PC A20 Developer Diary Discussions

Speaking of bleed damage, wasn't that supposed to be getting a major buff / rework in A20? I recall Mad Mole talking about wanting to make status effects more important for players and I think also mentioned it applying to the machete line to make them more appealing. ATM from all the tests I've run, machete is one of the worst weapons in the game just because it can't really compete with a club or sledge in any real situation. Even for hit and run you can just use a fire mod on a better weapon and bonk them

 
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Speaking of bleed damage, wasn't that supposed to be getting a major buff / rework in A20? I recall Mad Mole talking about wanting to make status effects more important for players and I think also mentioned it applying to the machete line to make them more appealing. ATM from all the tests I've run, machete is one of the worst weapons in the game just because it can't really compete with a club or sledge in any real situation. Even for hit and run you can just use a fire mod on a better weapon and bonk them
I remember talk about status effects too, but not about bleed. It was so zombies all have specific effects, not give effects all over the map.

When comparing to club/sledge ALL other melee weapons look bad. This may even be intentional to make strength the novice perk tree in release version. If not the only sensible way out is to nerf club/sledge

 
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VooDoo said:
i remember reading or maybe one of the videos..  that the traders will only have one category per trader..

like jen will just have the items to first aid..

joel will have weapons
Not exclusively. Jen will be specialized on meds but will also have (less) stuff from other categories.

 
Speaking of bleed damage, wasn't that supposed to be getting a major buff / rework in A20? I recall Mad Mole talking about wanting to make status effects more important for players and I think also mentioned it applying to the machete line to make them more appealing. ATM from all the tests I've run, machete is one of the worst weapons in the game just because it can't really compete with a club or sledge in any real situation. Even for hit and run you can just use a fire mod on a better weapon and bonk them
I found specializing in knives and the machete with the right mods works fine.  You just can’t fight the same way you would with the club and sledge.

 
I remember talk about status effects too, but not about bleed. It was so zombies all have specific effects, not give effects all over the map.

When comparing to club/sledge ALL other melee weapons look bad. This may even be intentional to make strength the novice perk tree in release version. If not the only sensible way out is to nerf club/sledge


Yeah, although playing on insane/nightmare/64zeds/horde every night, the knife really shines. 

In the harder modes,  you are more likely to actually let the bleed damage take effect to take advantage of the damage.  Plus the bone knife stamina is really cheap and there is a slow effect on bleed. 

Although, later on, the sledge might really good in the harder modes as well.  I have been meaning to test it, heh. 

 
Xtracker said:
So basic what i learned of 26 pages is that character overhaul won't be in A20 but why.. is so much to re-code ? or something is not on top priority ?

@faatal or @madmole can you say something why it is canceled for now i will appreciate every info.


Its because the team is overloaded with things to do and they need more Fatals to get it all done in time. It takes quite a lot more than people realize to make a game. Its very stressful.

 
In the harder modes,  you are more likely to actually let the bleed damage take effect to take advantage of the damage.  Plus the bone knife stamina is really cheap and there is a slow effect on bleed. 


I actually did my tests on the second hardest difficulty with zombies that sprinted, and that was where the knife did the worst of all lol

You basically have to rely on stun above all else when you are being chased by 2-3 irradiated ferals that are sprinting, and the DoT bleed seems. . . quite low. I'm not even sure how much damage it does as it takes so long to actually kill them it was hard to really notice. The Club is second best to Junk Sledges on the higher difficulty just because of knock back / stun + the club doing so much more damage to stunned targets and re-knocking them down etc

Machete is fun but from my testing it basically always came in second to last in basically every type of test, beating only the Spear which performed drastically worse than I expected. Even for hit and run, just putting a barbed wire mod on a club and bonking and kiting them just kind of outclasses the machete in it's own role lol

 
I actually did my tests on the second hardest difficulty with zombies that sprinted, and that was where the knife did the worst of all lol

You basically have to rely on stun above all else when you are being chased by 2-3 irradiated ferals that are sprinting, and the DoT bleed seems. . . quite low. I'm not even sure how much damage it does as it takes so long to actually kill them it was hard to really notice. The Club is second best to Junk Sledges on the higher difficulty just because of knock back / stun + the club doing so much more damage to stunned targets and re-knocking them down etc

Machete is fun but from my testing it basically always came in second to last in basically every type of test, beating only the Spear which performed drastically worse than I expected. Even for hit and run, just putting a barbed wire mod on a club and bonking and kiting them just kind of outclasses the machete in it's own role lol


I am sure, but that is not how I use the knife.  I think a T6 bone shiv power attack to the head, on insane mode, will kill most of the weaker zombies, after the bleed damage is figured.  2 power attacks + bleed is enough to kill some of the others... probably not the fat ones.  It has been a while since I tested it. 

I play on insane/always nightmare run speed/64 zombies/horde every night and perma death. 

So early on, I can conserve stamina, and just drop zombies with a few power attacks, since the stamina cost of the bone shiv is low. 

When the horde shows up every night, I stab them a bunch of my bone shiv, then repair my base as they bleed to death. 

I have thought about trying the sledge later on though, since it might still 1 shot them and knock the rest down, giving me more time to repair and them less time to damage my base. 

I always 1 point the knife at the start though, for that day 1 dps for almost no stamina.  If they want to buff it though, I will certainly not complain heh. 

 
roughgalaxy said:
Is there a planned change to Traders? Right now we can't collect any of their crops since it's not E to collect anymore and they have trader immunity. Is TFP planning on removing the crops or otherwise making them available to players or are we doomed to be teased with coffee every time we go to visit Trader Joel?


I like your use of the word "doomed" 😁

 
roughgalaxy said:
are we doomed to be teased with coffee every time we go to visit Trader Joel?


Trader Jen teases us with a lot more than coffee every time we visit her and I doubt there will be an action assigned to E in order to tap that.

Unless, of course, 7 Days to Die has some kind of "Hot Coffee" going on....

 
roughgalaxy said:
Is there a planned change to Traders? Right now we can't collect any of their crops since it's not E to collect anymore and they have trader immunity. Is TFP planning on removing the crops or otherwise making them available to players or are we doomed to be teased with coffee every time we go to visit Trader Joel?
Here's what I know:

I asked sometime ago about when would making traders mortal/destroyable/pickable be a thing. Traders being cheesy because of their invulnerability , various Tower defense cheese strategies and general exploits and nuisances like those you mention  and some others (you can build a tall tower right next to the invulnerable area and fill the trader with inmmortal rubble/debris  by collapsing said tower, no kidding) are just the tip of the iceberg. 

 @Gazz (dev) said that it was not a priority (I guess compared to other more important things at the moment like human npcs and quests).  The issue of it being destroyable is quite a can of worms because of the following:

1. Trader needs to respawn when dead with faction relation damage for the specific player/s that killed him or contributed to his death, plus the respawn needs  to be another generic trader (requires NPCS, Character Creator tool and faction relation code).

2.Trader needs to maintain the current quest status of each player (maybe except the one who killed him, which will be obviously failed) . This Needs programming.

3.Trader Outpost has to be made with locked doors, safeplaces and enemy behaviour that either ignore it or be repelled when the"safehaven fee" is paid by the player. Needs optimization to allow a very limited amount of npcs guarding the outpost.

4. Those locked doors are in addition with a steal mechanic for npcs, preventing player from cheesing  farming seeds and loot like it were Christmas. Needs programming.

5. All of the above need to be voice acted or written with a minimum reaction mechanic with speech for thieving, and without bugs. Needs dev time and programming.

So it is a main feature mechanic that in order to make it just OK and balanced needs quite a bit of work.

So @faatal , we are counting on you ! that's just a couple of hours of your time, you can easily do it when you finish the pathing AI for the Mars lander, O-o

 
I dunno what the streamer plans for A20 are, but you guys should consider reaching out and try to get the Hololive girls to play 7 Days again. The JP ones played it in the past, and I bet the EN ones would be open to playing. If you snagged EN, it would likely be nuts even if they only played it once. Gawr Gura alone gets 25K-70K+ live views on literally anything she streams, she had like 30K+ people listening to the audio of her making a cake in the background lol

Even if only the JP ones played again, they pull quite big numbers themselves even among international fans and you guys apparently gave them permission in the past to stream it. Coco was just streaming it like a month ago apparently

 
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Since the introduction of the new loot progress "stone tools bad quality to good quality, then iron tools bad to good, then steel...-") I have experienced that I always keep my fully modded stone axe (you rather quickly get a purple one, so 4 modslots) until i get an at least mid quality steel axe, and totally skip iron ones.

The iron pickaxe does just a little more damage, but drains a lot more stamina, and at first you get bad ones with less mod slots (intended, i know)

So after all it seems even slower...at least there is no "yeah finally" moment when you find them, but "meh...instant scrap".

And it's not only axes. Almost every weapon/tool you find of the higher tier is of bad quality, and due to the lesser modding slots its useless compared to the ones I have.

Tools is more the problem because of stamina drain, as already said, but same i feel for weapons.

I know the new system has advantages, but I really miss the former moments of for example: "YES finally the first pickaxe"

Now you know when you will start to find them, and that they will be definitely garbage at first.

Does anybody else feel the same?

Is that on the "still tweaked" list?

Could be adjusted by:

-making mods more efficient in higher tier stuff. For example an "iron breaker" mod in a stone axe gives 15% more damage to iron, while in a steel axe it gives 50% more.

-lower/adjust stamina drain for higher tier tools, so that its significantly faster to use them overall, even when you have to take some pauses to regain stamina.

-stamina drain not only connected to perks like "TRex" but to strength/endurance in general (well that is more or less already the case (1 Point more per character level)

 
Since the introduction of the new loot progress "stone tools bad quality to good quality, then iron tools bad to good, then steel...-") I have experienced that I always keep my fully modded stone axe (you rather quickly get a purple one, so 4 modslots) until i get an at least mid quality steel axe, and totally skip iron ones.

The iron pickaxe does just a little more damage, but drains a lot more stamina, and at first you get bad ones with less mod slots (intended, i know)

So after all it seems even slower...at least there is no "yeah finally" moment when you find them, but "meh...instant scrap".

And it's not only axes. Almost every weapon/tool you find of the higher tier is of bad quality, and due to the lesser modding slots its useless compared to the ones I have.

Tools is more the problem because of stamina drain, as already said, but same i feel for weapons.

I know the new system has advantages, but I really miss the former moments of for example: "YES finally the first pickaxe"

Now you know when you will start to find them, and that they will be definitely garbage at first.

Does anybody else feel the same?

Is that on the "still tweaked" list?

Could be adjusted by:

-making mods more efficient in higher tier stuff. For example an "iron breaker" mod in a stone axe gives 15% more damage to iron, while in a steel axe it gives 50% more.

-lower/adjust stamina drain for higher tier tools, so that its significantly faster to use them overall, even when you have to take some pauses to regain stamina.

-stamina drain not only connected to perks like "TRex" but to strength/endurance in general (well that is more or less already the case (1 Point more per character level)


My advice for iron tools is to get Sex Rex to 3/5, install Ergonomic grips onto them, and drink coffee or blackstrap coffee.

The iron shovel though is mostly worthless. A level 6 stone shovel is about as fast as an equivalently tiered iron shovel, uses significantly less stamina, and only takes stones to repair.

 
Hello.When will it be possible to disable the Stone Age?

In this form, it has no logic.
The player comes to the weapons store and finds wooden bows and blunderbusses, after a month of playing the player comes to the same store and loots automatic shotguns and machine guns.

To make it look realistic, the player should not be able to get into high-level buildings until a certain stage of the game.

Or make these buildings only in large cities, which the player will not initially have access to.

You have to play with an experience rate of 300%, which would be faster to skip the Stone Age.
But there is a big plus, to the 50 day (as I noticed most survive no more than 30-50 game days) I have time to enjoy all the content,including the best weapons, armor, and as much as possible to develop the base.

 
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