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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As for Charismatic Nature, I'm a bit sad that perk is useless in single player.
Well, as long as nobody is near you and receiving the buff, the perk should be dynamically renamed "Vanity" with the description "You're so vain, you probably think this perk is about you *" and give yourself the boni you would normally give to others.

* Adapted (not verbatim) lyrics of a song, so a lawyer should be a asked if can be used, but almost certainly is fair use.

 
The trader limits seem a little harsh. I understand that it's a way to limit spamming the trader with resources but it does kind of rule out the simple life of a miner or weaponsmith.
The trader should probably give you a lot less for stacks of the same thing but outright refusing to buy the resource is quite limiting.

As far I know even after the traders inventory has reset they'll still refuse to buy any more bulk materials of that type.
The trader buys more after restock, I just checked.

However, he may have kept a few of the stacks you sold him last time.

If he has less than three stacks, he will buy more.

 
@madmole

I haven't finished watching the video yet but I have a question. What perks can be found as books excatly?

Can you please either put it in game, or give us a comprehensive list? Or can all perks be found as books?

Update is looking awesome btw.

 
Yeah, just making some observations in general. In this game there are no rigid roles/classes - the miners are forced to deal with any other mechanic but are also able to use any other mechanic in the game, so there isn't really a strict role such as a "miner", just some perks which you may have invested towards that activity. Surely, it's great to be able to RP a specific role, but balancing the game for a role which is not really confined in any way is like building a castle on the sand.
Well technically, if you were able to sell your stuff, you would be able to play your role and only your role. At least in single player. In COOP, you mostly can do what you chose to do since you have other people to take care of ther things.

 
Because you can't craft a real military type gun on a wooden workbench with wrench and hammer in real life. you need a special metal cutting equipment, welding set.
7D2D has upgrades to the workbench like the Tool and Die set for ages. Done.

@madmole
I haven't finished watching the video yet but I have a question. What perks can be found as books excatly?

Can you please either put it in game, or give us a comprehensive list? Or can all perks be found as books?

Update is looking awesome btw.
You might have misunderstood something. Crafting recipes can be bought through perks OR scavenged, but generally perks can't be found as books. There are also books that give specific advantages totally independent of perks.

 
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You might have misunderstood something. Crafting recipes can be bought through perks OR scavenged, but generally perks can't be found as books. There are also books that give specific advantages totally independent of perks.
Depens. It will NOT grant you the perk. But it will have same effect as a perk, rendering the perk useless. Unless, TFP add some kind of "bonus" to people who have both book AND perk, as MM talked about in the video.

 
Already hands down for the perk system, Madmole! Now that we can see the new system up close, i'm really looking forward to play A18. The no level gate is a good change (even if I haven't played A18, I can already see many opportunities)!

Thanks for the video Madmole and compliments to TFP for all your great work!

 
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The trader buys more after restock, I just checked.However, he may have kept a few of the stacks you sold him last time.

If he has less than three stacks, he will buy more.
There ya go, I stand corrected.

 
Thinking ahead here. I know food spoilage is off the table so I won't suggest it here. What would be cool is when or if you get a reputation system in game with different factions you could tie food to said system. Say a specific reputation quest where you need to feed the colony. You can base the requirement on "Max Stamina" for food and "Water" for drink.
It would work like this:

Quest - The White River Clan needs Food Items Worth at least "600 Max Stamina (food) and 300 Water (drink)". Doing this quest will grant you +Reputation or put you in good standing with them for a certain amount of time. Depending on system you go with.

This system is intentionally left arbitrary so people with different recipes can complete the quest.

This would provide a late game Item Sink when you have more than enough food and drink. Best part is it will benefit you too.

This system could also apply to other items in the game like weapons, clothes, building mats and would be highly moddable.

This would be a cool system imo.
I'd make it more specific and raise the difficulty at each tier like a variety of things you need so its not just unloading your unwanted food stocks, like I'm planning to do with the gathering quests.

 
When a company unrelated to the developers of the game puts in the amount of effort and money required :)
Surprised Microsoft hasn't shut them down for trying to monetize their minecraft mod. Looks pretty good though. I didn't read exactly what they are selling so maybe its legit.

 
I see and understand. This alpha is just awesome. I share the excitement of a18 in an ackward nerdy way.
About legendary stuff; My soft concern is that Bethesda tends to do a consistent but predictable system where only 1 weapon is THE BEST weapon of its type ( even in Fallout 4) . But then again 7dtd current design is quite powerful. Having a more varied-many legendary weapon system with lotz of names and hidden effects and pros/cons would be awesome. Imagine looting a house and finding Grandpa's legendary skirt with 10% armor rating lol.

Good day and happy gameplay.
We are a smaller team and our strengths are systemic designs that use a lot of procedural generation where they are larger and focus more on making specific items in specific locations for the most part. The pros with procedural and random gen are you get more replay value and never get the same exact experience twice, where their method you get precise results and higher fidelity and control, but less replay value. Like one cryogun is the same as the next for everyone. Megaton is identical every time, etc. High Hrothgar is a 99.9% predictable experience, etc.

 
Madmole......will A18 get rid of the Death penalty when you die.....hated the fact that it put you too far back in charecter progression. The fact that you stubbed your big toe and now you forgot how to tie your shoes was pretty annoying... Has that been tweaked or removed...i hope.
Regards

Ouch
No and its not as big of deal as you make it out to be. Just don't craft anything with quality while your debuffed and its no problem, or have an item that raises your attribute on to counter the effect. We already shortened it to half a day or something. I was thinking vitamins can reduce the timer on it faster to give those an actual strong role in the game.

 
Stun rod looks rad. I hope you guys are going to put in other creative weopons like the stun rod and the junk turret. I would love to see a railgun. You could put it in with the rifle category.


https://imgur.com/E5sP7Dp
We have one on hold for now, it didn't make sense adding another rifle while other trees didn't even have one yet (brawler, turrets, electrocutioner, etc)

 
Awesome stuff, TFP! The reworked perks, new weapons, and terrain is fantastic. Sidewalks/curbs!
Is there something different with the edge if the water?
I believe the new shader or rwg made it look nicer.

 
I assumed this was the way 'smell' worked already as I thought 'heat' was a metaphorical catch-all; like a heat map of activity.
It would make a lot of sense to have smell, sound, actions, and temp heat all abstracted nicely as 'heat'.
I think it did, but it also attracted nearby zombies.

 
With Heavy Armor, the Strength tree shouldn't need to heal as often. It's the price you pay for being a juggernaut -- less healing capability for the best damage dealing + mitigation. Fortitude already has Pain Tolerance for mitigation anyway, and even a STR character should be able to cook if he finds recipes. That seems pretty balanced too, but I can live with it either way.
Regardless, the new system looks great!! I'm guessing the Intelligence tree is really not ready for prime time, since some of those perks are gated/locked. As for Charismatic Nature, I'm a bit sad that perk is useless in single player.
We'll come up with something. Like advance in reputation among the traders faster. We originally intended a reputation system, so every trader is a jerk like trader rekt early game then advance to hughs set, then bobs the joels etc, basically go from being jerk to being super nice. Bartering and doing quests for this guy increases your reputation and then when it hits a certain level he's nicer and would let you choose higher quests a bit faster.

 
You could do a cheap ducttape, flashlight, headgear recipe, and the flashlight falls off after a while and has to be recrafted or stops working and has to be repaired. Can modded clothing items decay like tools do? Can they be tied to too usage /performed player actions?
Sounds like that what would happen to me until I get more proficient with macgyvering trinkets, or find a mining helmet / real light attachment item :)
I asked for an item degradation method the other day so modders can do spoilage and we could make torches degrade and do a variety of things with it.

 
No and its not as big of deal as you make it out to be. Just don't craft anything with quality while your debuffed and its no problem, or have an item that raises your attribute on to counter the effect. We already shortened it to half a day or something. I was thinking vitamins can reduce the timer on it faster to give those an actual strong role in the game.
Die = get your weather resistances lowered. In frost biome. Your stats go even lower because of the cold. So now, you lose hp regen, you lose damage, you lose your ability to keep distance from zombies :)

We have one on hold for now, it didn't make sense adding another rifle while other trees didn't even have one yet (brawler, turrets, electrocutioner, etc)
Railgun sounds great for inteligence tree imho. After all, it is THE science tree. And would look better than running around with a turret :D

 
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