PC Alpha 19 Dev Diary

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You are spot on with the gist of the clue but your guess was incorrect.
I do like your idea though. Some sort of ore detection tech would be fun to acquire/craft and then use.
Collect decorations in POIs?

Gather quests?

 
You are spot on with the gist of the clue but your guess was incorrect.
I do like your idea though. Some sort of ore detection tech would be fun to acquire/craft and then use.
Hopefully the ability to pick up much of the nicer decorative things found in PoI's that we currently can't make nor pick up.

 
Alpha 19, YEAH! I'm excited to see whats coming!

A19 could be called:

The animation update.

The tool and weapon model update.

The quality of life update.

GUNS, GUNS, GUNS UPDATE!

I think 7DTD could benefit from:

-New pump shotgun model, and reloading the correct amount of shells instead of just 2 shells every time.

-Same for the double barrel, loading the correct about of shells would be a nice detail.

-Improve the semi auto snipers iron sights.

-Option to the disable crosshairs, and remove crossharis when aiming.

-The option to unload a gun.

-Guns can have one bullet in the chamber.

-Auto lean and auto peak cover system.

-GUNS, GUNS, GUNS, MORE GUNS AND AMMO. BARRET .50 CAL AND browing machine gun!!!

-M249 SAW AND RPG-7!!!

-Explosive/incendiary ammo.

-Ammo types: .22 rimfire and centerfire, and .50 BMG!!!

Real time ray tracing/path traced lighting...?

More zombie models/variants...?

Ideas, ideas, ideas...

 
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You are spot on with the gist of the clue but your guess was incorrect.
I do like your idea though. Some sort of ore detection tech would be fun to acquire/craft and then use.
Hope its the idea I suggested a while back: click on a recipe, click build and amount, then the recipe goes to the upper right of your HUD like a quest. As you gather the materials they turn green.

This way you don't have constantly open and reopen your recipe menu to see what and how many of something you need.🤔

 
Alpha 19, YEAH! I'm excited to see whats coming!
A19 could be called:

The animation update.

The tool and weapon model update.

The quality of life update.

GUNS, GUNS, GUNS UPDATE!

I think 7DTD could benefit from:

-New pump shotgun model, and reloading the correct amount of shells instead of just 2 shells every time.

-Same for the double barrel, loading the correct about of shells would be a nice detail.

-Improve the semi auto snipers iron sights.

-Option to the disable crosshairs, and remove crossharis when aiming.

-The option to unload a gun.

-Guns can have one bullet in the chamber.

-Auto lean and auto peak cover system.

-GUNS, GUNS, GUNS, MORE GUNS AND AMMO. BARRET .50 CAL AND browing machine gun!!!

-M249 SAW AND RPG-7!!!

-Explosive/incendiary ammo.

-Ammo types: .22 rimfire and centerfire, and .50 BMG!!!

Real time ray tracing/path traced lighting...?

More zombie models/variants...?

Ideas, ideas, ideas...

I agree with the Iron sights 100%

but the rest are pretty good.

like the ammo, Maybe Frag rounds or Incendiary Ammo

and the Other ammos (i think that For marksman classes weapon's ammo it should be 308 rounds instead of nearly half of the Guns are weapons are 7.72 ammo

keep up the ideas me Boi!

ibut its my job to spam ideas, you can Send as many as you want!!! but im the person that nukes the forums with ideas. lol
 
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You are spot on with the gist of the clue but your guess was incorrect.
I do like your idea though. Some sort of ore detection tech would be fun to acquire/craft and then use.
Well then, the scrounger that finds stuff that the player wants. For a price! :)

 
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Punching my way though.

Fighting with just straps on my hands is really great for clearing out zombies in buildings. Add to it some beer and I kick like a mule. I find that I need to move quickly though a building to because the beer wears off in just 45 seconds (real time). But wow is it powerful. It feels like I go from there being a lot of zombies to there not enough here. lol. The beer effect turns the dungeon crawl into a speed run.

Before going though a building took time. Now I can shoot through. It's as if the zombies are saying:

"What is talking the player so long" to

"What?! the player's here? Oh Cra-!" POW.

Sometimes I catch them lying down and I knock the out before they even get up. lol.

Lots of fun. :)

 
since TFP likes to follow bethesda in some ways, can we get a screen in the menu to activate and deactivate mods with a checkmark?

edit: this prolly wont be considered until after gold and steam workshop support.

 
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One thing that I am noticing is that the shadow's seem too dark. I mean I will be outside and daytime and when I walk into a shadow, it's like pitch black. I have to use a light to see anything within the shadow.

 
Except, as you'd just finished mentioning, you do have choices. You can loot or buy a crucible, or loot or buy a crucible schematic. Since the crucible itself is the gate to quite a lot of top-tier equipment, how is that requiring massive investment or luck any sort of bad thing? (unless of course you're arguing everything should be easy and no choices should be hard or involve risk or sacrifice). If RNGesus is denying you steel and you're not doing your own materials science, get by without it. I'd say the devs' only real responsibility is to make the odds of the situation getting to where getting by without steel is simply not possible before you do get a crucible basically negligible. Which, so far as I can tell, they do. Some playthroughs everything seems to turn up golden, the loot includes basically everything I wanted. But for the rest, the game's about making do with what does turn up. Turns out, those are the fun ones. Maybe a no-crucible run, see how far I can get, ... actually, that sounds like a lot of fun, and instructive too. Thanks!



Somehow the idea of a knight in a full set of plate pulling out a dagger to fight with strikes me as comical. I don't see the game making skill at fighting with heavy armor and skill at fighting with little knives separate skills requiring dedication to separate skill paths as a bad thing.

I don't think it's possible to find any perk tree that's immune to substantial criticism. Choices in a game on this scale _should_ be hard. IRL, choices are hard because there's a huge number of real-world tradeoffs in systems no game could hope to model even if preserving the fun while modeling all the details were somehow possible.
I guess I just wish I had the choice. If I could invest in advanced engineering without a prior investment in intellect, for example. I once did a pure fortitude and strength run, it was really effective combat-wise, but around day 23 I realized I really needed steel structures for horde night because demolishers were coming up soon, and my concrete towers wouldn't cut it. I went to all 5 traders in Navezgane twice (Between inventory respawns that week), yet none of them had a crucible, likely only because I hadn't invested in better barter up to level 3. I just think attributes are too limiting, it favors a co-op playstyle, but since I'm living with 1.5 megabits of internet out here in deep Nova Scotia country, I can't really do online co-op. I have to solo my worlds, and it feels like I'm too restricted in single-player. I mean yeah, if I have to I can just spend 40k Dukes on a fergit'n'it elixir and respecialize, but I have to do it twice; Once to make my crucible, another time to get my previous strength/fortitude build back. Otherwise it's just hoping for RNG to lend me a hand with every bookshelf looted, or every shop visited.

I just wish I could - like in previous alphas - choose from a complete list of perks, rather than being pidgeonholed into choosing only the perks that are listed under whatever attributes I chose to specialize in. Co-op is important and this system totally works where co-op is concerned, but the attribute method just greatly limits single-player playthroughs. I just wish I could have a good farm, good armor, and good horde base, on my own, without relying on RNG to either make or break a playthrough - it is particularly cumbersome when you do death = death runs as I do; If I don't find a crucible or a blueprint by a certain point, I am certain to die, which basically means my only way of guaranteeing my long-term survival is specializing in intellect first to acquire a crucible, then subsequently sinking 40k dukes into a respec once I've acquired it.

It's worth mentioning, I've cleared out every single crack-a-book in Navezgane, and every working stiff area. No crucible nor blueprint. I've had an entire playthrough jeopardized by RNG, that never used to happen before. Now I'm scared to log in and continue playing it, because death is death, and my best efforts were not enough to improve my chances of surviving - which is kind of crappy. Of course, maybe I would have found one - if I'd chosen to invest in Lucky Looter, which would have involved sinking... How many points into Perception, 4 points to get level 5 perception, and another 3 to get Lucky Looter level 3. It would have subtracted from my combat and utility effectiveness as a player, I have to choose between what I want and what I need. I don't like that. If there weren't attributes I wouldn't have to choose, I could just toss 3 points into Better Barter after a horde, because I usually net 3 skill points per blood moon anyway. Instead I need to sink an additional 4 points into intellect first before that even becomes an option. Just my opinion... I'm entitled to it, I find attributes aren't single-player friendly. I don't even use Junk Turrets or Stun Batons, it just feels really weird.

Maybe attributes could be changed, to be universally useful; Maybe every rank of intellect could provide 2% better bartering prices for example, every rank of Fortitude could provide +2% stamina regen, every rank of Agility could provide +2% sprint speed, etc. I just feel like whenever I sink points into any attribute other than my preferred attributes/builds, I'm wasting points. At least having some return would encourage me to sink points into other Attributes without feeling the need to respecialize afterward.

 
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I used to be like you. I hated putting points into anything that wasn't combat or quality of life related. But the Fergettin Elixir came and it was a god send. You should grind intellect for the first 7-10 days or so, get all the crucibles you want (along with a gyrocopter) then spend the 30k you easily saved during that time period to buy an elixir and get all of your points back. The downside of it is that you're pretty gimped those first 10 days or so but once you buy the elixir that instantly changes. You make your life so much harder than it has to be by not doing this. Since then there's not been a single world where I do not have a gyrocopter and crucibles within the first couple of weeks. If you can find or buy Nerdy Glasses it saves you a further 3 points you don't need to put into that 10th intellect level and also level 10% faster

Grind trader quests early for quick EXP along with extra money and items. Do only buried supplies for the first two tiers and you can do like 3 a day. Then grind tier 3 clear/retrieve and cheese the loot before you start the quest. Bring a wrench and wrench everything in sight and sell all the electrical/mechanical parts and you'll have 50k+ dukes by the time you need to buy the elixir.

 
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I used to be like you. I hated putting points into anything that wasn't combat or quality of life related. But the Fergettin Elixir came and it was a god send. You should grind intellect for the first 7-10 days or so, get all the crucibles you want (along with a gyrocopter) then spend the 30k you easily saved during that time period to buy an elixir and get all of your points back. The downside of it is that you're pretty gimped those first 10 days or so but once you buy the elixir that instantly changes. You make your life so much harder than it has to be by not doing this. Since then there's not been a single world where I do not have a gyrocopter and crucibles within the first couple of weeks. If you can find or buy Nerdy Glasses it saves you a further 3 points you don't need to put into that 10th intellect level and also level 10% faster
Grind trader quests early for quick EXP along with extra money and items. Do only buried supplies for the first two tiers and you can do like 3 a day. Then grind tier 3 clear/retrieve and cheese the loot before you start the quest. Bring a wrench and wrench everything in sight and sell all the electrical/mechanical parts and you'll have 50k+ dukes by the time you need to buy the elixir.
Yeah I love those buried treasure quests, just go to the radius, walk 3 steps in, and dig three blocks down... Works every time, easy money and supplies ^_^

 
If there weren't attributes I wouldn't have to choose, I could just toss 3 points into Better Barter after a horde, because I usually net 3 skill points per blood moon anyway.
And here I thought you were arguing against attributes....

;)

 
One thing that I am noticing is that the shadow's seem too dark. I mean I will be outside and daytime and when I walk into a shadow, it's like pitch black. I have to use a light to see anything within the shadow.
With all the linear color space changes in a19, it will change. Granted it could be worse, but probably end up better. ;)

 
I just think attributes are too limiting, it favors a co-op playstyle[…]I usually net 3 skill points per blood moon
I play sp dead-is-dead, nomad, all-but-traderless (I'll do the odd treasure map or little-yellow-sticky quest for fun), everything else on default, and 1.5 levels a day is my benchmark, less means I need to step up my game. I think it's not the attributes limiting you. Get More Done.

Math time (maybe this is a spoiler)—the game's tuned to punish gaining levels slowly. Gamestage goes up as min(level,days))+level so the more in excess of 1/day you can level up, the more perk points you have for the gamestage you're facing.

If co-op teams can't be dramatically more powerful than any SP build, there's something wrong.

 
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