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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I’m pretty sure that Madmole was pretty final on these topics and badgering him on them is not going to work. Trust me, English is my first language

 
I don't understand your question.
Sorry for my English grief, the question was

* How is the benefits of food and drinks?

* Bleeding works?

* There are new effects? (examples poisoning, vomiting, etc.)

*Infection? it works now?

 
I agree. After the death scene where the zombies are shown EATING YOU, I cant pretend I got away from that! :)
It seems to me that everyone is infected in the setting but some people get much better over time. Those people are the ones we know of as traders and our characters.

After all, Rekt would be regularly murdered if he really spoke that way to the armed customers wandering into his store. But, like everyone else who isn't a zombie, he eventually recovers and resumes what he was doing....

 
I’m pretty sure that Madmole was pretty final on these topics and badgering him on them is not going to work. Trust me, English is my first language
My bad, did not read ahead to see Madmole address it. I always thought your first language was mathematics?

 
Personally, I couldn't care less about boats as long as we don't have those old huge lakes, with supply drops 100 feet below the surface.

I DO however hope that rivers with the fixed bridges made it into a18. TFP have been working on fixing the bridges for a year now, and it makes sense to need them as long as we have rivers. Those small poi ponds just don't seem like realistic water amounts to me.

I'm also hoping we see two older issues addressed:

Run toggle on controllers for vehicles.. we had it in a 15-16, but it was missing in all of a17.

Fix the spotlights. We invest perks to craft them, but the light throw is so short we need to either craft multiples of them, or string point lights further away. The brightness and distance of the streetlights would be fine. (Or add xml entries too them so we can fix them ourselves.)

I would think a spotlight would at least cast across a street, and they usually fall off about 15 feet away.

Since we are looking at the back half of July now, are we getting any closer to a exp release?

 
Congratulations, you should apply to work for us then. (semi serious)Still though, don't you see the feature creep? Its not simple to make any system polished and shippable.

I think people are used to us putting out janky unpolished features for many alphas, but we're trying to move to a AA quality bar now so we have to pick our battles, or we will lose the war. Boats do nothing you can't do now in a gyro. We'd rather see bandits, optimizations and other systems polished up before adding more stuff that will lead to 50 polish tickets.
No thank you, my days of working for other people are pretty much over. In my current job I have zero supervision and I haven't seen a ranking member of staff for over two years which suits me just fine. The last time I met our area manager I damn near punched him in the face for being a sociopath. :-)

Fair enough on the hiatus of the water biome, at least that's a true list of logical reasons. I don't think of the water biome as feature creep though, I see it as something that has been on the back burner so long the sauce has dried out.

 
Sorry man. Didn't mean to contribute to getting away from A18 topics. Let's everyone stick to what is going to be happening in A18.
Its normally ok, but as we're trying to finish A18, if I am to answer questions and try to keep up in this thread, we need to keep the conversation focused.

 
Madmole, you are a sly fox ;) ))
You focus on the discussion of the compass because its uselessness is the easiest to prove) But you intentionally omit what the message also said about the clock =)

Why don't you discuss the clock?

I found my old post in which I described the idea with the clock in detail. I'm not sure that you paid attention to this post, because then I was new to the forum.

Maybe now you will pay attention to this post, and tell us why the clock is not needed at all in the game)

Thank you)

https://7daystodie.com/forums/showthread.php?33767-Watches-as-an-element-of-atmosphere-games
I said the compass is useless in itself. The quest markers and time are useful. We're never deleting any of it for hardcore's tastes so lets stop this discussion.
 
I'm not posting it because we haven't done it yet. It might get cut for A18.
So....

A18.

Is the RWG stuff all set? or does it still need more cooking?

edit: and can we get some more screen shots of it?

 
Haven't read all 700+ pages, just the last ~30, so apologies if already covered.

? will A18 have any early game, temp mechanics to help survive in desert, like the old Yukka Juice or getting 'wet' ?

New Mining bits sound really great!

May be a closed issue but would really love to see a 5.56 semi-auto to flesh out the firearms.

----

Raft/boat bit. Not disagreeing with anything MM said. Understood that if ever implemented it will have to be high-qual, thus lots of 'supporting' bits, = lots of dev time.

Spitballing a couple reasons for them.

1) early game exploration. Specifically thinking of Navsgane map.

2) expand RWG map types. Could allow things like a 'Flooded Earth' map where majority of map is shallow water (zeds just below surface).

--- heck, maybe craziness like Weather effects causing flooding

3) Zombie Sharks :)

 
I'm not posting it because we haven't done it yet. It might get cut for A18.
Don't know if this needs new code but what if Charging Bull let you run through zombies making them ragdoll? I mean you still get the crap kicked out of you but at least you can es'cape in difficult situations. Each rank would allow you to go though more zombies. So rank 1 you can move through 2 zombies and rank 5 allows you to move through 10 just as an example. Or if you wanted to, just regulate it to a perk book. I don't know just a thought.

I was gonna ask, are you doing the Keto diet?

 
Hey Madmole. I see that you would rather work on bandits, survivors and the story-line than boats and water physics. I get it.

I can also see why it would take up so much of TFP's time.

But I was very surprised that you remembered about the scrap tools. I suggested that only once, years ago during one of your video responses.

You have a very good memory. lol

While I like boats and such. I find the story-line and the introduction of more NPC's much more appealing.

Hopefully someday we will see boats and water upgrades, but not today.

 
I think the main issue between players is...Those we want more hardcore/realistic Survival vs less tedious/arcade thing. Maybe down the road we can choose between types of balances.

 
Hey Madmole. I see that you would rather work on bandits, survivors and the story-line than boats and water physics. I get it.I can also see why it would take up so much of TFP's time.

But I was very surprised that you remembered about the scrap tools. I suggested that only once, years ago during one of your video responses.

You have a very good memory. lol

While I like boats and such. I find the story-line and the introduction of more NPC's much more appealing.

Hopefully someday we will see boats and water upgrades, but not today.
First comes the Bandits, then Boats, then Bandits on Boats :fat:

 
@MM

Oh also..

Is your suggestion you brought up, of having unique zombies just for the Bloodmoon horde still being discussed?

 
The whole turn down the difficulty thing is a bad argument. I could always say to others, just turn up the difficulty.
I think it's a mighty fine argument. You could say that, and if it were true that it activated that mechanic, then it would be fine... then I will be playing a game with the fun mechanic. What difference does it make if it's on a lower setting or higher setting as long as it's in?

If your already playing everything on max difficulty, which I doubt, theres always hardcore mods like ravenhurst. I hear Roland's is pretty hardcore as well.
What does that have to do with anything? If you are on max difficulty, and this feature was added in for only higher difficulties, then we would be playing with that mechanic and no mods would be needed.

I think the default difficulty was pretty good in a17 and does not need any beefing up. But again I havent played a18 so maybe the rage thing is offset with other balance changes.
Maybe the first couple days. My favorite part of the game.

Any gamer with a good sense who thinks something is too hard on default will try a lower setting... unless there is some kind of ego issue going on. If there is some kind of ego issue going on, they are likely to keep playing on default anyway until they get better to fix the ego.

 
I think the main issue between players is...Those we want more hardcore/realistic Survival vs less tedious/arcade thing. Maybe down the road we can choose between types of balances.
I doubt that. A hardcore game cannot necessarily be balanced in the same way as an arcade game.

One game I would classify as hardcore is "Sekiro: Shadows Die Twice". You probably die hundreds of times while playing but you don't have a high death penalty. The developers knew from the beginning that you die very often. Therefore it would have been pointless to punish the player for his death.

A more arcade game might have a very high death penalty because the developers don't expect you to die often. Therefore they might want to give death a special meaning.

I assume that the developers will balance the game for the default settings. Anything beyond that will be in the hands of mod developers.

 
First comes the Bandits, then Boats, then Bandits on Boats :fat:
image.jpg


MY BODY IS READY

 
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