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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@Madmole.... not asking for this alpha, but are the plans to bring in the behemoth at some point?
We'd have to look into pathing for giant beings, ik for feet, etc there are a number of issues to make solve it.

 
Wow, I have a treat for you guys.... I recorded day 77 and it was super intense! Sorry no behemoth spawned, but I promise you some crazy action. I will need to farm 2k rounds for the next horde and have another m60 on my belt :) Uploading now.

Here you go:

 
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One does not simply ignore the calling of a new Kraken. Survival is more prominant in A18 than any previous incarnation IMO. Infection, food poisoning, death penalties are all legit concerns.
Maybe I'll give it a look if I have time. But survival in 7DTD, for me, will always be around how important every single action was when it dictated what you would get good at doing. I liked that meaning to everything you do. Basic skill tree systems lack that. The only way I can see the current system getting close to having the same kind of meaning is if you implement multiple xp pools, each with its own skill tree, and separate combat, building and harvesting actions.

I've watched sections of the playtest streams and I do like some of the improvements to the combat though. The spears are definitely a good addition. The combat does look like it is progressing to a level where it will fit better with the current playstyle focus. I expect I will eventually be able to come back and enjoy the game for a decent chunk of time again. I doubt it will ever be my go to survival game that I spend hundreds of hours in again though.

 
Awesome action madmole so intense, thanks for the hard work Fun Pimps looking forward to A18.
Yes I was snoring through the horde nights so we increased the max alive so guys who play with 16 alive the night isn't over by midnight or whatever, at least not when you are level 60+. Now I'm excited to add more traps and grind more ammo for the next horde night, that was SO much fun!!

 
That was an epic horrde night, thanks for recording it. Man, it is gonna be great alpha.
Thanks man, I had a blast playing it! After they breached my ramp bars I was like oh ♥♥♥♥, and my brain is already working on some additions to my base to prepare for the next horde night. Hopefully will have a better M60.

 
Maybe I'll give it a look if I have time. But survival in 7DTD, for me, will always be around how important every single action was when it dictated what you would get good at doing. I liked that meaning to everything you do. Basic skill tree systems lack that. The only way I can see the current system getting close to having the same kind of meaning is if you implement multiple xp pools, each with its own skill tree, and separate combat, building and harvesting actions.
I've watched sections of the playtest streams and I do like some of the improvements to the combat though. The spears are definitely a good addition. The combat does look like it is progressing to a level where it will fit better with the current playstyle focus. I expect I will eventually be able to come back and enjoy the game for a decent chunk of time again. I doubt it will ever be my go to survival game that I spend hundreds of hours in again though.
We've balanced XP for farming, upgrading, harvesting and killing.

 
"Oh ♥♥♥♥!" Got a good laugh there. I think I noticed some difference in ai- little bit more spread out when they didn't have a clear path to you. I like that they don't tear straight through blocks unless grouped now. The rag doll stuff looks good, too. And I know they shouldn't be able to clip through the door when they pile up, but not exactly game-breaking and it sure does add some excitement!

That was a treat. Was enjoying some kitboga and I had to click that instantly.

 
"Oh ♥♥♥♥!" Got a good laugh there. I think I noticed some difference in ai- little bit more spread out when they didn't have a clear path to you. I like that they don't tear straight through blocks unless grouped now. The rag doll stuff looks good, too. And I know they shouldn't be able to clip through the door when they pile up, but not exactly game-breaking and it sure does add some excitement!
That was a treat. Was enjoying some kitboga and I had to click that instantly.
Isn't a zombie slipping through a closed door the very definition of gamebreaking? :)

@Madmole

Nice hordenight. Was the zombie block damage adjusted as well? That door held out quite some time. Would have melted within half a minute max in a17.

I'm interested again, seems like one can actually head on defend a horde now without using cheap tricks.

That ammo stash looked massive though, as did the base. All that on day 77?you sure you didn't cm in half the stuff? No shame in that :)

Now distract us with some rwg cities ;)

 
Madmole, thanks for sharing the video!

Two things I noticed:

1) Zombie damage to blocks seems lower than what we've seen in A17

2) Zombies glitching through walls/doors a lot more than A17

 
Isn't a zombie slipping through a closed door the very definition of gamebreaking? :)
Naaaaaah, he's on day 77! Can't get eleven weeks into a broken game. They appear to only clip through in big pile ups on the other side and seems like it will take a ton of tweaks to collision to fix. Also, I am biased because if they ever get that close to my panic room, then my plans and strats feel more broken to me than a little slip-through here and there.

 
We've balanced XP for farming, upgrading, harvesting and killing.

That's good, but I can still learn to build by just killing things, or get better at shooting by hitting rocks. I just have a personal preference for having to worry about the type of task that im doing now affecting the tasks I can do in the future. Rather than only having to worry about making sure im doing anything that gives XP. I mean sure, I could try and self enforce only leveling perks based on what I've done recently, but it's not quite the same. I liked how you had to plan ahead if you wanted to unlock a cetain ability before. With all the other features rebalanced and added since A17 launched, the game would be so much more intense if I also still had to balance needing to work on my building skills so i can have steel for the next horde night, but also wanting to improve my shooting so needing to go out hunting for things to kill, while hitting specific POI for a tool upgarde, AND managing the travel time in between, potentially having to push back one of my targets for the following horde night. Rather than just needing to hit as many POI as I can for 6 days so that on the final one I can upgrade to steel and have my better combat skills. It's just less engaging for me.

And yeah, I get that you aren't open to bringing back LBD, this isn't an attempt to convince you. Just trying to communicate clearly why myself, and others like me, likely won't be returning to play the game as much as we did in the past any time soon. Likely not until full release and then it will be mods that keep us playing long term.

 
"Oh ♥♥♥♥!" Got a good laugh there. I think I noticed some difference in ai- little bit more spread out when they didn't have a clear path to you. I like that they don't tear straight through blocks unless grouped now. The rag doll stuff looks good, too. And I know they shouldn't be able to clip through the door when they pile up, but not exactly game-breaking and it sure does add some excitement!
That was a treat. Was enjoying some kitboga and I had to click that instantly.
I think I know what it was, zombies can push ones who get in their way and I think some popped through the collider of the door.

 
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