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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Or you could stop punishing players for playing the game. Not even Dark Souls has item degradation. Listen, you people are far too concerned with how other people play your game. Eliminating OP loopholes is one thing. Purposefully making the game play punitive and passing it off as difficulty is another.
I'm not knocking your suggestion, only your objection. Survival is about making do with what you have. You can't guarantee things, so you will have to adapt. Item degradation and broken stations are along those lines. TFP already has given people other avenues for overcoming these obstacles, and that's good enough.

Nitpick: ARK has item degradation, as does Breath of the Wild. Saying that Dark Souls doesn't matters very little.

 
Or you could stop punishing players for playing the game. Not even Dark Souls has item degradation. Listen, you people are far too concerned with how other people play your game. Eliminating OP loopholes is one thing. Purposefully making the game play punitive and passing it off as difficulty is another. No one needs T6 items anyway. Why not make an elaborate quest line where you need to do a string of favors for various NPCs/Traders in order to achieve the ability to craft T6 items. Players will be presented with the quest once they have achieved the ability to craft T5 items.
Example:

Making trader workstations RNG broken is punitive and not fun. The outcome is set. If they are broken there is nothing you can do about it.

Making all the trader workstations broken by default until you do a specific quest for the trader is value added game play that presents the player with a choice.

Currently, the only kind of quests in the game are Bethesda style radiant quests. When there is nothing left in a Bethesda game but radiant quests, the game is over.
I actually like the idea of degrading tools. It is a survival game afterall. Plenty of other games also use degradation as well. Just because you don't like it doesn't mean others don't. If they decide to change something your always free to mod it out.

Also last time I checked Dark Souls doesnt give you the option of finding the best gear in the game 10 minutes in. So your trying to compare two totally different games with nothing in common.

 
When in a room of sleeping zombies, I fired my rifle at one blowing its head off but none of the others awoke.

Now there are conditions in the game of course as to what awakes them. I know if I hit a block on the outside of the building they all come running, but shooting inside the same room does not make them even stir, makes it most odd.

 
As far as the repair degradation goes. I like the system we have now tbh. Its simple and straight forward. No need to make it harder for difficulties sake.

And I love playing the game at its hardest so I do not shy from difficulties. You have enough things to worry about in game already imo.

 
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No vote on item degradation. TFP's been taking out tedious functions of the game each alpha no need to add a new one. Why even bother with random stats if it's going to break eventually anyway?

 
I have a very unexpected new favorite hobby: building new mines.

I have 4 in my world now(SP, day 37, 120 min days, Navezgane) and each one is unique.

I seriously had so much fun building each one, the choose-a-block menu is such a huge QOL improvement for more than just the block shapes, heading into a new mine with a stack of catwalks and logs(support beams) gets me excited now. The walkways and supports I build along the way are both useful and super neat looking afterward, makes them all feel like legit mines.

And it's not just the awesome system building upgrade, it's also the way the new ores work. I've made a habit of clearing out the sand within a deposit first thing, once that is done the mines are so freakin neat looking I almost don't want to mine it out... almost;) End up with such cool looking caverns, the new ore textures are so well done.

And yes multi-mines rock. Took me forever to find a nitrate deposit in the forest biome, finally found one and immediately noticed I was in the rad zone, of course. But nearby I found not one but two nitrate rocks near each other, built a large mine between them, and now aside from being buried in nitrate I found an iron seam in it too that I've spent multiple nights pounding on and still have yet to diminish.

Made a super cool low profile mine entrance for my oil shale mine in the desert... nvm that I turned on CM for the first and only time in this game just to spawn a second tablesaw(always make my first legit) just so I could make the wood wedges I needed. Please, please add the wedge to the menu, spoiled an otherwise CM free game(which is a good thing overall for this alpha imho). Anyway that mine is super neat, walls of oil shale are so sweet looking, took some furniture helpers and made myself a sweet little home-away-from-home in a pocket of shale for the long nights I spend there.

My coal mine is the cutest tiniest little cabin made all out of logs on the surface snow that turns into an elaborate deep super mine below, so cool.

And I never, ever, mine the initial surface rock, usually surround it in bars to protect it, make my building/entrance around/down from there. Serves as a great entrance piece and obvious label for that deposit.

That's it, just a major shout out for Mining in A18. I had no idea I would be so impressed by these changes, it rly is one of my new fav things now. Kudos TFP.

 
No vote on item degradation. TFP's been taking out tedious functions of the game each alpha no need to add a new one. Why even bother with random stats if it's going to break eventually anyway?

Because it only breaks if you don't have the skills to maintain it. Otherwise for instance why even take the crafting skills? Especially as the crafting skills don't even let you craft the purple version and you have to loot/buy it.

There is no reason at all to have a crafting skill end game. Might as well use the respec and remove all crafting skills as they become 100% useless end game.

 
Melee needs work. When I'm backing up and I power attack with a sledge hammer and miss the zombie shouldn't be able to hit me when we attack at the same time. I'm moving away from his attack. I have a weapon which gives me what...2 or 3 feet more range. Yet the zombie can score a hit and I can't?
As a pure melee build I often wonder why this was never addressed. The zombie hand reach has remained the exact same over multiple Alphas. It doesnt make sense how you can swing a bat and whiff a zombie but at the exact same time and distance a zombie can be in mid swing and hit you.

I have a modlet that requires no work on a users part in the Mods section under my name, it reduces the hand range slightly so that it is not as frustrating to melee at close range. This also works wonders on servers that experience hit lag. Not sure if I am allowed to link it here but it should be easily findable if interested.

 
Or you could stop punishing players for playing the game. Not even Dark Souls has item degradation. Listen, you people are far too concerned with how other people play your game. Eliminating OP loopholes is one thing. Purposefully making the game play punitive and passing it off as difficulty is another. No one needs T6 items anyway. Why not make an elaborate quest line where you need to do a string of favors for various NPCs/Traders in order to achieve the ability to craft T6 items. Players will be presented with the quest once they have achieved the ability to craft T5 items.
Example:

Making trader workstations RNG broken is punitive and not fun. The outcome is set. If they are broken there is nothing you can do about it.

Making all the trader workstations broken by default until you do a specific quest for the trader is value added game play that presents the player with a choice.

Currently, the only kind of quests in the game are Bethesda style radiant quests. When there is nothing left in a Bethesda game but radiant quests, the game is over.
well Dark souls are completely different genre

7dtd is a survival game with RPG elements into it

its part of the game! and its part of survival games like 7dtd , rust , ark , minecraft etc

 
I will be happy if you reach that stage then - every shape can be selected. The Block tool selecting shapes itself is a very nice addition! :smile-new: Now only all block types have to be included in the lists...
Yeah, pretty much. That's what Joel was talking about.

Right now it's just too tedious when the setup for every block is always the same so it could be coded to auto-multiply them.

 
As a pure melee build I often wonder why this was never addressed. The zombie hand reach has remained the exact same over multiple Alphas. It doesnt make sense how you can swing a bat and whiff a zombie but at the exact same time and distance a zombie can be in mid swing and hit you.
I have a modlet that requires no work on a users part in the Mods section under my name, it reduces the hand range slightly so that it is not as frustrating to melee at close range. This also works wonders on servers that experience hit lag. Not sure if I am allowed to link it here but it should be easily findable if interested.
MM said the reach is adjustable in the xml but when I went to look, damn if I couldn’t find anything but most of that stuff in the xml I don’t understand anyway. I’d love to tweak by xml but if I can’t figure it out, I’ll have to grab your modlet. The reach really needs tweaked because it does not match animations & hasn’t for several alphas....better than A15 but still needs adjusting.

 
Nvm, we're on the same page.
I've heard a few complaints about the "pickaxe that does 249 damage" situation, maybe the damage to surrounding blocks would be based on how much you overkill the block on the last swing.

Should there be zombies that have this power too?
We've discussed at length a new fracture system that did collateral damage to adjacent blocks but I don't know if we'll ever do it, we should leave some things for the sequel.

 
Yeah, pretty much. That's what Joel was talking about.
Right now it's just too tedious when the setup for every block is always the same so it could be coded to auto-multiply them.
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