PC Alpha 19 Dev Diary

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I'm kind of hoping players will be desperate to find tier 3 weapons to keep up with the radiated impending doom. That might happen now, or A20 or so. Depends, we need to replace the generic radiated with new ones that are harder to kill and have interesting AI. Like Ark when you see a giga the first time, you RUN.
I'm loving the sound of these new zombie types, would also love if the new exploding zombie had a chance of spawning outside of horde (I've never ran into one in the wild).

 
This touches on an idea I had for a new type of job you could get from a trader. Once accepting the job you receive a "package" and are tasked with going to a half dozen different locations in a city to restock the vending machines. When you do the final one the package disappears and you return to the trader for a reward.
This sounds really interesting and forces you to open and explore, and plans to implement such quests @madmole

 
2, Snow next to desert is 100% normal. I get tired of hearing this crap, dude it SNOWS in the desert. Sorry but on this I'm playing the realism card, AND the game play card. Why put artificial limits on something that is potentially fun and happens in nature? Biome sizes are like A18, huge. There will be typically be one of each AFAIK but I need to see some more rolls.
That is true, but the temperature difference is not. 7d2d equates "desert" with "hot as hell", so it's only fair to ask snow not to be right next to that.

 
@madmole regarding the new Treasure Hunter skill set: How will the loot distribution work for buried treasures? Right now I'd say generally buried treasure quests are useful for early game, but less so for mid and late game. What will justify the investment in this skill set to get to the higher stage? What will we be hoping to find in buried treasure chests on Day 50 or 100? Thanks!

 
From the new Exp build thread:

#4 for our builders we now allow reverse rotation, hit the Reload button with a building block to rotate the other way around
Holy crap! One of the best additions to A18 so far.

 
From the new Exp build thread:


Holy crap! One of the best additions to A18 so far.
So happy to finally see this in vanilla. Our players of Ravenhearst have loved it since we added it in A17. Its an awesome QoL change for builders.

 
I'm worried that beloved devs at the end of the day would have to spend more time on fixing and rebalancing values with more stuff shipped with every alpha. It's always super exciting to see more content like weapons, tools, schemes, etc. 7DTD feels to me like an arcade game with elements of horror (no hardcore bugs this time xd), survival and simulation. I would really like to see more content supporting a group of people playing together, similar to perks influence perks. Devs could create synergy like 1+1 equals 3. Playing together with a friend or random players could generate more benefits. My impression is that devs derive a lot from the Fallout and TES series. Honestly, to boost sales it would rather take adding GTA + Left for Dead elements into a game, but still, it's not easy to follow devs vison. In 7dtd I`d rather seek replayability, some sort of ultimate sandbox experience. Something to come back after some time, months of absence.

Some of the folks mentioned something like a persistent profile(s). I would really embrace the idea of having a character in which progression could be saved. So in return leveled character might have been able to join any server. Sacred game style progression and replayability system. Entering any random server with the zeroed character really sucks, especially when with every alpha character progression has to be erased. Gained experience and perks (skills, whatever) must be savable in current alpha and character possibly to be transferred/saved to another server/game.

I can`t wait to lay my hand on the desert eagle-like weapon and automatic shotgun. I`m a huge fan of first-person shooters. I used to modify Battlefield 2 (2005) having the most popular modded server between 2011-12 according to game tracker. I`m still waiting for 4 seats armored 4x4 RWD vehicle ;D.

 
Thanks! The fog is new, how it looks will continue to change until 19 is stable.

There will be no true end game, but kill the boss type quests.
Thanks for the feedback Madmole, its always awesome to hear from you.

With A19 are you changing the AI to stop the loops they run when they cant get at you,

Eg the bridge trap with the slopes at the end, so they think its solid and run through it and fall through it and do the loop again.

If you are in a tower and you have the falling trap, they attack your towers base instead of trying to run back to the bridge again and do it all again, or they attack and break the bridge.

Thanks for all your hard work.

Anni

 
...snip... it also means having a higher quality alpha that is well tested before release, so hopefully a shorter experimental process, and shorter final push before EXP. I'm excited to see how it goes!
Yes please adopt a C.I / C.D process!

 
1, You can't even craft a drone without serious investment. Isn't that the point of a trap, to do the work for you? I haven't even played an INT build because I knew all along it was missing the stuff we're adding now, so I'll do an INT build and you can expect some balance changes.

2, Snow next to desert is 100% normal. I get tired of hearing this crap, dude it SNOWS in the desert. Sorry but on this I'm playing the realism card, AND the game play card. Why put artificial limits on something that is potentially fun and happens in nature? Biome sizes are like A18, huge. There will be typically be one of each AFAIK but I need to see some more rolls.

3, The core game play is finished.
As an example, Antarctica is considered a frozen desert.

 
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New, well probably highly used Impact Driver!https://twitter.com/7DaystoDie/statu...367262720?s=20

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Looking fancy! (: Hopefully we'll be able to impact some skulls with it as well. ;)

 
I'm worried that beloved devs at the end of the day would have to spend more time on fixing and rebalancing values with more stuff shipped with every alpha. It's always super exciting to see more content like weapons, tools, schemes, etc. 7DTD feels to me like an arcade game with elements of horror (no hardcore bugs this time xd), survival and simulation. I would really like to see more content supporting a group of people playing together, similar to perks influence perks. Devs could create synergy like 1+1 equals 3. Playing together with a friend or random players could generate more benefits. My impression is that devs derive a lot from the Fallout and TES series. Honestly, to boost sales it would rather take adding GTA + Left for Dead elements into a game, but still, it's not easy to follow devs vison. In 7dtd I`d rather seek replayability, some sort of ultimate sandbox experience. Something to come back after some time, months of absence.
Some of the folks mentioned something like a persistent profile(s). I would really embrace the idea of having a character in which progression could be saved. So in return leveled character might have been able to join any server. Sacred game style progression and replayability system. Entering any random server with the zeroed character really sucks, especially when with every alpha character progression has to be erased. Gained experience and perks (skills, whatever) must be savable in current alpha and character possibly to be transferred/saved to another server/game.

I can`t wait to lay my hand on the desert eagle-like weapon and automatic shotgun. I`m a huge fan of first-person shooters. I used to modify Battlefield 2 (2005) having the most popular modded server between 2011-12 according to game tracker. I`m still waiting for 4 seats armored 4x4 RWD vehicle ;D.
Isn't there enough synergy already? While I still drive around with a minibike in my single player game at day ~50 , in the 4 player co-op game we all have gyros at day 24.

 
Isn't there enough synergy already? While I still drive around with a minibike in my single player game at day ~50 , in the 4 player co-op game we all have gyros at day 24.
exactly. day 36 and i have a minibike. no need for anything else excpet a motorcycle just for more speed.

except this bug where if i die near my mini bike that is inside a quest zone, when i die the mini bike dupes and now i have 6 bikes somehow LOL

 
That is true, but the temperature difference is not. 7d2d equates "desert" with "hot as hell", so it's only fair to ask snow not to be right next to that.
I don't see what the big deal is. I never once had weather issues when it suddenly turned to an ice cube at random in ARK (all one big biome), I just deal with it. At least in 7 Days you have a choice, don't go there if you don't like it.

 
@madmole regarding the new Treasure Hunter skill set: How will the loot distribution work for buried treasures? Right now I'd say generally buried treasure quests are useful for early game, but less so for mid and late game. What will justify the investment in this skill set to get to the higher stage? What will we be hoping to find in buried treasure chests on Day 50 or 100? Thanks!
There has been leveled loot in those since A18. Weapons, armor, etc.

 
Thanks for the feedback Madmole, its always awesome to hear from you.

With A19 are you changing the AI to stop the loops they run when they cant get at you,

Eg the bridge trap with the slopes at the end, so they think its solid and run through it and fall through it and do the loop again.

If you are in a tower and you have the falling trap, they attack your towers base instead of trying to run back to the bridge again and do it all again, or they attack and break the bridge.

Thanks for all your hard work.

Anni
I have no interest in closing specific AI exploits, I don't use them so they don't affect me. Its the Hydra of games, cut one head off two more take its place. Faatal does all the AI, but he's mainly working on graphics for this alpha so I wouldn't expect much AI changes. Vultures can now attack cages and roofs though, so that will be interesting.

 
Isn't there enough synergy already? While I still drive around with a minibike in my single player game at day ~50 , in the 4 player co-op game we all have gyros at day 24.
Agreed, MP needs to be more challenging not less.

 
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