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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7 Days to Die as a Survival Game

Player vs zombies

Mostly good.

Player vs hunger

Too quickly resolved. Food should be resolvable so that you aren’t fighting it the entire game but there should be some progression to successful food preservation.

Player vs thirst

Way too quickly resolved. We should be drinking murky and radiated water at first and dealing with the consequences. 100% pure water should take some progression to achieve. Simply boiling water or snow in a can or pot shouldn’t give us 100% pure water.

Player vs exhaustion.

There is some stamina management but it was much better from a survival game perspective in 17.0. Now it is more on the arcade end of the spectrum which is probably more fun for those not looking for a survival simulator.

Player vs illness

Broken currently.

Player vs bandits

Not implemented yet

Player vs wildlife

Good. I’d like to see the aggressive non-zombie animals flee after being wounded to a certain point so it’s not just meals on wheels. Go hunt that wounded bear down.

Player vs elements

Partially functioning. I’d like to see a more dramatic buff from standing next to a burning campfire.

Player vs sleep deprivation

No intention of implementing as far as I know.

Player vs mental health

No intention of implementing as far as I know.

Player vs other players

Online experience may vary....

Death Penalty

Really just needs a death is death option. In a survival game dying should be that you lost that game. Having it be player choice is not as thrilling as knowing the save will be deleted if you die no matter what.

 
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Thanks, I really need to sit down and learn to mod lol.
Its lot of variables. Sounds good on words, but implementing it, hopefully the frameworks allow it, would be a challange . It will worth it.

 
7 Days to Die as a Survival Game ,,,
Excellent summary Roland. Couldn't list these aspects in a more concise way.

I think that improvements in the survival side of the game would inherently improve the others. Building and tower defense aspects become more fulfilling knowing that not only have you survived, you did so while building your safety and while defending it.

It sounds like A18 will be mostly about improving combat with the weapons, the perks, the books, the glancing blows. Nothing wrong with that, but with all these goodies, I suspect the survival aspect of the game will be weakened.

Maybe after seeing A18 in play, A19 will be more focused on survival. I think what I would do is turn off all of the offensive threats and see if the game as any playability as pure survival.

 
The matter of diseases & debuffs
Nothing else to do on the forums besides wait for another video and come up with Ideas so... :fat:

Diseases/Debuffs can be group by category:

- Combat

- Food

- Weather

- Environmental

Each will have a way to cure besides waiting it out, that way you can be proactive about getting better instead of passive. Some you can wait it out if you have no choice, cause choice = good gameplay.

1. Combat - Broken legs, infection, broken arms, concussions, bleed, ragdoll dizzy effect, internal hemorrhage, broken ribs stamina debuff, gut punch nausea effect; vomit food loss of max stamina, poisoning, rabies, gunshot wound, burns.

2. Food - Tapeworm; less effective food debuff, food poisoning, vomiting, dysentery to cholera, listeria; slow attack/mining/reloading debuff, hepatitis A; slashes your max stamina and health by half, alcohol poisoning.

3. Weather - cold to flu to pneumonia, hypothermia, heat cramp, heat exhaustion, heat stroke, hyperthermia, heat rash, sunburn, frost bite.

4. Environmental - broken legs from fall, knockout/concussion from stuff falling on your head, bleed; shrapnel from explosions, typoid fever from swimming while in a weakened state, chemical flu from toxic fumes/chemicals, burns, shocks, radiation.

Just spit balling here, these effects should all be preventable and balanced so as not to become annoying (bleed right now, stun lock A16). Most importantly is that you can cure yourself with items/activities/environments. Some diseases will get worse overtime and some will cure themselves but take along time, so it'd be in the players best interest to be proactive.

Also I'm not saying we need all these, these just some ideas on the subject.
These are good suggestions, I think most of these could be easily added in with mods and thus also by the Fun Pimps if they wanted to. But probably all of them will go to far for them for sure, still I hope the base game will get some of this, especially more environmental ones. Just getting overheat and then getting a drink to fix will not do, if you keep out in the sun you should feel it, but also should be able to take measures.

 
7 Days to Die as a Survival Game
Player vs mental health

No intention of implementing as far as I know.
Now this sounds cool.. Especially if the mental ilnesses were a double edged sword. Debuff that makes the harder but gave you certain bonuses.

 
As we all know its not yet. Once the tech allows that I could see a hl2 style shotty reload working. We've taken a lot of the steps needed for this to happen but we need to resolve ability to abort a reload yet on all weapons.
If the SPAS-12 gets to become the legendary shotgun, then we will really have some HL2 style gameplay. :p

 
If the SPAS-12 gets to become the legendary shotgun, then we will really have some HL2 style gameplay. :p
I thought that the Street sweeper was cool due to the drum. Until I saw a video on it and changed my mind.

 
I haven't read all 500+ pages, so I suspect I won't be saying anything new, but I wanted to respond to one new feature in particular and the rest came along for the ride:

I'll get the key feature I react to over with first - Dynamic music. As long as I can turn volume to down to "0" I won't complain. I really really like the ambiance of the game now with it's natural sounds. I don't even mind the brief morning and night sound cues. However, I find the natural sounds way more immersive than any musical score could be. Way more.

Looking at info on the re-re-do of the perk system, I'm personally disappointed. I liked the current version just fine. It made more sense. Additionally, I'm not sure why you guys want to keep reinventing one game mechanic rather than expanding the game and it's features.

But there are things I'm looking forward to like the books and new environmental art.

The jury is out on the demolisher zombie, since I foresee getting demolished by them many times. Yeah, I may come to loath them even!

I know you all are working hard. Some of it I'll appreciate more than other parts, but people's priorities vary.

 
7 Days to Die as a Survival Game
Death Penalty

Really just needs a death is death option. In a survival game dying should be that you lost that game. Having it be player choice is not as thrilling as knowing the save will be deleted if you die no matter what.
I like what the Darkness Falls mod did with death, both HP & Stamina are maxed at 50 until the debuff runs out (like 30 minutes real time). Makes death an actual pain in the....

The death is death is only a matter for multiplayer servers because single player all you have to do is restart, maybe once they get into addressing pvp ect..they'll look at something like that? lol

 
Does that work in a game with flight? I would think that can cause some real issues with the gyro.
There is no reason that it shouldn't. You already fly between chunks so having a vertical chunk boundary wouldn't change anything.

As for the height that you can fly up to, I thought that there was no cap for how high you could fly (I haven't checked).

But the game has a sperate save file for vehicles anyway so they would just have to allow for vehicles to be saved with a greater height.

 
7 Days to Die as a Survival Game
Player vs zombies

Mostly good.

Player vs hunger

Too quickly resolved. Food should be resolvable so that you aren’t fighting it the entire game but there should be some progression to successful food preservation.

Player vs thirst

Way too quickly resolved. We should be drinking murky and radiated water at first and dealing with the consequences. 100% pure water should take some progression to achieve. Simply boiling water or snow in a can or pot shouldn’t give us 100% pure water.

Player vs exhaustion.

There is some stamina management but it was much better from a survival game perspective in 17.0. Now it is more on the arcade end of the spectrum which is probably more fun for those not looking for a survival simulator.

Player vs illness

Broken currently.

Player vs bandits

Not implemented yet

Player vs wildlife

Good. I’d like to see the aggressive non-zombie animals flee after being wounded to a certain point so it’s not just meals on wheels. Go hunt that wounded bear down.

Player vs elements

Partially functioning. I’d like to see a more dramatic buff from standing next to a burning campfire.

Player vs sleep deprivation

No intention of implementing as far as I know.

Player vs mental health

No intention of implementing as far as I know.

Player vs other players

Online experience may vary....

Death Penalty

Really just needs a death is death option. In a survival game dying should be that you lost that game. Having it be player choice is not as thrilling as knowing the save will be deleted if you die no matter what.
Dayyyum... maybe Roland isnt just a company parrot after all ;)

#keepitreal

By the way... good summary.

 
I really hope they make the mountain lion able to climb or at least jump/pounce. Maybe down the road.

Bears also should be able to climb imo.

 
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