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.
Throw in a grappling hook, some egg bombs (!), a short sword and ninja clothing.
In A17 I thought it was cool to collect black/blue dye and actually look like a stealthy character... not quite a ninja, but a black ops dude at least. I also thought black dye, specifically, should enhance your stealthiness at the expense of worse temperature resistance. But it looks like the ghillie suit could do both those things now.

 
Well it would be inefficient to stop mining one block and go mine another, even without the payout, the time spend not swinging is ore gains lost.
this sounds like a use case for penetrating damage, such that instead of killing 2 zombies with a lined up headshot the mining block damage passes through to the next block in range directly behind the targeted block.

I could see some disastrous side effects from blowing through "Solid" blocks too quickly and damaging sensitive blocks behind them... like opening a Shamway crate and destroying the cardboard box underneath all in one swing.

 
Also keep in mind that almost all "penetration tests" are made at a perfect 90° angle which is of academic value at best.This is why (fighting) metal armor was smooth, curved, and with few parts that would catch a blow.
Speaking of 90° angles, precious is corner bars for A18 =)

knWhTGI.jpg


 
Thoughts on throwing knives for agility?
...
and other throwing items could fall into this... Imagine a rock thrower build where you can snatch up a rock and fast ball it into a zombie at close-ish range. BOOM Headshot! ...brains everywhere.

 
In A17 I thought it was cool to collect black/blue dye and actually look like a stealthy character... not quite a ninja, but a black ops dude at least. I also thought black dye, specifically, should enhance your stealthiness at the expense of worse temperature resistance. But it looks like the ghillie suit could do both those things now.
That would be great if black dye had that effect! Cool idea.

 
Well it would be inefficient to stop mining one block and go mine another, even without the payout, the time spend not swinging is ore gains lost.
Without a small bonus on the destroy of a tree, why would anyone continue and fell that tree which "should" cause noise and attract zombie attention? Maybe for a seed or two, but I'm guessing most players will leave the world full of trees with a couple of hit points.

 
Please define "not that big". The zombies spawn in close to the edge of the rendered chunk which means that your base must have been huge. Building a compound so large that it encompasses every possible spawn point and then complaining that they spawn inside isn't fair. If you want to remove the bloodmoon horde mechanic from the game it is as easy as selecting it on the main menu. No need to to try and build it out of existence. You can easily build multiple layers of walls within the radius that the bloodmoon horde spawns.
Inner wall is Roughly 54x54 blocks wide surrounding the small house we built inside. Gap around the house is simply large enough to drive around for bringing vehicles inside. Outside of the wall is a pit with spikes and blade traps meant as a first line of defense. I'm not trying to "build it out of existence", this is just simply the later step of defense outside of living in a glorified kids club or tree house. I'm built on the crossroads at the farm NW of Dyers and my walls are in roughly the center of each farm plot. I'll be standing on that wall shooting them 1-2 other people on opposite ends of the base and we'll start getting swarmed from spawns in the center of the base.

My point still stands in reference to Madmole's comment about "outer and inner walls" and having many of them. Are these walls supposed to be a single block away to not be "building it out of existence" with a large tower for a base?

If I'm not supposed to have the space inside my base for parking, or you expect people to build underground garages, you should probably change vehicles to go up your ramp pieces without stalling and damaging them constantly, or a garage door that isn't too small to allow vehicles like the 4x4 through.

 
Last edited by a moderator:
Thoughts on throwing knives for agility?
I throw knives IRL and would love to be able to perk into being more of a ninja. They could be totally silent so long as you don't miss and hit the wall. Then the non-perception chars could have a quiet ranged weapon option they can excel in and you could pull them back out of the corpse. Big knife for melee, and a stack in the next slot for throwing knives.

No mods or quality, just stacks and perks to make them better (throw faster, faster to switch to, head shots have chance of instant kill, impede movement if you hit legs (knife stuck right in their quads/hamstrings hurting locomotion)

Throw in a grappling hook, some egg bombs (!), a short sword and ninja clothing. Maybe the ability to do short lateral wall runs or double jump off walls (it's called tic tac in parkour). Agility build would become my absolute favorite. In fact I would feel forced by the game to spec AGI because it's just too badass not to.

- - - Updated - - -

AWESOME!
Possibly down the road. Technically it would be easy to do all the tech to do it is in place now.

 
Just a quick check up on 7d2d. While I'm not happy with A17.2, 17.4 brought back the fps for me, my 40 fps base with 1/4 texture is now 80 fps with 1/2 texture. Good job FP optimization staffs. Will make a new world and check it out fully when I have the time.
And A18 dev diary got me really excited. Some of the A17 issue for me is being addressed, such as quality now influence damage output again. Finding gun part/ schematic instead of finding a gun flat out or just buy perk point and craft a gun, max crafting quality &lt; loot quality, this make me a happy scavenger. And it seem like the progression tree is getting rework and book is reintroduce again, making the game play less dull and more reason to scavenge stuff.

still reading the thread for MM replies (pg 340 of 586, rip) but if someone (or @madmole ) would be so kind to let me know if these issues have been address?

- Zombie AI, I read somewhere that it will be revert back to the old dumb straight-path-to-you kind of zombie, and the current seeking weak block AI will be given to raider. Is this true? One of the main reason I got burn out so quick in A17 was zombie seek the weak block, if a block get damage, they all flock to it and base design was mostly maze.

- Will Zombie drop more loots like A16 and older. Another reason A17 was so dull for me was there is no incense to kill a horde, it a waste of resource. A16 and older when you kill a zombie horde, you at least get something back for the resource spent killing the horde. A17 I just hop on a bike whenever there a horde and kite them away from the base. And the loot bag doesn't even last long enough for you to get it.

- Haven't got around to play A17.4 yet, but does it (or A18) address the issue of POI become a clown car with sleeper zombie? IMO POI should just spawn awake zombie like what ever the amount of sleeper there were in A17.2 and have 1-3 sleeper to jump scare you.

- Will there be more zombie wondering on the city/town street?
Hordes I believe have several AI, some might go for the weak spot, some just pound on walls, some go in a straight line, etc. The big thing is to watch for clusters as single zombies don't do much damage.

I believe we increased loot drop chance in 17.x, we're not bringing back every zombie drops loot, it was a poor design. Getting really good loot occasionally is better. We extended the timer on the loot bags.

SOme seem to think there are more zombies about, but I don't know why that would be.

 
I'm really upset*. I just died on day 50 of my 17.4 map and now I want A18 to be out so I start my new map on that version! (We play death = delete the game).
*Not actually upset. I fully love this game and every addition/subtraction that happens resets my love for it. I'm so incredibly excited for A18!

Edit: oops, forgot my question! :) Will car mods (whenever they come out) allow for increased speed? I'm sad that the 4x4 is (or at least feels) significantly slower than the motorcycle. It makes sense mechanically, but I'm wondering if we'll be able to change that type of stuff
Only if we nerf them to begin with then mods make them as fast as they are now.

 
this sounds like a use case for penetrating damage, such that instead of killing 2 zombies with a lined up headshot the mining block damage passes through to the next block in range directly behind the targeted block.
I could see some disastrous side effects from blowing through "Solid" blocks too quickly and damaging sensitive blocks behind them... like opening a Shamway crate and destroying the cardboard box underneath all in one swing.
It goes through the block, it doesn't damage its children. Penetrator mod on a pickaxe that only works on ore could be interesting.

 
Without a small bonus on the destroy of a tree, why would anyone continue and fell that tree which "should" cause noise and attract zombie attention? Maybe for a seed or two, but I'm guessing most players will leave the world full of trees with a couple of hit points.
To get their xp? I kill everything I see, to make the world a better post apocalypse.

 
How is alpha 18 going? have any major issues popped up so far that might delay it? many thanks for your time to answer this question.
It is going great. By old standards it could be in experimental by now, but we want to stomp out the obvious issues and actually finish everything up nice.

 
Inner wall is Roughly 54x54 blocks wide surrounding the small house we built inside. Gap around the house is simply large enough to drive around for bringing vehicles inside. Outside of the wall is a pit with spikes and blade traps meant as a first line of defense. I'm not trying to "build it out of existence", this is just simply the later step of defense outside of living in a glorified kids club or tree house. I'm built on the crossroads at the farm NW of Dyers and my walls are in roughly the center of each farm plot. I'll be standing on that wall shooting them 1-2 other people on opposite ends of the base and we'll start getting swarmed from spawns in the center of the base.
My point still stands in reference to Madmole's comment about "outer and inner walls" and having many of them. Are these walls supposed to be a single block away to not be "building it out of existence" with a large tower for a base?

If I'm not supposed to have the space inside my base for parking, or you expect people to build underground garages, you should probably change vehicles to go up your ramp pieces without stalling and damaging them constantly, or a garage door that isn't too small to allow vehicles like the 4x4 through.
18 is spent getting the the core gameplay great again, 19 will have opportunity to improve vehicles and make mods for them, and fort pieces.

 
Okay thanks. Would be cool someday :)
+1. For me, it doesnt need this whole Minecraft Water Type and flowing all fixed up. But allowing Vehicles and maybe Animals/Zombies in the water would really be cool before Gold.

 
Speaking of car mods, will dye work eventually work on vehicles too? there is this dance we always have to do in front of the base to figure out which one is ours. assuming the vehicles wouldnt be able to go faster due to loading/performance issues?

 
Status
Not open for further replies.
Back
Top