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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Na, some of use were trying to brainstorm and offer up creative ideas. They just got drowned out by the arguments. To be frank, this forum is by far the least toxic in all the gaming forums I've frequented. Can't speak of steam or youtube but the this forum is usually great. You got great moderators and passionate player base that wants whats best for the game. I'd thank my lucky stars to have a forum like this. Even the modding people are crazy with their alpha overhauls.
I used to hang around Diablofans and my god even the mods were caustic trolls. The posters were a paragon for mental illness and ideas were shot down and killed with brutality. The D3 official forums were no different. I'm just saying focus on the good you got going on and you'll see it.
I was teasing mostly. It took a lot longer than planned to get caught up. I'll be doing videos soon.

 
Yeah I came up with this idea a while back, like allow bases underground, but when you come up for air the horde is there, waiting. Ride all night, but your horde is relentless and doesn't give up until you kill it. The problem is limited resources. People who did their horde want to get out into the world and do stuff, but feral running zeds from a blood moon are still running about chasing someone... what if they see you? Then you are caught dealing with running zeds after you already cleared your horde because someone ran to your front door or the poi you were in, etc. It has some design flaws is all I'm saying.
Someone else mentioned some flaws too. I'm used to playing MP in groups that always fight horde night together and hadn't considered this. Works well in SP game though :)

 
Oh yeah. right. about needing to kill a certain amount, before its over. Obviously needs a timer they can set, for how long it can last.
Unfortunately that is the mechanic we have now. The timer is when morning comes and the feral horde stops the GPS thing. Kill a % of Z's doesn't work very well in MP for those fighting in different locations I guess. I was just spitballing.

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I let the zombies do their thing to my fortress at night while I work and then kill them in the morning. Repairs start taking about a full day after awhile but it saves on critical ammo supplies. I suppose the "Mantis" will make me go back to something else...
Not sure what I will do yet, not much on wasting gas at night, so I'll have to take a look at what "it" does (probably smash reinforced concrete like carboard?) Last game I raised block strength by 200% and damage done to 25%! Too easy for A17 but maybe not A18.
I'm curious, if you do not enjoy engaging the horde why not turn of horde night instead of suffering all the repair work in the morning. Unless it's purely the challenge of passive defenses preventing a breach?

 
Now that's what I like to hear:fat: extra points for an Arnold intro.
Was watching season 3 of stranger things and that big Russian guy looks a LOT like Arnold, like he could do his stunts for him, even sounds like Arnold a bit. I was cracking Arnold imitations of him while we watched him chase them "I'm ova here, kill me, come one" lol. I always wanted to do a lets play 7 days with arnold where I pretend I'm Arnold play 7 days and mod in special abilities, it would be hilarious. One punch doors and zeds, and crack one liners.

 
About Horde nights

It's definitely a rinse/repeat operation that is only fun when friends are on...
Exactly. The problems I see with them are:

Big resource drain afterwards repairing them

Big boost in xp, BUT also higher game stage as a result as well, so there isn't really a benefit.

No tangible reward that adds fun or survivability for defending and completing a horde night.

I've mentioned that several times in the past, and Gazz always replies with, "Surviving is its own reward!" But its not.

Yeah theres a feeling of accomplishment, but when I have to spend the play hour just doing repairs, that feeling goes away REALLY fast.

I've suggested the trader could give us a reward, or there could be a special loot drop, but those ideas were just shot down cold.

There needs to be a significant reward for defending on horde nights. If nothing else, to keep mp servers from becoming deserted during them.

If there is something you don't get that you REALLY want when you avoid them then people will stick around.

The trick is having some way to determine if you are defending something in the game, even if its a rooftop.

Maybe even something simple like just adding a counter that counts kills on horde night kills and if players hit specific percents of the total horde kills, then they get an experience point or a good loot drop, or the thanks from the closest trader for thinning the herds of the undead.

That would also discourage people from just driving the night away as well, if the developers want that potential reduced without adding oddball horde night mechanics.

 
Unfortunately that is the mechanic we have now. The timer is when morning comes and the feral horde stops the GPS thing. Kill a % of Z's doesn't work very well in MP for those fighting in different locations I guess. I was just spitballing.
- - - Updated - - -

I'm curious, if you do not enjoy engaging the horde why not turn of horde night instead of suffering all the repair work in the morning. Unless it's purely the challenge of passive defenses preventing a breach?
I think he said why, to conserve ammo and obviously to play legit, turning them off is cheating. Killing them when they aren't running is a lot easier too and manageable with melee.

 
About Horde nights


Exactly. The problems I see with them are:

Big resource drain afterwards repairing them

Big boost in xp, BUT also higher game stage as a result as well, so there isn't really a benefit.

No tangible reward that adds fun or survivability for defending and completing a horde night.

I've mentioned that several times in the past, and Gazz always replies with, "Surviving is its own reward!" But its not.

Yeah theres a feeling of accomplishment, but when I have to spend the play hour just doing repairs, that feeling goes away REALLY fast.

I've suggested the trader could give us a reward, or there could be a special loot drop, but those ideas were just shot down cold.

There needs to be a significant reward for defending on horde nights. If nothing else, to keep mp servers from becoming deserted during them.

If there is something you don't get that you REALLY want when you avoid them then people will stick around.

The trick is having some way to determine if you are defending something in the game, even if its a rooftop.

Maybe even something simple like just adding a counter that counts kills on horde night kills and if players hit specific percents of the total horde kills, then they get an experience point or a good loot drop, or the thanks from the closest trader for thinning the herds of the undead.

That would also discourage people from just driving the night away as well, if the developers want that potential reduced without adding oddball horde night mechanics.
We are planning repair and defend quests where players can repair some walls of a fort, then a horde comes and you defend the settler. If the settler survives you get a nice reward from a trader, as this settlement is important to their faction goals, or the settler gave his money to the trader to find someone, so you get paid after the deed is done rather than kill the settler and take the prize.

 
We are planning repair and defend quests where players can repair some walls of a fort, then a horde comes and you defend the settler. If the settler survives you get a nice reward from a trader, as this settlement is important to their faction goals, or the settler gave his money to the trader to find someone, so you get paid after the deed is done rather than kill the settler and take the prize.
Awesome! If you look at the popularity of loot drops in games these days, its a big driving factor for a lot of players. We did some fortnite save the world, and we loved the big loot crap at the end, even if it was gamey.

Defending something on horde nights does need some kind of reward as well.

 
Unfortunately that is the mechanic we have now. The timer is when morning comes and the feral horde stops the GPS thing. Kill a % of Z's doesn't work very well in MP for those fighting in different locations I guess. I was just spitballing.
Nah, I mean backup timer so that it doesn't end so quickly, but you have an absolute shutoff point and that it doesn't last forever, till the condition is met. Basically, a timer that starts, when the event starts, but it checks at a certain point, to shut it off, if it extends past a certain point.

What we have now is: The event starts at 'X' time, and shuts off at 'X' time, whether or not the player completes all the waves within the gamestage. You can adjust it, so it shorten a horde night, by just having 1 wave, with 1 zombie, and it ends, even though the Red night last till morning, but you can't adjust thing so, the event itself, lasts beyond that shutoff point.

You idea has merit (imo), it just needs that absolute point, of shutting down the event, for that player.

 
Defending something on horde nights does need some kind of reward as well.
Nope.

As soon as the horde is:

unavoidable (aka all exploits fixed)

death penalty cumulative/dead is dead is implemented

and actually threatening so that you can't just do it outside

the horde actually doesn't need a reward, since surviving is reward enough. This is one of the few points where I absolutely agree with TFPs.

 
Defending something on horde nights does need some kind of reward as well.
A wandering damsel in distress stops by and says "Can you help me, some bandits attacked us and I barely escaped and can't reach my people before dark". Like a dymamic quest event, you agree to protect her, and make sure she lives through the horde night and then get a reward. In the morning she says "My dad works at Trader Joels, he will reward you" and leaves.
"Wait a minute, whos your dad?"

"Trader Rekt"

BOOM lol

 
Nope. As soon as the horde is:

unavoidable (aka all exploits fixed)

death penalty cumulative/dead is dead is implemented

and actually threatening so that you can't just do it outside

the horde actually doesn't need a reward, since surviving is reward enough. This is one of the few points where I absolutely agree with TFPs.
I'm ok with quest rewards and tower defense quests, but agree that every day horde night would not need a reward if the above issues were addressed.

There is a certain threshold though, where the labor of base repair and ammo production to stop the horde becomes well more labor than fun. How to solve that?

Once people see how slow leveling is in A18 they might change their tune and appreciate leveling up on a horde night. We could increase XP on horde night as well, since they are running and generally more dangerous than regular zombies.

 
I'm ok with quest rewards and tower defense quests, but agree that every day horde night would not need a reward if the above issues were addressed.
There is a certain threshold though, where the labor of base repair and ammo production to stop the horde becomes well more labor than fun. How to solve that?

Once people see how slow leveling is in A18 they might change their tune and appreciate leveling up on a horde night. We could increase XP on horde night as well, since they are running and generally more dangerous than regular zombies.
Leveling up slower? In before the "you are artificially extending the game" crowd shows up, lol

 
Have some self control? If you know it ruins it, why do you press it? Hmmm lets press the ruin button, yes, lets ruin it. OH NO WTF did I do that? Its ruined now!!!!
tenor.gif


 
hands down pumped with i have read and the direction i am seeing!

And to everyone at TFP, thank you for the many of hundreds of hours of fun so far in 7d2d, and to the many more i will no doubt put into A18 and further.

and to everyone that hates :) remember we are only the players playing the story provided to us by TFPs. with out their vision we would never of had 7d2d. so i Trust that we will only see great things to come.

 
Once people see how slow leveling is in A18 they might change their tune and appreciate leveling up on a horde night. We could increase XP on horde night as well, since they are running and generally more dangerous than regular zombies.
Okay look... as you might know (or not, but I've been pretty... open about that :D ) I play Rolmod.

Why? Because grinding levels is a chore. It has nothing to do with having fun. And since you NEED perks to be efficient, you need more xp.

So making it even MORE tedious (you call it slow, because you probably enjoy it, but for someone who doesn't enjoy farming xp) makes the game even less enjoyable.

So can we PLEASE talk about active traps giving xp again?

We had that discussion in A15 I think, when I accepted that spikes and so on shouldnt give xp.

But with how rare ammo is becoming and how much XP you lose by "protecting" yourself, electric fences are basicially the only viable defense now. Since everything else kills your XP.

Please. Let all electric traps give you xp. Or at least partial xp.

They "cost" electricity. They cost upkeep, they cost ammo. So nothing here is "for free". If a shotgun turret needs 3 shots for a normal zombie, than not getting the xp is just not worth it.

Barricading behind 10 rows of iron bars are probably the only viable option... or kill tunnels.

PLEASE rethink traps giving xp. PLEASE.

 
about blood moon

what if the zombies spawned en masse and just stood there, or wandered aimlessly about as normal. maybe shuffled about in a rough circle in a group around your general area.

then if you are quiet they will stay that way all night.

but - if you shoot one or make some other noise, too much heat, and they hear you, full on charge as per normal.

stealth players could sneak around dropping them until you get caught and then, full on charge back to normal.

if you are caught out in the open, you would have to sneak past them.

blood moon would last for x zombies rather than until dawn. meaning if you trigger them just before dawn you get a full dose of horde.

just a rough idea

 
Any game with perk choices is an RPG, where at the end of the game if you have different abilities and character than the next guy it is an rpg. How you play defines it as an RPG too, deciding to be a nomad specializing in fortitude vs a nerd with tech gear and a fortress are definitely RPG decisions. Wearing no armor, light or heavy is also an RPG choice. You can be Rick Grimes or Neagan. Once we get factions and npc survivors it should be considered a full on RPG I would think.
Its just starting to scratch the surface of an RPG though, there is much more to come.
Good to hear that there will be much more RPG-content in the future. Because playing a game as a certain role or function is not the same as an RPG. Playing a shooter as a sniper is not playing an RPG.

 
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