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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Madmole could you please address why controllers don't work as well in A17 and if your team can improve controller function. I currently can't play the game due to the inability to target/grab objects quickly or hit zombies accurately.
This! Although controller is not that bad I am using XB1 controller. However any better support the better especially the poor gyro is so hard to handle on both controller and mouse and keyboard.

 
They already are AFAIK.
@Madmole They are up until gamestage 50, then it loops back to 1.

And when on the subject, maybe Scout (screamer) and Biome spawns could also move to gamestages. Those are the only thing in the spawning.xml that still does a thing. I was hoping A17 would streamline all spawns into the gamestages.xml file. Maybe A18 this could be a thing?

 
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Zeds can trample your crops, deer etc. Make anemia a thing so getting cut causes amemia if you don't get some meat. So farming might solve hunger but you need some meat too. I'm generally talking about loot though, and making bandages harder to get so you might eat more food to restore your health. Nerf the health regen perks.
Are you thinking out loud with the anemia thing or is a WebMD simulator in the works?

** You feel something coming on..

** You have come down with the Diabeetus!

 
Madmole could you please address why controllers don't work as well in A17 and if your team can improve controller function. I currently can't play the game due to the inability to target/grab objects quickly or hit zombies accurately.
Its better if you submit bugs to where the testers are reading it, in the 17.3 thread.

 
Muchas gracias! es compatible con la versiَn 17.3 ?
Thank you! Is it compatible with version 17.3?
Es para la 17.2, no lo he probado en la 17.3. Es al menos una versiَn muy pulida hasta que exista una versiَn oficial completa.

It's for 17.2, I have not tried it in 17.3. It is at least a very polished version until there is a full official version.

Por nada!

 
Anyway I expect an official translation from the developers that is native to the game.Consult about the MM case in which alpha we will have 100% translation in all languages?
Since proper translation is quite an effort (especially re-translating new words all the time when new features come in and others change) you should only expect to have the proper full translation at launch...

 
Es para la 17.2, no lo he probado en la 17.3. Es al menos una versiَn muy pulida hasta que exista una versiَn oficial completa.
It's for 17.2, I have not tried it in 17.3. It is at least a very polished version until there is a full official version.

Por nada!
Genial muchas gracias voy a estar mirando el post para ver si lo actualiza a la version 17.3 gracias totales

Great thank you very much I'll be looking at the post to see if you upgrade to version 17.3 total thanks

 
I'm generally talking about loot though, and making bandages harder to get so you might eat more food to restore your health. Nerf the health regen perks.
I don't think making food heal (as it is now) will affect food consumption. A person will eat only a certain amount of food each day (if available), no matter if he is injured or healthy. Let's ignore cold biome for now. I cannot eat more if I'm full. So to make use of food healing ability, I need to go scavanging on empty belly, so if injured I can eat more and heal, which is contr intuitive and bad design.

Simple solution is to allow us to eat when we are full, there is no wellness now, so no exploit by eating dozens of stews.

 
Are you guys high? Or were you just born that way?
J/k but why would you want that removed? You can run up stairs and speed climb irl so...
I already wrote about this. This is a drop of realism and it works like this in many games) Running up the ladder is nonsense)

 
More deseases = more tipes of antibiَtics = more reasons to search and explore.

What about zombies atacking players boxes with meat in it?if hunger is a threat and food become hard to obtain loosing your stockpile maybe can kill you in a few days.

I think it's easy to implement.

 
Zeds can trample your crops, deer etc. Make anemia a thing so getting cut causes amemia if you don't get some meat. So farming might solve hunger but you need some meat too. I'm generally talking about loot though, and making bandages harder to get so you might eat more food to restore your health. Nerf the health regen perks.
I like the idea of crops being in danger but you're going down the metabolism route for food? Wouldn't that be unnecessarily complex for the average gamer? Even the Skyrim realistic needs mods always offer a simplified method.

Not that the human digestion system is hard to program, I did it last year. The greatest difficulty was working out whether water was a meal or a nutrient... it's both. After that everything can pretty much be broken down into carbs, protein and fat unless you want to micromanage vitamins :-)

 
I don't think making food heal (as it is now) will affect food consumption. A person will eat only a certain amount of food each day (if available), no matter if he is injured or healthy. Let's ignore cold biome for now. I cannot eat more if I'm full. So to make use of food healing ability, I need to go scavanging on empty belly, so if injured I can eat more and heal, which is contr intuitive and bad design.
Simple solution is to allow us to eat when we are full, there is no wellness now, so no exploit by eating dozens of stews.
Very good points.

To be honest I don't think food will be a complete feature unless we add more "complex" elements to it. It doesn't need to be ressource consuming at all, but several mechanics must be compounded together so that the whole food/hunger gameplay becomes engaging and thoughtful. Food spoilage, as it has been discussed previously isn't in my opinion a solution that will enhance gameplay on it's own (if at all).

What makes 7DTD unique is the fact that a lot of different, seemingly independant mechanisms and "mini-games" are actually tied up together, thus making the whole a rich experience. The aspect that is truly making food management feel lackluster is that it is focused solely around quantity management. There's no need for diversity, there's no real gain from any food; the game theory behind all of it relies on two equations, ressource cost/hunger regen ratio, and hunger regen/health regen ratio - and you choose your recipes depending on if you want to maximize either food cost or healing efficiency. Then you figure out which is the easiest food income for you and you repeat the process just like a daily chore.

Things would be much more interesting with another layer of thinking. It could be as easy as granting temporary "special bonuses" depending on your food intake (bacon & eggs make you hit harder but move slower, vegetable stew would increase your stamina, etc). Or you could think about a whole system, something like having to fill 3 bars instead of one (don't use carbs/protein/fat though :D ), and getting bonuses or debuffs based on the diversity of your diet.

It doesn't need to become YourFitnessPal simulator, but if I can fill myself with the same food over and over again, it's always gonna feel too one-dimensional to be interesting.

 
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