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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'Underground you should also think about having a second exit, always.'

There's the tyrrany I talked about. You are part of the problem, not the solution. You don't get to decide how I, or any fellow 7 Days players play our games. The same applies vice versa, I do not get to decide how you should play.
And there I thought I was just giving advice how digging zombies could be avoided in a pacifist run. Instead it seems I was demanding you to do this. :cocksure:

 
They walk off higher ledges now
Sweet.

Oh you're mistaken; I'm not arguing that the old poi's were better, I'm arguing that their design is better to have as a majority. I don't need "Good loot" in every poi, so I'm happy to go into a normal house that has some standard day 1 junk (clothes, few cans of food, maybe a cooking pot) and call it a day.
That's in fact what I want.

I would *love* the dungeon poi's to have special loot I can't get anywhere else, to make them worth the effort, but do you know what I find when I go through those poi's? Clothes, some cans of food, and a cooking pot. Oh yeh and the occasional pile of goodies, certainly nothing I *need*.

And that finite selection of poi's? With the new dynamic block system, it doesn't have to be that way. They could literally have the interior of every building different, if they designed it from a different point of view. Why does a desk have to be limited to open vs closed? Why can't it be a nightstand, a bookcase, a trap, or even a wall?

More to the point though, why does EVERY house have dozens of these pallets inside of them? They're like onions in chinese food... they're cheap, and they fill up the plate.

There are just too many valid arguments against the amount of dungeon poi's. Thankfully TFP agrees with me on this one, and is adding more "generic" ones to the mix.
I would have nothing against throwing the old ones into the pool of POIs. But them being the majority? I don't agree. Any quota is wrong as old buildings become boring as fast or even faster as dungeon POIs and they surely would be a small minority of all buildings when 1.0 is here. The only good reason would be to have a much longer play time until you have seen all the new POI buildings by making them more scarce.

If we talk about the effort of going through a building it makes no sense to compare Higachi to a wood shack. If we compare an old residential house to the same size of new residential house, the difference in getting some loot out of them is not that big, especially if you ignore paths.

 
That's rather sad and it looks like that won't be something I will invest in as a single player guy which saddens me.
I really didn't expect to be forced into another build.

You and others may say I'm not but with the monotonous tedium that accompanies very basic looting thanks to the annoying 'every house a dungeon' setup I will be left probably not playing the game very much at all.

Intelligence builds giving only mediocre 'middle of the road' items takes away a vast amount of the fun and the point of levelling for it. That, along with super nerfed exp and mixed builds, with little to no looting and the necessity of a rather strong base build to protect you from those hordes does not sound appealing enough to put my backside in my seat snd start this up.

The poster who mentioned what seems like appeasement of a smaller group of people who demand a bigger challenge, as well as another who pointed out the obvious need for a different setup for SP over MP, both had it exactly right about these decisions which impact everyone - and I don't think it's a wise idea.

I'd suggest:

The intelligence build guy who gets to make better gear has to suffer a long time without them unless he loots something good.

The strength and defense spec guy is built tanky enough to enjoy the possibility of great loot earlier game but wont enjoy the ability of being able to make his own good stuff later on should he lose his bag and weapond to zombies or other players.

That sounds a lot better than it is now, which is strength/def (or stealth) favours looters - and forces those who dont want to go into convoluted POIs to do so, and those who mine and grind for the grand ability to finally be able to craft 'average' products as a badly hit Int build - out of their chosen playstyle and into situations that impede, rather than enhance their gaming experience.

Note:

I just shed some tears of laughter among my metaphorical tears of sadness at the intelligence build guy who makes 'medium items' at the top of his game being referred to as a 'Quantum physicist.' 😂
You are over reacting based upon an A16/A17 reference point for how the game plays. Before you cry an entire river of mixed joy and sadness I suggest you stop worrying until you play it. I’ve played 2 weeks into the intelligence build and it is fun. I really like stun batons and “crafting mediocre” is still great when you don’t have to wait for randomness to smile on you.

All of the major builds are interesting and unique and worth doing five playthroughs to experience them.

I say this at the risk of being accused of dictating to you what you should do and forcing you to react in a different way to Madmole’s news than you wish to....

 
Stating this for a friend...

Can we have some larger POI dungeons with multiple paths in the future? One more straight forward path with a crap ton of zombies to fight through, but also one (or more) paths that are more stealth compatible. It would be fun to fight through a few battles, but if ammo gets sucked up you can switch to the stealth route through part of it. I could see this being a thing for one of the Skyscraper POIs.

 
best for demolishers may be delaying terrain tactics. such as barbed wire to slow them down at a distance. then shoot him to explode when the other zeds pile on him. granted this will only work early in the nigh for as he explodes and takes some of the battle field control out, others would come in.
Just dont make demolishers too common, it would really detract from gameplay if every 5th one was a demolish in late game.
... what I want to know is how people are going to crap themselves when they see their first Irradiated Demolisher.

:cower: :miserable: :crushed: ... :angel:

 
Stating this for a friend...
Can we have some larger POI dungeons with multiple paths in the future? One more straight forward path with a crap ton of zombies to fight through, but also one (or more) paths that are more stealth compatible. It would be fun to fight through a few battles, but if ammo gets sucked up you can switch to the stealth route through part of it. I could see this being a thing for one of the Skyscraper POIs.
What would make the stealth path alluring to the stealth player but not to the "shoot first then ask questions" player?

 
Oh you're mistaken; I'm not arguing that the old poi's were better, I'm arguing that their design is better to have as a majority. I don't need "Good loot" in every poi, so I'm happy to go into a normal house that has some standard day 1 junk (clothes, few cans of food, maybe a cooking pot) and call it a day.
That's in fact what I want.

I would *love* the dungeon poi's to have special loot I can't get anywhere else, to make them worth the effort, but do you know what I find when I go through those poi's? Clothes, some cans of food, and a cooking pot. Oh yeh and the occasional pile of goodies, certainly nothing I *need*.

And that finite selection of poi's? With the new dynamic block system, it doesn't have to be that way. They could literally have the interior of every building different, if they designed it from a different point of view. Why does a desk have to be limited to open vs closed? Why can't it be a nightstand, a bookcase, a trap, or even a wall?

More to the point though, why does EVERY house have dozens of these pallets inside of them? They're like onions in chinese food... they're cheap, and they fill up the plate.

There are just too many valid arguments against the amount of dungeon poi's. Thankfully TFP agrees with me on this one, and is adding more "generic" ones to the mix.
Lol, they are all avid costco / home depot shoppers who went on a shopping spree a few days after the outbreak of the infection...

...I may joke about them but they definitely add more to the game than they detract. As a POI creator, it adds more detail to the world which is a welcome addition when compared to the limited decor options in previous alphas.

 
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best for demolishers may be delaying terrain tactics. such as barbed wire to slow them down at a distance. then shoot him to explode when the other zeds pile on him. granted this will only work early in the nigh for as he explodes and takes some of the battle field control out, others would come in.
Just dont make demolishers too common, it would really detract from gameplay if every 5th one was a demolish in late game.
It'd be cool if electric fences set off the timer, so that they got through with their fuse lit... :)

 
Shoot them anywhere but the bomb and they die doing no damage. Shoot the bomb and he blows up. He will certainly cause action from the players, if left unattended he'll punch a hole through your defenses, if you shoot the bomb while he's near your base your base will take a lot of damage. The strategy will be to waste ammo on his head, or lure him away and shoot the bomb. Either way it gets players out of their comfort zone and is balance IMO.
Sounds pretty awesome. My base needs some challenge. As long as there is a method to deal with him like you said then it should get really interesting.

Love the unique zeds btw. The more zed variety (as in abilities) the better :D

 
MM, don't know if you have answered this yet or care to, but I for one would love to see a walk through of your base after the last horde night. I, as well as many others I am sure, are also wondering how those zeds were getting behind you.

 
Maybe the demolisher only ever walks or jogs. Could try that as a balance to him being a tank.
That would be a good balance, imo. I don't have the time to spend the entire horde night watching out for demolishers. No one does. :p

Another solution is people could just build ramps at strategic points around their bases, not for the zombies to be tricked by, but so that whenever a player sees a demolisher, they can leap off their base, travel off (since they can outrun all zombies anyway), kill the demolisher elsewhere, and use the ramp to get back into the base. (Or they could utilize underground entrances/exits.)

- - - Updated - - -

MM, don't know if you have answered this yet or care to, but I for one would love to see a walk through of your base after the last horde night. I, as well as many others I am sure, are also wondering how those zeds were getting behind you.

 
You're going to possibly get multiple demolishers per horde at late gamestage hordes. Setting all of that up just for 1-2 kills isn't worth it imo. :)
Intelligent design. No, not that kind, the kind that means you place the poles in such a way that allows for multiple demolishers.

 
Intelligent design. No, not that kind, the kind that means you place the poles in such a way that allows for multiple demolishers.
And if one of the demolishers is next to one of the poles, and obliterates it? Now you're talking about multiple separate circuits.

For all we know, only projectiles trigger the demolisher's explosives. (Player fire, dart traps, turrets.)

 
Exactly! Now you get it. Intelligent design.
Like I said, who says that electric fences might trigger the demolisher's explosives? Maybe only projectiles do?

Why not just lure the demolisher away from your base and set him off somewhere off yonder? You'll be able to outrun all the zombies anyway. Just saying.

 
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