PC Alpha 19 Dev Diary

Status
Not open for further replies.
Will loot bags last longer. Can we collect all the bags at the end of the Blood Moon Night?
No. Same duration. The ONLY thing that changes, is some zombies have a much higher loot drop %.

 
I'm very grateful that Pimps like faatal do have an interest in closing or at least transforming specific AI exploits, even when it's not his primary assignment. It'd be a major disappointment, in my humble opinion, if this game were declared finished while known exploits remain.
Important tasks need to get done, but once things are solid, there is often opportunity to improve other areas of the game. I like jumping around to different tasks. Keeps it interesting.

I don't mind exploits, but not 100% exploits which push you down a specific play style, which then leads to boredom.

 
Can you add a setting where the zombie bodies (and dropped itmes) keep existing, as long as the player is in the area? Even if its a low poly version of them.

I always hate when things despawn.

The despawn time is quite agressive in 7DtD.

 
After searching through the forums a bit, it seems this isn't a common issue, but why do I have a problem with my backpack disappearing after death? I just started a new play-through in which I died twice (once by a pig even), I rushed back to the site of my death, and my bag vanished both times on me. The compass/map icon remains but there's nothing there.

 
One thing i would like to see is more options when starting the game. For example instead of the current difficulty settings have it split into 2 settings. One is hp of zombies. The other one is entity damage zombies does to you. Another one would 2 settings for demolishers. One would be whether you want them or not. 2nd one would be a sliding scaling on damage when it blows up. Another option would be on screamers. Some settings on screamers could be how often they can come, whether or not screamers can summon other screamers.

 
One thing i would like to see is more options when starting the game. For example instead of the current difficulty settings have it split into 2 settings. One is hp of zombies. The other one is entity damage zombies does to you. Another one would 2 settings for demolishers. One would be whether you want them or not. 2nd one would be a sliding scaling on damage when it blows up. Another option would be on screamers. Some settings on screamers could be how often they can come, whether or not screamers can summon other screamers.
Too many settings just make for a confusing interface that is difficult for new players. It's not like you can't easily mod these things, or find mods already made.

 
No. Same duration. The ONLY thing that changes, is some zombies have a much higher loot drop %.
Do some Zombies get a special Item drop changes? like a worker Helm for the worker, military stuff for the military, seeds for the Farmer dude etc.?

 
Important tasks need to get done, but once things are solid, there is often opportunity to improve other areas of the game. I like jumping around to different tasks. Keeps it interesting.

I don't mind exploits, but not 100% exploits which push you down a specific play style, which then leads to boredom.
Can we please get the Hatch Elevator back? That was a FUN Exploit :D

 
After searching through the forums a bit, it seems this isn't a common issue, but why do I have a problem with my backpack disappearing after death? I just started a new play-through in which I died twice (once by a pig even), I rushed back to the site of my death, and my bag vanished both times on me. The compass/map icon remains but there's nothing there.
You can check the logs or hit F1 to see an error message.

I remember spears could fall through the terrain. Might also happen with your backpack.

 
I hope the trader change doesn't reduce the amount of things they sell, but just adds a extra category for what they specilize in. Would suck if I have to drive/run all over the map looking for a specific trader if I wanna say buy a motorbike.

 
Can we please get the Hatch Elevator back? That was a FUN Exploit :D
I'd love it back as well, but sadly that exploit is how the zombies were able to also glitch thru doors, so them fixing the zombies kinda killed our hatchevators.

 
I'd love it back as well, but sadly that exploit is how the zombies were able to also glitch thru doors, so them fixing the zombies kinda killed our hatchevators.
Instead of adding it back, how about an actual elevator? Lol

 
We have a proper world building tool already. I don't really get this vibe that RWG is not in a good spot right now.
People aren't happy with the small maps and generation times, and quite a few have tried the NitroGen map maker which, quite frankly, is very slick (has a bunch of sliders to choose from), quicker, and produces decent maps.

I'm confident Robert can optimize Rwg though, so I ain't skeered. :)

/Loving the custom map making stuff we can do now using Gaia and Photoshop, so I have no dog in this fight)

I guess the biggest thing for me personally, is that with nitrogen I can make a custom dtm and it'll apply roads and cities for me based on my slider choices, which vanilla can't yet do.

 
Last edited by a moderator:
People aren't happy with the small maps and generation times, and quite a few have tried the NitroGen map maker which, quite frankly, is very slick (has a bunch of sliders to choose from), quicker, and produces decent maps.

I'm confident Robert can optimize Rwg though, so I ain't skeered. :)

/Loving the custom map making stuff we can do now using Gaia and Photoshop, so I have no dog in this fight)

I guess the biggest thing for me personally, is that with nitrogen I can make a custom dtm and it'll apply roads and cities for me based on my slider choices, which vanilla can't yet do.
Perfectly explained. By using NitroGen map generator I managed to get the dream maps...way better than anything vanilla has offered (not to say vanilla RWG is bad, but it can be improved a lot). I just hope Madmole won't just be like "Well, then continue to use the NitroGen map generator, no need for us to add so many map gen options if modders can do it already".

 
Last edited by a moderator:
We have a proper world building tool already. I don't really get this vibe that RWG is not in a good spot right now.
(This is not to be a jerk)

RWG as it stands in A18.4




Terrain generation

Pros:

Looks decent. Does an ok job but not really there yet.

Cons:

No open fields anywhere on any map, except a small area around city/town hubs, depending on its size.

Slower generation times compared to a 3rd party generator.

Less options compared to a 3rd party generator.

Wilderness roads don't utilize the whole map. Which causes a lack of diversity of wilderness prefabs being placed.

Spotty poi placement along those wilderness roads.

Around 50% of those wilderness roads don't even have any buildings on them.

Biome generation

Pros:

Looks decent but lacking in decoration diversity.

Cons:

Decorations on even minor slopes are barren. Trees? grass? bushes? Rocks? smaller prefabs?

Compared even to A17 it is very lacking in that regard.

(won't even go into the modding aspect)

City/Towns prefab placement

Street layout is ok (ish) but still lacking in packing the prefabs in better and utilizing the space available.

Again 3rd party generation does a bit better job in this regard.

IDK, maybe dedicate a couple people to work directly with the designer who put the system in for awhile?

You say you don't get this "vibe" about the rwg, but that "vibe" continues to grow every build. Why not just say f-it and finally put a stake in it already?

Not everyone, is looking to use a 3rd party tool just to get something they are happy with.

Sincerely, I am really no trying to be a jerk or anything.

 
I dont know if the decoration (trees in particular) on slopes is a bug or intentional. But in the end, since A18, slopes are much more aggressive to prevent vegetation placement than in A17.

This leads to even relatively narrow hills to be completely barren.

It looks ok in the desert, but not at all in the forest biome. (visually having boring empty and grey hillsides)

-> You should check the logic at what slope-angle vegetation is blocked from spawning. Its should allow trees to spawn up to slopes of 45 degrees in my opinion.

 
Last edited by a moderator:
@MM Regarding the new player animations planned for A19, what has changed since this video?

I ran across it today and it got me even more hyped to see what they look like now. :)

 
I dont know if the decoration (trees in particular) on slopes is a bug or intentional. But in the end, since A18, slopes are much more aggressive to prevent vegetation placement than in A17.This leads to even relatively narrow hills to be completely barren.

It looks ok in the desert, but not at all in the forest biome. (visually having boring empty and grey hillsides)

-> You should check the logic at what slope-angle vegetation is blocked from spawning. Its should allow trees to spawn up to slopes of 45 degrees in my opinion.
As far as the code goes it is a deliberate change to the decoration manager. Certain objects that before were tagged to be able to decorate slopes are now ignored because the slopes are all tagged as no-decoration, rather than to allow small decorations at least. This means not even grasses, bushes and rocks can spawn there.

As far as I know the way decoration worked prior to A18 already did a good job preventing steep slopes from getting decorated by large objects such as trees, but did place some if there was a plateau higher up. I hope they can take a look into the code and check if the current behavior is the intended behavior (and if intended to reconsider or allow more control through xml somehow). The completely barren slopes created by cities when the terrain is flattened for example look really bad.

 
People aren't happy with the small maps and generation times, and quite a few have tried the NitroGen map maker which, quite frankly, is very slick (has a bunch of sliders to choose from), quicker, and produces decent maps.

I'm confident Robert can optimize Rwg though, so I ain't skeered. :)

/Loving the custom map making stuff we can do now using Gaia and Photoshop, so I have no dog in this fight)

I guess the biggest thing for me personally, is that with nitrogen I can make a custom dtm and it'll apply roads and cities for me based on my slider choices, which vanilla can't yet do.
I normally run the game un-modded but nitro-gen looks interesting.

I like the larger lakes and fewer big cities :)

Looks to be a fairly complicated install, are there any sample maps I could try to see how they play before I try installing the whole Mod ?

Be nice if it was integrated into 7days.

 
Status
Not open for further replies.
Back
Top