PC A20 Developer Diary Discussions

Yeee, or the college jacket will be part of one of the sets with the baseball cap and what not. 

Hopefully they will give us more information about some of the new sets.  It is one of the things I am most interested in. 
1st post says it's not gonna be shipped in A20, so probably no further detailled infos before A21 dev diary thread (we could try opening a new thread called so, maybe they fall for it 😅)

 
Enable people going towards rifle and pistol to have an early weapon. Also removes the weird blunderbuss (will always have a place in my heart though for the 3+ blunderbuss strat) from the game.

To me it's significant and interesting. Early days are the most stressing days outside of blood moons. We can agree to disagree.
This has been something i have wanted for a long time, specializing straight away is a huge boost to the game because the early game dictates a lot of stuff for the mid game (late game you just buy an elixir and respec). Sometimes i want to play a pistol game but all i find are rifles, and shotgun being the only spec with a t0 weapon made them more attractive than the other options.

Im assuming the pipe weapons will have crappy reloads which i unironically look forward too so i can play like a pirate with a belt fill of pipe weapons to draw fire them over and over.

 
Yeee, or the college jacket will be part of one of the sets with the baseball cap and what not. 

Hopefully they will give us more information about some of the new sets.  It is one of the things I am most interested in. 


Pretty sure TFP said at some point that the hat mods will be removed for various reasons including eliminating moments of confusion that take place in PVP. ("Is that player wearing a steel helmet or a cowboy hat?")

 
GoldsharkROU said:
Hello !, I turn around every so often, and I don't remember this topic was discussed, but since I don't read ALL the messages, I leave these two queries.
Today we cannot connect two sensors to a door, and we cannot use a sensor on one side to open, for example, a garage door and on the other to close it. This has a solution in A20?
Why can't we have an elevator? I'm not saying something modern like UL's, but something more basic? The Unity engine doesn't allow it or what? ever since FP "fixed" the fake hatch lift I wonder.

Thanks!
There are youtube videos out there explaining how to "invert" power by overloading generators. You can couple that with creative motion sensor use to accomplish what you're going for probably. I have never messed with it personally.

 
The chief mistake you made, meilodasreh, was assuming that post was for you rather than for the devs.


I actually moved your original post here because I thought it was just a general discussion starter. I moved it back and added an @madmole tag to it so that it would be more apparent-- but you should know that the devs respond better to sincere questions rather than long texts. So, best is to ask a question on one subject per post instead of three and be brief in your own feedback regarding the issue.

So, for example, your first issue could be its own post where you simply ask if the letterman jacket boost of 10% speed will be preserved in the new outfit model because that benefit really adds to melee combat. 

Then your next issue could be a separate post where you ask if there will be any more work on zombie animations-- in particular reaction animations to getting hit in melee attacks.

Finally, you could ask if there are more candies planned along with stating your opinion that the falling damage candy seems out of place with absolutely no connection to reality.

The devs like to answer questions. Feedback and opinion pieces they tend to read but not necessarily respond to other than to just say, "thanks for your opinion"

 
@Roland , I wanted to request this from you since it's really crutial and a huge improvement to the forums. Can we get a "cookie" to react to posts ? I get it that there's the "sympathy" bucket of flowers, but it generally looks like we are mourning someone instead of a deep feeling of acknowledgement. A cookie would be the intense yet funny one we are looking for in more than one situation. As with every other one, it should represent a certain specific feeling, and it does.

 
@Roland , I wanted to request this from you since it's really crutial and a huge improvement to the forums. Can we get a "cookie" to react to posts ? I get it that there's the "sympathy" bucket of flowers, but it generally looks like we are mourning someone instead of a deep feeling of acknowledgement. A cookie would be the intense yet funny one we are looking for in more than one situation. As with every other one, it should represent a certain specific feeling, and it does.
Wait, the turd is gone?  So nobody will ever beat my turd record?  Why is it gone?   :(

 
@Roland , I wanted to request this from you since it's really crutial and a huge improvement to the forums. Can we get a "cookie" to react to posts ? I get it that there's the "sympathy" bucket of flowers, but it generally looks like we are mourning someone instead of a deep feeling of acknowledgement. A cookie would be the intense yet funny one we are looking for in more than one situation. As with every other one, it should represent a certain specific feeling, and it does.
THIS IS LIFE OR DEATH FOR 7DTD!

IF WE DON'T GET COOKIE! WE ALL DIE! in 7 days

 
@Roland , I wanted to request this from you since it's really crutial and a huge improvement to the forums. Can we get a "cookie" to react to posts ? I get it that there's the "sympathy" bucket of flowers, but it generally looks like we are mourning someone instead of a deep feeling of acknowledgement. A cookie would be the intense yet funny one we are looking for in more than one situation. As with every other one, it should represent a certain specific feeling, and it does.
Sounds like a cookie-cutter speech to me...  :heh:  Jokes aside, I sent a PM with a similar request to Roland some time ago, but my reason was that flowers feel too "feminine" as a reaction, if you know what I mean... I'd rather have (e.g.) a fist/hand on heart icon or something.

But as Adam said... not life and death lol

 
Sounds like a cookie-cutter speech to me...  :heh:  Jokes aside, I sent a PM with a similar request to Roland some time ago, but my reason was that flowers feel too "feminine" as a reaction, if you know what I mean... I'd rather have (e.g.) a fist/hand on heart icon or something.

But as Adam said... not life and death lol


Rather than flowers, how about Arlene's skull crushed against the pavement? 😜

 
Wait, the turd is gone?  So nobody will ever beat my turd record?  Why is it gone?   :(
They took the turd out of the game, it just took a bit to remove it from the forums. Your turd record is now forged in forum history and should be engraved on something as it now appears to be immutable. ;)   I do with the turd would come back in game though.
 

On a related note about a cookie icon: maybe the forum reaction icons could all be switched to be using the same icons as in the game :)

 
Let's see who can find me a link to a good cookie image with transparent background and I'll change it to the best one.

Cookie Contest begins now.  :)
iu


I know, it's 128x128, a bit oversized... but I know you're "crafty", aren't you?  :biggrin1:

As an alternative we could give 'em some gingerbread instead...

iu


 
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Matt115 said:
good enough 😆 I have a question : the armor will sometimes respawning with color modes or wil be always "default" in next alpha?
Thematic armour/outfits will not be in a20, but a21. They got pushed back. 

Randomized colour modding is a preference that needs further programming. I really don't see the point because gameplay-wise makes it easy to find colour bottles, which sux as they are already quite abundant. Realistic-wise.... well.... let's just say that barring the fantasy theme, you wouldn't have a rainbow army of soldiers running around. Maybe an npc leader....  Cool idea for an actual mod though.

 
Thematic armour/outfits will not be in a20, but a21. They got pushed back. 

Randomized colour modding is a preference that needs further programming. I really don't see the point because gameplay-wise makes it easy to find colour bottles, which sux as they are already quite abundant. Realistic-wise.... well.... let's just say that barring the fantasy theme, you wouldn't have a rainbow army of soldiers running around. Maybe an npc leader....  Cool idea for an actual mod though.
i know the point but , red green or blue scrap helmet will be perfect sign of bandits group right? ofc pink miltary armor is stupid but woodland camo ,dessert , snow? realistic so much

 
Promethean Winchester said:
@madmole Honestly, I just want to be able to keep empty jars after boiling eggs. Not only that, but the College Jacket giving a +10% boost to running speed is my favorite jacket. Is that going to be removed? I play on Insane Nightmare, and a big part of the RNG responsible for whether I live or die is whether or not I find a sports jacket. Biker zombies on nightmare speed can, 30% of the time, be the end of your first week, you can barely even outrun them because they have nurse level speed and fat zombie power. Meleeing them isn't viable until you're really damn strong, because they typically hit you through the flinching animation; One of their flinching animations has them grab their face, and move forward toward you at an even greater speed than when they were sprinting. Combat against most zombies is manageable, I mean it's all about power attacking before the zombie reaches you, then sprinting toward them at the last second to connect it. Then, from there, you can power attack them again and knock 'em down during their flinch, making finishing them off an easy task. Especially if you got an archery sneak shot before the fight started. But two zombies do not allow this: Lumberjack, and Biker. They're insanely broken on Nightmare speed settings and somehow I feel like it's only their flinching animations which make it so.

Even that fat tank-top zombie does the face-grabbing animation where he speeds up and comes closer to you during the animation, it makes fights much more stressful, but that specific zombie is very slow and easy to hold off, you can typically turn around and sprint away in a split second if you see him grab his face. Any speed tier above that zombie though, and you see the problems unfolding. If a biker or lumberjack grabs their face, you're basically just going to get hit, no 2 ways about it. I always need a gun before fighting one of those zombies, if a wood frame in a doorway isn't an immediate option. The animations, perhaps, shouldn't be a "one size fits all zombie types" thing. Individual tailoring of animations based on the speed of the zombie type would be best, with Nightmare speed as the foundation of the tailoring, because whatever's balanced on Nightmare will be balanced on lower movement speed settings as well. The only inorganic aspect to melee combat, as far as I can see since alpha 19, is any situation where you strike a zombie in the face and it comes closer to you rather than flinching to be farther from you. That's the only confusing and immersion-breaking aspect to combat so far. Even if zombies don't "flinch" per se, no zombie is coming closer to us when we thwack their face with a sledgehammer or club or spear. Adjust maybe that one flinching animation, and those of us on Insane Nightmare won't need as many cheese tactics to get by. Mainly just that one flinch animation, where the zombie grabs his/her face and somehow speeds up to close the gap between you two. No impact to the face should see a zombie become more proximate to you, if anything it should always reliably have the opposite effect. 

Anyway I love the game, and although I didn't like the concept of magical candies at first, that was before I ate an Oh Shiz Drop and jumped off the top of the construction site POI to avoid certain death at the hands of a zombie horde sleeping up there. I see the appeal. It's wildly unrealistic, but it removes some stress from the game, and I value any game which allows the mitigation of stress through the preparedness of the player. Going up high? Bring an Oh Shiz to jump off. Harvesting lots of cobblestone and cement? Eat the rock busters. Got a killing corridor on horde night? Save up some skull crushers. The drugs idea, I totally get. They are drugs, they boost your character. One could easily associate Skull Crushers with PCP or Cocaine. But I just don't think there's a drug out there which could make me fall 300 feet and still be fine... Lol. Not complaining, not criticizing. I use it, I value it. But it does seem like a slightly wild departure from the rooted-in-realism approach you guys used to take with this game. Maybe just remove Oh Shiz Drops... I play permadeath, and it completely trivializes the threat some POI's pose. Compare the sleepers on the roof of a Shotgun Messiah Factory with, and without an Oh Shiz Drop. If you can just jump off to bail in a pinch, that's so unfair in favor of the player that it borders on a cheese tactic. It's the one drug-based candy that I just don't buy into. Anything else can be explained away: Atom Junkies makes you hyper focused, so you know exactly where to throw your explosive item for maximum effect. Let's call it a psychostimulant drug. Etc. But Oh Shiz is a really welcome and useful wild card, which I feel should be considered for removal by you guys. I love it, but it does trivialize a lot of the game's immersive stress in high places. Like that deadly construction site where you walk across the crane, that's what I'm talking about; I ran away from that horde by just jumping off. You can already fall down from there and survive with 2 HP and a broken leg, which is kinda unrealistic already, but surviving it with no harm done to the player at all is pretty stretchy. 
i too like them but feel the oh @%$#z drops could use a tiny bit of change:

I found out once, by accident in a18? That if you had a debuff that ragdolled you and the ragdoll effect lasted a few seconds and you fell off a building you could survive as if you had taken an oh @%$#z drop in a19.  At the time I felt that this was kinda a cheese tactic, but also kinda cool. I feel today an oh @%$#z drop should be similar ( you take it and instantly ragdoll) and when you hit the ground you should stay there for a bit... like 10 seconds as a punishment and to allow zeds chasing you to fall and recover. This would make the “real life drug effect” be like you knocked yourself out (maybe you did it because you were cornered and wanted to be unconscious when being eaten) so you ragdolled on the edge of a building but survived because you were not all tense on impact. I feel that you should suffer a broken leg or arm but not death/health loss. I also feel the “turd” item in the game could come back at only this point and be ejected onto the ground when you fall, but that’s just me.

 
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I bestow upon you all my submission for the "cookie contest". Transparent backgrounds for cookie images simply do not exist... -_-

If it's needed, here's a smaller version.

true


 
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