PC Alpha 17 - Cut Content Discussion

How much damage should the flat end of a spike cause in your opinion?
Careful now.

You're getting dangerously close to a "Realism" argument there.

You don't want to be one of those people do you?

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Could someone help me out on this...why was flipping the spike an exploit? How do they behave differently upside-down? The Zs could walk on the flats or the points. I think the only thing I recall about the upside down placement was that it was a easier to loot corpses because they didn't fall down around the buried spikes. I'm probably forgetting something?
Calling it an exploit is my personal opinion.As to why: because the flat side was being used to make it easy to damage the zeds while also retain an easy line of sight and firing line (instead of the bobbing that would & should occur placing them correctly with the pointy part that should have been the only side to cause damage). So folks would place them point down to have nice lazy, easy lines of sight for automated weapons, traps, and their own attacking, while also still being able to inflict spike damage. Spike damage should have only come from the tip/spike part, and any build that used spikes otherwise was indeed exploiting a flat surface causing damage.

 
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The new textures are definitely cleaner and clearer. Plus we have things like wainscotting now.
Not talking about graphical fidelity.

I do love the new textures, they will be fantastic for the type of desolate prefabs I'm planning to create, but I feel the selection of paints for regular players who like a lil color in their bases got reduced.

A good portion of the old textures (for example most the colored concrete types) were clean in the sense of looking like they're freshly painted, but now will look like they're old with the paint peeling off. I recognize some other textures that used to look dirty now look cleaner in turn too. Wish they'd just expanded and enhanced the texture selection, instead of just replacing and even removing some of it.

Lumberjacks are still in snow biomes.
Not all of them, though

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I hope they NEVER bring it back. It was pointlessly punative and inconsistent.
Seeing it as punitive is a matter of perspective, I guess. I loved the "Oh ♥♥♥♥ I still got meat"-moments when hiding somewhere at night and suddenly gathering a small horde of Zs banging on the walls, followed by the "put it away, put it away!"-panic.

How was it inconsistent though? You smelled, they came.

You can actually still buy these from the trader occasionally, lol.
Ah neat, didn't see them there yet. I suspect it's going to be a legacy thing though, as they aren't generated into the world anymore.

 
Calling it an exploit is my personal opinion.As to why: because the flat side was being used to make it easy to damage the zeds while also retain an easy line of sight and firing line (instead of the bobbing that would & should occur placing them correctly with the pointy part that should have been the only side to cause damage). So folks would place them point down to have nice lazy, easy lines of sight for automated weapons, traps, and their own attacking, while also still being able to inflict spike damage. Spike damage should have only come from the tip/spike part, and any build that used spikes otherwise was indeed exploiting a flat surface causing damage.
Fair enough, but to be fair, it had zero effect on automated weapons. I had a kill pit with auto-shotguns and they would get headshots while the zombies were falling. The "bobbing" would have no effect on that.

 
Making room for 47 next-to-useless perk magazines for example. :D Eh, there's a lot of cool new blocks and items too.
Yeah the new magainzes are garbage and I sell them all to the trader. I mean, You can't even use them until you are the right level and skill level... so 90% of them sit in my box unused.

Cities. Like... I like that they are more organic now... I truely do. But they never get as big as the old ones. And even if they were, there is SOOO MUCH GREEN INBETWEEN I sometimes still feel like im in the forest. I want a huge city god dammit!.
I miss big cities as well. I havent seen a single skyscraper/construction yard since I started A17. Whats with that????

 
After seeing what has become of RWG I miss RWG that had all 7 biomes and they would each be surrounded by a river and had a road going north to south and east to west cut through it and they would have a poi spawn in the middle like a city with city blocks, cross roads poi's or little towns and little wilderness pois scattered around the biome. We had real cliffs, canyons, rivers and mountains then. Ah the good old days. I think A12 maybe

 
...the flat side was being used to make it easy to damage the zeds while also retain an easy line of sight and firing line (instead of the bobbing that would & should occur placing them correctly with the pointy part that should have been the only side to cause damage)...
I used to bury my spikes so the tips were level with the ground. I don't recall the "bobbing", but I'll take your word for it. I used to pretty much shoot straight down, so it's possible I never noticed it. I do remember the corpses being hard to reach (particularly if there were multiple rows of spikes) when they'd fall down into the trench with the spikes. Thanks!

-Morloc

 
I didn't mind them one bit.
I really like spikes and so what if they got turned upside down?

I think I'll just mod in a spike CUBE and be done with it.

See how TFP like them apples!
I heard somewhere on the grapevine that they are still in the xmls but are just disabled, maybe you could find them and just enable them again? send me a pm if you do to tell me where they are and ill put em back in too lol, never used thst upside down crap. annoying that everyone should lose them just because some exploited it =(

 
I heard somewhere on the grapevine that they are still in the xmls but are just disabled, maybe you could find them and just enable them again? send me a pm if you do to tell me where they are and ill put em back in too lol, never used thst upside down crap. annoying that everyone should lose them just because some exploited it =(
They are.

They also have a recipe in recipes.xml but it's just commented out. Super easy to re-enable.

The azaleas should be easy to put back in biome spawn too since I'm pretty sure the block is still there.

 
After seeing what has become of RWG I miss RWG that had all 7 biomes and they would each be surrounded by a river and had a road going north to south and east to west cut through it and they would have a poi spawn in the middle like a city with city blocks, cross roads poi's or little towns and little wilderness pois scattered around the biome. We had real cliffs, canyons, rivers and mountains then. Ah the good old days. I think A12 maybe
Alpha's 10 and 11 (the game I currently play).

It had a lot of advantages actually - in my A10/11 game, I've got the ores isolated to a specific biome type (so, if I want lead, I have to go to the nearest pine forest biome, tungsten to snow, iron to forest etc etc), and I played with the mixer to majorly reduce biome size and to all but guarantee each biome has a major town in it, and that the city biomes include almost exclusively large building / high value POI's (guarded with spawning.xml settings that boost zombie numbers in there by a factor of 5).

I do prefer the aesthetics of A17 though, but there's less of a need to explore in more recent Alphas than there was before (at least as I've got it modded).

 
Yeah the new magainzes are garbage and I sell them all to the trader. I mean, You can't even use them until you are the right level and skill level... so 90% of them sit in my box unused.
This would be only true if you had enough points to max out everything. Naturally they can't be used to buff the perks you are already strong in. But maybe you didn't take the trader perk but want to do a lot of selling and buying at one point. Or as a scavenger you skimped on miner69/mother lode but need to do some digging for horde night.

Frankly it is like potions in RPGs. They are actually useful but you always keep them for the right moment which never comes or simply forget them every time you start a big combat.

I would suggest: When at your base think about whats your plan for the next half hour and pick a perk that isn't maxed out but useful. It's impossible that all are at max.

And after you died use the magazines that actually buff your best perks!!

I miss big cities as well. I havent seen a single skyscraper/construction yard since I started A17. Whats with that????
Missing skyscrapers seems to be a bug

 
Frankly it is like potions in RPGs. They are actually useful but you always keep them for the right moment which never comes or simply forget them every time you start a big combat.
I'm glad that I'm not the only one who had this thought. My only complaint is that they take up a lot more 'bag space' than most RPG potions.

 
I'm glad that I'm not the only one who had this thought. My only complaint is that they take up a lot more 'bag space' than most RPG potions.

Since they aren't items that have a condition bar. They should stack with the same magazines.

 
There's a whole own thread on the magazines, but I'll happily respond to this again, because they are really pretty damn useless and I'm somewhat passionate about the topic:

This would be only true if you had enough points to max out everything.
You have enough points to max everything. In fact you end up with more points than you can spend in the end.

Naturally they can't be used to buff the perks you are already strong in. But maybe you didn't take the trader perk but want to do a lot of selling and buying at one point. Or as a scavenger you skimped on miner69/mother lode but need to do some digging for horde night.
Sounds decent in theory – Too bad you can only raise a perk by 1 with a magazine buff, which in a lot of cases does not make much of a difference. (Most perks seem to have noticable impact after 2 or 3 levels put in rather) And nope, you can't read more than one mag of the same type to stack the effect. In fact if you try you'll just lose the magazine, as it poofs into the ether.

Now if they would raise the perk to whatever maximum possible to unlock, corresponding to the gating attribute this concept would actually be worthwhile bothering with.

(Example: You got to a point where you have 10 INT, you spec'd into hammer 'n'forge and grease monkey. You wanna do some trading now though and have the better barter magazine lying around. Read it and better barter would jump straight to 5.)

Frankly it is like potions in RPGs. They are actually useful but you always keep them for the right moment which never comes or simply forget them every time you start a big combat.
I would suggest: When at your base think about whats your plan for the next half hour and pick a perk that isn't maxed out but useful. It's impossible that all are at max.
You're right. They're like potions. Or magical scrolls, if we're looking for fitting fantasy RPG idioms maybe..

1. why do they have to be the replacement for learning material. And 2. aren't there enough "potions" in form of new and old drugs and food already? Does it really need to be extra complicated?

Do we need a magazine for the "pack rat" perk, while we can just inject steroids that work like 5 "pack rat" perks and boost strength at the same time? And those can be stacked too, so you can carry more than 1 in a slot and re-inject yourself on the go if the buff runs out. Easier to use, more useful. That's how all drugs could work. Sure, give them some drawbacks if it's too OP; but both from an immersion as well as practical pov, drugs are way better than some magical scroll.

And again, it's very much possible to max everything. The mags would only fill the missing perks, until you're level 300 and then be almost completely useless, with just the exception you posted yourself:

And after you died use the magazines that actually buff your best perks!!
which in turn seems counterproductive to the whole idea that death is supposed to have consequences and make you not want to die. And no, "losing" a piece of paper is not much of a consequence. But yeah that's the one useful application of them as of now.

The magazines are not the best design choice TFP have made recently.

 
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FOOTSTEPS!!

That's something I forgot that I miss! Footsteps!

I started playing in I think A9, and I remember crouching in an attic or underground mining and absolutely peeing myself hearing the whispering grass against the feet of a horde. Oh my god it was terrifying.

I don't like the silent zombies we have now.

 
FOOTSTEPS!!
That's something I forgot that I miss! Footsteps!

I started playing in I think A9, and I remember crouching in an attic or underground mining and absolutely peeing myself hearing the whispering grass against the feet of a horde. Oh my god it was terrifying.

I don't like the silent zombies we have now.
Yup!!!!

Ambience is extremely important.

All those creepy noises add to the experience.

 
The only apparent reason why the loot was removed from the zombies - is only to be able to collect arrows from the corpses...

(simply, these two things are technically incompatible)

 
Wonky for pathing. Redundant for purpose.

Ugly for zombie/spike interaction.
Then tell then what reason have removed the biome "plains" and others?

Wonky passable?

Redundant for purpose?

Ugly for zombie?

This is the last, yes? ;)

....I think i know the real reason, but I'm not sure You do. If you know - tell us, because it is quite justified thing.

 
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Textures look disgusting - like plasticine, but it's just because the guys are learning to work with materials in the new engine, i'm sure they will fix it, right?

 
To put it shortly, I really wish to have the weapon parts back.

There's no fun in finding a gun. Especially since there's only 6 different qualities for a gun now.

If you find your favorite gun, game over. No need to scavenge any more.

The weapon parts gave me something to look forward to and scavenge for.

People may find it tedious, I don't know. But I think guns should be something for mid-game.

Don't give me 3 shotguns, a sniper rifle, hunting rifle and a rocket launcher in the first house I scavenge.

 
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