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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Finally caught up with the thread and IMO TFP are spot on with progress of the game.
7D2D Vanilla should keep systems simple and elegant, concentrate on performance and play ability that gets the new players hooked.

The sliders and choices at set up allow players to adjust the game to their style and needs, once the have played several times.

XML mods allow even more adjustment which is neat and there are loads of simple mods to enhance the game.

I have nearly 3000 hours of game play and decided to give Ravenhearst a go, while waiting for A18 to drop. With all the chatter about dumb down systems and how thing should be more complex etc on the forum.

Whilst I will say it is very well done and the variety is huge, It is extremely frustrating and a micro managing nightmare, If I hadn't played so much 7D2D and thoroughly enjoyed and been engaged by it, I would have simply given up and played something more fun.

So keep doing you MM and TFP, the game is great and on track, I await A18 with baited breath and for those experienced players wanting more depth through complex systems, micro management and convoluted based on realism within a fantasy setting game play, give Ravenhearst a try it actually runs quite well, and leave TFP to get the base game balanced and engaging.
Thank you for giving Ravenhearst a go and I must say that your words are exactly what we try to accomplish and why I love this game so much.

We definitely are not for everyone, but we also arent supposed to be. TFP have been amazing about opening up their game to being modder friendly and allowing a chump like me to get the chance to share what I enjoy with everyone. Im also looking forward to A18 way more than I was A17 and its great to have that feeling back. I like ALMOST all of what Im seeing, bar planters and the new mining, but for my tastes after playing vanilla Im sure i can tweak it how i like.

This is going to be a long week for me and the rest of us. A lot of times people think modders think they know better. We dont. We are just as much a fan of vanilla as everyone else, with the caveat that we love to look under the hood. Cant wait until we can all discuss how 18 plays rather than how it looks.

 
After you implement bandits, please make sure that sometimes (on toughest difficulty, i.e.) on blood moon night in the middle of your horde fight come bandits and try to raid you. Only great games are ones that surprise and challenge players. Also would be cool if players could lead zombie horde towards bandit POI, and watch the massacre between zombies and bandits before finishing off the winning side :)
Agreed on both counts... But I think it should be easy to do.

Luckily, once bandits are added in, it (edit: bandits in blood moon hordes) should be easy to mod in even if TFP don't implement it themselves. You can specify different enemy groups to spawn in the blood moon at various game stages.

And, as long as zombies and bandits (or white river NPCs) attack each other, I don't see how it wouldn't be possible to lead a horde to a camp. If a wandering horde comes by, just get in their range so they start attacking you, and they should follow you to the camp. Once NPCs start shooting at them, I'm guessing zombies will turn their attention to the NPCs, since they seem to attack whoever attacked them last.

 
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Agreed on both counts... But I think it should be easy to do.
Luckily, once bandits are added in, it (edit: bandits in blood moon hordes) should be easy to mod in even if TFP don't implement it themselves. You can specify different enemy groups to spawn in the blood moon at various game stages.

And, as long as zombies and bandits (or white river NPCs) attack each other, I don't see how it wouldn't be possible to lead a horde to a camp. If a wandering horde comes by, just get in their range so they start attacking you, and they should follow you to the camp. Once NPCs start shooting at them, I'm guessing zombies will turn their attention to the NPCs, since they seem to attack whoever attacked them last.
Not sure I would want bandits on blood moons since that is supposed to be a specific zombie event. However bandit wandering hordes, POIs, and quests. Yes please!. 😅

 
Not sure I would want bandits on blood moons since that is supposed to be a specific zombie event. However bandit wandering hordes, POIs, and quests. Yes please!. ��
I personally disagree. I'd love to see different types of enemies on blood moons, and I would also like to see them at different game stages.

Example: In early game stages, it's basically you and the zombies. Zombies are the enemies that spawn in POIs and in the blood moons.

As the game stage increases, you start to find other humans. This could include friendly NPCs (white river) or bandits. They would have a certain chance of spawning in POIs - alongside zombies, which would make for some very interesting encounters when you first enter a POI's spawn distance. The same could happen on blood moon night.

At this point, it would be cool if you could "recruit" white river NPCs to bring back to the base. Nothing special, just have their AI follow you where you go. They would basically just assist you in defending the base.

Later game stages could introduce an entirely new "family" of NPCs - say, military NPCs - which would be your primary enemy (or ally, depending).

Obviously that's not for everyone, so it'd be better as a mod (possibly an "official" mod if TFP feel like it). But I think it should be do-able once TFP start adding NPCs at all. It was already very close to being possible in A16 through XML and UMA.

 
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it will be added to alpha 18 yes (: and will be governed under endurance and then under machine gunner
But what role will the Gun be Marksman? , burst? , full auto? is it better or worst then the AK

but ill probably uses that gun more then AK

all i need now is A AA-12 full auto shotgun and my Armory would be complete lol

 
Stipe proved that DC got lucky. He weathered that storm in the 2nd fight and proved his toughness and solved the puzzle and finished DC. Once you know the other guys weakness I don't see DC making any corrections that stop a bigger/faster man. So Stipe all the way. DC doesn't even deserve a title shot, its Predators time and noone can stop that man.
But, they have the cash cow trilogy to cash in on, so the guy who earned it has to sit on the sidelines because money dictates title fights not rankings or who earned what.

Predator will KO both DC and Stipe in the first round, nothing can stop that guy. He was hit in the head with some sledgehammers and never even wobbled. DC said Cain V was the best heavyweight in the world and one loose sloppy glove of Predator put the lights out on him, it wasn't even a clean shot. Noone can take one of his clean shots IMO.
I agree that Stipe will win. DC is not in the fight game anymore. He’s been threatening retirement after getting beat down by Jones twice. I think his head isn’t there anymore. TBH, I think he went heavyweight because he got lazy and didn’t want to cut weight anymore. Obviously just my opinion. Now Predator.....yikes is all I can say. One scary dude.

 
The video was very nice! It's amazing that an early horde is this good. Here's what's the general consensus of the community is on the video (from thread comments here and YT comments there):

Positive:

The comments are really positive most of the time, people are saying A18 looks really good and they want to play it out.

Liked the brought back ambient sounds from previous alphas.

Liked the bunching up of zombies, World War Z style.

Liked the rifle reloading animation.

Liked that the horde comes in all night.

Negative:

The negative feedback was really small, so it is really mostly suggestions people made.

Pipe bombs are too bouncy.

Grenades are too big.

Contact grenades too risky.

Suggestions:

Loss of more limbs from explosions.

Fix the cops vomiting through blocks.

Being able to take a block back for a short period of time after it is placed.

Release A18. :p

 
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I hope the demolisher and the food poisoning is easy enough to mod out in the xmls. Although 2% chance shouldn't be that bad, if it is the same 2% we had with loot drop from zombies in A17.
Are you scared of a little work patching up walls?

Food poisoning puts an occasional survival issue into the game. Eat canned foods if you are that worried about it buy the perk that lowers the risk.

Removing demolishers won't be easy but editing how much damage they do would be. But it feels like premature knee jerking to me when you haven't experienced either of these things. Challenges are what make the game fun. That is why I used to quit by day 21-35 by most alphas there was no challenge and I was end game.

 
After you implement bandits, please make sure that sometimes (on toughest difficulty, i.e.) on blood moon night in the middle of your horde fight come bandits and try to raid you. Only great games are ones that surprise and challenge players. Also would be cool if players could lead zombie horde towards bandit POI, and watch the massacre between zombies and bandits before finishing off the winning side :)
Possibly. We'll need to see how well they interact, what the FPS is, and what kind of loot bandits drop before sending them into the fray. Maybe at 4am spawn some after the player is weakened.

 
I watched your horde night video madmole and I agree that the hunting rifle is much better at long range. My thoughts is to instead of making some metal spikes. Make a bunch of wood spikes or barbed wire. With more traps spread out it can slow down the zombies making it easier to hit them with the hunting rifle. That what I usually do.
Yeah or I'll get my new gauntlet dart trap going where they are fish in a barrel and shoot them with penetrating rounds, that should be much better.

 
Great video MM. That was some nice spear throwing on that spider zombie. Bravo. Those grenade explosions like very satisfying. Cant wait!
Yes I'm looking forward to contact grenades, more perks and an a fully modded sniper rifle with a silencer and my ghillie suit :)

 
I personally disagree. I'd love to see different types of enemies on blood moons, and I would also like to see them at different game stages.
Example: In early game stages, it's basically you and the zombies. Zombies are the enemies that spawn in POIs and in the blood moons.

As the game stage increases, you start to find other humans. This could include friendly NPCs (white river) or bandits. They would have a certain chance of spawning in POIs - alongside zombies, which would make for some very interesting encounters when you first enter a POI's spawn distance. The same could happen on blood moon night.

At this point, it would be cool if you could "recruit" white river NPCs to bring back to the base. Nothing special, just have their AI follow you where you go. They would basically just assist you in defending the base.

Later game stages could introduce an entirely new "family" of NPCs - say, military NPCs - which would be your primary enemy (or ally, depending).

Obviously that's not for everyone, so it'd be better as a mod (possibly an "official" mod if TFP feel like it). But I think it should be do-able once TFP start adding NPCs at all. It was already very close to being possible in A16 through XML and UMA.

I think that Randomly bandits and survivors should spawn and make camps at POI's and there would be bounty on Bandits , you could trade with survivors or if you have a Land claim Block you can recruit them and they eat your food and they can follow you.

and there would be 4 factions

Survivor: ARMOR: any they can be friendly or hostile and can recruit them

Bandits: Armor: Scrap , Iron and Steel. Hostile but some can be friendly if you do jobs for them. you can tell if there bandits because they have tons of tattoos and they are meat heads. and do Raids and patrols the more you kill the more your wanted. quest: Bounty's , raids , Ransom , Delivery , Clear

White river: armor: Any. Group of survivalist that teach and trade with people. Some you can recruit and they are the best of the best.

and they can give Quest like. Deliver , bounty's , Clear area , pickup and Drop off, and support.

Old world Remnants: Armor: Hazmat and military armor. a group of Old world Sentient , solders, Police and swat Team's that try to make everything bake to normal. quest: Clear areas , Salvage , Recovery, Supply run.

 
This is a great new change. So we will still experience temperature effects, but it can be dealt with more reasonably now. Those debuffs were too much, it took too much time/effort/levels/mods to finally get around them. This is more organic, but still comes at a cost, a rework I look forward to playing with once the Kraken gets here. Kudos.
Yes it was a sensible easy change that will make weather decent enough to be a nice improvement over 17.

 
I guess one can argue that DC is more deserving because he won the 1st fight, but I see your point. I'd love to see DC fight Naganuu, just because of the size difference.. it would be hilarious lol. I do like Naganou -- its always cool to have a massive scary heavyweight that can knock people out cold. DC is a good guy but he is kind of whiny for my taste.
I just watched the slo-mo. I think Im convinced it was the uppercut, not the knee. Though I don't hold Cain on as high a pedestal as DC does. I think they secretly make out after training :)
Yeah I like DC as a commentator, but hate him as a fighter. The way he laid and preyed against anderson silva was a disgrace. Ngannu I think would just roll in there and smash him, but DC would shoot because Ngannu's only weakness is no ground game. Which is why they won't put that together, nobody wants to see DC lay on him for 25 minutes. Stipe has enough wrestling DC never really tried taking him down if I recall.

 
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