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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Eh, I think we have all been very patient, especially considering the original release date goal was around July. Then that slipped and became August. Now we're in mid-September and still no solid release date to look forward to.
A lot of us understand the nature of game development. I myself work in software (was a developer, now I manage teams) and I understand that release dates slip. The concern here is that this is slowly becoming another A17. I bet most people here would prefer smaller content patches with a 4-6 week release cadence over these large ones that seem to constantly suffer from massive scope creep and repeatedly missed deadlines. Think about it: most people probably play for 4-6 weeks before "finishing" a game anyway. Wouldn't it be awesome if a new patch hit right around then?

For example, to me, it makes sense to make one patch solely about weapons, another one solely about survival mechanics, another one solely about new zombie AI, etc. rather than cram as much as possible into a single patch. If balance is a concern, you can have periodic (e.g. twice a year) balance patches to round things out.

It's probably too late for this now, but something to keep in mind for 7 Days To Die 2, maybe.

IMO not only most people would prefer much shorter release cycle: I've seen how many many game devs use this strategy succesfully to keep more people playing, streaming it and talking about.

The idea is, as you said, thematic patches fitting in balance changes and bugfixes. Games like Oxygen not included, Subnautica or Rust also create new wonderful posts every new patch in their steam webpages with animated gifs, screenshots and videos.

 
In a18 you can be lvl 5 or 6 forever. Several times I have asked for a way to cut down XP gain for myself (the opposite of nerd goggles) and now I got one without even trying.
Not a very elegant solution when you have to die to avoid leveling.

I don't always like to play the rat race. I'm fine with not having many perks and going looting/exploring instead.
I don't like to rush things either. However, I prefer building rather than looting.

That worked well for me in A15 and A16. In A17 less so because I couldn't make iron tools myself up to level 20. So I had to find some and I had to use the forge at the trader until level 10.

I see almost everyone chase after XP and I cannot understand why. They are shooting themselves in the foot trying to "win" the game.
That's the problem when you set up obstacles like level gates. The players take this as an incentive to overcome them as fast as possible. Let's see how it works in A18 without levelgates.

 
Agreed, we're talking about making a small 19 possibly before Christmas and push some big stuff to 20 or 21 for that very reason.
We both know this isn't gonna happen though, right ? I mean, this discussion comes up every single alpha (release cycle times) but in the end there's always this insane scope creep in order to release an alpha version "that matters". If i'm reading in between the lines here it's not really a net positive either to be honest, all I'm understanding is A19 might be a "short" Alpha with small features, balance changes and some reworks, while bandits will inevitably be postponed yet again to the next big release which won't be there 1 year from now.

Regarding temperature, what we did with my group was mod the perk that gives insulation protection, so that the first rank gives +50 instead of +5. It eats up a skill point but we were happy spending it and being done with it. Temperature is just a chore to micro manage in it's current state anyways.

 
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I'm not sure why people keep missing this:
Was water also improved (at least the visuals)? That water looks a quite a bit better than my water. Especially with the way the waves lap the shoreline. Very nice!

 
I have an idea: what if players would spawn on the map always on desert or snow biome? In the very middle of them. In order to reach any green biome they would need to pass burned forest and wasteland biomes. It would be nice to have even more threats there, so reaching the promise land (green biome) would be an adventure, and probably would not be worth on the very beginning of the game. That way early game would be much more difficult, and mid game would add some freshness because of new environment. What do you think? I have an impression, that otherwise players since spawn, will always move as long as they reach green biome, and then only go to the edge of snow/desert biome for water, sand.

 
Agreed, we're talking about making a small 19 possibly before Christmas and push some big stuff to 20 or 21 for that very reason.
Frankly If A18 release in next 2 weeks, I don't want A19 by christmas, for me it is too early. If I play 1hr daily, to get day 100 I need 100hrs at least (with 1 hr day) and then I can say I play long enough of A18, so I need 100 days, which means 3 months. so if you release a19 in between it is too quick for me or player like me. I know some people are fast and need update like every 2 weeks. But think of us too :) keep alpha's 6 months apart .. and keep it only 6 months not 8 -10 months :) . he he.

 
I have an idea: what if players would spawn on the map always on desert or snow biome? In the very middle of them. In order to reach any green biome they would need to pass burned forest and wasteland biomes. It would be nice to have even more threats there, so reaching the promise land (green biome) would be an adventure, and probably would not be worth on the very beginning of the game. That way early game would be much more difficult, and mid game would add some freshness because of new environment. What do you think? I have an impression, that otherwise players since spawn, will always move as long as they reach green biome, and then only go to the edge of snow/desert biome for water, sand.
As a special challenge or as a mod this is certainly interesting but for new players it would be too difficult.

This desire for more dangers and more challenges always neglects the perspective of new players who know nothing about the game. I am now more than 2500 hours deep into the game and know how things work. But I also remember what it was like when I didn't know anything about the game and had to learn how it all works.

For example, I started in one of my last games in the desert and didn't find a cooking pot on the first day. But I had empty cans and I knew that I could boil water in them. An inexperienced player wouldn't have known that and would have died of thirst.

 
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As a special challenge or as a mod this is certainly interesting but for new players it would be too difficult.
This desire for more dangers and more challenges always neglects the perspective of new players who know nothing about the game. I am now more than 2500 hours deep into the game and know how things work. But I also remember what it was like when I didn't know anything about the game and had to learn how it all works.

For example, I started in one of my last games in the desert and didn't find a cooking pot on the first day. But I had empty cans and I knew that I could boil water in them. An inexperienced player wouldn't have known that and would have died of thirst.
WHAT! You used cans to boil water in? Quick! Show this necessary thing to MM.

 
I have an idea: what if players would spawn on the map always on desert or snow biome? In the very middle of them. In order to reach any green biome they would need to pass burned forest and wasteland biomes. It would be nice to have even more threats there, so reaching the promise land (green biome) would be an adventure, and probably would not be worth on the very beginning of the game. That way early game would be much more difficult, and mid game would add some freshness because of new environment. What do you think? I have an impression, that otherwise players since spawn, will always move as long as they reach green biome, and then only go to the edge of snow/desert biome for water, sand.
I actually don't mind the idea of the desert actually being a safe-haven for you, from Z'd, wolves, bears at least. Too hot for the animals except snakes and zombies would decay too quickly in the heat, so it makes sense. But the down side is that you also cop a beating from the elements and there's barely any loot in the desert.

So if you start in the desert, the first few days might be forgiving but then you'd better want to have found ways to cool down. Oh, and deserts are cool at night, so Zombies can get pretty wild at night and not a lot of shelter to keep you safe.

 
In a18 you can be lvl 5 or 6 forever. Several times I have asked for a way to cut down XP gain for myself (the opposite of nerd goggles) and now I got one without even trying.I don't always like to play the rat race. I'm fine with not having many perks and going looting/exploring instead.

I see almost everyone chase after XP and I cannot understand why. They are shooting themselves in the foot trying to "win" the game.
interesting...

can we (in a18) keep things slow and steady (cautious is a good word) without being killed (dead is dead to me fits best with a survival game) and still enjoy all of the new content?

oops it seems my internet provider says i have used up my allotment of brackets

still... smashing zds in messy and intetsting ways thanks to perks and levelling and suchlike rocks.

shot a z in the head the other day with a shotty and it must have done a tripple back flip out the side of the building.

quite the chuckle

yes i am disturbed

 
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@NukemDed

If you aim to evade zombies rather than killing as many as you can, you don't level up as quickly.

I'm just a minmaxer and if the game provides a mechanic to "freeze" XP gain then to me that's an obvious thing to do.

 
@NukemDed
If you aim to evade zombies rather than killing as many as you can, you don't level up as quickly.

I'm just a minmaxer and if the game provides a mechanic to "freeze" XP gain then to me that's an obvious thing to do.
lol

read my edit ha ha ha!

not sure what im on about but i have learnt to listen to what you say bro...

 
I know that in A18 that's being removed. But you can boil water in jars without a cooking pot in A18.
Which is why he's saying "mention it to MM."

Boiling water in a can was a good feature IMO. If they need to change anything, it should be to reduce the drop rates of the cooking pots.

-A

 
here is a weird one.

in the wasteland after treasure.

in a 4x4

see a z bear. y to hop out (bite me pc purists)

backpedal for space to boogie as only had pistol on me

bear runs into front of 4x4 freezes for a sec or two. then slowly backflips and not rag dolls but close.

charges again and does the same again.

meanwhile i was more concerned about dropping it so filled with lead. was taking out side threats at the same time too..

anyone seen similar?

 
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