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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This becomes a critical point, then.
7E228B73F5913B89BF8A6F0C9D5A7F500CB6FF9F


If you swing like this in Alpha 18, does it count as a headshot, as in a 'full' hit with chance for stun or knockdown? Or does it count as a 'glancing the shoulder' body shot despite appearances, without the benefits for headshots?

I feel strongly that this should count as a headshot. I don't see the new sweeping arc system as granting leniency, I see it as adding accuracy. Landing it perfectly in the center could give you some 'critical hit' bonus, but in my humble opinion it shouldn't be necessary to register a headshot.

If the sweeping arcs aren't dependent on glancing blows and I'm worried about nothing, then apologies in advance.
this. Make it so that when it aligns, it is a "crit" and if it doesnt align but is still obviously hitting the head, it should be a normal headswing.

 
The new glancing blow is in so it is included. The issue is that only head shots really have a chance to stun or knockdown an enemy. So if you miss the head but glance the shoulder for some damage thanks to the new feature, yes-- its not a total miss like it would have been so some damage gets done but in terms of dealing with the zombie and trying to avoid getting hit yourself it does nothing. That is the biggest change. I take more hits than ever before which uses up bandages and food etc. When you get a knockdown or a stun you are so happy as it delays the possible speed up and gives you a moment to get ready.
That is one of the big differences between A18 and all the previous alphas for me. After some slight adaptation for new ranges or timing I always got back to the point where I almost never took a hit in combat. Now I take hits. It doesn't happen in every engagement but it happens daily and that is a drain on medical resources including food AND a big dinner bell to all nearby vultures I might add.

In my last game I was offered a SMG or 10 medicated bandages and it was a no brainer: 10 medicated bandages thank you.
Good to hear to be honest. Zeds never have been much or a threat, particularly when they are walking. This sounds like there is a lot more risk now.

 
And, MadMole, while I know you can tough out the forum non-positivity, remember that there are a FEW of us always lurking in the 'background' (reading every post) who feel this is one of the greatest pre-games ever, and want to experience what YOU (and maybe Faatal or SEAN (Shawn - see I read every post) think a great game would be.
I see what you did there :tickled_pink:

 
Definitely. The rage feature is sure to result in some rage quitting when coupled with network lag...lol.
At least until (and if) people adapt.

I know that I always get hit more at first going to a server game after having played SP for awhile. There is definitely a learning curve to compensating for network lag.
What is this zombie rage thing your talking about?

 
What is this zombie rage thing your talking about?
From the OP

"+ When wounded, zombies will randomly speed up for a short time."

Zeds 'rage' when hit now adding some needed variance in zeds combat technique.

 
From the OP
"+ When wounded, zombies will randomly speed up for a short time."

Zeds 'rage' when hit now adding some needed variance in zeds combat technique.
Oh, is that all? And I was thinking that it was going to be hard. lol

Thanks. FA_Q2.

lol

Thank you to QzHawkeye.

So, no more kiting. That's fine. There are other ways to dodge a zombie. lol

Believe me, I know. ;)

 
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I would love to see some animation in the Traders of 7D2D.

Seeing them move there head or arms or shifting there weight from one foot to the other, lean forward or back.

Even pick there noses if you wish.

Having them walk around would be even better.

I just wish that the traders would move around a bit and not stand there.

 
Don’t tell the traders how to play the game. They might like standing there. Not everyone likes moving around and picking their nose.

I speak for the Tree...aders

 
Kinyajuu said backwards kinda sounds like Huenink... There is something weird going on around these parts... :suspicion:
Next, we'll find out TFP has hired a new programmer, called, Elom Dam.

 
I would love to see some animation in the Traders of 7D2D.
Seeing them move there head or arms or shifting there weight from one foot to the other, lean forward or back.

Even pick there noses if you wish.

Having them walk around would be even better.

I just wish that the traders would move around a bit and not stand there.
Well good news! Trader Rekt has been making rude gestures every time you turn your back for the last three years. ;)

 
Similar to what I posted, but I like my idea better where the more kills you score on a BM the chance to drop bags goes up. This method you could let the traps do the work and just make sure to kill the special zed who drops loot and conserve ammo.
Serious question, why does it matter how you kill them? Why have traps at all if you do not want people to use them as a force multiplier? Why penalize smart play in favor of brute force methods?

 
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I thing, we should make BM Horde to cumulative over time, so if someone doesn't kill say 5 out of 64 expected zed, he will get +5 next time and it will overcome the "max zombie" setting by +1 just to get that extra damage to player. So you have to kill them each night, because if you miss they come back stronger...Now even if you hide under the table, they will break more quickly .. maybe if not increase the count, it increase the gamestage ..making it eventually harder, yet not "forced" in sense. And I think it is fun ...

 
I thing, we should make BM Horde to cumulative over time, so if someone doesn't kill say 5 out of 64 expected zed, he will get +5 next time and it will overcome the "max zombie" setting by +1 just to get that extra damage to player. So you have to kill them each night, because if you miss they come back stronger...Now even if you hide under the table, they will break more quickly .. maybe if not increase the count, it increase the gamestage ..making it eventually harder, yet not "forced" in sense. And I think it is fun ...
or how about if you dont kill any of the first wave, the 2nd wave wont even spawn. this could be a perfect fix for multiplayer servers and people who just dont feel like dealing with bullet sponges that night.

 
I still say that with the breadcrumb glitch of having them chase you till you kill them would be a fun mechanic, it was scary and fun having any zombie that detected you follow you across the map till you are home, you were never safe and it made for even more thinking and compelling bases.

 
I still say that with the breadcrumb glitch of having them chase you till you kill them would be a fun mechanic, it was scary and fun having any zombie that detected you follow you across the map till you are home, you were never safe and it made for even more thinking and compelling bases.
It would certainly be funny for a short time, but it would get on my nerves in the long run if every zombie I've ever driven past would follow me to the end of the world. This is not primarily about defense but that I have to interrupt my work every time a zombie shows up.

I also see possible technical reasons against it. The game can only handle a limited number of zombies at the same time. When you drive past a building, the sleepers are spawned inside. You can see that in the console. As time goes by there will be more and more zombies moving around in the world and the CPU usage will increase. Therefore it is necessary to despawn the zombies after a certain time.

 
I thing, we should make BM Horde to cumulative over time, so if someone doesn't kill say 5 out of 64 expected zed, he will get +5 next time and it will overcome the "max zombie" setting by +1 just to get that extra damage to player. So you have to kill them each night, because if you miss they come back stronger...Now even if you hide under the table, they will break more quickly .. maybe if not increase the count, it increase the gamestage ..making it eventually harder, yet not "forced" in sense. And I think it is fun ...
So I think a lot of proposals in recent days are different forms of the same core idea. If you don't put a dent in the Blood Moon zombies, you'll have a bigger zombie problem in the future than you would otherwise. Or conversely if you do go on a killing spree, they're less of a problem for a while. There are a lot of different ways you could implement that, with carrots, sticks, or both. I'm not attached to any one proposal at this point, but I think we're onto something with this core idea. I find it compelling.

 
First of all keep up the work fun pimp's

Don't know if this is the correct place but i do play 7 days alot again sind my upgraded PC. There is one thing still missing in the game.

Lets say "hmmm i'm going to make some bandages"

I go to the my menu and look for bandage, oow i need ductape dont have it. i need to find ductape.

It would be world changing if i could click on the missing part (ductape) and then got the crafting for the ductape.

kind regards

 
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