing wire.

 
MechanicalLens said:
Speaking of which, just for consistency's sake, is there a reason why the steel club and steel spear don't have schematics? Seems like a waste of a book slot to me. On top of that, I think I've brought this up before, there's no reason to lock the M60 schematic behind a high gamestage if the book to craft the item can be found on day 1.


That is absolutely true. I was also weirded out that they made those books instead of the schematic and therefore the friggin' book is a complete waste as they don't really do anything else.

There are clothing protection books that are a bit useless, but those two are just annoying (they could do something useless, but not useless to the point of repeating a perk crafting recipe, that's what  plain schematics are for).

@madmole , I would also like to hear your take on this matter, as it directly concerns your department.

 
Khalagar said:
It seems like Legendary gear is being pushed towards 7 Days 2 Die instead of an update for this game right? I'm fine with it either way,  super excited for the second game, just curious if there's even any intent / point in putting it in this one
Duh? Where'd you get that?  :tinfoil3:

 
Khalagar said:
It seems like Legendary gear is being pushed towards 7 Days 2 Die instead of an update for this game right? I'm fine with it either way,  super excited for the second game, just curious if there's even any intent / point in putting it in this one
who said that?

 
Khalagar said:
It seems like Legendary gear is being pushed towards 7 Days 2 Die instead of an update for this game right? I'm fine with it either way,  super excited for the second game, just curious if there's even any intent / point in putting it in this one


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I hope that A20 RWG will contain great flexibility with how the player can choose to customize their individual 7 Days To Die experience. If the universe was my oyster and I could magically usher any features into existence, they would be in the following down below. (I am aware that TFP are not miracle workers. ;)  Still, I'll be most curious which of the following will make the cut.)

1. Town generation sliders. The first option grants the player to select the quantity of towns that will be contained within their world, with the maximum number increasing depending on the world size. (Ex. 16 for 6k maps, 24 for 8k maps, and 30 for 10k maps.) The player could select through a slider how many or how few towns they so desire. The second slider would allow the player to manipulate the average town sizes on their world, if not allowing them to outright punch in the numbers of each town size they want generated. (i.e. 5 of the largest size, 4 of the size down, etc.) A town density slider would also be a nice feature.

2. Trader generation slider. Probably the least impactful and most impractical tool admittedly, but it would be a nice bonus if we could control the total number of traders per seed. The default basic options could be 1, 5, and 10. I don't see 0 being added as a feature in any realistic situation.

3. Height map slider. The ability to select the ratio of hills, mountains, and flat plains in the world, as well as the quantity of lakes, rivers, and cracks, if not removing them entirely. My main criticism with A18 and A19 terrain generation is flat building spaces are virtually non-existent outside of the town limits.

4. Biome generation slider. Hopefully we'll be able to dial up or down the size limits of the 4 biomes to our liking. Having worlds containing a singular biome would be fantastic.

5. Map border selection tool. Options could be water, mountains, etc.

And of course, slightly off topic, but a gamestage slider would be the icing on the cake. ;)

 
Here's hoping we get rid of that obnoxious critical wound system.
TFP talked about changes to the critical wound system, but they were more in line to tweaks on the current system and not a new system or going back to the old one.  Unless somethig drastic happens that would cause the current system to go away, we will be seeing a variant of the current system at gold.  I honestly love the new system as it forces you to decide if you want to take counters for all the possible critical injuries and give up inventory space or save the space for loot and risk it.

I might be in the minority but I love the new vultures.  Before they were just an annoyance that you dealt with as an afterthought.  Now they have to factor into your base defenses and how you go out in the world.  Nothing like have 4 of them circling overhead as you are digging up a buried quest and always thinking that you better not take a hit when the zombies spawn in after you find the buried supplies; otherwise you will have 4 angry birds attacking you while you are taking out some zombies with melee....They have a special affinity for Capp00, but they will go after others. 😉

 
You know what would be really cool, regarding bandits.. maybe some bandit outposts.. some new pois that are guarded by bandits, like a small comunity of outlaw survivors.

 
My only small complaint about this however is this new system has made the knuckle build entirely less effective. In Alpha 18 if you were using the knuckles, you were meant to get hit. You had to take the punches while dealing out some of your own. In Alpha 19, this is not recommended at all. I've tried the fists in Alpha 19 for a short while and I just cannot get into them like I used to.
I have yet to do an endurance build with punching being the main melee attack.  I think after I get done playing with my current agility / knife playthrough, I will try that next just to see how it is.

 
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