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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There has to be a minimum stamina or you couldn't even walk or punch a corn to eat it.
I understand that is why I said DISPLAY it like 0 on the player UI as it actually is 25 for the game mechanics.

With the overeating/drinking one could even use that buffer from to lower the scale for the player UI. So then overeating/drinking would become 75 for the player. Won't change much in the end but for new players it would be so much easier and logical to play with.

 
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I'm really glad that you will look at making it a bit more intuitive. After over 4000 hours in this game, my husband quit 7 Days to Die over A17's Health and stamina system. Maybe I can rope him back in for A19.
show your husband this video, I really worked on this video =)

 
To be fair, it was a very poor suggestion, but I will go to great length to explain my comment:
My intent was not to insult you, but to stomp out the desire and CULTURE for everything to be easy, because I can assure you that you do NOT want it to be easy. If you get it easy, it has zero value. We finally have a 100 hour game without building a giant city or something unrelated to survival and core game play, and your request would turn it into trivial addition instead of a rewarding well balanced system.

Is it unrealistic the book goes poof when you read it? Of course it is, but fun, challenge and reward always trump realism. A large team could share knowledge and reach end game in a week and everyone on that team would be OP having every collector perk unlocked. They would also be bored, because finding new schematics and books is a TON of fun and when you run out of them well what do you do now? If they could be shared, it would make the whole thing trivial.

Right now the whole system is perfect. You can mod it like you suggest very easily, but I can assure you its a bad idea.

From one gamer to another I want you to have the most fun possible, and I think we have the best design now.
MM, earlier in the game we had simple books (burnt books) that could be processed into paper. Now there are no such books. How do you look at the fact that after reading a book with a recipe, drawing or perk, it simply turns into a regular battered book that can be processed into paper?

 
MM, earlier in the game we had simple books (burnt books) that could be processed into paper. Now there are no such books. How do you look at the fact that after reading a book with a recipe, drawing or perk, it simply turns into a regular battered book that can be processed into paper?
I sell stacks of 250 paper to the trader all the time. Not needed IMO, paper can be crafted in the chem station too.

 
Rename the game....7 days to wait or 7 weeks to wait or 7 deceny to wait......

Oh... I see a door...I take it....
Is that supposed to be "decades" or "da centuries"? Kind of important in case...you know...it turns out to be that one.

 
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I understand that is why I said DISPLAY it like 0 on the player UI as it actually is 25 for the game mechanics.
With the overeating/drinking one could even use that buffer from that to lower the scale for the player UI. So then overeating would become 75 for the player. Won't change must in the end but for new players it would be so much easier and logical to play with.
If it displayed as zero then there would be no blue bar showing at all which represents stamina and players would be confused why sometimes they could take actions and sometimes they got the message "out of stamina" when on the display it always showed up as zero.

 
If it displayed as zero then there would be no blue bar showing at all which represents stamina and players would be confused why sometimes they could take actions and sometimes they got the message "out of stamina" when on the display it always showed up as zero.
No because the black (is it not black?) bar would still be visible, could even have a little bit of color in the beginning.

edit:

Ah got it, the stamina bar, but when starving of thirst or hunger it does not realy matter how much stamina you have left, you're dying slowly anyway

 
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No because the black (is it not black?) bar would still be visible, could even have a little bit of color in the beginning
The black part fills as the blue part wanes. Right now it sticks at 25% blue. If you allow it to go to zero it will be all black and no blue.

or I'm not understanding you.....damn this system is sooooo un-intuitive! =P

 
Funny you should mention that. I reverse the direction of the scroll wheel in the options because i visualize scrolling up as reading from left to right on my toolbelt and scroll down is right to left.
Your absolutly right on, as reading is the exact thing I thought about when first thinking of the best layout for the toolbelt and the binding of buttons on the mouse.

EDIT: Tip, Due to the human brain tending to interact with the world like this. One must remember that you do not need to scroll the toolbelt from left to right in order to reach the desired slot. Sometimes, if slot 1 is highlighted and the desired slot is the last one, sroll from right to left. This for me was a conscious thing i thought about when first training myself to utilize the layout in the most optimized and officiant way possible.
Don't get into Manga. It'll screw over your whole toolbelt mojo.... ;)

 
The black part fills as the blue part wanes. Right now it sticks at 25% blue. If you allow it to go to zero it will be all black and no blue.
or I'm not understanding you.....damn this system is sooooo un-intuitive! =P
Other solution is in the stats window have the hunger and thirst displayed correctly and leave the stamina bar as it is.

Or maybe better even have an different color for that first bit. like red maybe :)

Or have the whole bar change to orange when hunger or thirst starts to have an effect and red when you are dying

 
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Other solution is in the stats window have the hunger and thirst displayed correctly and leave the stamina bar as it is.
For me, there are only two statuses that I worry about. At max and under max. I never care about what the exact amounts are. If my red bar is maxed at the far right then no action is taken. If it goes down then I use bandages and then eat or take painkillers. If my blue bar is maxxed at the far right then no action is taken. I don't care if my food is 110 or 150 if my max is 109 or less because it has no functional difference in the game. As soon as I see my max start sliding to the left I eat enough to put myself well over my max. The only reason I like to get well over the max is so that I don't have to worry about eating again for awhile. I see the overeating purely as a timer until the next time I need to eat and not as numbers I need to track. Not sure why people stress about knowing their exact stats when they are at or above their max.

Water is practically a non-issue these days. Back in 17.0 you could really tell the difference when your refresh rate was low but due to all the backlash, TFP made stamina recovery so forgiving that I really don't feel any difference in refresh rate for stamina in regards to hydration. I never worry about drinking until the orange teardrop shows up and then I drink until I'm over 100 though I'm not sure why since there is no longer a noticeable difference. Its all just Pavlovian for me now when the orange teardrop appears....

 
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There you go, I always go so much up in my actions that I often forget to look at them and then I start losing health and notice my food is at 25 which still should be enough not to worry too much. See it as a compliment to this game ;)

 
Hopefully one of the balances in A18 is a slower progression towards those scary poop-yourself day running female zombies. She seems to run even faster than at night, and it's so hard to hit her. And then one knock from her and I'm stunned and got no chance.
Unless I'm armed with a 9mm to lay them down before she gets to me, then I'm dead. :-( But since those gals got introduced around level 27, my 9mm ammo has depleted, too.

I like a challenge, but want a way to avoid death, too. Maybe a jog speed, instead of run until ammo and armor can be built up?
It's not exactly what your asking for but there is already run speed settings in game for various things/levels. It certainly helped me a ton when A17 1st dropped.

 
This would be fantastic. It increases their utility for building but because zombies can also climb them it limits the exploitive nature of using them as magical escapes. I know you've referenced the Minecraft scaffolding in the past and since then I've played with them and if frame blocks can become like that it would be perfect.
Yes if zombies and players could climb frames, that is a win win situation without gimping creative building.

 
I think that would be an improvement, but since the player can retrieve/place them on the fly with zero loss, they will still be able escape with ease or prevent zombies from following them in most situations.
A quick pickup timer would work so they can't pull it out when being followed super fast. Not so slow to make scaffolding tear down annoying.

 
That's when indestructible blocks say hi
That's a tough one. Anything indestructible sorta takes away from the allure of a fully destructible world. HOWEVER, I could see the benefit of a limited implementation of this if it adds to gameplay. The trader is a perfect example of this.

As a quest designer, if I had the ability to define certain blocks or POIs as indestructable, I could force specific encounters/experiences.

 
That's a tough one. Anything indestructible sorta takes away from the allure of a fully destructible world. HOWEVER, I could see the benefit of a limited implementation of this if it adds to gameplay. The trader is a perfect example of this.
As a quest designer, if I had the ability to define certain blocks or POIs as indestructable, I could force specific encounters/experiences.
It could be done, might be something we do on some duke boss missions where players are questing in there to kill the duke, and basically we don't want anyone getting in or out during that time. But I don't see much value in it for standard game play. It would be kind of annoying to perk into miner 69r and take your amazing pickaxe and then see some wall that is immune to it, just to force some anti sandbox game play on people.

 
It could be done, might be something we do on some duke boss missions where players are questing in there to kill the duke, and basically we don't want anyone getting in or out during that time. But I don't see much value in it for standard game play. It would be kind of annoying to perk into miner 69r and take your amazing pickaxe and then see some wall that is immune to it, just to force some anti sandbox game play on people.
Do it and call it the Trolland's Wall.

 
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