PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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If you find a gun on day one and don't know the game, it is a massive process to craft a repair kit.
&lt;ingredient name="resourceMechanicalParts" count="2"/&gt;

&lt;ingredient name="resourceOil" count="1"/&gt;

&lt;ingredient name="resourceCloth" count="1"/&gt;

&lt;ingredient name="resourceDuctTape" count="1"/&gt;

For the parts, you'll need to find a wrench and figure out the harvest minigame, and also figure out what actually drops mechanical parts.

The oil you will need a chemistry station which requires a perk and this:

&lt;ingredient name="toolBeaker" count="2"/&gt;

&lt;ingredient name="burningBarrelPlayer" count="1"/&gt;

&lt;ingredient name="toolCookingPot" count="3"/&gt;

&lt;ingredient name="resourceMetalPipe" count="15"/&gt;

&lt;ingredient name="resourceWood" count="40"/&gt;

and then you'll need to go to the desert and mine shale, and need shovel and pickaxe to do that.

I could list recipes but won't for now. You'll need to find an empty can.

Cloth you'll need to find some drapes or tent to harvest or clothes to scrap.

Ductape requires glue and cloth so next you will need to get a campfire and cooking pot, water and bones.

Finally you can make everything and have your repair kit. Of course you can find it all in loot, even that is going to take some work. Its not impossible, but it is a classic example of overdesign.

Anyhow, as I've said we might keep repair kits, but the process to make one could be simplified and the game would be better. And please people no we're not dumbing the game down, we're just making it easier to enjoy. There will be deep crafting, that is where it actually IS enjoyable. Repair sucks. I don't want to spend time at it, I want to acquire new tech.
I say keep your original idea for repair (gun parts, steel and forged iron to repair) AND also keep repair kits. Have repair kits used to repair legendary items like weapons and gear. So you found "The Peoples Hammer", your gonna have to work a little harder if you want to keep using it (repair kits).

You can also make repair kits give an over durability buff, like you can with food where you can eat over your fullness. Say your pistol has 300 durability. You can use a repair kit instead of steel and it will buff the durability by double.

 
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If you find a gun on day one and don't know the game, it is a massive process to craft a repair kit.
&lt;ingredient name="resourceMechanicalParts" count="2"/&gt;

&lt;ingredient name="resourceOil" count="1"/&gt;

&lt;ingredient name="resourceCloth" count="1"/&gt;

&lt;ingredient name="resourceDuctTape" count="1"/&gt;
Uh no. Each and every recipe part is found in abundance on day 1 with no practical use on day 1. It's day 21 when you discover you need those things and by that time you've already wasted them...

And that's awesome.

You're looking at removing awesome.

And deciding that we might keep repair kits because it's too hard to remove them is just saying "we have given up trying, let's wrap this up".

And I simply refuse to believe your team thinks that.

 
Benches are great, but what we are losing is the need to find materials. Yes sure once, for the bench itself, but having to constantly find oil, cloth, etc is what drives this game.
Oh good, we have all the benches, we never need to leave the area ever again. C'mon.
So, maybe do repair kits like bandages and first aid kits.

Tier 1: Parts will repair a very small amount much like bandages do. You'll use up tons of parts always doing it this way.

Tier 2: Repair Kit will repair much more like first aid kits do and are harder to create like first aid kits are.

 
I think maybe something has been lost in translation.
The answer is no.

You got a dev to hear your request, consider it, and answer you. You tried again. He answered again. You tried again. He said the debate is over and its time to move on because it won't happen. You're just being a poor sport at this point, man.

Maybe if you roll a die you can get a different answer. Here......borrow mine....

no.png
Give then the opportunity to make modders)

 
///Nothing new since electricity in a15. Sure, we got "more" but at the expense of even more than that.
In A16 i just wanted to do lighting for my base. After the connection of several bulbs - i got the micro-freezes, when electricity is running.

I rolled back to the torches...

I practically don't use electricity. But not because i don't want to - but because it drains performance.

I mean - i can't. For this reason, i do not take into account electricity in my game.

Maybe when it's fixed.

 
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So, maybe do repair kits like bandages and first aid kits.
Tier 1: Parts will repair a very small amount much like bandages do. You'll use up tons of parts always doing it this way.

Tier 2: Repair Kit will repair much more like first aid kits do and are harder to create like first aid kits are.
Sounds good.

In fact, go a step further, make it so kits can't repair vehicles. Just what they're made for (in this use case, guns).

 
Different textures for different quality items.

Another proposal that the developers will consider, but will not accept)))

We now have only 6 types of quality weapons and tools. Quality does not fall during the repair. So the weapon of each quality level can have its own texture.

1 - rusty, crooked, rewound with tape and ropes

2 - rusty, crooked, rewound with adhesive tape

3 - rusty, but with remnants of paint ...

...

6 - clean, brilliant, high-quality weapons, on which the factory grease still remained.

The same applies to tools, and possibly armor. Now all items, regardless of quality, look exactly the same.

It's not very good (

 
Misfire weapons.

Another proposal that the developers will consider, but will not accept)))

The weapon is now very reliable, regardless of the level of quality. You can shoot from it until its strength is equal to ~ 0

I propose to introduce the possibility of accidental misfire when shooting, when the strength of the object becomes very low.

To continue to shoot, the player will have to reload the weapon, it would be good to come up with a special reload animation for this)

Level 1 - misfires begin at 50% strength

Level 2 - misfires begin at 35% strength

---

Level 6 - misfires begin at 10% strength.

Percentage of randomness misfires can be adjusted by some special perk. You can even think up a book that will greatly reduce the percentage of misfires.

 
Any chances to ads moods to vehicles in a18? Like visible armor or mounted guns..more room for more players? Is to dificult to add?

 
Sounds good.
In fact, go a step further, make it so kits can't repair vehicles. Just what they're made for (in this use case, guns).
Find tools as a (generic) item. Get x amount of tools, it makes a tool set in the form of a toolbox. Use toolbox to repair vehicles.

Find tools in garages, gas stations, hardware store etc,.

Make the generic tool items in a forge take 1-2 day game time to make.

Assemble the tools at a work bench to make the "toolbox" takes 1/2 day.

Traders only sell tools rarely in general. If they like you, you have a chance to purchase a toolbox for *huge amount of dukes*

Toolbox only repairs 50% of the vehicles total health.

People will just make a lot of forges and workbenches though..So? They made it and found everything to make them.

No wikis needed, you have item Descriptions and Journal entries right? ;)

 
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Another proposal that the developers will consider, but will not accept)))
The weapon is now very reliable, regardless of the level of quality. You can shoot from it until its strength is equal to ~ 0

I propose to introduce the possibility of accidental misfire when shooting, when the strength of the object becomes very low.

To continue to shoot, the player will have to reload the weapon, it would be good to come up with a special reload animation for this)

Level 1 - misfires begin at 50% strength

Level 2 - misfires begin at 35% strength

---

Level 6 - misfires begin at 10% strength.

Percentage of randomness misfires can be adjusted by some special perk. You can even think up a book that will greatly reduce the percentage of misfires.
Oh yeah, I tried that :) I liked it!

(Unfortunately it was not my code - otherwise I would have used it always)

https://7daystodie.com/forums/showthread.php?56271-Misfiring-weapons

Another proposal that the developers will consider, but will not accept)))
We now have only 6 types of quality weapons and tools. Quality does not fall during the repair. So the weapon of each quality level can have its own texture.

1 - rusty, crooked, rewound with tape and ropes

2 - rusty, crooked, rewound with adhesive tape

3 - rusty, but with remnants of paint ...

...

6 - clean, brilliant, high-quality weapons, on which the factory grease still remained.

The same applies to tools, and possibly armor. Now all items, regardless of quality, look exactly the same.

It's not very good (
well...this is a technical limitation, volume of textures need to be spare... ;)

 
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This overhaul of the repair system sound like a solution in search of a problem to me. There is nothing wrong with how repairing works as it is now. Simplify the recipe if you must but leave the rest alone.

Frankly, the biggest problem with repairs right now is that it currently has no consequences. There should be a percentage chance of irreparably damaging your tool/weapon with each repair. The more faulty the item, the higher the chance for breaking it.

 
Oh yeah, I tried that :) I liked it. (Unfortunately it was not my code - otherwise I would have used it always)

https://7daystodie.com/forums/showthread.php?56271-Misfiring-weapons!

well...this is a technical limitation, textures need to be spare...
I think there is nothing wrong with that, I again raised this topic. Although Joel can say that it will be too difficult for new players ... because they leave the game after 2 hours precisely because of the complexity, and not because of other, more obvious reasons ... khgh optimization ... and other)

 
I think there is nothing wrong with that, I again raised this topic. Although Joel can say that it will be too difficult for new players ... because they leave the game after 2 hours precisely because of the complexity, and not because of other, more obvious reasons ... khgh optimization ... and other)
:D Yes, I played A17 for a couple of hours - then it became complexity(difficult) for me and I came out. LOL.

 
This overhaul of the repair system sound like a solution in search of a problem to me. There is nothing wrong with how repairing works as it is now. Simplify the recipe if you must but leave the rest alone.
Frankly, the biggest problem with repairs right now is that it currently has no consequences. There should be a percentage chance of irreparably damaging your tool/weapon with each repair. The more faulty the item, the higher the chance for breaking it.
How about a change to the way durability for weaponry works? What if it could work much like health and stamina does now, with a shifting max value?

Say you are out and about in the world and your pistol starts breaking down. Apply a "Weapons Cleaning Kit" (as I proposed earlier) to clean the gun but at a penalty, depending on skill/perk and weapon quality level, to maximum durability. Now you might only have access to 80% of your pistols durability but at least it is working again.

When this has been done enough times the pistol finally breaks down and will have to undergo repairs at home base or at a trader station or any other workbench found in the world. A repair would restore the pistols max durability to 100%.

 
///Say you are out and about in the world and your pistol starts breaking down. Apply a "Weapons Cleaning Kit" (as I proposed earlier) to clean the gun but at a penalty, depending on skill/perk and weapon quality level, to maximum durability. Now you might only have access to 80% of your pistols durability but at least it is working again.

When this has been done enough times the pistol finally breaks down and .....////
Yeah, it works great for gameplay, i already did and checked!

(for A16, I was sharpening all blades)

 
Last edited by a moderator:
If you find a gun on day one and don't know the game, it is a massive process to craft a repair kit.
&lt;ingredient name="resourceMechanicalParts" count="2"/&gt;

&lt;ingredient name="resourceOil" count="1"/&gt;

&lt;ingredient name="resourceCloth" count="1"/&gt;

&lt;ingredient name="resourceDuctTape" count="1"/&gt;

For the parts, you'll need to find a wrench and figure out the harvest minigame, and also figure out what actually drops mechanical parts.

The oil you will need a chemistry station which requires a perk and this:

&lt;ingredient name="toolBeaker" count="2"/&gt;

&lt;ingredient name="burningBarrelPlayer" count="1"/&gt;

&lt;ingredient name="toolCookingPot" count="3"/&gt;

&lt;ingredient name="resourceMetalPipe" count="15"/&gt;

&lt;ingredient name="resourceWood" count="40"/&gt;

and then you'll need to go to the desert and mine shale, and need shovel and pickaxe to do that.

I could list recipes but won't for now. You'll need to find an empty can.

Cloth you'll need to find some drapes or tent to harvest or clothes to scrap.

Ductape requires glue and cloth so next you will need to get a campfire and cooking pot, water and bones.

Finally you can make everything and have your repair kit. Of course you can find it all in loot, even that is going to take some work. Its not impossible, but it is a classic example of overdesign.

Anyhow, as I've said we might keep repair kits, but the process to make one could be simplified and the game would be better. And please people no we're not dumbing the game down, we're just making it easier to enjoy. There will be deep crafting, that is where it actually IS enjoyable. Repair sucks. I don't want to spend time at it, I want to acquire new tech.
Ok, maybe another suggestion.

Replace the repairkit by a toolbox.

A toolbox is crafted once from clawhammer, wrench, wiring tool, perhaps tool&die set, as consumables mechanical parts, electrical parts and ducttape. Make this toolbox a (removable) part of the workbench.

With this you can repair everything except constructions. Upon repair mechanical and/or electrical parts and/or ducttapes are used and have to be replenished from time to time.

 
So, maybe do repair kits like bandages and first aid kits.
Tier 1: Parts will repair a very small amount much like bandages do. You'll use up tons of parts always doing it this way.

Tier 2: Repair Kit will repair much more like first aid kits do and are harder to create like first aid kits are.
This is actually a pretty good idea

 
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