PC Alpha 19 Dev Diary

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Another thought, im bad today, i think someone mentioned the traders specializing in stuff for what they sell, would it go something like....

Trader Joel - Jack of all trades, carries a bit of everything, but not as much as a specialist

Trader Jenn - More medical supplies and less of everything else

Trader Rekt - More Guns and Explosives to Wreck the opponents and not as much of other items

Trader Bob - More Building Supplies and Armor than everyone else

Trader Billy (Made Up for Billy Bob) - Carries more food than other supplies

Trader Cid (Reference to Final Fantasy) - Carries more Parts and Mechanical items than other items

Just as a thought but would that be something that could work?
They already have specialization.

That is what i mean, given at night ferals spawn in the environment its not a bad idea to have them kinda home in on you, and given we are smelting, have torches and such they would find us easily, would liven the nights up more without making them a bm every night, and having dire wolves, dire bears (i wish were a thing) zombie dogs, and ferals just come and say hi, would be welcome i think, again as a toggled setting so it doesn't happen to everybody

i figured it was a thing, just never seems apparent right now, when they overhaul it im sure to notice, all though jenn is the only one really noted to have a specialty, and rekt is an @%$*#! so of course he would have weapons
"Feral sense at night" would be a decent option. You couldn't go anywhere at night without eveything coming out of the woodwork to get you. It would be pretty scary tbh and add cheap legs to the game.

 
They already have specialization.

"Feral sense at night" would be a decent option. You couldn't go anywhere at night without eveything coming out of the woodwork to get you. It would be pretty scary tbh and add cheap legs to the game.
The fear factor is what i would go for with it, your simply mining in your mine and now you got 4-5 ferals on you without a screamer, it would keep people on their toes thats for sure.

Another thing, my smg seems to be giving zombies bleed damage, all it has is a grip and drum barrel on it, i do have pistol pete all 7 books but nothing for bleeding, am i alone in this?

 
@Phoenixshade35 So it appears that not only has this design been done before, but after some research on my end it's quite the popular design. However, to save you some time, these are the inner workings of the base.

1. Zombies dash across corridor and over the powered garage doors. Any zombies that fall into the trench around the base end up pathfinding up to the ramps adjacent to the base's entrance/exit.

7_Days_To_Die_2020-08-12_3_48_34_PM.png

2. On the other side, you watch the zombies approach. Above or beside you would be a lever where you power/unpower the garage doors. Behind you would be a room/compartment where the generator bank sits, and in front of you sits a vault hatch door to keep the brain-eating undead at bay.

7_Days_To_Die_2020-08-12_3_49_10_PM.png

3. You flick the switch and send the zombies back to the underworld from whence they came... Or at the very least, a very deep, dark pit with an array of traps lined at the bottom.

7_Days_To_Die_2020-08-12_3_49_20_PM.png

4. You flick the switch to seal the zombies inside where they will meet their unfortunate fate, and rinse and repeat.

Edit reason: key grammar error

 
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I put that feral sense at night idea on the roadmap. Don't say we never listen to you guys :) Obviously I'll need to get everyone on board and make sure its pretty easy to do, but I can see that being a great feature to make the game more challenging and scary.

 
I put that feral sense at night idea on the roadmap. Don't say we never listen to you guys :) Obviously I'll need to get everyone on board and make sure its pretty easy to do, but I can see that being a great feature to make the game more challenging and scary.
What is this "feral sense" feature you speak of?

 
@Phoenixshade35 So it appears that not only has this design been done before, but after some research on my end it's quite the popular design. However, to save you some time, these are the inner workings of the base.

1. Zombies dash across corridor and over the powered garage doors. Any zombies that fall into the trench around the base end up pathfinding up to the ramps adjacent to the base's entrance/exit.

View attachment 13457

2. On the other side, you watch the zombies approach. Above or beside you would be a lever where you power/unpower the garage doors. Behind you would be a room/compartment where the generator bank sits, and in front of you sits a vault hatch door to keep the brain-eating undead at bay.

View attachment 13458

3. You flick the switch and send the zombies back to the underworld from whence they came... Or at the very least, a very deep, dark pit with an array of traps lined at the bottom.

View attachment 13460

4. You flick the switch to seal the zombies to their unfortunate fate, and rinse and repeat.
So while they are on a sideways garage door you activate it and they fall in the pit?

 
I put that feral sense at night idea on the roadmap. Don't say we never listen to you guys :) Obviously I'll need to get everyone on board and make sure its pretty easy to do, but I can see that being a great feature to make the game more challenging and scary.
Thats awesome, it occured to me given ferals are a different variety of zombie, having them path to you at night, or within a radius of you so they can hear you would make nights more challenging, as it stands even with animals i rarely run into anything at night, could even have a feral roaming horde that spawns at night and comes by your base, your choice to hide or fight.

What is this "feral sense" feature you speak of?
basically ferals at night will hone in on where living prey is (the player or Players) so however many spawn at night might in a manner of speaking breadcrumb towards you, cause as it stands when daylight hits the ferals that spawn at night randomly die in the daylight, seems like a waste of enemies

And do we have feral burning ones?  I can never tell since their eyes are always the same color, would be cool if the orange flame residue on them was blue to indicate a "hotter" zombie (feral)

 
Thats awesome, it occured to me given ferals are a different variety of zombie, having them path to you at night, or within a radius of you so they can hear you would make nights more challenging, as it stands even with animals i rarely run into anything at night, could even have a feral roaming horde that spawns at night and comes by your base, your choice to hide or fight.

basically ferals at night will hone in on where living prey is (the player or Players) so however many spawn at night might in a manner of speaking breadcrumb towards you, cause as it stands when daylight hits the ferals that spawn at night randomly die in the daylight, seems like a waste of enemies
I was thinking all zombies would have that sense, not just ferals. Might as well make it hardcore since not that many ferals spawn at night anyway except in the wasteland. I'd want ALL zombies to have the ability if I turned it on.

 
I was thinking all zombies would have that sense, not just ferals. Might as well make it hardcore since not that many ferals spawn at night anyway except in the wasteland. I'd want ALL zombies to have the ability if I turned it on.
Makes sense, definitely liven up the later nights and make the first few nights more defence oriented haha

 
The fear factor is what i would go for with it, your simply mining in your mine and now you got 4-5 ferals on you without a screamer, it would keep people on their toes thats for sure.
Unless it's just my game, that's already a thing.

On my high lvl saves, I was always having ferals and stuff beating on my mine hatch..

 
but the issue is if you put any block other than an arch up there, it clips, looks wrong and would get us a bug ticket so we can't really do it properly without some kind of new tech that had the arched block paintable and achored above the door. Way too much engineering when you can just put a plate or something behind it and just use a square door.
Could mimic some rw doors where they sort of have the look of an arched door, but the arch is a leaded glass window. Or made the arch look like the door.

(just throwing it out there, I'm not a creative enough builder to ever use something like this)

7dtd_ArchedWindowOverDoor__OIP.CIF1uHizwFKCbG-u-mlwmgAAAA.jpg

 
I put that feral sense at night idea on the roadmap. Don't say we never listen to you guys :) Obviously I'll need to get everyone on board and make sure its pretty easy to do, but I can see that being a great feature to make the game more challenging and scary.


Sounds good. 

Not sure how it would work with a sneaking agility build at night though. 

If they could not find you while sneaking, then all is good. 

If they can zero in on you while sneaking, then it would make sneaking weaker than it already is, and might need a buff. 

 
Though on the subject i know the poi and sleeper volumes scale with gamestage, but what about the overworld zombies?  I know each biome is designated with difficulties but if playing long term it would be cool to have sporatic irradiated spawn in daylight

 
Sounds good. 

Not sure how it would work with a sneaking agility build at night though. 

If they could not find you while sneaking, then all is good. 

If they can zero in on you while sneaking, then it would make sneaking weaker than it already is, and might need a buff. 
thats why i added in the area to it as well, they know generally where you are, but if your a stealth build i imagine you could still snipe them no problem

 
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