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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The most satisfying way to deal with the final zombies in a loot room.

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Exploding heads with my fists is pretty satisfying.

 
Madmole, do you have plans to add more perks to help balance out the different attributes? I dont mean add on to what's already there, but completely new perk trees.

 
hey madmole ,

now we have the farmplot for our plants. could it be, that the hoe is now useless???or does the hoe now has other funktion, we dont need it for farmland bzw. farmland is deleted. and could it be that now the plants dont need daylight for growing like in old alphas?

greetings

 
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've always done 90 min days since I never seem to have enough time to do anything before it turns to night. Usually I'll explore, do quests during the day. At night I will craft, or mine or reorganize my resources, depending on my needs.

 
I am having slight issues positioning torches to block services, maybe I am doing something wrong but most of the time they mount to thin air and not the wall/block.

Is there any way to make a existing Garage door operational ?



Also I found a great way to control incoming zombies, if you own a bicycle or such just leave it on the floor and run around it. The zombies will fall over the bike and give you a considerable time to wack and bang them !...



 
Sure is possible to balance the probability to find an "high level item" but after you find it, the item is here to stay forever, no reason to continue to loot parts or crafting except repair kit.
This is not true, there is a wide range of random stats. I found like 4 better purple m60's in my long game over time. I found purples much worse than my blues too, which kept me on the hunt.
 
So, any chance of getting manual ADS option back for hunting rifle? (and whatever other guns lock you into ADS after taking a shot)
I'm seeing if we can add an option, I hate ADS lock myself.

 
Only real men should be playing experimental.
real man!!

uses shovels as spears!!

- - - Updated - - -

also i dont know if its a bug. but when you shift on a bike and go fast! you lose stamina but even if you hit zero you still go fast!

idk how to describe it

 
Yes people placed them flat and zombies had no choice but to walk on them, very slowly and not attack them ever. The stick barbed wire blocks them so they can break it if they want to. They were ugly and difficult to use too.
Ya the flat barbed wire wasn't great but with its removal and the removal of the log spike trap and no indication from you guys about different trap types and styles for base defense and design make it frustrating for people who try to create a trap defense that isn't corridor based or just a swamp of spikes. I don't know If you guys do intend to add new traps but previous comments on your end makes it seem like you are against making a strong trap based defense viable(and fun to make). It feels like that part of the player-base who build AI/trap exploit bases are controlling the balance.

As for log traps make it so log traps can only be placed pointing up or to the side. I never used them facing down because it seemed to cheesy, it seems like you have a problem with balancing against cheese that not everyone uses. It would be nice if you didn't just remove traps because of cheese, some people are just going to do that and you will not stop it by just removing everything. As it stands we don't have a low damage high health trap like the log spike for trenches (yes I know they weren't very low damage as they were). It would have been nice if rather than removing them they were just balanced.

And before you think I hate A18, there is a lot I like about it but I gota speak out for the play-style that feels like is going to get removed if no one says anything about it. (it only feels like that is the case because of your statements about trap focused defense)

 
Screamer farming, gotta love it. ;)

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Apologies for the image quality. Gamma is at 38, but that darned fog rolled in again. :p

And of course, we've got to end it with fire. Kill it with fire! ;)

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There should be zero fog now, I killed the chance for it. You mean rain?

 
Hey guys, I have a idea for a book, you could make it based on the Indians , for example vol. 1 could be about a trick how to gather more feathers, with vol. 2 you could craft a bow mod for better stats, vol. 3 you could craft poison arrows against humans and animals, vol. 4 you could make a hood which would boost your resistance against heat, vol. 5 maybe something like a water skin, vol. 6 boots which would make less noise, vol. 7 add a chance for more hide and bones from animals, and the set bonus you could craft the tomahawk :)
Most of those exist already though.

 
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.
Oh sorry didn't watch the whole thing :) Still I think what I'm saying is the OP reason they mean.

 
Looking better, noticed a big difference in Screamer Spawn since 1st XP & previous Alphas...Saw the fix, I think it had to do with the cool down time...
Good deal. Torches were making too much heat too.

 
Hey guys, I have a idea for a book, you could make it based on the Indians , for example vol. 1 could be about a trick how to gather more feathers, with vol. 2 you could craft a bow mod for better stats, vol. 3 you could craft poison arrows against humans and animals, vol. 4 you could make a hood which would boost your resistance against heat, vol. 5 maybe something like a water skin, vol. 6 boots which would make less noise, vol. 7 add a chance for more hide and bones from animals, and the set bonus you could craft the tomahawk :)
but i hope once factions come in i hope there could be a Indian faction.

and you help them and do quest for them you can learn special faction perks like for spears , bows and other stuff

maybe even domesticate wolves and coyotes with a beast master perk.

 
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.
No way, then everyone thinks they need every attribute maxed out. We had it that way in 17 and everyone hated it including me, but I did the best I could in 6 weeks and 30 hours testing.

You don't need any schematics. You can be adequate without any. Everything is accessible (rank 2 or 3) at a low cost, just not top ranks.

 
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