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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Yeah yeah, I work with the dude, so I know more than most how he can be. Just ask him sometime about accounting and vehicle travel expenses as they relate to profit margin... :)
BTW my offer in your PM still stands. I want to talk lifting programs with you sometime...

-A
Oh I'll see if I can find it lol. I don't read PMs and usally its chock full.

 
The game didn't tell you what to do. It just rewarded you based off what you did with something specific tied to what you did. You are really dismissive of other people play styles at times. TFP has decided LBD isn't the way they want their game to play? Fine. I like games with it and I like some games without it. But there is no reason to be so consistently condescending about it.
You're taking this way too seriously.

 
will the random encounter feature in A18 activate even if i stay at my base? sometimes i dont feel like going to the next big town to loot 3 houses and then be forced to come back cause lack of space (i know we have the 4x4 but motorbike is more versatile) but i would love it if those ♥♥♥♥ers and their moms come and challenge me big time now and then
Random encounter system isn't in A18...

 
One problem I have seen on this thread is that 99.99% of posters have already purchased the game and played it though multiple alphas, with 16 and 17 bringing about huge game changes. Players who have played a certain alpha for hundreds of hours will obviously feel attached to certain mechanics present in that alpha, such as learn by doing. Well, LBD stinks, and I am glad it's gone. For instance, in A16, I set up a rotation of forges with large excesses of clay in each, along with just enough iron to craft anvils. I would rotate between each forge just as the anvil finished crafting so that I could get the exp while simultaneously smelting the anvils back into the forges. I used this trick to gain huge amounts of total levels and skill points that I spent on perks, or whatever. My character was getting stronger in a very unrealistic and stupid way. In short, I am glad that this exploitable feature has been banished forever, and that madmole/TFP realize that the game should not cater to older players just because they liked certain old features. (Plus they already have your money?)

Speaking of which, I have always enjoyed playing the new updates just to see what was new. I paid for the game once, but I feel as though I have gotten multiple different games worth of playtime. Every single new alpha, I play to the endgame and test out all of the new features. On occasion, I do 2-3 playthroughs a few weeks/months apart. Part of the reason why I only did a few playthroughs per alpha is because back in those older alphas, there really was no diversity in the progression, besides A17 which allowed you to choose a different subset of guns to spend your points on. I have always been a min-maxer, so I can't stomach playing in a totally inefficient way just to play. With talk of A18 having multiple balanced paths to progress your character, I am excited to see what kind of mileage I can get out of it.

Finally, with all of the dissenting opinions I have seen on this thread, I feel like I should send out my vote of confidence for the vision and direction of the game. Specifically, killing zombies for experience and progression. 7DTD is a world filled with zombies, and they control most of the map and loot. As a survivor, you can either crawl around and shamefully pick up the little scraps of loot when no zombies are looking (lame), or you can go in there and beat the hell out of every zombie you see and TAKE everything you want from the apocalypse, getting revenge on the zeds that ruined your peaceful life. As long as I can support the core mechanics and vision of the game, every other minor little problem I have can be ignored. For example, crafting recipes that might not be 100% realistic, or unpolished areas of the game which will almost definitely be polished at some point. And the game has been improving by more and more with each passing alpha. From everything I have seen so far, Alpha 18 is the greatest version of the game. Now the only question is, 10/4 or 10/7?

 
According tho this rough overview, we require at least 200 new items and 7 unique workstations for a tire:View attachment 29219
I used to watch that show "How its made" and yeah its pretty amazing some of the stuff that goes into making even the simplest things.

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Omg....I never considered this use case. Junk turrets will help prevent ever getting sneaked on by a wandering horde of wolves when gathering/mining. Yesssssssssssss!
I'll stick a few outside the door of the poi I am looting myself, right smack in the zombies way so they have to dig around them or above them to get in.

 
The concept of learn by doing is solid; your example of forge use to maximize xp just highlights one of the implementation flaws that needed to be fixed. The whole system didn't need to be scrapped.

What's done is done; I doubt it's coming back except by modder magic.

-A

 
It's new, just not widely used.
Cooked that up with the lead programmer. My test case was a POI plopped into Navezgane in the most hamfisted way possible, halfway into a mountain.

All air blocks inside it were the new terrainfiller so the "natural terrain" flowed around and through the POI, filling all spaces, resulting in a half-buried POI.

The obvious use case are bridges where you can adapt to a riverbed that can be at just about any angle without leaving a square cut or gap. But that's only the tip of the dirt pile.

A18 is all about polish and making features work better and smoother. There are tons of new features but most of them are small scale individually.
Does that mean what I think it does? That you could go in and actually dig out the terrain around/within the existing prefab walls? That's awesome!

 
Yes, good thing no one was advocating for realism in any recent discussion.
If the game did get too realistic i'd probally lose interest in it, like I tried project zomboid and refunded it because it was just to annoying with all the micro-management and all the small steps to do anything. Lets not get started about the mental health part of the game either as thats another whole can of worms back when I refunded it.

 
No offense here, but in all seriousness i think people are spoiled by 2019 graphics and physics in their video games. When i started 7D2D I noticed the graphics were mediocre at best and the water physics are wonky at best as well. This never turned me away from the game as the game itself, fighting off Z's and being able to build a structure without limitation in a world where everything is truly destructible/editable was what hooked me. The constant fight to stay alive and by not doing the small things could end you is immersive and keeps me engaged. Throughout the few years i been playing (since A16, I know a late bloomer) I have never even thought about the graphics, physics, and animations. I was too immersed in the game having a great time! in total the 1100+ hours of play time i have put into the game I have met some new online friends, seen this game grow and above all the graphics and animations have had a HUGE upgrade to them. this game looks great for what TFP are trying to accomplish. I am all about adding more things into the proverbial Sandbox to further keep me immersed and interested. A18 seems to take a huge leap in both immersion and "carrot on a stick" part while continuing to further update the graphics! This with the RWG changes and all the new POIs and holy heck i'll probably put at least at a minimum 1000 hours into A18 alone. to think that $25 will bring me over 2000 hours of joy and fun is mind blowing to me. you guys should charge more!
I hope you focus on this and leave the water physics alone trust me, that's a thing people won't care about too much. it's a thing, but imo its not that big of a thing. Great work TFP and I can't wait to get my hands on the update!!!
but i like 7dtd graphics and i love the games physics but the water isnt as good as on land. but i have my small problems (very small)

1: zombies that look the same and walk the same way. (its just a pet peeve)

2: cooking with water jars like with soup (its just a bit odd that if you cook boiled meat and your glass jar just disrepair lol)

3: water physics ( just needs some fixes nothing to crazy)

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also your a late bloomer? i got the game like 4 weeks ago XD

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Everywhere but wasteland, but in the future it might be just forest. Depends how harsh we want weather and other biomes to be.
Cool

but i think the wasteland could uses some love (its my favorite biome) im not going to get into it but all it just need is some love

 
For A18 I'm gonna try Roland's 0xp mod. Zombies should not be hunted for xp, they should be an obstacle, a threat. Roland's idea seems good on paper, I hope it plays great.
It is an interesting and different feel but A18 does fix a lot of the issues I had with feeling like all xp was coming from zombies. It really does feel much more spread across different activities in vanilla. A18 breaks my mod pretty badly in a few areas so I'll be leaving it as an A17 only mod until I can wrap my head around some of the A18 changes. :)

 
For instance, in A16, I set up a rotation of forges with large excesses of clay in each, along with just enough iron to craft anvils. I would rotate between each forge just as the anvil finished crafting so that I could get the exp while simultaneously smelting the anvils back into the forges.
Ah, but as long as you kept the output slots full, you did not have to stick to the timing. The forges would wait for you to open them.

 
It is an interesting and different feel but A18 does fix a lot of the issues I had with feeling like all xp was coming from zombies. It really does feel much more spread across different activities in vanilla. A18 breaks my mod pretty badly in a few areas so I'll be leaving it as an A17 only mod until I can wrap my head around some of the A18 changes. :)
Hm, so the only areas of your mod you do are the xmls, so you're saying a18 changes xmls that your mod specifically targets, which if I recall is quests, buffs and progression, and prime has already said quests didn't get a lot of loving in 18 so that means buffs and progression are your headaches, and since buffs can't have changed in a meaningful way that would break your mod, that narrows your headache down to progression, which we already know has changed with the new builds and trees, so that just leaves... Ziplines. Ziplines are in a18 and you have to wrap your head around it.

 
:D :D Your one of my favorite guys here, I don't know why. Maybe its the cute icon I can't get mad at you for some reason lol.
That's the plan, be cute until everyone loves you, then if I turn into a zombie some day, you won't kill me...you know...easy food!

 
Omg....I never considered this use case. Junk turrets will help prevent ever getting sneaked on by a wandering horde of wolves when gathering/mining. Yesssssssssssss!
You know those loot rooms in the back of the small crack a book? Every time I go in there to bust the crates somehow a zombie follows me in, so I put one facing the doorway and they watch my back while I crack safes and bust open crates. Its awesome, just a small foreshadow of how cool an npc follower could be (Hoping)

 
I just looked at the steam reviews and there's a staggering amount of people who negatively reviewed the game only because of the now removed LBD system. I don't understand, I get that people might not want to kill zombies for xp all the time--but isn't that the whole point of this game at the end of the day? No one seems to give the perk system further analysis than "now i kill zombie to learn to cook grrr"
Maybe my bias is showing because I much prefer perks and skill trees to grinding away, but I seriously don't get it. Maybe A17's perks were just that poorly implemented? I am going to be flabbergasted if there are still a significant portion complaining about no LBD on A18's released.

Side note, there's a debate on the 7DTD forums about the LBD system, everyone's calling the perk system grindy... Right after giving anecdotes about how they sprinted around in their base and hit stuff for no reason to level up their skills in A16... What???
The way I see it if they do so what. They like Morrowind, we're dropping Skyrim in a couple of days and for every guy who hates it 1000 will love it.

 
Death Penalty

+ Removed Near Death Buff

+ Upon death you will lose xp equal to 25% of what you need to reach the next level.

+ If you lose more xp than you have the xp bar will change from blue to red to mark the deficit

+ You do not lose any levels or abilities but must earn back the deficit and all the xp needed to advance to the next level.
Whoa whoa whoa... You want to add the OPTION to lose experience on death? Fine. You want to add the OPTION to not have the Near Death Buff. Fine.

(Edit: Clearly I mean game settings for a server, not every time you die)

But could you please give us the option? I really like the Death Buff, and am kinda Meh about losing experience on death.

 
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Hm, so the only areas of your mod you do are the xmls, so you're saying a18 changes xmls that your mod specifically targets, which if I recall is quests, buffs and progression, and prime has already said quests didn't get a lot of loving in 18 so that means buffs and progression are your headaches, and since buffs can't have changed in a meaningful way that would break your mod, that narrows your headache down to progression, which we already know has changed with the new builds and trees, so that just leaves... Ziplines. Ziplines are in a18 and you have to wrap your head around it.
The new death penalty messes with it. It might be just a visual thing when you die and see your xp bar go all red but it may also have an effect. Daily leveling stopped. Also the way the opening quest has been changed messed up the initial earning of skillpoints. I looked at it briefly but with builds changing daily and Madmole wanting feedback about vanilla A18 I haven't done anything to make changes and probably won't until experimental is done.

 
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