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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Is it me or do all zombies have grey-ish hair in patch b152??
Tfp implemented new software that made the zs look close to the same looks of the player in real life :-D :-P and thanks to google/Facebook tfp have everyone's image haha lol

 
Tfp implemented new software that made the zs look close to the same looks of the player in real life :-D :-P and thanks to google/Facebook tfp have everyone's image haha lol
Hmm.. i guess they copied my looks onto the big momma zombie!

 
I’m not sure if clothing ever had quality tiers. But maybe that should be implemented so people care more about looting clothing. Maybe each tier have +1 random stat for example pants tier 4 could have, +1 to heat resistance +1 noise muffle +1 to cold resistance. I feel like now once people find the leather duster and a cowboy hat they don’t even search clothing containers anymore lol.

Also I think you should bring back heat and cold biome damage. You should die if your in a T-Shirt in a snow biome, possibly make toggle on/off in the settings if noobs are scared. But I’m sure they’ll find either the right clothing or move to a grass biome by level 5.

 
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Some observations on melee and glancing blows:

Good videos. I definitely think there is some inconsistent weirdness going on. My melee is 90% reliable, but it does feel like there is 10% of the time I'm missing due to unexplained stuff outside of my own dumb misses even after getting used to it. Prolly higher if the zombie gets "too close". Reworking the melee system was almost guaranteed to come with it's quirks that need to be fixed. I'm sure it'll get tightened up as A18 continues to receive additional polish though.

 
I like the finishing move on the second one.Kinda like "Why bother with melee".

Intresting finds though.
Loud explosions and gun fire could enrage zombies similar to how they act now when fired at. Melee for quiet looting situations and guns for hoard night.

Hit detection though is a little borked atm.

 
Tfp implemented new software that made the zs look close to the same looks of the player in real life :-D :-P and thanks to google/Facebook tfp have everyone's image haha lol
oh speak for your self brotha, I was smart enough to recognize the dangers of facebook and social media before it became a thing. Thus the reason why I've never even been to the website facebook or have an account with any social media. although I've been told by family that they have my info...not sure how the f they got it but i guess they do...but not a pic :) I pitty the fools who are ignorant enough to actually have a facebook account lol (yeah yeah I know that statement just pissed off the world but its truth and anyone that actually gets mad at the statement...not going to be someone i actually care to listen to anyways lol)

 
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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.
Your video does not show the spikes flipped over so they are flat with the ground. Like I said, it was kind of OP because you could flip them so they are flush with the ground and the zombies would barely damage them.

 
How many hour days yall prefer playing on A18 ? I did notice the increase in difficulty from A17. I’m on 60 min, nomad difficulty currently and I love it, I feel like 120 is too easy lol you’ll have a fully functional base made of steel with shotgun turrets and blade traps by day 14 lol 90 min is perfect for the casual player. I’m a day 1 player of 7dtd so I’m a veteran who wants a challenge. What’s y’all thoughts ?

 
I'm loving the helmet "transmog" mods, and I would love to see the other armor/clothing slots get the same treatment! Imagine being decked out in iron armor and BDU clothes, but looking like you just have a hoodie and jeans on with some cloth armor.

I just found the ballcap mod and put it on an iron helmet, hadn't had a chance to see this before now. More please!

 
Your video does not show the spikes flipped over so they are flat with the ground. Like I said, it was kind of OP because you could flip them so they are flush with the ground and the zombies would barely damage them.
I did both normal way and upside down. Even stood on the upside down near the end of that video, and took 1 damage pr hit. The ground however was not completly level.

 
found an easy way to get experience and it's a decent amount but then lowers to almost nothing after a few uses. this can only be done if you find that book for art of mining that let's you craft bundles.

the bundles for the resources that comes from books can be crafted into a bundle then opened and recruited again a for large amount of experience that diminishes after each use.

here is an example. I crafted 6000 of the lead into the lead bundle and it gave me about 20k experience, opened up the bundle and then crafted it back into a bundle for about 14k experience which after repeating again gave me like 9k then 6k then 5k.

this was doable with all the resources which could be used to be make bundles like wood, shale, raw iron, lead, coal, rocks and potassium. just remember to do this we have to find one of the art of mining books which unlocks this.

 
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Those books are indeed some good points I didn't think about, but it should be noted they are also complete RNG in and of themselves. I'll make do either way. It just feels like a large cliff progression falls off towards end game. Everything is relatively steady up until that point and then getting that last slot takes as long as the entire rest of the progression or more as your leveling slows to a crawl too.
None of it is actually a huge deal, but it definitely does make that progression aspect much weaker since T6, as to where I am right now, is still really rare and with random stats you will prolly need like 5-10 finds for each piece of gear to max out. While, in a vacuum, this allows for long term progression what I think you'll discover is that 99% of people just will never reach that point as the progression slows down so much I think the "hook" will lose it's bite.

I also draw an experiential line between mods slots and stats. Mods slots feel like a core part of gear progression wheras stats feels more like the min maxing carrot. But that's just how it read to me. It should be noted that this is basically how all loot progression games work too regardless of MMORPG or Diablo style game or etc. You get your slots/sockets/skills/attatchment/enchantment/etc max limit relatively early in the process and then the rest of the loot game is chasing after better stats, unique weapon abilities, and etc.

For example I'd much rather chase after a special shotgun mod that adds fire chance to shotgun blasts or a shotgun with better stats than I would chasing after another mod slot. One feels like chasing after baseline functionality, the other feels like chasing after better loot or cool ♥♥♥♥.

Mod slots could be another aspect of the RNG however to deliver on both and there is precedent on this in ARPGs. A Q1 could have 0-1 mod slot, Q2 could have 0-2, A Q3 could have 1-3, Q4 could have 2-4, Q5 could have 3-4, and Q6 would always have 4. Because stats would still vary too finding a Q5 with both 4 mod slots and good stats would be relatively difficult. But you could choose to have slightly lower stats to take advantage of the mod slots or slightly lower mod slots to take advantage of the stats. Depending on the exact stats and mod availability each could be useful in turn.
I don't know, some people play like 6 month games. I don't expect average consumers to get all purples, its only needed if you have some kind of min maxer attitude, I get by with a mix of gear. I think my 100 hour fortitude guy didn't have that great of armor. I had a really nice m60 and ak, and some decent armor I was happy. Adding legendaries will help keep people going.

 
@devs
Major issue some players are having (not me). trying to get the players effected to write up reports. been troubleshooting this for like 2 hours now. Is this issue known before i keep delving deeper in to this?

biomes.png
unknown.png
unknown.png
That isn't even possible, biome png is the same every time, just flipped around afiak. They probably have mod residue.

 
Yes, it does.All unlocked recipes in a group are shown first.
What I'm saying is that you can't just go see every single recipe you have unlocked so far in the crafting menu at once. You have to look for them in all the different categories and groups and force the menu to show the recipes by either typing key words such as "mod" or going into crafting stations. This is a bit tedious, imo.

 
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