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
Status
Not open for further replies.
Everything about A18 sounds amazing. I am hoping that you will have a way of either selling or scrapping extra dyes. Right now I have almost a full storage crate of left over dyes in my base in A17.4.
Maybe there could be recipies for blending dye colors, letting you mix a red and a blue for a purple... or a couple of reds for a darker crimson?

Keep throwing all your colors together and eventually you get black, or a really crappy brown. ...then you could add a "Bleach" which would lighten the shades of what you have, maybe taking a red and a bleach to get pink?

 
It has to go somewhere, and strength makes the most sense because pickaxes and augers take a lot of strength to wield IRL. Most of the perks have nothing to do with combat so what makes mining a special snowflake that doesn't fit? 999% of players will just buy strength and accept it and not think another thing about it. You can't be weak and mine IRL.
What do we have to gain? A system that is unified and easy to understand. Not random setups on mining.
I think it's a little like the issue with the INT tree in A17. A large part of this game is about crafting, so players flocked to intelligence because it was the only way to unlock more crafting recipes. In the same way, building is a huge part of the game, in fact one of it's unique selling points, and so players will try to increase their ability to build, and miner 69er/mother lode are the obvious choices for that unless you want to build out of hay bales.

"If players want to build a lot, then they spec into strength. That's their choice"

Doesn't this go against the whole thesis of the perk system? Give multiple ways to achieve the same goal, and let that add replayability to the game. If your goal is to "become a badass zombie killer", then the current perk system does really shine in giving player a lot of interesting ways to deal the problem. However, I'm pretty sure that's not everyone's goal. I get that A17 was a first pass on dealing with some stuff, but it feels as dismissive of the building aspect of the game as if "+20% damage vs the undead" was the only combat-related perk.

(btw my biggest goal is usually survival)

 
We could diminish effectiveness probably pretty easy, but why should food be complicated. Its just food, people have better things to do like build forts, gather mats, mine, do quests, loot, trade, etc.
Balance will solve the problem, as discussed ad infinitum a month ago.
I'm not saying make it complicated, I'm proposing making it challenging. I think it is possible to make food and water management challenging without making it complicated.

I think having to worry about food/water, or at least having to plan them ahead beyond simply hoarding as much of them as possible inside storage chests, would enhance the post-apocalyptic survival aspect of the game.

 
I'm not saying make it complicated, I'm proposing making it challenging. I think it is possible to make food and water management challenging without making it complicated.
I think having to worry about food/water, or at least having to plan them ahead beyond simply hoarding as much of them as possible inside storage chests, would enhance the post-apocalyptic survival aspect of the game.
The A18 Food Spoilage discussion is over. It happened a month ago and we were asked to end it because it would not be part of A18.

You can open a thread in general discussions to talk about it but food spoilage and LBD are off topic here because they are off the table.

 
I'd say it is about the same (but minus the overkill bonus bug).&lt;snipped&gt;
Are you talking about mining and the extra resources you get when there is only a few hit points remaining yet you get a full hits worth?

That would be a good change for realism sake anyway. The min/maxer side of my soul is not happy, but it would be the right choice.

 
Last edited by a moderator:
I downloaded 17.4 last night and had one day to feel the changes... I'm not sure if it's Ravenhearst or is it "real", but I finally had the experience of not having the XP-counter pop up to tell me the enemy will stay down. I love what you've done with the game on so many aspects and I'm ashamed of any negative comments I have made towards anyone and anything about this game and community.

7 Days To Die is my Game Of The Year hands down. Madmole's seemed less mad and I'm feeling that the game development has recently had a very sexy pace to it.

Wrong topic, sure, probably, yes. But I'm in a hurry and finally HAD to return to express my gratitude.

Thank you The Fun Pimps! You're breathtaking!

 
I think it's a little like the issue with the INT tree in A17. A large part of this game is about crafting, so players flocked to intelligence because it was the only way to unlock more crafting recipes. In the same way, building is a huge part of the game, in fact one of it's unique selling points, and so players will try to increase their ability to build, and miner 69er/mother lode are the obvious choices for that unless you want to build out of hay bales.
"If players want to build a lot, then they spec into strength. That's their choice"

Doesn't this go against the whole thesis of the perk system? Give multiple ways to achieve the same goal, and let that add replayability to the game. If your goal is to "become a badass zombie killer", then the current perk system does really shine in giving player a lot of interesting ways to deal the problem. However, I'm pretty sure that's not everyone's goal. I get that A17 was a first pass on dealing with some stuff, but it feels as dismissive of the building aspect of the game as if "+20% damage vs the undead" was the only combat-related perk.

(btw my biggest goal is usually survival)
The int situation was nothing like this. It was the only way to unlock and craft anything period. You guys keep acting like you need all 5 ranks of the strength perk to build anything decent. You can buy materials from traders, find them at construction sites, and harvest plenty with an auger or chainsaw. You can mod your auger and chainsaw, and tools to get more harvest, and do more damage, do special damage against wood, etc. Its a given that you will buy perks in the game. You can increase your harvest ability/substantially without a single perk.

You act like there isn't enough perks to do what you want and we're destroying your build. Nothing is stopping you from maxing strength and some other attribute. I'm level 41 or so, and have 3 ranks of the miner perks and the 4th ranks of my agility stuff, one more rank and I'm the best at agility, then I'll be free to max out strength and the mining perks, if it was actually a problem, but it isn't I can get 1000's of ore in an evening. I'm using iron tools, I imagine once I get auger or chainsaw, or steel tools or mods to fill my tools it will be even more OP.

The real bottleneck is forges and cement mixers, I can out gather them by far.

 
Are you talking about mining and the extra resources you get when there is only a few hit points remaining yet you get a full hits worth?
That would be a good change for realism sake anyway. The min/maxer side of my soul is not happy, but it would be the right choice.
How many times do I have to say that is fixed?

 
From what I've read people thought they were supposed to get a bonus on the last hit, probably because of past history and/or because they'd prefer it that way. So while I don't want to speak for Aldranon or any particular user, I believe some will understand "fixed" to mean no bonus while others will understand it, incorrectly as it turns out, to mean the bonus is intact.

 
From what I've read people thought they were supposed to get a bonus on the last hit, probably because of past history and/or because they'd prefer it that way. So while I don't want to speak for Aldranon or any particular user, I believe some will understand "fixed" to mean no bonus while others will understand it, incorrectly as it turns out, to mean the bonus is intact.
Exactly because a few alphas ago the Pimps implemented the harvest bonus. Then turned it off, then when A17 dropped it was back again so I bet a lot of people, myself included, thought it was just an unfinished system and now it's "fixed". I guess that isn't the case anymore.

What I'd like to know is why they took it out? Seemed ok to me and rewarded people who finished a resource. Madmole seemed to like it a lot when he first revealed it. Mysteries...

 
From what I've read people thought they were supposed to get a bonus on the last hit, probably because of past history and/or because they'd prefer it that way. So while I don't want to speak for Aldranon or any particular user, I believe some will understand "fixed" to mean no bonus while others will understand it, incorrectly as it turns out, to mean the bonus is intact.
I think there is a actually a second issue that people may be referring to, which is how lower tier mining tools yield more resource from each boulder than higher tiers. Increasing skills seems to worsen the effect.

Now these are by no means accurate numbers and purely for example but with a stone axe and low skills you'll get around 68 raw iron from a boulder but fully perked and using a steel axe you'll only get around 50. Not sure if this is intentional or not but I think some of the questions are related to this issue.

 
The A18 Food Spoilage discussion is over. It happened a month ago and we were asked to end it because it would not be part of A18.
You can open a thread in general discussions to talk about it but food spoilage and LBD are off topic here because they are off the table.
How about baby zombies? That hasn't been discussed in ages!

 
How about baby zombies? That hasn't been discussed in ages!
Let's compromise and discuss whether garden gnomes in the game would be a good idea. Who follows the current House Flipper series from Games4Kickz knows that a hidden army of gnomes is just waiting for us to fall asleep or turn our backs on them. So they are a clear threat and they have always been creepy. :)

 
It has to go somewhere, and strength makes the most sense because pickaxes and augers take a lot of strength to wield IRL. Most of the perks have nothing to do with combat so what makes mining a special snowflake that doesn't fit?
Some players insist that mining is what they must do in the game (false) and so... whatever.

"If players want to build a lot, then they spec into strength. That's their choice"Doesn't this go against the whole thesis of the perk system?
I don't think so. If players want to use machine guns or heavy armor then they spec into fortitude. If players want to use bows then they spec into agility. If players want to use junk turrets then they spec into intellect.

This is all about what you want to do. If mining is your #1 priority, sure. Go for it.

Give multiple ways to achieve the same goal, and let that add replayability to the game.
Cool. Done.

You just can't reach max capability without spending some points but you can reach the goal.

Being able to have different character builds is what creates replay-ability, not having the same dual sword wielding combat mage priest engineer build in every game. =P

From what I've read people thought they were supposed to get a bonus on the last hit, probably because of past history and/or because they'd prefer it that way. So while I don't want to speak for Aldranon or any particular user, I believe some will understand "fixed" to mean no bonus while others will understand it, incorrectly as it turns out, to mean the bonus is intact.
It will work the same way every time. That was the goal of fixing it.

 
@Guacamadmole

My friend is planning on making a video in Japanese of things to look forward to in A18 by talking about the information on the first post.

He was wondering if it's possible to show some of the screenshots that you took and posted there.

Will it be ok?

 
Being able to have different character builds is what creates replay-ability, not having the same dual sword wielding combat mage priest engineer build in every game. =P
What the hell, I need something fun to read at work today.

Dual-wieding, a magic system, and theology confirmed for A18!

Didn't MadMole leak something about the theology system a month or so back? :-)

 
You could remove Mother Lode from the perk tree and make it a book thingy. (While keeping 69er under the strength attribute.)

 
Being able to have different character builds is what creates replay-ability, not having the same dual sword wielding combat mage priest engineer build in every game.
When do we get to have multiple characters on a server? "load my miner" "load my builder" "load my looter" etc? I'd enjoy that option a bit.

 
Status
Not open for further replies.
Back
Top