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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What about tying the availability/quantity of food to game difficulty settings?
How about we balance the game properly? Doing that just makes more work for us and we'll never make everyone happy. There is a loot abundancy that handles that already. Some players might not think that food needs to be super scarce just because they changed difficulty.

 
I like how we're finally talking about properly balancing stack sizes. balance all depends on how much MM wants his game to be realistic or just fun. Because if you were to go full realistic mode then we would be only able to carry 20-50 small stones and 10-25 raw iron chunks before you could not carry anymore let alone carry a 4x4 jeep in your pocket. I myself fully understand that I can't in real life that is carry 20 stacks of 6000 small rocks lol. 7D2D is a survival game that tries to have alot of common sense elements to challenge your character to survive. from my experience of the game it is not an inventory management game, its a game where you are suppose to loot, build, fight, defend and above all survive. If you die your char should lose something permanently that you have to then redo or reattain (another topic but Death needs to be punishing)
If you go the full realistic mode for loot stack sizes then you severely diminish the core function of the game and would have to change subtitle to the game. from "The Survival Horde Crafting Game" to "The Survival Inventory Management Game"

For example all building materials like rocks, iron, cement, wet cement, gas, lead, brass, and any other raw materials the stack size should all be set at 3k IMO this is to make it uniform while at the same time reduce the amount of material a person could carry as it would demonstrate a "sense of realism" without killing the crafting theme of the game. Also maybe have it to where when you put those items into a storage container the stack size is doubled or tripled? IDK? some other games do this like Empryion and to me that makes perfect sense.

this is just an example of just the raw materials. have them at 3k on the person but 6k or 12k even when put in a container

hope this is somewhat helpful or insightful. Overall 17.3 is amazing great work TFP!!!
I don't think building supplies matter that much. Its fun to build and making that tedious would just ruin that aspect. The main thing is healing items like food and medicine that should be limited.
 
I don't think building supplies matter that much. Its fun to build and making that tedious would just ruin that aspect. The main thing is healing items like food and medicine that should be limited.
I was using the raw materials as an example. but what do you think about reduced stack sizes on the player but increased when put into a container?

 
I was using the raw materials as an example. but what do you think about reduced stack sizes on the player but increased when put into a container?
If the item were still exposed to modding, it would need, I suspect, then to be duplicated, so the item transformed from "bandage on player" to "bandage in container" as it was moved, since the stack size is set in the XML's (or at least was, it's been a while since I last looked at that and can't right now).

Sounds a bit messy to me.

 
Not sure. Sounds like we need to nerf feathers big time :)
I see the humour in the response and I know it's not exactly a game-breaker but it's still a fair point.

The ability to move things around the crafting queue would help when I'm crafting over 500 spike traps for an outer defensive ring. Not essential but it would be a nice "quality of life" addition.

 
Zombie dogs would. We could probably add a flee option for heavily injured wolves and stuff, we're planning it for bandits.
Just a thought...

How about adding a simple "combat effectiveness" rating to the AI? Nothing too complex but something that would indicate whether attacking the player would be instant suicide. If the players combat rating is significantly higher than the animal's then the animal runs without attacking. This would to balance the later game when the player can one-shot anything.

This system would also benefit the bandit AI as it's pretty similar to how we "size things up" in real life.

If you want to go more complex then having separate offensive and defensive ratings would also help the AI choose the correct tactic for the situation, especially important for the bandits.

 
another qol for crafting would be whatever station it is draws ingredients from a stash container not inventory. one adjacent to it, not on the other side of the world of course. or enable storage in a crafting station.

 
We should be able to pick them up from the ground first, before we get a mod like that.
That many physics objects bouncing around would swiftly send the frame-rate into single digits, if not fractions.

 
Maybe, we'll have to see how the game shapes up.
I appreciate your optimism but there ain't no maybe about it without some form of NASA supercomputer or a secondary (primitive) physics engine running on a separate thread or five.

You're looking at around 30 physics objects per clip per person in a multiplayer environment, worse if they have SMG's, and that's not counting turrets or bandits pumping out rounds.

 
I appreciate your optimism but there ain't no maybe about it without some form of NASA supercomputer or a secondary (primitive) physics engine running on a separate thread or five.
You're looking at around 30 physics objects per clip per person in a multiplayer environment, worse if they have SMG's, and that's not counting turrets or bandits pumping out rounds.
I don't know, some low-poly casings could do the trick. I mean we already have items that kind of have physics, they don't lag out the game. Maybe @faatal could give some insight if this is a realistic idea.

 
I don't think building supplies matter that much. Its fun to build and making that tedious would just ruin that aspect. The main thing is healing items like food and medicine that should be limited.
If building supplies were just used for building your base, then the huge stack sizes would be fine. However, they take away from the game for adventuring or looting.

More specifically, it takes away from the emergent gameplay of using the environment to your advantage. Let's say there's a house where one room has 20 zombies, and there's a large wood pile outside. A cool solution would be to use the wood outside to make spikes and use those to ensnare the zombies.

With insane stack sizes however, I already have 1000 wood on me at all times. Maybe I'd use spikes, but it would be because I considered the time spent whaling on a tree to recoup the loss to be more valuable than the potential ammo/hitpoints I'd lose going solo. Maybe I'd also harvest the wood pile, but it would because they yield more material per hit than a tree, saving me time in the long run, not because of any strategic decision based on my unique circumstances.

I would much rather the moment-to-moment decisions be "how can I make use of the limited resources available" rather than "Is this going to be worth the grind I'll have to do to make it up?".

I do have a few rough ideas on how to fix it, but player feedback is probably more important

 
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