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'm not talking to peasants any more about design. Ship some titles and we can talk shop at E3.
Pretty harsh considering Gups made some great strides oin the modding community like making your Blood Moons actually last longer than 5 minutes and added all kinds of vehicles.

But if the pre-requisite for having an opinion on your game is developing a game myself challenge accepted. Me and the 2 fans of my mod will do so and we will see you at an E3 so we can talk.

Is that confirmation that you will actually be GOING to an E3 with 7 Days?

 
There is a perk you can walk right over them at highest rank.
Hell yeaaaaahhhhhh!!!!!!! Wasteland here I come. finally! You have no idea how great this is, I have always hated those stupid things from day 1 when they were put in the game way back around A13 or 14. I remember once when they were in every biome for a short time...or maybe just talked about...i forget.

 
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Talking about traps, have you considered a deployable trap that you can use to slow down enemies while running from them, like i go into a house and several zombies fall on me, once of them is a radiated feral, so you run to deal with the fast chasers first, you want to get enough distance to be able to aim to the head (preferably before covering the distance between alaska and brasil) but that thing is fast you are only left with 2 choices deal with it close and personal with a crappy low damage shotgun (lets face it...it tickles) or burst it to hell and beyond with ak47/smg5, both solve your issue in 2 diferent styles but i am missing the 3rd option: you click the hotkey where you placed your trap it falls just behind you and as soon as it hits the floor its already set up and activates when the target steps on it immobilizing it for 1-2 seconds buying you time for a headshot.
There are books that give you leg cripple ability now, I don't know how well they work but it might be what you are looking for. You can place spikes pretty fast if they are on your belt already. It would be nice to have something to slow them down you could spam quickly.

 
There is a perk you can walk right over them at highest rank.
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ill take them all

Hell yeaaaaahhhhhh!!!!!!! Wasteland here I come. finally! You have no idea how great this is, I have always hated those stupid things from day 1 when they were put in the game way back around A13 or 14. I remember once when they were in every biome for a short time, my god lol.
now i can live in the wasteland

 
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Have the tool speeds been balanced at all.

The nailgun and hammer were way closer in speed than they should have been.

 
@MM about javelin throw, I have another idea. What if throwing a spear is replaced by repelling a zombie with a spear flat if the zombies are too close to the player? Stamina costs remain the same, but the result can be just super.
There really is one drawback: if you do so, players will want a push-away mechanic for the rest of the long weapons, such as a hunting rifle, a shotgun, a sniper rifle, a machine gun, and more ...

This horse is not dead, otherwise Roland would not kick her =)
We're happy with the spear, so take your suggestions to the mod forum if you don't like it.

 
No it was never in the game. How do you even run anywhere then before you get a vehicle? You've always had to hold shift.
I'd like to see it someday, but its not happening now in content lock.
We aren't asking for it in a18 now... but we DID ask for it being replaced in a17, and you guys never notated to put it back in. (Fataal might remember the conversation because you forgot to bind some gyro controls in, but he added them in one of the patches. A that time I brought up the vehicle run toggle again. Its been several years now of reporting it, and controller support is so far off your radar no one ever does anything about it. (Other than Fataal literally putting the missing gyro controller control in within hours!)

We aren't asking for anything new at the last minute before a18 drops.. we have however BEEN asking for it for YEARS now though.

(As a great example how low a priority is is to you, you completely forgot it was working perfectly in the game and came from the console port. Its not really your department, but someone must must be in charge of controller code .

It just sucks it'll be another year before we see it added, IF someone even remembers it then. (And I suspect like years before, we'll be having this same conversation again.)

As a side note, I was thinking about the junk turrets... how hard is it managing the max deployed refilling their ammo? Since that would be achieved later game, are having several running at the same time even manageable?

 
Yeah, I certainly understand the technical aspect and why you've gone the route you have. I'm fine with it myself, I was trying to find some middle ground for those who want more z by simply making the new way a default setting that could be altered in a menu option, similar to how one can set the # of BM spawns now. Is there actually a compelling technical reason not to? If not then just do it, add the option, and move on.
Thing is I was playing an A17 mod and whatever the F it did to wild zombie spawning caught me by surprise, in a good way. I might only see like one or two at first, then more just kept showing up, far more than in vanilla. If I ignored them and got distracted in a city area they would amass to near wandering horde levels, it was nuts, and pretty neat.

Do you even check out any of the mods? I think I remember you saying you didn't, and I found that really surprising, especially given your history as a modder. I prefer and focus on vanilla, but check out mods too later on, it's super interesting. Just hope you don't fail as hard as minecraft has over the years, ffs I doubt they will ever make a full game, but with mods it can be pretty amazing. They got WAY too comfortable with that over time, it's embarrassing at this point, at least your dev cycles are far more significant with each alpha.
No I don't look at mods. I have a bunch of programmers that mod in whatever I can imagine, so why bother? The game is my perfect modded out version, so I don't need mods, its exactly what I want to play. If there are mods that add professional quality voice acted followers and AAA quality armor and clothing let me know, I'd be interested in those.

 
No I don't look at mods. I have a bunch of programmers that mod in whatever I can imagine, so why bother? The game is my perfect modded out version, so I don't need mods, its exactly what I want to play. If there are mods that add professional quality voice acted followers and AAA quality armor and clothing let me know, I'd be interested in those.
Are vehicle mods coming in this alpha?

 
@madmole @Roland I request something, please... Can I have my username changed to Sage or Sage22, or something with Sage at the forefront?
But I actually know your name. I know like 3 or 4 guys on the whole forum by name and your change would be stupid and ruin the experience for me.

 
MM it's the unexpected that is interesting. Personally, I don't want to enter a POI and expect each room to be loaded with 2-3 sleepers. It feels *fixed*. It feels like enemies placed by the developers, rather than people who died there in the apocalypse. It is not "natural", not "realistic". Want more randomness. Like some rooms being empty, others rarely being crowded etc. A small chance of zombies sandwiching you in POIs with a trigger and things like that.
And realism should definitely not trample gameplay, but realism not having a place in games is a bit of an overstatement, no? The game already tries to be realistic on every aspect. Physics, animations, textures, needs, tools, inventory system, crafting, building etc etc. As long as it complements gameplay and doesn't obstruct or make it a chore it is evidently great.
I think you will like 18, the pois are so much better now, and yes the unexpected is what makes a game fun, when it feels like you have no idea what the enemy might do and the possibilities "feel" high its an amazing time.

 
Don't like multiple ways to do things. I have 17 jugs of acid piled up, we need more uses for acid not more ways to get it.
Maybe add acid pool traps that need to be refilled after so many "hits"? or acid traps that can be triggered to dump acid on zombies from above as a base defense? A simple animation would be fine, and wouldn't need water flow dynamics.

The acid could even affect different zombies differently.. it could slow them down in a pool trap, and do damage to them as they traverse it.

 
But I actually know your name. I know like 3 or 4 guys on the whole forum by name and your change would be stupid and ruin the experience for me.
My thoughts exactly, minus knowing his name. Would be weird for a name change, its weird whenever anyone does it after you get used to them.

 
Are vehicle mods coming in this alpha?
no not yet

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I think you will like 18, the pois are so much better now, and yes the unexpected is what makes a game fun, when it feels like you have no idea what the enemy might do and the possibilities "feel" high its an amazing time.

:D ....

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Maybe add acid pool traps that need to be refilled after so many "hits"? or acid traps that can be triggered to dump acid on zombies from above as a base defense? A simple animation would be fine, and wouldn't need water flow dynamics.
The acid could even affect different zombies differently.. it could slow them down in a pool trap, and do damage to them as they traverse it.
maybe like a shower

 
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