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
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if i could use them inbetween axe hits, i would to speed up the process
I may be wrong but I think the correct tool for them is the pickaxe. You should get through them faster with one of those.

 
I may be wrong but I think the correct tool for them is the pickaxe. You should get through them faster with one of those.
Best is the sledge hammer. I don’t know why anyone would try it with a stone axe... a phrase comes to mind but I’ve vowed never to say it again.

(Yes, I know this is as much as saying it but baby steps)

 
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Oh really...5 years playing the game and thats how you do it...wow

Nice try guys..but its hard to use them when you havent found them at early stages of the game. All you have is a stone axe to do everything.

 
Ultimately the food issue will need some extra work. It seems there will be no one size fits all fix but rather a conglomeration of ideas, many of which have already been listed by the wonderful minds from fellow players.

I understand that some fear the tedium of food spoilage but I feel that is a good starting point (with proper balancing) to minimize over abundance. It also introduces more aspects to gameplay like working towards refrigeration (be it electrical or old fashioned block ice method). It will also increase the value of stockpiling canned goods and gives them value again.

Speaking of canned goods, once smell sense is working properly again, canned goods become even more valuable as the zombies will always smell uncanned meat products. This can be taken one step further by allowing dogs/wolves/bears to have extra sensitivity and aggression towards smelling meat. Perhaps they can be given a آ“huntingآ” mechanic when they smell meat which could add some interesting gameplay.

Another great idea previously mentioned was crop trampling which can add so much to the survival aspect of the game, kind of a risk vs reward system (do I chance it and leave my field unprotected or do I spend the time and resources to make it defensible)? Scavenger creatures like crows, rabbits, and gophers can also be introduced which could eat crops as could locusts which can devour crops (and be caught and eaten in turn).

Crops can be made to not grow in the cold biomes while meat can be frozen there. Desert drought could be introduced to make crops perish as can a lack of rainfall. Rainfall could also give a bonus to growth but too much rain can also rot crops in the ground.

Perks can also be adjusted to increase harvest (or decrease harvest penalties). The entire process of farming can go beyond just picking perks, ie, make the character have to tend to the farm more ( better crops mean more time working the fields which mean less time doing other things). Tending the fields also could attract more zombie attention.

Overall food should be not so much harder to come by but rather harder to sustain. Lack of food (or quality calories) should slowly make one weaker, slower, and more susceptible to sickness/disease while healthy food and protein can give believable buffs like resistance and increased strength.

Starvation would be so much scarier in a zombie apocalypse when you get progressively slower due to increased encumbrance and your hits get weaker and weaker with every swing and ultimately your stamina stays at zero. This way you do not die so quickly but yet death is on the horizon and suddenly finding food becomes an exciting adventure where even the lowliest zombie can be a major threat as you barely have the speed to escape or the strength to fight (the player needs to think and be cautious more than ever). Vultures then become the herald of your death. First they gather, then they peck, eventually they attract a horde of zombies... think of the excitement!

Of course all of this would require proper feedback and balancing. Thoughts?

 
Oh really...5 years playing the game and thats how you do it...wowNice try guys..but its hard to use them when you havent found them at early stages of the game. All you have is a stone axe to do everything.
Then don't open the safes. THey are for when you have the correct tools. If the stone axe can do EVERYTHING the pickaxe can just because you don't want to wait for the pickaxe then why even have one in the game? Everyone could just use stone tools the whole game.

 
People used to go into the hub city on day one naked and with only a stone axe and a wooden club and then complain that the hub cities were unfair when they died and then five more times trying to retrieve their backpack. Just die die die booooooooooriiiiiing!!!!!

It’s a game full of freedom but just because you could doesn’t mean you should. Learn from Jurassic Park people!

 
Ultimately the food issue will need some extra work. It seems there will be no one size fits all fix but rather a conglomeration of ideas, many of which have already been listed by the wonderful minds from fellow players.
I understand that some fear the tedium of food spoilage but I feel that is a good starting point (with proper balancing) to minimize over abundance. It also introduces more aspects to gameplay like working towards refrigeration (be it electrical or old fashioned block ice method). It will also increase the value of stockpiling canned goods and gives them value again.

Speaking of canned goods, once smell sense is working properly again, canned goods become even more valuable as the zombies will always smell uncanned meat products. This can be taken one step further by allowing dogs/wolves/bears to have extra sensitivity and aggression towards smelling meat. Perhaps they can be given a آ“huntingآ” mechanic when they smell meat which could add some interesting gameplay.

Another great idea previously mentioned was crop trampling which can add so much to the survival aspect of the game, kind of a risk vs reward system (do I chance it and leave my field unprotected or do I spend the time and resources to make it defensible)? Scavenger creatures like crows, rabbits, and gophers can also be introduced which could eat crops as could locusts which can devour crops (and be caught and eaten in turn).

Crops can be made to not grow in the cold biomes while meat can be frozen there. Desert drought could be introduced to make crops perish as can a lack of rainfall. Rainfall could also give a bonus to growth but too much rain can also rot crops in the ground.

Perks can also be adjusted to increase harvest (or decrease harvest penalties). The entire process of farming can go beyond just picking perks, ie, make the character have to tend to the farm more ( better crops mean more time working the fields which mean less time doing other things). Tending the fields also could attract more zombie attention.

Overall food should be not so much harder to come by but rather harder to sustain. Lack of food (or quality calories) should slowly make one weaker, slower, and more susceptible to sickness/disease while healthy food and protein can give believable buffs like resistance and increased strength.

Starvation would be so much scarier in a zombie apocalypse when you get progressively slower due to increased encumbrance and your hits get weaker and weaker with every swing and ultimately your stamina stays at zero. This way you do not die so quickly but yet death is on the horizon and suddenly finding food becomes an exciting adventure where even the lowliest zombie can be a major threat as you barely have the speed to escape or the strength to fight (the player needs to think and be cautious more than ever). Vultures then become the herald of your death. First they gather, then they peck, eventually they attract a horde of zombies... think of the excitement!

Of course all of this would require proper feedback and balancing. Thoughts?
This ^^^

I found this post to be interesting. I like the thought of a food spoilage system. And I like the way it is described here.

The value it would give to canned goods is good as with this I would use whatever food is not canned first to keep it from spoiling.

It could also introduce the need to process the food you gather as unprocessed food would spoils faster than processed. No stockpiling meat for ages without a freezer or processing kind of thing.

I like the different growths based on biomes but I would also like to see spoilage differences with the biomes. Meat spoils faster if stored in a crate in the desert for instance, or having crops freeze to death in the snow biome.

It is an interesting system that would bring a lot of the survival element back with it.

 
Call me when RWG is fixed...still roads into mountains, POIs that float and are sunken down into the ground. Do any of the great systems of A17 actually work or are they all placeholders again for the next great iteration.Game is still a grind .. A gameday to open up a safe...BOOOOOORING!!!

Its over Johnny!!! You killed a great game that just needed some tweaking and bug fixes and more late game content. 2 years to get what??? the same problems of A16 and more.
Wow man you must have some patience standing around hitting a safe with a stone axe, if you find a safe early game just mark it on the map and come back to it later when you have a pickaxe. At the start of each game i am more interested in finding food, cooking pots and grills

 
People used to go into the hub city on day one naked and with only a stone axe and a wooden club and then complain that the hub cities were unfair when they died and then five more times trying to retrieve their backpack. Just die die die booooooooooriiiiiing!!!!!
It’s a game full of freedom but just because you could doesn’t mean you should. Learn from Jurassic Park people!
^THIS. Plus, the fact that the only thing in a damn safe is going to be firearms and ammo. When I start a new game, my focus is on food/water/medical supplies. I've already got a bow and lots of birdsnest are on the ground that contain, guess what! Feathers. Feathers+wood+stone = arrows.

On the other hand, I can understand why players would go for a safe. It contains a firearms and ammo. But, at the same time folks. The first starting weapons you have should be doable, unless one doesn't like that.

 
^THIS. Plus, the fact that the only thing in a damn safe is going to be firearms and ammo. When I start a new game, my focus is on food/water/medical supplies. I've already got a bow and lots of birdsnest are on the ground that contain, guess what! Feathers. Feathers+wood+stone = arrows.
On the other hand, I can understand why players would go for a safe. It contains a firearms and ammo. But, at the same time folks. The first starting weapons you have should be doable, unless one doesn't like that.
With 17.3 wolves seem more abundant. Having a pistol at least, was on my mind as twice I almost walked into one were it not for the howls they sometimes make.

 
With 17.3 wolves seem more abundant. Having a pistol at least, was on my mind as twice I almost walked into one were it not for the howls they sometimes make.
Hm... then I'll have to check out A17.3 then.

 
Dear devs, will we soon have a patch for the return of the infection? I play survivalist mode with a speed always nightmarish, but with all the food everywhere and no more infections, the game is rather boring ... You have to eat rotten flesh to feel a bit in danger ...

And I hope you will remove all those gardens with 50 potatoes or blueberries, that makes no sense in a devastated world ^^.

 
Regarding food, maybe crops diseases?

A percentage of crops would turn to dead plants. (Like dead corn.)

And a perk/book/tool/whatever could help reduce the risk of disease.

 
No promises, but after 18 is stable we're going to try to update the 4 we already have supported, and add Russian, Chinese and Japanese.
Japanese too! Thank you. I've fully translated the vanilla 7 Days to Die, as well as 8 mods for it.

I've been getting great feedback for them. Japanese people really seem to like this game. I had a lot of people tell me that they bought the game because they can play it in Japanese with my localization. Once it's officially supported, I'm sure there will be more.

 
Dear devs, will we soon have a patch for the return of the infection? I play survivalist mode with a speed always nightmarish, but with all the food everywhere and no more infections, the game is rather boring ... You have to eat rotten flesh to feel a bit in danger ...And I hope you will remove all those gardens with 50 potatoes or blueberries, that makes no sense in a devastated world ^^.
Have you ever left a basic garden unattended? My eggplant harvest last year had really pathetic produce because of less than ideal weather. I left them to drop and become compost. This year... so many new plants! Humans were devastated by the infection, the plants were not. The over-abundance of crops and large gardens makes sense, not like 'smart' zombies...

 
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