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
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yeah but the 100y old washing machine is not the same model as a new one......so apples and oranges imoWe are talking about a game that you have 2 items with the same name and 1 is quality 1 and the 2nd is quality with max quality 6

If quality 2 is worse than quality 1 then whats the point? its the same as if they have no quality because eevry time i must go to my inventory....remove the mods of the item i use to compare it to the new one...
Gameplay trumps realism, sorry. :p If a realism element doesn't add to a game (or if it doesn't fit into the game), it doesn't belong in that game and, no offense, but I can see a lot of people disliking this change if it was implement. Like, A LOT of people. Cool for a mod, probably not for vanilla. (I'm not trying to shut down the conversation here, that's not my intention. :p Just giving my opinion.)

 
I don't really know if a 5% boost is enough for the average fast ones to catch you. I just guessed and moved on, so might need another 5% or 10%. You will find out. ;)
Did a bit of testing on Insane/Nightmare run.

10 block gap, straight flat tarmac road, I fired a shot and ran the other way:

Faster than player (fastest to slowest),

biker rad - is pure evil, he caught me @89 stamina

biker - caught me @75 stamina

dog - caught @65 stamina

direwolf - caught @50

cheerleader rad - caught @50

business man feral - caught @40

cheeleader - caught @30

stripper feral - caught @30

darlene feral - caught @30, faster than darlene rad?

old timer feral - @10

About same speed as player, I could run down my stamina to zero:

arlene - she's slightly slower

arlene feral - caught up right behind but didn't trigger attack

arlene rad

business man

burnt

darlene

darlene rad - caught up right behind but didn't trigger attack

nurse

nurse feral

snow - he's slightly slower

snow feral

stripper

wight rad

Slower than player:

farmer

football player

utility worker

military rad

old timer

bear, wolf, mtn lion - gave up chase in seconds

I could out run everything even radiated biker on uneven hilly ground, any uphill or downhill slowed them down and I could get away.

Personally I'd like them a tad faster so the faster ones really give me the sh**s, I think zombie speeds really change the game, stepping out becomes strategic instead of a free for all looting/questing session, anyway hope that helps.

 
i made a knife q5 and its better than a purple one...so not only crafting looks broken...looting is as well.
It's not broken, it just adds variety. If you found a purple AK and that was the best AK you were ever going to get, for example, the lifespan of looting would be shortened a lot.

 
yeah but the 100y old washing machine is not the same model as a new one......so apples and oranges imoWe are talking about a game that you have 2 items with the same name and the 1st is quality 1 and the 2nd is 2 quality with max quality 6

If quality 2 is worse than quality 1 then whats the point? its the same as if they have no quality because eevry time i must go to my inventory....remove the mods of the item i use to compare it to the new one...
The point is that there is the potential for quality 2 to be better. The range for quality one, for example, could be 10-15 and the range for quality 2 could be 13-18. This is not an unusual concept in games, it's also used in The Division 1&2 and the Borderlands series and many ARPG's.

I like it it, it adds variety and makes looting more interesting.

 
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The point is that there is the potential for quality 2 to be better. The range for quality one, for example, could be 10-15 and the range for quality 2 could be 13-18. This is not an unusual concept in games, it's also used in The Division 1&2 and the Borderlands series and many ARPG's.
I like it it, it adds variety and makes looting more interesting.
and what about a q2 knife does 1 less dmg than a q5 one?

also borderlands is a looter shooter. not a survival game that you spend points on your crafting quality (yeah i know its not only crafting)

 
I'll be looking at adding value to every perk that has a schematic unlock. We didn't have everything there is now until later but I intend to utilize all the recipe scaling and workstation mods fully.
Madmole, i feel the one thing really missing in your perk system is a bit of sync between attributes. I think it's a missed opportunity to only tie the benefits to a subset of weapons instead of generally helping out. For example, perception gives headshot damage bonus across the board, agility could be swing/reload speed. Things like that where you could start to gain bonuses from one attribute to help with another.

Overall the updates are working great and it is really playing well. I wouldn't also mind some attention to the survival/crafting portion of the game. It does tend to feel like all i do is quest, loot, repeat lately and I at least miss the ability to be semi self sufficient from previous alpha's. To me the biggest original draw was the simple concept of starting with nothing and slowly building my infrastructure back up and now you are forced to loot to find schematics even if you fully perk into things.

Anyway, keep up the good work.

 
When I'm using the junk turret my team players complain that their FPS drops half and becomes almost unplayable.

It drops FPS when placed on ground and the same when shot from the hand.

I don't experience any lag. But this is realy bad as I can't use my junk turrets when in a team and I'm fully specced into Turret Syndrome.

Are there more players with this problem?

 
You can only punch empty handed, what is the difference then with the knuckles in that slot?
So, I can understand what they mean after playing Ark. Ark allows you to easily switch back to hands for harvesting at any time without it being a dedicated inventory slot and it's rather convenient. It'd be nice to have that here, but usually I just switch to my melee weapon for it's faster swing speed to harvest. HOWEVER, if I was to be wielding a slow speed melee weapon like a sledgehammer it'd be worth it for me to unequip something on my hotbar to get hands to then have to equip something into my hotbar again when I'm done harvesting whatever I was using hands for. A minor annoyance to be sure, but an annoyance I can at least recognize.

Dedicating an inventory slot to knuckles could definitely work, but that means permanently having one less inventory slot and more importantly one less toolbar slot. So i'd personally just put up with the annoyance to have the extra slot myself. But again, I do recognize it as a minor annoyance and again Ark is a very good representative of a game that eliminates that annoyance.

To play Devil's Advocate to that however, Ark has that convenience function because plant fiber and berries are rather important in Ark so you need to harvest with fists extremely often until the point you have a sickle finally and at one point in the game's history no sickle existed at all. So Ark has a need for this feature on a completely different level than 7DTD.

 
In the previous version, I found a SWAT Helmet in loot with a helmet light mod already installed. In the current build, I found another SWAT Helmet without a helmet light attached. Is there a chance for SWAT Helmets to come with a helmet light mod attached, or was that a bug and fixed in this current version of unstable?
random means random... :)

 
and what about a q2 knife does 1 less dmg than a q5 one?
also borderlands is a looter shooter. not a survival game that you spend points on your crafting quality (yeah i know its not only crafting)
Well I haven't seen it that extreme and I don't know what the ranges are in game to know whether that's possible or not. However, if that is true it seems that it's just bad luck and I still say the variety is a positive thing. Next time the odds are the tier 5 item will be way better.

 
Well I haven't seen it that extreme and I don't know what the ranges are in game to know whether that's possible or not. However, if that is true it seems that it's just bad luck and I still say the variety is a positive thing. Next time the odds are the tier 5 item will be way better.
Test it in creative mode...get the mats and spam craft t5 to see and believe :)

 
Test it in creative mode...get the mats and spam craft t5 to see and believe :)
Lol, it is possible that the stat ranges are different for crafted versus looted gear i suppose. You've certainly made me curious to find out so I will investigate further.

 
The log spikes lasted longer, but did less damage. However, they are still available through the creative menu, with developer blocks on. And, i don't see their OPness, so, it have to they was removed because of their look.

Basic unupgraded wood log spikes were weak and a single row or two unsupported was weak. However you upgraded them, eventually to steel, and you made many rows of them or put a couple rows against a wall. The end result was incredibly powerful defenses with almost no maintenance. A proper log spike moat would kill entire hordes on it's own and when people started placing them upside down it also resulted in being able to easily headshot the zombies too, not that you needed to. Many base designs were based around how broken they were.

They were hands down stronger than any defense in game right now if used properly, and even stronger than that when used in ways they were not intended to be used.

 
Lol, it is possible that the stat ranges are different for crafted versus looted gear i suppose. You've certainly made me curious to find out so I will investigate further.
consider other factors too like

Code:
	&lt;passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/&gt; &lt;!-- random rng --&gt;
(ok thats the dmg)

Code:
		&lt;passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/&gt; &lt;!-- random BlockDmg --&gt;
	&lt;passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/&gt; &lt;!-- random APM --&gt;
	&lt;passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/&gt; &lt;!-- random StamLoss --&gt;
the actual DPS is ........ well you get it ;p

thank god not all items have all the rng values...

 
Basic unupgraded wood log spikes were weak and a single row or two unsupported was weak. However you upgraded them, eventually to steel, and you made many rows of them or put a couple rows against a wall. The end result was incredibly powerful defenses with almost no maintenance. A proper log spike moat would kill entire hordes on it's own and when people started placing them upside down it also resulted in being able to easily headshot the zombies too, not that you needed to. Many base designs were based around how broken they were.
They were hands down stronger than any defense in game right now if used properly, and even stronger than that when used in ways they were not intended to be used.
My reply was on the log spikes, not their updated versions. ;)

And now we have a counter, the demolisher.

Even then, what seems OP vs 8 or 16 zombie horde, might still just be a small piece of the puzzle vs 32 and 64 zombie hordes.

 
I liked the old wood spikes. Yes, I did turn them upside down, but that was more to stop the bodies popping.

(they'd pop on the pointy sides, but not the flat. losing loot was bad)

Putting them on the walls though, that was great.

I only ever did 3 rows, and that was more just for the wandering morons during the days.

Rows of regular wood spikes and barbed wire for the passive defenses (cheap to make/repair),

until I got the turrets etc ready.

They were also handy on the ramps to the drawbridge, again, to keep the wandering ones away.

Zeds could still get to the walls, but not for long. During blood moon though, if they got the walls,

then it was not good.

Oh, and they looked better than the wood spikes. (I still want the red bloody part GONE off undamaged ones, thank you)

 
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