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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This is music to my ears. A18 seems like it is going to be a great iteration of the game. Playing on difficulty 5 is going to be something of a mess. By mess, I mean I should probably be sitting on a diaper when I loot a POI. Cause here comes the OH ♥♥♥♥ moments.

 
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A18 is sounding better and better.
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Remember when zombies corpses not being lootable was the literal end of all mankind as we know it? Now everyone just accepts the new change and gets outraged about something else. I was not sure about the change, but I absolutely don't miss the zombie corpses now. Plenty of other containers to loot.

Just something to keep in mind if you think TFP have "ruined" your favorite version of the game with some new feature or gameplay change.

 
Remember when zombies corpses not being lootable was the literal end of all mankind as we know it? Now everyone just accepts the new change and gets outraged about something else. I was not sure about the change, but I absolutely don't miss the zombie corpses now. Plenty of other containers to loot.
Just something to keep in mind if you think TFP have "ruined" your favorite version of the game with some new feature or gameplay change.
There is a book that lets you have a bit better chance. I had two drop on a horde and I was excited to get them, versus, meh I gotta loot 100 corpses and chop up all that crap now.

 
MM, any discussion about zombie spawn...well...predictability?

In our experience you walk into a POI. In a few seconds it seems like a set number of zombies will ALWAYS spawn based on the POI itself. This is usually after we walk into the building. Along those same lines, in the early game random animals in the open seem to spawn pretty regularly, while in the later stages animals seem to rarely spawn.

Is there any possibility to randomize the number of zombies that spawn in a POI, with there even being a chance that no zombies will spawn until a later visit? I love killing zombies, but in the late game it would be nice to possibly run into a house without there being 5 green bikers running towards you.

 
Anyone can assemble a vehicle with no perks, or buy them complete from traders, if you have the coin. Perked players can craft the parts as well as players who find the right schematics. So grease monkey is potentially a waste of points if your patient but if bad luck is running your game, as it often does you can buy it. Future builds will probably enhance the perks.
:clap2: :clap2: :clap2: :clap2: :clap2:

 
Im starting to feel like buying perks for things u can find is useless. Dont get me wrong, id rather it be like that. I hate having to spend a point to get vehicles currently.

Ideally... Id rather the perk enhance something about vehicles for example, not let you build parts. Once u build it the perk becomes wasted points.

 
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Taking some inspiration of how moments of certain games feel is my aim, not to copy everything about any one game. 7 Days has always been a survival game with RPG elements. It will never be a full on RPG with lofty dialogue choices or huge character interactions with NPCs. But it can have some awesome character progression and meaningful builds if we get it right.
As for 17 I can get excited about a new system we add even if its not that great at the time. Technology excites me. I was excited I could make a whole bunch of new perks without needing 20 programmers 2 years to do it. I had a framework that was very powerful and the sky was the limit. That was my excitement. Unfortunately the new framework broke a lot of stuff that worked ok before, like diseases, weather survival (not great but not horrid), and we didn't have a place for schematics yet. I did the perk system of 17 in under two months, with content lock and I've been working hard ever since it dropped improving it.

So now it feels fully integrated with the game instead of a replacer of stuff people used to do the old way. Its the best of both worlds IMO and 18 will be a big hit. The testers are confirming it is great again, and we still have a lot of balancing and fine tuning to do yet.

I get the skepticism, but 17 wasn't the first dud alpha we shipped. 13 was a dud and we made 14 awesome. Any time you bring in a ton of new features it takes time to work out the kinds. The new harvest system of 13 was cool tech, but the game wasn't balanced. Same with perks in 17. Amazing power there, but poor balance and distribution. 18 is 1000% better IMO.
Getting an answer as detailed as this shows the commitment you and the TFP team has and I'm impressed. I'd like to espress my sincere thank you for the answer. I do however have doubts if you will get this project where you want it to be...In any case I wish you all the best in future development.

Time will tell what the result will be. If all things work out... cya in A18.

Shin

 
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Im starting to feel like buying perks for things u can find is useless. Dont get me wrong, id rather it be like that. I hate having to spend a point to get vehicles currently.
Ideally... Id rather the perk enhance something about vehicles for example, not let you build parts. Once u build it the perk becomes wasted points.
I'd say wait until you play it before you judge.

My understanding is that perks are good if you want/need something now. And finding a particular book is not a guarantee. Depending on drop rates, you might never find it during a playthrough.

 
players now have a glancing blow so as you swipe your SWORD across a guy it might hit his arm and then hit his face for the intended hit.
Did MM say SWORD? I guess a machete could be considered a sword, clarification please?

Also I'd like to know about the meat=ounces comment the other day, is that actually in game or no?

 
MM, any discussion about zombie spawn...well...predictability?
In our experience you walk into a POI. In a few seconds it seems like a set number of zombies will ALWAYS spawn based on the POI itself. This is usually after we walk into the building. Along those same lines, in the early game random animals in the open seem to spawn pretty regularly, while in the later stages animals seem to rarely spawn.

Is there any possibility to randomize the number of zombies that spawn in a POI, with there even being a chance that no zombies will spawn until a later visit? I love killing zombies, but in the late game it would be nice to possibly run into a house without there being 5 green bikers running towards you.
Not really, its game staged and loot is set up accordingly. Changing it would be a bunch of work that only benefits 5000 hour guys who have memorized how many zombies spawn at particular houses. There are loads of new remnants going into the game that have zero to a few guys that spawn, but the dungeons are what they are and the loot is good.

 
Im starting to feel like buying perks for things u can find is useless. Dont get me wrong, id rather it be like that. I hate having to spend a point to get vehicles currently.
Ideally... Id rather the perk enhance something about vehicles for example, not let you build parts. Once u build it the perk becomes wasted points.
Yes that is the design we're striving for, but vehicles are not really on the radar right now, so 18 might have a few perks that are just unlocks and a waste to purchase. But those random games can really be a nightmare, so its nice having a for sure way to get a vehicle now. We could scale the amount of mats needed decrease with grease monkey on the recipes. That is doable right now.

In 19 when vehicle mods and customization become possible then the perks will make more sense.

 
I'd say wait until you play it before you judge.
My understanding is that perks are good if you want/need something now. And finding a particular book is not a guarantee. Depending on drop rates, you might never find it during a playthrough.
In which case, the perk is a godsend.

 
zombies were zero threat before and I didn't need armor at all) players now have a glancing blow so as you swipe your sword across a guy it might hit his arm and then hit his face for the intended hit. If you miss by a milimeter you will get a glancing blow, so less missed head shots that result in nothing at all, and it kind of helps make combat feel less binary.
This never really bothered me... but very cool and I know tons of people will be happy for this.

 
To clarify, its only with melee. A missed bullet is a missed bullet.
Good clarification. I assumed this, but I suppose you never know.

I remember when A17 first came out and how many streamers were getting aggravated at the melee... combined with the 17.0 stamina drain.

I watch about 6 players regularly and every one of them struggled at least a little with that, until the stamina changes came at least. I mean, of course people still miss a lot with swings, but it got better. This will be huge, though. Lot's of happiness coming.

 
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