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%

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Imo that's a luxury or something to work hard towards. A zombie proof home underground was way to easy without digging zombies. But understand that not everyone feels the same way and prefer to play the game in such a manner. Hopefully the pimps will consider such an option at some point but definitely think that's a lower priority.
They are trying to balance the game right now. If they added a way to disable digging now, this will make it harder for them to achieve what they are trying to do.
If someone truly wanted to avoid horde night they can either disable blood moons in the options

7 Days to Die Blood Moon Disabled.jpg

Or I did an experiment where I stood on a tower of wooden frames about 150 blocks high and no zombies spawned on horde night

 
Imo that's a luxury or something to work hard towards. A zombie proof home underground was way to easy without digging zombies.
Are excavations and construction works lasting several weeks enough hard work for you ?

In the past I had bases above and below the ground but I prefer those below the ground because they are easier to expand. For bases above ground, extensive modifications are usually necessary if I want to add a new room, for example. Under the surface I simply excavate a new room and cover the walls with wood so that everything looks neat.

My current crafting base is partly above ground and partly below ground. The area above the ground is surrounded by a wall and a trench. The trench is filled with spikes. Access to the base is only possible via a drawbridge. Wandering hordes or screamers are no problem.

The problem for me is not that zombies could dig into my base. The digging zombies are bothering me during mining. I already had two mines collapsing because of wandering hordes digging into my mines.

But understand that not everyone feels the same way and prefer to play the game in such a manner. Hopefully the pimps will consider such an option at some point but definitely think that's a lower priority.
They are trying to balance the game right now. If they added a way to disable digging now, this will make it harder for them to achieve what they are trying to do.
I know not everyone sees the game the same way. For one, building is important, while another loots one POI after another. But I don't think digging zombies are important for balancing.

 
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If someone truly wanted to avoid horde night they can either disable blood moons in the optionsView attachment 29154

Or I did an experiment where I stood on a tower of wooden frames about 150 blocks high and no zombies spawned on horde night
Living in an underground base doesn't mean you want to avoid the horde. I had numerous underground bases and I never hid from the horde. I always had a horde base above ground and I fought the horde in it.

The concept of having two separate bases is obviously alien to many here.

 
Are excavations and construction works lasting several weeks enough hard work for you ?
In the past I had bases above and below the ground but I prefer those below the ground because they are easier to expand. For bases above ground, extensive modifications are usually necessary if I want to add a new room, for example. Under the surface I simply excavate a new room and cover the walls with wood so that everything looks neat.

My current crafting base is partly above ground and partly below ground. The area above the ground is surrounded by a wall and a trench. The trench is filled with spikes. Access to the base is only possible via a drawbridge. Wandering hordes or screamers are no problem.

The problem for me is not that zombies could dig into my base. The digging zombies are bothering me during mining. I already had two mines collapsing because of wandering hordes digging into my mines.

I know not everyone sees the game the same way. For one, building is important, while another loots one POI after another. But I don't think digging zombies are important for balancing.
Any activity in the game where you can ignore all threats imo is too easy. I am a builder at heart and I dont expect the game to allow me to do so without any danger.

So you are you saying you want to be able to mine in peace with no threat to your mines?

 
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I tested Vulkan last year in A17 and [it's not just a drop-in] Possibly A19.
Vulkan's not magically faster, it can be made faster roughly because higher-level drivers cannot know when it's okay to batch some important things up for later economies of scale you can only get with foresight; you can tell Vulkan the exact steps you're going to be taking and let it figure out the fastest way to get through all of it -- ideally you can set up your entire per-frame pipeline once and then every frame tell it "okay, do it again, just like last time" and it doesn't have to rethink anything. Getting full advantage out of this means a rework to the traditional ways of doing graphics.

It's no surprise existing game engines are slow to see benefits, they're presenting an old-school api to the game devs and are in exactly the same boat the old-school graphics APIs are in: they make attractive-but-it-turns-out-expensive promises. I barely even dabble in this stuff, but it looks like the Godot engine's making a real go of game engineering in general and (for the next-big-release 4.0) vulkan specifically.

So of course in gimmegimmeland TFP will rewrite their whole game for A20. Right, guys? Right?

 
Vulkan's not magically faster, it can be made faster roughly because higher-level drivers cannot know when it's okay to batch some important things up for later economies of scale you can only get with foresight; you can tell Vulkan the exact steps you're going to be taking and let it figure out the fastest way to get through all of it -- ideally you can set up your entire per-frame pipeline once and then every frame tell it "okay, do it again, just like last time" and it doesn't have to rethink anything. Getting full advantage out of this means a rework to the traditional ways of doing graphics.
It's no surprise existing game engines are slow to see benefits, they're presenting an old-school api to the game devs and are in exactly the same boat the old-school graphics APIs are in: they make attractive-but-it-turns-out-expensive promises. I barely even dabble in this stuff, but it looks like the Godot engine's making a real go of game engineering in general and (for the next-big-release 4.0) vulkan specifically.

So of course in gimmegimmeland TFP will rewrite their whole game for A20. Right, guys? Right?
Sounds like a project for the next game since what you describe is a fundamental design change which is probably way too late for this game. (Unless the pimps want to drag alpha out another year or 2 on top of their current timeline 😅)

 
Any activity in the game where you can ignore all threats imo is too easy. I am a builder at heart and I dont expect the game to allow me to do so without any danger.
So you are you saying you want to be able to mine in peace with no threat to your mines?
I want to do some mining in peace and nothing more. I don't see some zombies in the mine as a threat but more as a nuisance. Especially when they cause the mine to collapse. Last time I spent several days repairing the ceiling of the mine so that there is not a gigantic hole in the landscape that I drive into with my motorcycle.

I do several quests a week and have a gamestage of over 550. At least half of the zombies in POIs are radioactive and many of the other zombies are feral. Do you really think a wandering horde in the mine is a threat to me?

 
I want to do some mining in peace and nothing more. I don't see some zombies in the mine as a threat but more as a nuisance. Especially when they cause the mine to collapse. Last time I spent several days repairing the ceiling of the mine so that there is not a gigantic hole in the landscape that I drive into with my motorcycle.
I do several quests a week and have a gamestage of over 550. At least half of the zombies in POIs are radioactive and many of the other zombies are feral. Do you really think a wandering horde in the mine is a threat to me?
I see, that example helps alot. It sounds like you like the nuance of going out to mine/gather but not the aspect of having to deal with (or clean up after) late game wandering hordes while doing so?

I'm curious how many others feel the same way.

 
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I guess I've always thought that for above ground bases, screamers are the nuisance, below ground bases diggers are the nuisance. It can be frustrating but I figure it's all part of the game and just deal with it. Never have I ever thought to try to get rid of either zombie via editing. Shrugs.....just my opinion.

 
Vulkan's not magically faster, it can be made faster roughly because higher-level drivers cannot know when it's okay to batch some important things up for later economies of scale you can only get with foresight; you can tell Vulkan the exact steps you're going to be taking and let it figure out the fastest way to get through all of it -- ideally you can set up your entire per-frame pipeline once and then every frame tell it "okay, do it again, just like last time" and it doesn't have to rethink anything. Getting full advantage out of this means a rework to the traditional ways of doing graphics.
It's no surprise existing game engines are slow to see benefits, they're presenting an old-school api to the game devs and are in exactly the same boat the old-school graphics APIs are in: they make attractive-but-it-turns-out-expensive promises. I barely even dabble in this stuff, but it looks like the Godot engine's making a real go of game engineering in general and (for the next-big-release 4.0) vulkan specifically.

So of course in gimmegimmeland TFP will rewrite their whole game for A20. Right, guys? Right?
Woah...Vulkan sounds like a too smart zombie. :)

 
Any activity in the game where you can ignore all threats imo is too easy. I am a builder at heart and I dont expect the game to allow me to do so without any danger.
So you are you saying you want to be able to mine in peace with no threat to your mines?
Not wanting digging zombies in no way implies RipClaw asking to ignore 'all threats.'

You are another voice among the poison on this forum. You take exception to RipClaw having a certain preference but have no problem objecting on the basis that his/her experience doesn't suit your playstyle.

I cannot fathom the mentality. As I've said all along, choice.

I want the ability to disable the annoying digging. It wrecks the landscape and is completely immersion breaking to have a forge lit and some wandering zombies be able to sense that many tens of blocks down - beneath dirt, stone, and player made reinforced concrete.

If we were granted the ability to switch it off then those who want it have it and those who don't don't. Everyone is happy, no-one can complain, and everyone can mind their own business.

- - - Updated - - -

I guess I've always thought that for above ground bases, screamers are the nuisance, below ground bases diggers are the nuisance. It can be frustrating but I figure it's all part of the game and just deal with it. Never have I ever thought to try to get rid of either zombie via editing. Shrugs.....just my opinion.
That's great because you are enjoying your own playstyle.

And long may you do so 😁

 
Living in an underground base doesn't mean you want to avoid the horde. I had numerous underground bases and I never hid from the horde. I always had a horde base above ground and I fought the horde in it.
The concept of having two separate bases is obviously alien to many here.
It's not the concept of two separate bases, RipClaw.

It's the concept of choice. And it's not only that people don't get it. It's that a certain number or rather contemptible people do get it - and even when alternate gameplay makes no difference to those individuals, they don't want others to have it.

Sad. Very sad, but also very true. And well said re: horde avoidance.

 
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Not wanting digging zombies in no way implies RipClaw asking to ignore 'all threats.'
You are another voice among the poison on this forum. You take exception to RipClaw having a certain preference but have no problem objecting on the basis that his/her experience doesn't suit your playstyle.

I cannot fathom the mentality. As I've said all along, choice.

I want the ability to disable the annoying digging. It wrecks the landscape and is completely immersion breaking to have a forge lit and some wandering zombies be able to sense that many tens of blocks down - beneath dirt, stone, and player made reinforced concrete.

If we were granted the ability to switch it off then those who want it have it and those who don't don't. Everyone is happy, no-one can complain, and everyone can mind their own business.

- - - Updated - - -

That's great because you are enjoying your own playstyle.

And long may you do so 😁
Not sure what your implying regarding poison. I think your reading into my words too much. I asked him to clarify his position and he did. Just like he has a preference on how to play the game as so do I which I shared.

Instead of attacking me or my response why dont you try adding to the discussion instead For example, I chose to be curious about his preference and asked him questions to better understand. Just because we dont agree with each we dont need to be nasty. If anything your the one being poisonous.

 
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