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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is it possible to add or duplicate an entire town/city on a map?

for example could I take a set of region files with a nice big city and copy and rename them to replace other region files?

 
The poi everyone should look for near the beginning of the game is Carl’s Corn.....the one with Grace the pig. I got 3000 cement(mother lode 3) nearly a thousand cobble, roughly 6 or 7 broken workstations to wrench, several hundred meat, nitrate from farm plots, super corn, rotten meat, bones & fat from a couple dozen dead bodies on top of usual loot. Because of that poi, I had my reinforced concrete base up and functional by Day 7 plus plenty of food for a couple weeks.
That's just ridiculous..

 
I think by fine tuning the stun to be less binary it will get us where we need to be. We've talked about making stun to where you start getting stunned after taking several hits depending on armor and perks, and you are slowed some, keep getting hit and you will get stunned worse (slowed more), avoid being hit and slowly return to normal movement speed. If stun meter reaches 100% you would get knocked out or fall to your knees or something. So maybe 30% stun would = 70% movement speed, and you get hit again, its 50% stun and 50% movement, etc. Avoid getting hit while stunned to get out of the stunned state, much like real life.
How about you have a chance of, instead of getting stunned, it just costs you like 35 stamina. Three solid blows to the head should at least leave anybody who's not ridiculously buff unable to sprint if they're still somehow in the fight.

 
If it is working as intended then I wonder why. Since if I place dirt on a road the dirt becomes asphalt, but still acts like dirt. That is confusing and should NOT happen. Pretty sure that is what he is referring to. The Microplut is what causes this, ignoring the actual block texture completely. I am hoping you will reconsider 'working as intended' and at least investigate to see if this can be improved.
If you were in the CM menu who knows what you actually placed. Craft dirt in the game and they work how they are supposed to. If not let us know. We only allow adaptive terrain, dirt and gravel, anything else out of the cm menu will not work.

 
MM These are the 2 poi’s I was referencing. I’m sorry I don’t know the official names but they are both A16 poi’s. In the first photo it’s tough to see the well since it’s surrounded by trees but you enter the well, replace one ladder piece that is missing & break up the wood spikes at the bottom. You can scavenge thousands of coins from wrenching all the computers.
The second photo you should more easily recognize. Enter the small building, break through the metal floor grate then descend the steps to the steel door. Not as much valuable stuff to scavenge but a very secure facility as a temp base. At least a random chance of some zombies in them would be nice considering their inherent value. Of course, maybe the designers had a reason for not putting them in. Just thought it was worth bringing to your attention.
I checked, they are on the list yet.

 
Re: Stun I think Haid is right about the players needing an 'out', so a stun-lock can't occur.

(My 2bits)

Stun: 5%-15% chance to get stunned. Lowers movement speed -5% for 3 seconds. buff finishes trigger 'Stun Cool Down'.

Stun 2: requires 'Stun' to be in effect. 20% chance to lower movement speed anther -5%. Resets timer to 3 seconds. Debuffs 'Stun'. If buff finishes its duration, trigger 'Stun Cool Down'.

Stun 3: requires 'Stun 2' to be in effect. 20% chance to lower movement speed another -5%. Resets timer to 3 seconds. Debuffs 'Stun 2' If buff finishes its duration, trigger 'Stun Cool Down'.

Stun knock down (or into a kneel state): requires 'Stun 3' to be in effect. 15% chance to get knock down to occur. &lt;If activated&gt; Debuffs 'Stun 3' then triggers 'Stun Cool Down'.

Stun Cool Down: Once 'Stun Knock Down' finishes, it goes into a cool down removing and other stuns from occurring for 5 seconds.

^ The above can simulate getting your noggin knocked around or the zombies are also grabbing with their hands when swinging away slowing you down bit by bit, here and there.

Or go simple: Get stunned? It goes into a cool down were no stuns from zombies can get applied for 'x' amount of time.
^This is more of you just got you clock cleaned for a moment.

Either way, No stun lock.

 
If you were in the CM menu who knows what you actually placed. Craft dirt in the game and they work how they are supposed to. If not let us know. We only allow adaptive terrain, dirt and gravel, anything else out of the cm menu will not work.
I’ve noticed this too and pointed it out in a post somewhere. If you search for “dirt” in the creative menu, there is only one choice. I did not try crafting it. If the crafted dirt works, then I would say that player dirt is missing from CM menu.

Same happens with the CM selections available for sand and gravel.

 
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Re: Stun I think Haid is right about the players needing an 'out', so a stun-lock can't occur.
No way, pulling a Tyreese on _these_ zeds should be the province of Gods, if mortals wade or get trapped into a crowd, they are not coming out alive, and stun-lock is the only way to keep that threat.

 
Hey Madmole!
So close to get the record for most players on Steam for 7 days to Die; it was missing 1108 to beat it. Maybe next weekend?

Anyways, it shows that people love A18; even reviews are going up on the positive again, which is so nice to see.

Great job guys!!!
I think so, we can only hope! #14 on steam charts!

 
How about you have a chance of, instead of getting stunned, it just costs you like 35 stamina. Three solid blows to the head should at least leave anybody who's not ridiculously buff unable to sprint if they're still somehow in the fight.
As long as we're talking about changing this up, it would be neat if there were different stun possibilities (whether based on zombie, armor, etc. or random). If the stun effect is different at different times, then it requires different strategies for recovering. More strategy seems good.

 
As long as we're talking about changing this up, it would be neat if there were different stun possibilities (whether based on zombie, armor, etc. or random). If the stun effect is different at different times, then it requires different strategies for recovering. More strategy seems good.
Agreed.

 
Respectfully, I know you prefer looting over crafting, but as it is there is no balance between the two, weapon wise. Thats why so many people are saying crafting is badly nerfed. Just look at the comments in the feedback thread about it. And jut because you are bored of it doesn't mean it was a bad play mechanic...look at how much crafting is in Skyrim.


But you have it set up right now to find gun parts in loot. I literally just got a crate with parts for 5 different weapons. (That I already own.)

If you hate weapon crafting so badly, why not just scrap them to iron or steel and remove the parts and weapon crafting completely? As it is, its simply not used by players and is a waste of game resources.

I can't recall even ONE comment where someone crafted a weapon better than already found, or ONE comment where someone crafted a weapon they didn't already have.

If I'm wrong, someone PLEASE mention your experience, because I'm just not seeing it at all.

A18 is a breath of fresh air after a17 but that doesn't mean its perfect, and doesn't mean current weapon crafting play value is of any significant value.
Did you start over after the trader nerf and change to MP loot being OP, and the change to all versions where purples drop less common and later game stages? I've been crafting a fair amount of gear, I'm level 35 and have a yellow m60, pink Brass knuckles, (no steel yet) and a bunch of crap armor, and brown scrap iron gloves. I'm going to drop points into heavy armor and start crafting up some armor.

I don't want players looting everything, I don't want them crafting everything. I want them looting more than crafting too. Crafting is a fall back if you can't get great loot, and its early game stuff IMO. I think its close, but it takes 50-100 hours to know anything. GO put some time in and lets see how it goes. Right now changing anything would be a knee jerk reaction IMO. There is still mod crafting, I don't find a lot of mods. I craft loads of food and base stuff. I think its about right tbh.

 
This is literally the first time I've seen anyone craft a weapon other than the stone spear or primitive bow and have it worthwhile. Thanks for the reply!
I crafted Q2 tools, then found a Q1 steel shovel. I later crafted Q4 fire axe and pickaxe. I crafted all scrap iron armor early game, then replaced most of it with iron stuff I found, and its all mostly trash green is the best color I have, and I still have brown scrap gloves. I'm going to buy heavy armor perks and craft up green of anything that isn't green here really soon. SO honestly I'm level 35 and will be using more crafted than looted gear, but I started over once the rebalance dropped, and its playing how I intended it to. I have one rank of lucky looter an +18 lucky goggles and my gear is gargage for the most part. My yellow m60 was a quest reward.

 
No way, pulling a Tyreese on _these_ zeds should be the province of Gods, if mortals wade or get trapped into a crowd, they are not coming out alive, and stun-lock is the only way to keep that threat.
Not sure if you are being sarcastic or not. So, jic you are not..

If going off of what I wrote:

That is over 9 seconds of buffs getting applied. A 5 second cool down won't save you from being in a crowd of zeds lol. :cocksure:

If you are being sarcastic :highly_amused:

 
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Respectfully, I know you prefer looting over crafting, but as it is there is no balance between the two, weapon wise. Thats why so many people are saying crafting is badly nerfed. Just look at the comments in the feedback thread about it. And jut because you are bored of it doesn't mean it was a bad play mechanic...look at how much crafting is in Skyrim.


But you have it set up right now to find gun parts in loot. I literally just got a crate with parts for 5 different weapons. (That I already own.)

If you hate weapon crafting so badly, why not just scrap them to iron or steel and remove the parts and weapon crafting completely? As it is, its simply not used by players and is a waste of game resources.

I can't recall even ONE comment where someone crafted a weapon better than already found, or ONE comment where someone crafted a weapon they didn't already have.

If I'm wrong, someone PLEASE mention your experience, because I'm just not seeing it at all.

A18 is a breath of fresh air after a17 but that doesn't mean its perfect, and doesn't mean current weapon crafting play value is of any significant value.
In my current playthrough, of which i'm only like 19 days in on 90 minute per day, I crafted a tier 5 iron pickaxe, axe, shovel, and sledgehammer. The name escapes me but I rushed the perk that allows you to craft better tools. I only just now found a tier 3 steel pickaxe that replaced my crafted one, but the others are still in use.

Same with my iron armor, I had to craft a tier 3 iron helmet, gloves, legs, and boots all because my previous looted ones (that I had for the majority of this session) were lower tier and my gloves were actually only leather. As luck would have it though, as soon as I crafted the armor, the very next POI I looted had tier 4 iron legs lmao.

I have yet to find a M60 at all, and I currently have 2 points into automatic weapons, so might need to craft one as well.

I should mention though that a decent chunk of my time has been focused on building, i'm in no way saying that its currently in a good spot.

I'm just gonna spitball here, and I apologize if this has already been discussed. Maybe crafted items should come with one more mod slot? I don't know if that would be a big deal or not, but I think crafted items should have just a small edge over looted things. That way you're rewared for speccing into them, but the benefit is small enough that looted items are still worthwhile. Of course legendary items would be better than crafted ones when they come.

 
A18 feels really good with 50% loot, 50% XP, jacked way up biome spawns, and a headshot multiplier. Makes for situations where you're never really safe, more like not-uncomfortable.

Still have some irks that I need to make reports for, some of which are fairly minor collider issues (anything extending from the bus, some of the new multi-dim blocks like the luggage pile, the stainless steel fridge, etc).

One thing that bothers me more than others that has been around for a while is the inconsistent "pop up" from entities walking on certain blocks, like the garbage piles, small stones, etc. Some full blocks the zombies or player will walk over and be on top of like the chairs, and others stop motion completely.

I would love to see the movement collider removed from some of the smaller stuff like terrain decorations, and stopping entities from "popping up" onto chairs and couches. It really throws off your aim when you are suddenly a meter above where you were when you aimed your shot, and retrieving your spear in close quarters can be difficult sometimes.

While I may disagree with some design decisions, A18 is IMO the best build yet, and I can't wait to see what new goodies are unlocked for modders to play with.

(Speaking of which, @Gazz - Are there any undocumented hooks in buffs.xml that are hooked up now? That system really adds a lot of creative options to do a lot of things and has been my favorite addition since it was implemented.

 
With so many options that change gameplay, you would think that others are playing a completely different game. I set loot to 25 or 50 in our co-op playthroughs and I find that crafting is in good balance with looting and perks. Without anyone having lucky looter ranks, we rely mostly on crafting, but looting still has more than enough merit and excitement.

100 or more loot feels extremely unbalanced for me. On these settings, it's no wonder crafting may fall far behind and feel useless, when the player keeps getting showered with loot. And perks will feel much less valuable as well, since you will most likely already have the items and schematics they unlock, before you invest enough skillpoints.

Edit: Heh you beat me to it TSBX

Oh and permanent degradation would also increase the value of crafting.

 
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