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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I don't think it would have widespread appeal. For example there was a lot of negativity when loot was hugely nerfed from killing zombies. With no loot and no xp I think a lot of people wouldn't be very happy. It appeals to some obviously but not for a vanilla experience.
I firmly believe that modding is for creating an alternate experience and not for fixing supposed problems. I'm doing this for my own preferences having fully played and enjoyed the vanilla experience. Even though I personally don't like an xp incentive tempting me to not play organically others really love and enjoy the process of accruing experience.
We might remove the xp popout so you can't tie a value very easily to an activity.

 
No we're trying to avoid them by not having any grindy loops that force players to craft 1000 daggers, run in a corner with a weight on the W key etc. The perk buying system allows that. We went to far with it though and enabled crafting of high level weapons and didn't have books so it kind of killed looting. With some balance we believe it will be awesome.
At least I did never grind with LBD. I just enjoyed seeing the level ups while playing and felt the natural progression while just playing the game. For me punching grass would be boring AF and it wouldn't be worth it for me.

But you don't have to add LBD on every single thing, so there wouldn't be any spam crafting and spam punching grass. For example, you could keep it on Athletics. Spam running would be bad as it would reduce Max Stamina.

 
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No we're trying to avoid them by not having any grindy loops that force players to craft 1000 daggers, run in a corner with a weight on the W key etc. The perk buying system allows that. We went to far with it though and enabled crafting of high level weapons and didn't have books so it kind of killed looting. With some balance we believe it will be awesome.
and again, sounds like a good direction for the game. I like what I hear and looking forward to jumping from A16 to A18 :-)

They forget that a good number of players don't like "class" type play and simply want to be able to play any aspect of the game when it suits them.
Not a fan of "classes" either. I have a degree in economics and later studied medicine to become a doctor. If I had gone by classes, I would have been done with business studies, because my skills were maxed out lol. Glad that life offers more than one class.

 
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and again, sounds like a good direction for the game. I like what I hear and looking forward to jumping from A16 to A18 :-)



Not a fan of "classes" either. I have a degree in economics and later studied medicine to become a doctor. If I had gone by classes, I would have been done with business studies, because my skills were maxed out lol. Glad that life offers more than one class.
You can label certain playstyles as a class, but in 7 Days its really build the character you want that fits your play style. The tricky part is surviving and not getting too weak because you over spec'd into something and under spec'd elsewhere. But to me that is an interesting puzzle to solve as a gamer.

 
The books can only add, not subtract or block.
Well ... No, you can initialize a player with cvars and use that system to allow some things affecting you but not others, but that'd be a decent sized project and far outside the scope of your vanilla goals imo...

 
Are you folks going to cut down the number of dungeons and put in more normal type of PoIs? I would have preferred if the dungeons were kept to those high rise style PoI's

 
Well ... No, you can initialize a player with cvars and use that system to allow some things affecting you but not others, but that'd be a decent sized project and far outside the scope of your vanilla goals imo...

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We might remove the xp popout so you can't tie a value very easily to an activity.
+1

Both for the reason stated and because it's a giveaway when something is "dead" - I'd rather have to double-tap to be sure.

 
Are you folks going to cut down the number of dungeons and put in more normal type of PoIs? I would have preferred if the dungeons were kept to those high rise style PoI's

A random POI generator (assembled from smaller template sections) would be an idea.

Every house and skyscraper in town unique...

 
I could technically write one with the current mechanics (at least horizontally, gluing POIs together, vertically there might be some issues) and insert them into my world generator. But creating all those assets would be a pain...

 
Well ... No, you can initialize a player with cvars and use that system to allow some things affecting you but not others, but that'd be a decent sized project and far outside the scope of your vanilla goals imo...
Yeah I'm not a fan of clunky XML work, when a one liner in C# can replace 2 paragraphs of XML, we go with the C#.

 
Are you folks going to cut down the number of dungeons and put in more normal type of PoIs? I would have preferred if the dungeons were kept to those high rise style PoI's
Adding at least 8 million more dungeons. Even a tent will be dungeon and spawn a behemoth if your game stage 1. But seriously no we're adding a lot more dungeons but are adding some more abandoned ruins types of POIS as well.

 
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