PC Alpha 18 feedback and balancing thread

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This is kinda a mix of question, feedback and possible bug report. I've already posted this in the general forum (https://7daystodie.com/forums/showthread.php?134748-In-Search-of-a-Random-Blood-Moon), but I feel I might have more responsiveness here. My apologies for the double-post.
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NOTE: This is specifically for MP RWG; I haven't played SP in several versions.

The idea of a Blood Moon every 7 days has always been a bit formulaic to me, and I've been in search of a way to get a true random Blood Moon. A17 provided an answer to this in the Blood Moon Frequency/Range, but if I'm not mistaken, something has changed in the way that's calculated slightly in A18. Am not sure if I'm (a) derping and not remembering right [it's quite possible], or (b) something actually changed.

Regardless of that answer, the way that it appears to be handled in A18 is a bit counter-intuitive and "spoiler-ish" to me.

In A17, I used to run a frequency of 1 with a range of 5, which basically gave me a 20% chance per day, where one Blood Moon must occur every 5 days at minimum. Back to backs, were possible, but of course with a diminishing chance. For instance, the first BM happened between 2-6 days away. This is the way I'd expect it work: 1 + RND(5)

Now, in A18, it appears now that the Frequency determines the first day of the Blood Moon, regardless of the Range. For instance, a 1/5, as before will happen on day 1 *always*, then proceed as normal. A 2/5, the first blood *always* happens on Day 2, then proceeds as normal. More like FRQ+RND(5)

I've tested this on two RWG maps with about 25 fresh starts of the server: keeping the Generated Worlds folder and deleting the profiles file along with the actual generated county folder, and then checking the log for the BM days. Each time, the Blood Moon always, without fail, starts on the Frequency day. The NEXT BM varies as I would expect, but that first BM always seems to land on the Frequency.

This seems a bit counter-intuitive, and spoiler-ish, considering using this, you can pick the day the Blood Moon begins on.
You might have to post this when Faatal gets back from vacation.

 
Some decorations are like trophies to players. Imagine hanging a stuffed demo guy head on your base wall signifying your triumph over the alpha demo guy and his horde of exploding minions...😂
Yes of course. If I understood him correctly, I don't think a burning barrel classifies as cool late game unlock.

 
Mod that in IMO. Way too many edge cases we'd have to fix bugs for if we supported it. That is the beauty of mods they let you tailor the experience however you want. Most players want traders in their game IMO.
What about traders specializing in certain things instead of everyone kind of having everything?

 
Is there still some sort of bug with BM scaling and many players? We had a group of 5, 3 who had been in for 21 days and 2 who had just joined a few days before that BM, and we had a significant amount of radiated and spitting vultures and even a demo. On night 21. Standard hour days and default difficulty.

It was great. Just wondering about whether that scaling was working as intended.

Also, encountering tissue paper trees that you hit once and get grass, hit again and they fall over. Last I knew paper was made from trees, not trees from paper. Is this because we didn't restart again this last RL week? This world didn't start out this way. If we hadn't been reverted to non-experimental and had to fix that we might not even have noticed the bump in version, and we wanted to do that group again. If we have to wipe to fix trees I'll push that on them but it won't be popular. We were just getting to the point where the BM's were needed because regular house-style POI's weren't difficult anymore.

 
Also, encountering tissue paper trees that you hit once and get grass, hit again and they fall over. Last I knew paper was made from trees, not trees from paper. Is this because we didn't restart again this last RL week? This world didn't start out this way. If we hadn't been reverted to non-experimental and had to fix that we might not even have noticed the bump in version, and we wanted to do that group again. If we have to wipe to fix trees I'll push that on them but it won't be popular. We were just getting to the point where the BM's were needed because regular house-style POI's weren't difficult anymore.
Maybe? https://7daystodie.com/forums/showthread.php?134837-Vanishing-resetting-base-problem-need-help&p=1064408&viewfull=1#post1064408

 
This is certainly reasonable. While it might have been a noble goal to have 5 cool ranks it just doesn't work out for some of the non combat perks.
Yeah, there are a lot of QoL perks I am interested in, but I end up never getting them, or I get them when I am am really high level, because there is always something better to put points in.

Fewer tiers and or lowered attribute requirements on those perks would probably have me getting them much sooner.

 
Yeah, there are a lot of QoL perks I am interested in, but I end up never getting them, or I get them when I am am really high level, because there is always something better to put points in.
Fewer tiers and or lowered attribute requirements on those perks would probably have me getting them much sooner.
I spent part of today redesigning them cutting fluff ranks on quite a few. They feel more appealing already.

 
Maybe. I seriously thought there would be a flood of complaints about slowed leveling, but it got a pretty warm welcome. I thought we could also add a loot modifier that slows down how soon you get good loot or speeds it up, same with game staging because frankly those are knobs that add replay value.
Too be honest I haven't found leveling any slower than A17. Upgrading blocks gives so much Experience.. I almost don't wanna do it... don't wanna increase my GS too fast. Literally upgrade 1 block and you see a your exp bar move by a chunk....

 
I feel like I've been leveling too quickly. I pretty much get a level per day. Going to try playing at 25% XP to see how it feels.

 
IMO If trader's become killable you should add some sort of way to get T6 stuff(other then in loot), not that it should be eazy at all but atleast it will be there. Maybe a cnc machine that is only found in a factory and it will require a skill to use it. But nonetheless im fine with anything and like you said, we could just mod this stuff in.

 
I like that CNC machine idea, but I think if you kill the trader, you should have to deal with the consequences. HOWEVER, I'd also like to be able to play without the traders at all, so having an alternative way to access trader-only stuff would be an interesting idea.

Really, the more options the better IMO. I like how 7d2d (and Space Engineers) both let the players have a decent amount of control over how their game will play out because of the world setting and all being accessible.

 
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I spent part of today redesigning them cutting fluff ranks on quite a few. They feel more appealing already.
This should be really interesting :) Looking forward to those. Also really like the solution to the lockpicking . That will definitely put some more worth in to them, if you lose loot by breaking locks.

Just out of curiosity, do you guys plan on adding more perks ? If so, will there be alternative ways to gain additional perk points ? At the moment it feels like there are enough points so your character keep up with the GS, but if more perks come to play, or more perks become 'essential', ones character will start falling behind on the higher difficulties.

 
This game is rated for a mature audience.
What does this mean?

I see servers with 500% and even 1200% experience but I can't set the experience to that amount in single player.

Also side note, half the perks in the game are clearly under powered. The spear and club perks are horrible and mediocre respectively. Everyone thinks the knives and their perks are very weak. The armor perks require too much skill points to work. The flurry of blows is just under powered and doesn't work on heavy and mining tools. The leveling of living off the land is not linear at all.

I feel like there is no need to level after 70 but at the same time I need levels to unlock basic stuff.

In the end if a perk is weak why not just reduce the attribute requirements to lower levels?

 
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Yeah, I understand there's the book icon, but it'd also be nice to know if you just have that recipe available from ANY source, like perks.
I actually tested it and it works with books you read AND PERKS! it's really subtle but either way it shows the book open. So all good there. Thanks Fun Pimps! You've created my latest and greatest addiction!

 
I feel like there is no need to level after 70 but at the same time I need levels to unlock basic stuff.
I haven't made it past level 45 because that's when I feel like I've done everything I can do on that particular map.

 
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