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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Most likely. GP might require a bit of science, we'll see when we move onto that. I'll be doing it right after I'm done with books. They are coming along well, so maybe another week or two and I can start on the perk rebalance.
Thanks for the reply. What you said is what we were figuring is how it would be.

 
Introducing a backup or savegame feature would be a one-way trip. once implemented, there is no going back, as people would get used to it and complain a lot if it get taken out again. With a savegame feature the gameplay-loop would change (try - fail - load - repeat - try - win - advance - save .... repeat) and not for the better.

A similar system are "base-blueprints" (as used in Empyrion). It allows spawning in whole bases once the resources are collected.

Many people have fun creating bases in creative mode and sharing them to others, but in the end it leads to everyone just pop in premade blueprint-bases and never actually building anything ingame. A lot of the charm of manually building a base while surviving is lost.

 
I put together our first working vehicle mods today (Mega, FuelSaver, Headlights, Speed), but I don't know what the initial ones will be nor what version they will be released.
Cool! Thanks Faatal. But there are already vehicle headlights, what does headlights mod do?

 
Can i have a little request for future implimention.

To. TFP

Can you add more roaming zombie walkers or runners in town and cities so that the doesnt feel empty?

I mean the POIs are filled with many zombies can you put some of them on the streets? So entering the cities and town are more alive i mean undead.

Thank you.

Keep up the good work and have a nice day!

 
Cool! Thanks Faatal. But there are already vehicle headlights, what does headlights mod do?
Probably better illumination mod or something to that affect.

Thinking we could also have different coloured mods for lights,allow us to customise our beams etc haha.

 
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Probably better illumination mod or something to that affect.
Thinking we could also have different coloured mods for lights,allow us to customise our beams etc haha.
UV ligths to make zeds happy.

And random chance of activating car alarms. If we have batteries with random charge, activating alarms and attracting new fans will be aweesome.

 
@Madmole. Hey MM i have a question and its my personal wish, We will get new model car/truck/bike for level designe in A18?
There are new sedans coming and a new army truck, plus that covered wagon.

 
yeah, #1 is definately a wee bit jumbled :)
Your second sentence relaying that the "double fire bug" will be getting some attention is welcome news.

For the "Second" part. What I was pointing out was that for a several alphas now you never want to deal exactly the damage that either ore blocks or trees have remaining. If you do then you won't get a 'bonus' amount of resources on that last hit.

And though last I recall that 'bonus' was -not- supposed to still exist, it does.

Similarly, though I've intentionally -not- tested for it recently, I sort of expect that it's still in a players best interest to use a "lower" Qual, or damage-output Steel Pickaxe when harvesting ore blocks than it is to use a max-damage pickaxe.

In other words, better to hit ore blocks as many times as possible (w the highest tier tool), so long as the last hit is at least 1 damage more than it would take to finish the block. This is to maximize the amount of resources you gain per ore block.

So the Perk for reading all 7 books in the series, as described, would actually reduce the resources gained.

And I don't think that's what you intend.

---

On a slightly different subject. A few days ago I did suggest possibly adding in a Mod or Perk or ability for a Legendary Pickaxe where it would allow one-shotting of the Sand blocks mixed in with the Ore Blocks. But not the Ore blocks themselves.

This was a smallish QoL thing I noticed while doing a lot of resource mining.

I found myself switching back and forth between pickaxe & shovel a lot, and it really messed with my mining rythm.

Before posting the suggestion I modded the 'earth' damage a steel pickaxe does and gave it a go. For me it made mining while in a resource cluster much more enjoyable.
Well that sounds like a lame bug to me. You should get the same resources if you one shot the block vs hitting it 1000 times with your fists. So if we fix that bug, will the crying cease of the one shot perk? Everyone cried when we took out one shotting (I always liked it) so my thought here was to bring it back in some sense but not have it be too OP in every case.

 
Can i have a little request for future implimention.
To. TFP

Can you add more roaming zombie walkers or runners in town and cities so that the doesnt feel empty?

I mean the POIs are filled with many zombies can you put some of them on the streets? So entering the cities and town are more alive i mean undead.

Thank you.

Keep up the good work and have a nice day!
If we can get our performance up we can consider that.

 
Well that sounds like a lame bug to me. You should get the same resources if you one shot the block vs hitting it 1000 times with your fists. So if we fix that bug, will the crying cease of the one shot perk? Everyone cried when we took out one shotting (I always liked it) so my thought here was to bring it back in some sense but not have it be too OP in every case.
For me (wiping away tears), absolutely. :biggrin1:

And ya know, a rare 15 minute magazine, "Hulk SMASH!" that provided one-shotting Stone, Sand & Ores with any pickaxe would be a hell of a find! :faint2:

 
I confirmed there is a mining bug giving you extra resources, that will be fixed so I see no problem with one shotting perk.

 
Well that sounds like a lame bug to me. You should get the same resources if you one shot the block vs hitting it 1000 times with your fists. So if we fix that bug, will the crying cease of the one shot perk? Everyone cried when we took out one shotting (I always liked it) so my thought here was to bring it back in some sense but not have it be too OP in every case.
I would actually expect you to get fewer resources one-shotting blocks, because you're being less careful digging out those resources.

After all, there's a reason archaeologists use delicate instruments rather than sledgehammers.

That also gives an interesting in-game choice between maximising speed or maximising resource gains when destroying blocks.

 
If we can get our performance up we can consider that.
You can probably work around any performance hit by taking a dynamic approach. Like a small horde that respawns fast near the player, or an automatic heat increase while player is in the city. Same for roaming hordes.

The only true problem is xp balance, on which I completely agree with another post (https://7daystodie.com/forums/showthread.php?112454-Things-TFP-removed-and-you-wish-they-hadn-t/page6):

Thanks for the explanation, although tbh it has me scratching my head in a "TFP fixed this by doing what now ...?" kinda way.
If players want XP we run over to a POI, knock on the wall and start wailing on everything that stirs. XP can be easy to get from mauling zombies, and zombies can be found. Heck, honestly, look at the screamer farm tricks going around.

Removing from of the core beautiful features of a zombie apocalypse - i.e.: the hordes - to address a gameplay feature ... in a zombie game - that of XP ... as a fix ... is ... strange at best.

Hordes need to come back, period. Address the XP in other ways. We can get screamer hordes, we can get xp farms ... so address the XP by reducing volume of XP, or XP diminishes by kills in quick succession, or XP is awarded for "horde" vs. "zombie" etc etc etc
 
I think we could spawn some with missing limbs at random then we'd see more of that.
That would actually be cool! Ill bet one of th modders can pull that off in a [limb] Snap!

Paging Mr. Guppy, Paging Mr. Guppy... dismemberment on aisle 12!

 
MM, i have a question about the new books/magazines design.

Anyone can read the books and learn the abilities? o will they have skill requierements?

Example: A book that allows you to craft refined fuel (better performance per gallon or something) requires having Yeah science skill lvl 5

If you don't have that ability you better trade it to someone who can use it, sell it or scrap.

Thoughts?

 
MM, i have a question about the new books/magazines design.
Anyone can read the books and learn the abilities? o will they have skill requierements?

Example: A book that allows you to craft refined fuel (better performance per gallon or something) requires having Yeah science skill lvl 5

If you don't have that ability you better trade it to someone who can use it, sell it or scrap.

Thoughts?
Yeh, bite your tongue!

We don't need additional level gating. Thank goodness the level gates we have will be going away.

Books should be readable by anyone at any level and with any set (or lack) of skills.

 
I would actually expect you to get fewer resources one-shotting blocks, because you're being less careful digging out those resources.
After all, there's a reason archaeologists use delicate instruments rather than sledgehammers.

That also gives an interesting in-game choice between maximising speed or maximising resource gains when destroying blocks.
Its a time management game, not a digging simulation. Staring at boulders is boring, I want to get the resources so I can "go do fun stuff".

 
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