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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Hey, thats good news, thanks Gazz!

didnt catched the news appearently about those bundles.

 
So what was the decision on weapon/tool mod slots again? All the same number or is it still determined by its level? I was thinking maybe having some mods, especially for weapons, that maybe could only be installed on higher level stuff. Or even have some that take up more than one slot.

You could even go the crafting route and have some that are only obtainable through looting.

 
I'm kind of sad that TFP seem to focus only on the survival aspect of this game. Let's nerf this, let's make this harder to get, let's make it more punishing to die, or else the players will get bored. Let's reduce stack sizes, otherwise it's too easy..
What happened to the sandbox part of this game? That was in the Kickstarter too, but nobody seems to mention it anymore..

Survival for me is boring. What I like is building awesome structures and contraptions, crafting, killing bosses, doing quests, pvp.. worrying about food is not for me sadly

I have to agree with you on this, i cannot believe the amount of posts going on about food. I want more excitement in the game, something to motivate me to want to keep coming back like the old days of playing
Same. I like the Survival aspect, but I don't want that to be the core focus of the game. There are other survival games I would rather play if I wanted such a simulated life experience. The unique selling point of this game is freedom, fun, and voxels that don't look like ♥♥♥♥ minecraft graphics. 7 Days does this better than any other game.

 
You missed the memo again. I added him to the first post though.
We need a zombie with very low health but can dish out a lot of damage. We need to move away from the bullet sponges.

My idea for high game stage zombies would be:

1 or 2 brutes with high HP, hit very hard but always walk no matter the setting. (These are the sponges)

Berserkers that have low hp, weak attack but is super fast, faster than the player.

Tweakers that have a high DPS attack but very low health.

Irradiated that instead of being bullet sponges, cause a damage overtime effect when in their "aura" and boosts other zombies attack speed. (only works if they are awake)

Climber that not only can climb walls but ceilings too. Would be scary as hell as a sleeper.

Spitter vulture can instead be able to pick the player up and drop him.

Deep sleepers that won't attack until you are right next to them, their attack causes the player to fly across the room in a rag doll. While they are awake their attacks cause the same rag doll effect.

Zombie cop is fine.

Spider is fine.

Ferals are fine.

 
dont forget Murhy's Law!
the newbie (the one who never played the game) will need feathers for starter quest and yes i have had some fresh games where i couldnt find a damn nest in the starter area. :) (me and Murphy go way back)

but... how about a rotten egg that cant be eaten?
Could just nuke the bow from the starter quest. Club is enough to get started. If that becomes a problem.

 
So what was the decision on weapon/tool mod slots again? All the same number or is it still determined by its level? I was thinking maybe having some mods, especially for weapons, that maybe could only be installed on higher level stuff. Or even have some that take up more than one slot.
You could even go the crafting route and have some that are only obtainable through looting.
Its something like 1,1,2,2,3,4

 
We need a zombie with very low health but can dish out a lot of damage. We need to move away from the bullet sponges.
My idea for high game stage zombies would be:

1 or 2 brutes with high HP, hit very hard but always walk no matter the setting. (These are the sponges)

Berserkers that have low hp, weak attack but is super fast, faster than the player.

Tweakers that have a high DPS attack but very low health.

Irradiated that instead of being bullet sponges, cause a damage overtime effect when in their "aura" and boosts other zombies attack speed. (only works if they are awake)

Climber that not only can climb walls but ceilings too. Would be scary as hell as a sleeper.

Spitter vulture can instead be able to pick the player up and drop him.

Deep sleepers that won't attack until you are right next to them, their attack causes the player to fly across the room in a rag doll. While they are awake their attacks cause the same rag doll effect.

Zombie cop is fine.

Spider is fine.

Ferals are fine.
Good ideas. Glad I thought of them :)

 
How about zombies that transform from walking to running after taking 50%+ HP damage? That would be a good intermediate step in progression from Walkers&gt;Ferals&gt;Radioactives.

EDIT: With the chance for each being dictated by gamestage, IE you would only get a house FULL of radioactive zombies at high level gamestages.

 
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Same. I like the Survival aspect, but I don't want that to be the core focus of the game. There are other survival games I would rather play if I wanted such a simulated life experience. The unique selling point of this game is freedom, fun, and voxels that don't look like ♥♥♥♥ minecraft graphics. 7 Days does this better than any other game.
The game already has "hunger" - it just becomes mostly decorative after a while and sure, you may like that and that's perfectly ok.

But saying that the game will become a "simulated life experience" or will somehow lose its "freedom" and "fun", if it gets a hint of balance which won't allow players to swim in resources, is a little ridiculous, don't you think?

 
We need a zombie with very low health but can dish out a lot of damage. We need to move away from the bullet sponges.
My idea for high game stage zombies would be:

1 or 2 brutes with high HP, hit very hard but always walk no matter the setting. (These are the sponges)

Berserkers that have low hp, weak attack but is super fast, faster than the player.

Tweakers that have a high DPS attack but very low health.

Irradiated that instead of being bullet sponges, cause a damage overtime effect when in their "aura" and boosts other zombies attack speed. (only works if they are awake)

Climber that not only can climb walls but ceilings too. Would be scary as hell as a sleeper.

Spitter vulture can instead be able to pick the player up and drop him.

Deep sleepers that won't attack until you are right next to them, their attack causes the player to fly across the room in a rag doll. While they are awake their attacks cause the same rag doll effect.

Zombie cop is fine.

Spider is fine.

Ferals are fine.
Was just saying the other night in my co-op game, the crawlers would be super creepy if they were feral fast. Sometimes don't see them coming, scare the life out of me at regular speed.

Also, water snakes. Actually, forget that last one, I hate any and all snakes as it is.

 
(Madmole)

7 Days To Die A17.3 is getting incredible.

My weak pc is now running 1920x1080 60 to 80 FPS.

when I (gfx pp enable 0).

Puts an obsession in the video menu to turn on and off (gfx pp enable 0). :attention:

 
Will you guys ever put in a push or kick action or even a shotgun but hit to the head!

So we can get the zeds aways enough to shoot them in the head!

 
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