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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Lemme break it down to what it is. It's not about iron ore.
The ore removal is just yet another example of the dumbing down/simplification that people who have played the game for many alphas and enjoyed it, don't like.

...cue MM's "stick" comment.

Used to be we'd have to take wood to make sticks. Take rocks to make sharp rocks. Then and only then could we make arrows. Now it's punch a tree and a boulder, straight to making arrows. Seems insignificant and slight to you? Multiply that simplification over dozens of systems, and you have the current generic and boring crafting system, when we once had a complicated one that made you think and plan, and more importantly made you prepare.

"But newbies couldn't figure it out!". Um, then why do you have the fevered fan base that you have? Because newbies COULD figure it out. And they enjoyed it.

...we once had 19 biomes in the xmls. 19. Now we functionally have 3. And they cause a bigger fps drop than the 19.

Jesus, I was actually going to make a list of all the things we have lost, but what's the point. MM et al likes the for dummies version of the game, that's not going to change, so why bother.

Y'all have fun.
Thanks for explaining Gup, i first thought they wanted to remove the forge... (i have not found MM comments)

It is a pity that the developers can not explain it as well.

All this is true...but still....if to remove all from 7dtd in that same we will play?....the question is rhetorical.

I will answer: someone will play "minecraft", someone - in "fortnite", and those who want to survive will play, "project zomboid", "the long dark", "ark".....or other games about survival!

 


After all, "beginners" who want to play 7dtd, who "do not want to understand things" attracts not such graphics and not such a performance ... so maybe all the same these people are not the target audience for this game?

The competition in this niche is very huge... ;)

 
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We're getting asphalt back in.
That is very nice, I wanted asphalt more than gravel. To fix the sand problem, could you make a cheaper recipe for weaker topsoil which has the same HP as sand and costs the same as harvesting one sand block?

Also, could you just give the rare ores one of the existing textures like gravel, to keep that 'oh yess' moment in? I always loved when I mined and suddenly found diamonds.

 
Misinterpreted your "landing spot highlight" before I finished your post. Got me thinking though wouldn't it be nice if you could throw out a marker and a supply plane would fly over and drop one of those slow descending flares that would light up a fair sized area on horde nights.
How awesome would it be to have a Flare Gun in the game? Or a Flare ammunition for the shotguns? Am I the only one who thinks this would be great?

Obviously I love paint, and I pushed for the paint system. If you watch my video I painted my entire base a nice stucco az theme. But do we want to clutter precious inventory space with paint cans? We took it out of loot for that reason, and it found its way back through scrapping.
Is it possible to just do away with paint in its entirety, as far as loot goes, and simply build it into a radial menu for the Paint Brush? Maybe do something similar with clothing - i.e. under the cosmetic modifier slot, eliminate actual dyes and just have it pop open a color menu?

 
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IMHO both cobblestone and cement are way too plentiful in pois rather than going out and getting the resources for them. maybe reducing the yield from them at 70 or 80% would fix that?
That might make miner 69'r more of a must have. It takes about 5000 concrete mix to do a 10x10 4 high and 2 deep reinforced. The main problem is a couple of POIS go overboard on it, but it could be nerfed some, more like 20-30% IMO. MP has to share the world too.
 
So... I was on day 140 with 2 hour days . Level 100~ and my gamestage also quite high ( 987). I tried a new base design scrapping the last one with my beloved rocket launcher and some dinamite.
There I was trying a huge interesting advanced architecture thingy wasting tons and tons of cement and quite a bit of steel. It was something in the lines of a huuuuge inverted pyramid.

"I'll do the side supports later" was the motto of the week. Everything collapsed 5 minutes before horde night just when I got on top of it from one of the sides to check the building from above.

I'll give you a screenshot of that horde night:

View attachment 30414
LOL. How the hell do you get 280 hours in so fast?

 
Thanks for sharing it, I was curious lol. I'm attempting to think of a new design myself in this latest run, I'm at day 7 morning but I got lucky with this RWG map. I found a nice flat area with nice houses, I holed up in on with a working workbench and the trader nearby has a chem lab. Near that is a decent-sized city, so I'm really set lol. Found coal, nitrate (of course lead, that ♥♥♥♥'s everywhere), iron. Me good.
Btw you guys ever think about lowering the chance for lead deposits in the worlds? I swear you can't go 30 feet without running into half a dozen lead nodes.
I told Gazz that, I think he reworked distribution some.

 
Excuse me if the idea was bad, the intention was to contribute ideas, some of my ideas in the forums were actually transformed, I like the path of A18 and I hope that A19 will follow in its footsteps.
Its a great idea, but it's already been discussed about 50,000 times. Once I can confirm we are adding tier 3 rare firearms I'll ask for a list of cool weapons, and you gun nuts can kill each other over which one is best, until then it will just derail alpha 18 balance.

 
Yes, yes you should.
Yeah this is fun. Shall we make a pedal bike grinding wheel station the player rides that sharpens the sticks, to help make it less tedious? Sorry but bad clunky designs are being removed not added. Go play day z if you like hyper realism clunky designs and spend 12 hours trying to light a campfire. All we did was remove two stacks of metal that had a different icons.

Sarcasm is fun to make points some times :)

 
That is very nice, I wanted asphalt more than gravel. To fix the sand problem, could you make a cheaper recipe for weaker topsoil which has the same HP as sand and costs the same as harvesting one sand block?
Also, could you just give the rare ores one of the existing textures like gravel, to keep that 'oh yess' moment in? I always loved when I mined and suddenly found diamonds.
We're still fiddling with rare ore.

What sand problem?

 
How awesome would it be to have a Flare Gun in the game? Or a Flare ammunition for the shotguns? Am I the only one who thinks this would be great?


Is it possible to just do away with paint in its entirety, as far as loot goes, and simply build it into a radial menu for the Paint Brush? Maybe do something similar with clothing - i.e. under the cosmetic modifier slot, eliminate actual dyes and just have it pop open a color menu?
Anything is possible, but what we have time for and what is the best design is up for debate.

 
All we did was remove two stacks of metal that had a different icons.
It is a step further, you guys already proved that you don`t just remove stuff for fun, but for improvement and better experience.

#risethepickaxes

 
Yeah this is fun. Shall we make a pedal bike grinding wheel station the player rides that sharpens the sticks, to help make it less tedious? Sorry but bad clunky designs are being removed not added. Go play day z if you like hyper realism clunky designs and spend 12 hours trying to light a campfire. All we did was remove two stacks of metal that had a different icons.
Sarcasm is fun to make points some times :)
You're forgetting removing the scrapping penalty. That was the big difference between the chunks and scrap iron. The penalty lead to decisions like, "Do I keep this Iron Axe to melt down or scrap it here and lose a big chunk of the burn." All the while you hear a zombie getting closer and closer.

It made the player slightly uncomfortable which added a sense of conflict. It added decision making in looting/mining, especially on MP servers where you couldn't just chuck what you couldn't carry into a chest in the middle of the road. Now it's just another dumb watered down system. But, I guess anything that takes a precious second away from shooting and looting is "clunky" anymore.

(Also, that wasn't sarcasm, it was hyperbole. Good try though big guy. :) )

 
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Madmole is it possible to add more realism in the game than removing it?

-lucky looter is the god perk of A18 . It somehow makes the player to magically find three times more exotic loot than before instead of reducing search times

-farming requiring rotten ,infected meat to make plant pots. How watering plants ,hoeing the land and having a simple irrigation system is less realistic than finding dozens if not hundreds of cans in abundance in a zombie world infected by zombies and ravaged by scavengers for decades?

-Why we actually need 5 crops to make a seed instead of 1? How we can magically gather multiple times more crops from leveling up instead of crafting more fertile land to get those extra crops? Rotten meat &lt;&lt;&lt; fiber ,soil and water &lt;&lt; soil,fertilizer,fiber,paper and water

-How it's realistic to not being able to craft mechanical parts and springs which are the basis of a lot of electrical components?

-Why we need to loot steel parts when we can craft iron tools and weapons just fine?

-Why you keep removing the fun of building ,crafting and farming from the game and keep focusing on stupid ♥♥♥♥ing looting?

-Why you can be both the crafter and the good yielder of the weapon? Why a blacksmith is supposed to be almost equal to a warrior? Why did you combine crafting an item and efficiently using an item in the same bloody perk?

-Why we can harvest human corpses in POI's but can't harvest zombie corpses?

-Why we can eat literal infected zombie meat but we're not becoming infected in the process?

In short, why you keep reducing realism in the game,breaking immersion,making the game a forced looting simulator and completely disregarding the building elements of the game?

 
We're still fiddling with rare ore.
What sand problem?
A few people here talked about topsoil taking the properties of that biome's terrain block. Sand, for example, got some big differences, like harvesting less clay soil and getting crushed sand and less HP. Because it gives less clay soil but the cost of topsoil is the same, you couldn't dig up some sand and then rebuild the same amount elsewhere.

Also, I noticed the brass items no longer mention that you can scrap them 'at a loss'. Might want to bring that back to the descriptions so the new players know about the choice of scrapping or smelting.

 
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-Why you keep removing the fun of building ,crafting and farming from the game and keep focusing on stupid ♥♥♥♥ing looting?

-Why you can be both the crafter and the good yielder of the weapon? Why a blacksmith is supposed to be almost equal to a warrior? Why did you combine crafting an item and efficiently using an item in the same bloody perk?
If they tied the crafting quality to a perk that's not the weapon perk, that would mean that someone with a shotgun focus would need to, guess what... loot to find a good shotgun to use. That's even more focus on "stupid ♥♥♥♥ing looting"!

Realism shouldn't be a big factor in a zombie game. As for the other questions, the answer to most of them is "It was an arbitrary game design decision that will please some people and displease others". Looks like you're in the latter category.

 
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