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%

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Get a body fat scale on amazon, the one I have is "feelfit" and its 35 bucks. Or you can use calipers to pinch your fat in various locations and use online guides, but the scale is a no brainer, tracks muscle weight, water weight, fat weight, tracks it over time with graphs all on your iphone. It fluctuates a bit but over the long term is good enough.
Also off topic, but I just bought one of those. Also about $35 or thereabouts. All the ones I've seen use bioelectrical impedance to measure everything other than weight, which is a lot more reliable than calipers but not nearly as good as something you would find at a doctor's office. I'm not going to say which one I bought, because I suspect that it's not very accurate (when I first started using it, it said I had gained five pounds while I slept).

Most of them are digital and can connect to your smartphone, and many integrate with other fitness apps (Google Fit or whatever). If you are even half-serious, they're a good deal.

 
But... there are still loopholes, which circumvent your core gameplay loop. Treading water is one of them. It’s available to any player at any level for effectively no cost and nullifies virtually all gameplay threats. Boats may be fluff, but treading water is game breaking. So one can't consider the game gold without addressing it.
well a somewhat simple answer to that would be to make deep water somewhat off-limits until it is more fully developed.

Anyone remember ocean water in Half-Life 2? you could go in it, but at some point wormy things would start to eat you.

7 Days could have deeper water fade to a murky gray-brown were something will start to eat you if it finds you hanging out in it for too long.

 
Dyes no longer do increase damage, and have a dedicated dye slot, and I am desaturating them so they aren't so cartoony and are more believable.
A little more on-topic...

Count me among those who didn't really like the look of the dyes. But, personally, the problem was that it looked like you just put a filter on the model texture. I don't know if desaturating the colors would fix that.

A while ago, someone (forget who) suggested that the color should be a pattern instead, so e.g. you could have a "flame" design on the shotgun stock, or something along those lines. I have no idea how feasible this is, but it seems like it would just require another texture with a dedicated alpha channel. Maybe for gold?

 
Fataal, can you show with a screenshot how putting a torch in a wall doesn't makes light to slip through the other side of that wall?
If you have the time of course, I imagine you are working your ass off every day.

New reflections are looking much much better, before they where too bright.
I did in post #11712. The middle picture is me right up against the wall. That torch light would be in the wall if not for code pulling it back.

You can't tell from your torch in first person, since your hands and items are drawn with a separate camera, so they never show to you as in the wall, but another player looking at you would see them inside a wall.

Here is the same location, but in 3rd person. Torch in wall. Light is not:

A18.0_2019-07-19_22-28-27.jpg

 
I did in post #11712. The middle picture is me right up against the wall. That torch light would be in the wall if not for code pulling it back.
You can't tell from your torch in first person, since your hands and items are drawn with a separate camera, so they never show to you as in the wall, but another player looking at you would see them inside a wall.

Here is the same location, but in 3rd person. Torch in wall. Light is not:

View attachment 28818
Nice! Thanks for taking the time to show us. No more light through walls!

 
hey Faatal, just an odd question, will there be a way to have in game for crafting or buyable at the traders any light fixtures? Possibly even colored ones like the red lights beside the ladders leading out of some pois, im wanting to use some in normal play.

 
Water is no fun because there are no threats, there are no water threats because there isn't enough water.
That's pretty much a perfectly circular argument.
Hmm... You could have Cops and fat zombies float, because fat. Just use the crawl animation for swimming.

#WaterThreatSolved.

 
That is an easy fix to make swimming require some stamina about like jogging does.
But then, do provide some craftable buoyancy devices. Those guys still have to deal with vultures, so it's not all relaxing and skinny dipping anyways :)

 
I made some in Conan. It felt like a waste of time and effort, then on top of that they degraded to nothing while I was offline. At the end of the day there's meat meat and more meat in that game, I saw no benefit to catching fish when there is meals on wheels coming at you constantly. Now compare it to 7 days, its literally the same, there are aggressive wolves, bears, mountain lions and bears trying to kill you, why would you fish when you have all this predator meat to eat? Until we get some specific food recipes that have x special effects regarding x meat ingredient I see it as fluff.
Seafood is supposed to be good for the brain. [humor]you should try it[/humor]

 
Yes but what about the 4 shots that missed?
Missed? What are you talking about :) but the second dude in the party will look slightly concerned that his buddy converted to to heap of pain for no apparent reason.

 
The fastest way to get experience is to go to the mine with a auger. The way is so fast that even 4 people in the party, actively killing zombies, will get less experience than a man in the mine. Will something change in 18A? Doesn't it seem strange to you that the game makes everyone go to the mines in order to learn all the skills faster?

 
The fastest way to get experience is to go to the mine with a auger. The way is so fast that even 4 people in the party, actively killing zombies, will get less experience than a man in the mine. Will something change in 18A? Doesn't it seem strange to you that the game makes everyone go to the mines in order to learn all the skills faster?
The problem here is that one thing is coupled to an exponential (or at least a normal x=2) increase in xp by going not by blocks, but by ressources harvested, while every other action is based on a stable line that always gives more or less the same amount of xp.

If irradiated zombie cops gave 12000 xp, this would be balanced again (for A17 standarts) or... you know... they could give you xp based on the kind of block/amount of blocks you mine, since if you get better at it, you are automaticially faster.

Buuuut... who am I to tell them what makes sense right :D

 
Hi guys, i noticed ion the update there will be more chances to find ammunition and perks/books to improve chances of finding brass in the game. i have proposed this in the suggestion thread but there wasn't many replies. what do you think if air-conditioner had a chance to drop brass radiator? its logical to me...

 
Pretty sure you meant “easy”.Again, you are correct. Just like how any reasonable gamer who finds the game too easy would turn the difficulty up, one who finds it too hard would turn it down.

This is common sense... not seeing any issue at all.
No, I meant hard.

My point it you cant use the "change the difficulty" point because it does both ways.

 
No, I meant hard.
My point it you cant use the "change the difficulty" point because it does both ways.
In this scenario that point works, because the discussion is about a feature which makes the game harder, but also more fun.

 
hey Faatal, just an odd question, will there be a way to have in game for crafting or buyable at the traders any light fixtures? Possibly even colored ones like the red lights beside the ladders leading out of some pois, im wanting to use some in normal play.
MM said they think about allowing to pick up vanity items like lamps... so you can get them as loot from POI's and install them at your base.

I think you'll have to wait for A19 for that though.

The problem here is that one thing is coupled to an exponential (or at least a normal x=2) increase in xp by going not by blocks, but by ressources harvested, while every other action is based on a stable line that always gives more or less the same amount of xp.
If irradiated zombie cops gave 12000 xp, this would be balanced again (for A17 standarts) or... you know... they could give you xp based on the kind of block/amount of blocks you mine, since if you get better at it, you are automaticially faster.

Buuuut... who am I to tell them what makes sense right :D
One of the occasions I agree with VictoriousIII, though I would have refrained from posting the know-it-all remark at the end :cocksure:

 
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@madmole, I believe I have a solution for the weather issues in 7D2D. In my opinion, the insulation liner and the cooling mesh mods should go into clothing, not armor. Not only would this free up an extra slot or two for other mods (which is always a plus), but if you had level 1 armor and could not fit one of these mods in, having them be able to go into clothing would fix this issue.

 
Clothing already has insulation and cooling values built in. Armor has none which is why the mods apply to armor — to give it properties clothing already has.

Not being able to install every single mod owned isn’t an issue that needs fixing.

 
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