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 typically just place almost all my items in a chest if I'm being lazy and I want to organize stuff later (I often have a couple boxes near the main entrance to my base dedicated to just this), or if a wandering horde starts beating down my door. At the end of the day though, it's TFP's views who matter to most. If they see value in these systems, great, if not, then that's fine as well.
Yeah, I'm already grateful for the shift-click action. It's like upgrading from business class to first class...

 
So this is how linguistic PvP works! I always wondered. :cocksure:


It is not. Many use the method you describe, but it is very clumsy as you take a lot of stuff out of a chest if you have free slots available. Then you still have to select one by one what to drop.

I don't know how you play, but I like to keep my ammunition, food, med stuff, tools in my backpack, I practically never have the use case that I need to clear my backpack completely
Read carefuly. I was talking only about the dump chest. Not the ordered ones. It is indeed a method. And yeah, 1 by one still.

Anyways, we are going to get the best of both worlds: drop all to chest and drop only stuff that it's already in the chest.

 
Misread, comment withdrawn.
Hence I propose the mechanics go something along these lines:

You click on an item in your backpack and, using a specific key/key combination, you "lock" or "favorite" that item. You can move it around in your backpack, maybe even put it on your toolbelt, but you cannot accidentally shift-click or dump it using another key into a container. Maybe due to coding limitations or personal preference, you would not be allowed to drop a favorited/locked item in your inventory, nor would you be able to put it in a chest. To unfavorite/unlock the item, repeat step 1.

Commonplace items that would be favorited/locked are food, drink, and ammunition.?

But what about armor? Could you equip it while favorited/locked, or not? Could you modify favorited/locked items? Could you split a stack of favorited/locked items? These questions remain.

We'll have to see if this system has value. *Shrugs*

 
&lt;snip&gt;
We'll have to see if this system has value. *Shrugs*
Man this is why I try and thank The Fun Pimps for there hard work. Just look at how much thought and energy we the community are putting in to just trying to figure out what would be a good system for something as simple as transfer items lol.

I wonder if this is somew hat how meetings go at TFP when they are deciding something.

 
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Man this is why I try and thank The Fun Pimps for there hard work. Just look at how much thought and energy we the community are putting in to just trying to figure out what would be a good system for something as simple as transfer items lol.
I wonder if this is how the meetings go at TFP when they are deciding something.
Next thing you know we'll be discussing if it would be possible for our characters to kick pine cones, and if the pine cones would have realistic physics. Lol And could we decapitate zombies by kicking pine cones at them? Lol

It's probably settled with everyone drinking cups of Joe in unison. :p

But yes, 7 Days to Die is, beyond a shadow of the doubt, the greatest game of its kind created in the history of gaming, and I thank them for not only continuing to support this game, but evolving it in ways that years ago, we would never have imagined. :)

 
Just brainstorming for "simple ways to implement" the locking/favouriting:

How about "simply" splitting the backpack into two sections. Click a split button, you get a vertical bar splitting it into two. You can drag the bar to select the split line. Both sides would have their own store-all, store-dupes buttons.

 
Madmole

I liked watching the Blood Moon video, listening to the narration and watcing the action

made me think of these two questions.

The first is about door colliders. Since animation has a tendancy to clip anyway because of kinetic extension of body

parts and the doors downgrade visually into lower blocks as they are destroyed. Can the collider be reshaped excluding the

holes on the downgraded blocks? Similar to the way you have wood frames and bars now. This would allow two way attack

through downgraded materials.

The second question is about your statement for FPS dips when you had an excessive amount of dead on screen.

When a zombie is killed can it be downgraded into a lesser LOD version, without bones and a basic rectangular collider? This would reduce the excessive unused tris, and lower calc and render.

Although it would only be applied for 30 to 60 seconds until the body is removed. In game 30 seconds can be a

lifetime/deathtime depending on what's happening.

 
Just brainstorming for "simple ways to implement" the locking/favouriting:
How about "simply" splitting the backpack into two sections. Click a split button, you get a vertical bar splitting it into two. You can drag the bar to select the split line. Both sides would have their own store-all, store-dupes buttons.
The current favourite system is ok. Sometimes I feel like it does absolutely nothing but it might have bugs. If done well enough, you don't need those two sections.

I feel like this game needs backpacks as a equipment item. You have the default one with no penalties, but you could buy or find better ones, the bigger ones having a little stamina penalty but great inventory.

 
I feel like this game needs backpacks as a equipment item. You have the default one with no penalties, but you could buy or find better ones, the bigger ones having a little stamina penalty but great inventory.
The backpack thing has been beatin' so badly over the years its now just a pile of ash.

Maybe one day it will happen but I doubt it. especially when considering the whole incumbrance system that was introduced in A17.

 
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Paint textures don't stream so we're kind of limited on space there already.
I had an idea, be able to paint select icon atlas items to a specific block only like a storage chest, on a small square about the size of the food box's icon square. So I'd put the ak47 icon on my gun box, a first aid kit on my first aid box, etc, then people could get pretty granular with storage box icons. We wouldn't expose the entire atlas because sorting through 50,000 items would be a pain, but picking some from each category and exposing to players could be good, and save us texture space on the paintable textures atlas.
This would be cool. We OCD organizers would appreciate it.

 
Its fine. I got rekt last night, and I haven't got rekt in 50 hours or so. And I'm the tankiest of tanks. Take a no armored guy and put him through what I did or light armored guy they would have been toast much faster.
Oh, I wasn't even saying it was that way right now. Gazz just shrugged it off saying basically "Even if it is by that time you got your money's worth."

I would never try to claim a game was unbalanced without trying it first.

 
Next thing you know we'll be discussing if it would be possible for our characters to kick pine cones, and if the pine cones would have realistic physics. Lol And could we decapitate zombies by kicking pine cones at them? Lol
It's probably settled with everyone drinking cups of Joe in unison. :p

But yes, 7 Days to Die is, beyond a shadow of the doubt, the greatest game of its kind created in the history of gaming, and I thank them for not only continuing to support this game, but evolving it in ways that years ago, we would never have imagined. :)
Actually, next I was going to ask for a hockey stick and the mechanics to slapshot zombies with rocks. Also, please reshape the rocks into a disc-like shape. Next, change the material to rubber.... you know what, I just want pucks. Is that a crime?

 
Hence I propose the mechanics go something along these lines:
You click on an item in your backpack and, using a specific key/key combination, you "lock" or "favorite" that item. You can move it around in your backpack, maybe even put it on your toolbelt, but you cannot accidentally shift-click or dump it using another key into a container. Maybe due to coding limitations or personal preference, you would not be allowed to drop a favorited/locked item in your inventory, nor would you be able to put it in a chest. To unfavorite/unlock the item, repeat step 1.

Commonplace items that would be favorited/locked are food, drink, and ammunition.?

But what about armor? Could you equip it while favorited/locked, or not? Could you modify favorited/locked items? Could you split a stack of favorited/locked items? These questions remain.

We'll have to see if this system has value. *Shrugs*
I would still want the shift-click on the locked item to work as it always does, just don't want locked items to transfer with the transfer-all button. For example, I got wood. I lock it. Too much wood, gotta transfer some of it. Halfsies, shift-click. See my point or are you caught up in all the innuendo?

- - - Updated - - -

Just brainstorming for "simple ways to implement" the locking/favouriting:
How about "simply" splitting the backpack into two sections. Click a split button, you get a vertical bar splitting it into two. You can drag the bar to select the split line. Both sides would have their own store-all, store-dupes buttons.
How does sorting work? Only within their section?

 
Neither of them would pull from your belt, only the backpack.
While you are talking here about the privilege of unloading loot from inventory to chests, I want to have time to ask my question in the subject.

What do you think about adding a search bar to the character’s inventory and drawer inventory. It would be very convenient to enter the beginning of the name of the premet, and it would be highlighted.

 
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