PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

  • Total voters
    3
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Good stuff. I'll be working in the Dallas office all week so I doubt I'll be doing any videos and my time here will be minimal.
Do you guys have more than one office? Or when your not at the Dallas office you're working from home.
 
When bandits are added in, the tension gamefeel expected from a survival game will be apparent again at later game stages. The game starts with the stress of not enough resources and fighting the elements. Later it could be about managing the consequences of a deprived world (bandits and other preditors) knowing the player is a source of plenty. It becomes a Game of holding on to what one has to avoid starting over. Bandits will take the things beyond food that make a player currently feel invincible at "end game".
The Walking Dead has been talked about as a source of inspiration. The cycle of not enough and desperately holding on is evident throughout the show.

Currently, the first week or two and the management of heat are the best examples of this cycle. Generally too much heat is a mid, end game tension.
Different enemies doesn't change anything about "survival". Those are just new things to kill you and for you to kill. From a gaming perspective "survival" usually means things like food/water, disease, weather challenges, etc. New enemies are just new enemies.

 
I can't stand games that try to do this. Don't tell me the mental state of my character, I will decide that in my role play. Its like forced role playing which nobody would enjoy. Its ok if your drunk, to have a visual, or sick but I don't want a character who's scared I'll just kill him myself he has no place in the apocalypse.
If the game scares the player great, but lets not pretend to scare the avatar.
He has no place in the apocalypse :) lol.. well said

 
Hostile animals can flee now in 18.
I'd like to see in the dead is dead option a decay of stuff, so there is time for a pvp guy to loot most your things, but the guy who died by the time he gets there with a new character the loot would be gone and the fort mostly eroded. The last thing to erode is the land claim so it basically deletes everything this guy had built.
Sounds good unless you are in a group. So the one guy is dead but the others in the group kill the outsider but this one guy stuff starts going away and the base we built is just wrecked or at least the parts that the one who died pitched in on.

 
I can't stand games that try to do this. Don't tell me the mental state of my character, I will decide that in my role play. Its like forced role playing which nobody would enjoy. Its ok if your drunk, to have a visual, or sick but I don't want a character who's scared I'll just kill him myself he has no place in the apocalypse.
If the game scares the player great, but lets not pretend to scare the avatar.
The ONLY game ever...to get any insanity effects right was Eternal Darkness for the GameCube...amazing game , such an underrated and underplayed game because it was on that system...The insanity effects in it went from minor things , sounds , shadows etc , to full on wtf was that false death scenes of your player...

 
Sounds good unless you are in a group. So the one guy is dead but the others in the group kill the outsider but this one guy stuff starts going away and the base we built is just wrecked or at least the parts that the one who died pitched in on.
PVP is not GVP ;)

Cheers

 
Forgive me if this has already been asked and I just havent seen it.

Will all the paintable options be coming back as well as all the craftable items such as a working fridge, oven, the garage door that goes up and into the garage roof like a modern day garage door? Many of the other just creative/decorative blocks that have been vacant from A17.x?

 
Good stuff. I'll be working in the Dallas office all week so I doubt I'll be doing any videos and my time here will be minimal.
I live in Dallas. I would really like to visit if I could. Just because you guys are my favorite developers.

 
Just want to say something.

I just watched Madmole's Alpha 18 perk overhaul video (

), and at least to me, I feel like everything mentioned so far really hits the spot for me. I really like where this is going.
I got the game a few years back and started with Alpha 14. It was nice, though I really enjoyed Alpha 15 in multiplayer together with friends.

Then A16 came, and somehow, I never really got into that. There was electricity, but when the zombies were running around in their new circles then, it just put me off, together with the new sleeper zombies, the wolves, the zombies falling through ceilings constantly and the regular hordes appearing next to your base.

Eventually, I got used to all that, but still couldn't enjoy that version, not even with the most annoying bugs fixed at that time. The whole thing to me felt like it was technically improved, but gameplay-wise worse somehow. To this day, I haven't even built a single electric system in 7 Days, just because it somehow seemed I just couldn't enjoy the newer Alphas as long.

When A17 was announced, I decided to wait for it before playing again. It all sounded just too spicy to me.

Then, Alpha 17 came out, and I was hyped and extremely disappointed at the same time. It all felt too similar to A16 to me: technically *much* improved, but gameplay-wise *much* worse than before.

Again, I just couldn't get into it, until I discovered various MODs to play with, which made the game bearable to me.

But now that I have seen the Alpha 18 changes, at least some of them, the whole thing suddenly feels "right" to me, and it hits my own taste EXACTLY. Actually, up until now I have *never* had that feeling with any survival game I have played, and I play quite a lot.

For the first time in years, I am actually really looking forward to playing 7 Days to Die once again.

The skill system changes look very fine (also that Infiltrator skill included), and for what it's worth, I really believe you guys are on the right track with the A18 version.

 
are some of the books or schematics going to be in specific PoIs? like gun schematics and gun books at the shotgun messiah factory or shotgun messiah stores.

 
Will RWG be fixed?
MM has posted many screenshots and details about RWG, and it looks like it'll be a lot more than "fixed." If even half of what he said is true, it will be the best RWG so far.

But, RWG is mostly "fixed" already. It was heavily broken in all prior A17 versions, but A17.4 has finally gotten back to A16 levels.

At least mostly - the biome placement is still not spectacular, and there are "patches" at the borders between biomes, plus the POI variety isn't quite what it should be.

But compared to previous A17 versions, it's night and day. It's very much playable right now.

 
That is inline with the doctor being able to heal more, so it sounds legit.
It would be cool for the "medic class" to heal something faster than normal, per example healing faster nearby players with broken limbs.

 
Despite the obvious crossover, the parent skill perk governs it, so in this case archery.
Have you ever thought of some skills that take more than 1 attribute?

Example:Healing Gangrene: Requirement: Perception lvl 2 + Intelligence lvl 6

Or something like that.

 
Good stuff. I'll be working in the Dallas office all week so I doubt I'll be doing any videos and my time here will be minimal.
Then let me just say, thanks for being so responsive here these last few weeks. It's been a pleasure reading every post of yours, and I hope at least some of our musings have been helpful.

 
Hello everyone new user here. I was wondering if you could add a way to record some of your gameplay and play it back on the tv or add some kinda of projector in the game. Maybe hold the E button and a list of footage or clips would show up. You know to kinda just reminisce or show off to friends or strangers.I saw it in this video and thought it would be pretty cool feature

 
Is something like community building planned in future(not in A18, but maybe one day)? like finding survivors, setting jobs, defending base, etc.

 
I have been wondering if there are any plans to add new traps, with A17 removing spike logs creating a half decent spike pit was made impossible. The current spike traps leave much to be desired for base design and the main reasonable use for them is to make acres of them. Some suggestions I could come up with are angled barbed wire like you see on some fences, electrified fence, punji sticks and maybe fire sprayers. For me it's about having more options for base design.

 
I have been wondering if there are any plans to add new traps, with A17 removing spike logs creating a half decent spike pit was made impossible. The current spike traps leave much to be desired for base design and the main reasonable use for them is to make acres of them. Some suggestions I could come up with are angled barbed wire like you see on some fences, electrified fence, punji sticks and maybe fire sprayers. For me it's about having more options for base design.
I loved the spike logs but then again they didnt really make any sense. they were essentially bear traps that held them in place until you smacked or shot them. the spike pits were kind of cheesy because they couldnt really damage the spikes unless they blew up or broke their legs. fire damage would be more interesting if they "reacted" to it like flailing arms or thrashing around instead of just having the animation of being on fire and taking a small DoT.

 
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