PC A20 Developer Diary Discussions

Maybe someone keep him somewhere and he wrote this post because he need help. anyone was studing cryptography? 🤪
 That would be me.

let's see... *analyzing*...

Yep, 

he just ordered 12tons of unstretched cocaine to be delivered in a 40ft container, concealed from DEA by housing it into banana crates and coffee beans roast grade 3,

shipment havana-amsterdam within the next two months.

...oh hi there NSA keyword search algorhythm 😬

 
 That would be me.

let's see... *analyzing*...

Yep, 

he just ordered 12tons of unstretched cocaine to be delivered in a 40ft container, concealed from DEA by housing it into banana crates and coffee beans roast grade 3,

shipment havana-amsterdam within the next two months.

...oh hi there NSA keyword search algorhythm 😬
good at least this sound have more sense that orginal messege 😂

 
Zeal said:
I have been watching Glock9's newest video on Lockdown. And he actually raised a good question in it. From 4:09 to 4:45. Mostly speaking about how there should be some fishes in the water, mostly to create the fish tacos. Or even zombie fishes, alligators or anything that could be a possible threat. So i hope for a fish type to be implemented in the next few alphas. Maybe a crocodile.
Water is SO HARD. Even games that have a heavy focus on water such as Raft, Subnautica, Stranded Deep, etc have some severe limitations that work for their concept but would fail completely on a fully-destructible game like 7d2d. Add to the challenges the potential for griefing that water presents which must be taken into account in a game that supports PvP like 7d2d does.

So I personally don't expect anything but mild water improvements going forward. I think water + crafting + fully destructible is enough of a challenge to make a whole game around it.

 
Water is SO HARD. Even games that have a heavy focus on water such as Raft, Subnautica, Stranded Deep, etc have some severe limitations that work for their concept but would fail completely on a fully-destructible game like 7d2d. Add to the challenges the potential for griefing that water presents which must be taken into account in a game that supports PvP like 7d2d does.

So I personally don't expect anything but mild water improvements going forward. I think water + crafting + fully destructible is enough of a challenge to make a whole game around it.
Although I also don't have any great expectations for the announced "water overhaul" (you explained the limitations),

I still also hope for that "go fishing" thing which was asked for many times thoughout a whole bunch of alphas now.

It just fits too well into that survival aspect of the game, that you would be able to craft a simple fishing rod to have some food supply.

Not necessary though, you have enough options to get along now, but just for the total of the concept, I second his thoughts.

Great opportunity to create some kind of mini-game, which contributed to make many "AAA" titles like Fallout, GTA,.. so popular.

Lockpicking in Fallout is simple but feels great beacuse it's fast achievement/succes with using some skill. Watching a counter going to zero in 7d2d is just a missed chance in my opinion.

GTA has all that small cool stuff like playing billards, bowling,...all small simple game-in-the-game stuff which adds to the fun.

Going fishing could be one of those if it's done correctly...and there is much more stuff, especially in a fully destructible world, what can be used the like.

 
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wolfarus said:
Also, any plans or possibility for dyes to be stack-able?


That is trivial to mod in, so even if TFP don't put it in vanilla, you can still do it. This is not the thread to talk about mods, but if you ask in the mod requests section, I and others can tell you how.

 
That is trivial to mod in, so even if TFP don't put it in vanilla, you can still do it. This is not the thread to talk about mods, but if you ask in the mod requests section, I and others can tell you how.


Or just wait until I move this to the diary discussion thread and then tell them how to do it. :)

 
I know this isn't the place to talk about mods, but one thing I really want to mention is just how easy it is to mod this game. TFP clearly designed the game with modding in mind, and I don't think they get enough credit for that. And, each alpha the game just gets easier and easier to mod - the whole addition of XPath really went above and beyond, and I have high hopes that modding will get even easier as time goes on.

So, I just wanted to say thanks to TFP. They don't get enough thank-yous for that, and they should.

 
Or, just send them an unsolicited PM telling them how to do it, because I'm both impatient and a know-it-all. I'll let you guess which one I did. :)


A REAL know-it-all would jump at the chance to flaunt their knowledge publically rather than waste it in a private message. You probably get invited back to dinner parties. Pretty lightweight know-it-all.... ;)

 
A REAL know-it-all would jump at the chance to flaunt their knowledge publically rather than waste it in a private message. You probably get invited back to dinner parties. Pretty lightweight know-it-all.... ;)


Oh, absolutely. If there's one thing people want at dinner parties, it's some dude who goes on at length about XPath and modding video games. Calm down, ladies, there's enough for everyone!

 
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MechanicalLens said:
We haven't heard about traders in a while. Is the plan still in the works for the inventory stock / quest rewards to get rebalanced in A20, or has this been pushed to A21? With all the patience in the world, just checking in. :)
Do you mean that current trader rewards are too strong? Because that's what I definitely feel, oof. We get 20 pipe bombs from clearing out 6 zombies!!! 😮 I think that's way too much. 4/5 pipe bombs would've been way more balanced. But the XP and money rewards are balanced I think

 
Alpha 20 has the potential to completely break worlds and prefabs, given the new shape system and the rewritten world generation with its "tiles", but I'm cautiously optimistic about it based on all the progress that has been done since alpha 17 in this regard.
I don't THINK it will be a big issue because the names of existing blocks should not change.

If materials get deprecated those are obviously missing from user prefabs, though.

 
Do you mean that current trader rewards are too strong? Because that's what I definitely feel, oof. We get 20 pipe bombs from clearing out 6 zombies!!! 😮 I think that's way too much. 4/5 pipe bombs would've been way more balanced. But the XP and money rewards are balanced I think


At least you can split the ammo and medical reward stacks and throw away the remainders. You can't exactly do the same to an auger or a pump shotgun you are given for a T2 quest, such as a buried supplies.

 
Do you mean that current trader rewards are too strong? Because that's what I definitely feel, oof. We get 20 pipe bombs from clearing out 6 zombies!!! 😮 I think that's way too much. 4/5 pipe bombs would've been way more balanced. But the XP and money rewards are balanced I think
Good points. Also the traders shouldn't have unlimited money to buy all our unlimited loot.

They should have a set amount in my opinion. Just sayin.....feels like an exploit. 

 
Good points. Also the traders shouldn't have unlimited money to buy all our unlimited loot.

They should have a set amount in my opinion. Just sayin.....feels like an exploit. 
If you are able to collect unlimited amounts of loot and haul it in your rather limited inventory then, by jove, you deserve that unlimited money 😁

 
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yes but ill make it cave man style

this one spawns only in POIs, blood moons, and burnt forest sense it would be more of a special zombie
this one can spawn anywhere sense its not specials

im asking @faatal if thats how it would Work. (I love both models of the burnt zombie and would love to see the bottom one when im walking in the woods) 
better question is :if he fall to water would he put out?

 
wolfarus said:
It was mentioned in an earlier post, but i did not see a reply, so i thought i'd ask as well: Is there any plans (or is it even a program-able possibility) to add in some sort of filter system for poi's that have been looted? Say for example: Poi's that have yet to have their main loot box opened (be it a reinforced chest or a gun safe) show up as normal on the map, but once the player has opened up the main loot box, the poi gets a red-x thru it, or maybe gets a tint change on the map, so it shows up as much darker then un-looted poi's?


This is already possible by placing your own marker on the map.

 
Or one can just place 1m signs on POI's that they've already looted and label them as such. Far less clunky and it doesn't make the map & compass unusable.


Or just fix it to where it resets when the timer goes down no matter how close you get then you don't got to worry about having 100+ signs or trying to go to each sign at each poi or counting on others doing it and can actually play instead of micromanaging it if you can even do that because that counts on everyone doing it on the map.

I personally don't want a bunch of X map. It becomes to much clutter and then it is pointless having places marked because it blends in with everything.  I can't think of anything besides making it to where it just resets no matter what. It set as a timer that counts down from whatever loot respawn is set at. The timer don't start over if someone gets near it or opens it. If items are left in it then it does like it does now and just I guess pauses until item is empty out.

 
You are good to continue with your mod.  However the future of UMA continuing to be supported in this game is the questionable part of this more than teens or children being depicted as killable zombies. The developers plan to not use it so whether they will keep the code that allows modders to use it or cut all that code from the game is the 64 million dollar question. 
I honestly wish they wouldn't just drop it and UPDATE IT instead... because I was messing around with the base UMA kit in unity and it actually looks really, really good now.

 
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