PC Alpha 19 Dev Diary

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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.
Just a note on this: Days alive is always equal to level as a max value. So if you are leveling slowly and are only level 6 after being alive for 20 days then your days alive = 6. So it isn't as punishing as you might think. The design pretty much guts difficulty as a function of time. It is mostly a function of player activity now. So...

Leveling Slowly: Keeps your gamestage low by reducing the days alive score and gives you time to find lots of good gear before things start getting tough. But the downside is that you will be low on perks.

Leveling Moderately: Keeps your gamestage increasing slowly enough to gain both gear and perk abilities before the bad guys show up.

Leveling Fast: Bad idea.

Killing Yourself: Cuts the days alive down to a bit below your current level so acts as a delay but also puts some red on your ledger that you'll have to Scarlet Johanson away. And that delays getting your next skillpoint.

I wouldn't say the game punishes you for leveling slowly. The worst is using a single-minded tactic to power level that doesn't include scavenging so that you end up with a lot of perks but none of the gear they modify to help against the now epic gamestage you are sporting. Unfortunately the game trained people to do just that in Alpha 15 and Alpha 16....

 
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Just a note on this: Days alive is always equal to level as a max value. So if you are leveling slowly and are only level 6 after being alive for 20 days then your days alive = 6. So it isn't as punishing as you might think. The design pretty much guts difficulty as a function of time. It is mostly a function of player activity now. So...
Leveling Slowly: Keeps your gamestage low by reducing the days alive score and gives you time to find lots of good gear before things start getting tough. But the downside is that you will be low on perks.

Leveling Moderately: Keeps your gamestage increasing slowly enough to gain both gear and perk abilities before the bad guys show up.

Leveling Fast: Bad idea.

Killing Yourself: Cuts the days alive down to a bit below your current level so acts as a delay but also puts some red on your ledger that you'll have to Scarlet Johanson away. And that delays getting your next skillpoint.

I wouldn't say the game punishes you for leveling slowly. The worst is using a single-minded tactic to power level that doesn't include scavenging so that you end up with a lot of perks but none of the gear they modify to help against the now epic gamestage you are sporting. Unfortunately the game trained people to do just that in Alpha 15 and Alpha 16....
I did some testing, and unless I'm incorrect in this statement, but player difficulty also influences the rate of which gamestage increases?

I was under the assumption that Days Alive was no longer a factor in determining one's gamestage, and it had to do entirely with player level and player difficulty. (The higher your difficulty, the higher the number that might get added to your gamestage when you leveled up (and this would be scripted, meaning two level 50 players, for example, who were on the same difficulty would have the same gamestage.) Unless I'm incorrect?

 
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Would love to see the M-16 in the game.

We got the Army in the game but not one M-16. The M-16 is the weapon people think about when it come to our military.

If it is added, it could be set so that both M-16 and ammo only spawns at military bases. That way you don't have to worry about more ammo that you can't use. If they don't have an M-16.

Kind of a way to encourage people to explore.

It won't be a weapon players can get right off due to how dangerous Army zombies are.

Making 5.56 ammo blueprint could also be limited to the sites.

 
Can any Devs/modders tell me why mods that add weapons/tools have to re-purpose animations, sounds, etc? I'm hoping we will get some more support for adding in our own animations (both 1st and 3rd) and sounds.

 
Just a note on this:
I did say

min(level,days))+level
which means that if you're leveling 1/day or less (and playing dead-is-dead, as Trunks and I do), your game stage is 2 × level. But leveling ~1.5/day as I do, your game stage is 16⅔% lower. At equal difficulty, whatever the gamestage, I'm facing it with extra perk points in hand.

Leveling Fast: Bad idea.
I like the current setup because I think that should be spelled:

Spending your time unwisely: Bad idea.

The worst is using a single-minded tactic to power level that doesn't include scavenging
Yeah, I agree with you there, but given the choice between gear only, perks only, and gear+perks, which would you go for?

Game stage 200, nomad, 0 deaths, 1.5 levels/day: (200/1.5)/5*3+4: 84 perk points

Game stage 200, nomad, 0 deaths, 1.0 levels/day: (200/1.5)/6*3+4: 71 perk points

That 1.5/day target does real well for me, it leaves time for everything that needs doing, not too much time for experimenting or farting around or just slacking but not none either. When I'm getting noticeably below that, that's my "maybe figure out where your time's going" warning. I guess I could also agree "punish" might be too strong a word, or maybe I should have said "wasting time" instead of "gaining levels slowly", though trading wasting time for spending it productively does tend to get me XP.

edit:

I did some testing, and unless I'm incorrect in this statement, but player difficulty also influences the rate of which gamestage increases?
Yep, it scales from a 1.0 multiplier at the easiest setting to 2.5 at insane.

 
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Will we get a multi tool like axe pickaxe and shovel in one tool? I figured it would be a quality of life change, even if it would be equal to iron tools maybe a little worse since the vanilla backpack just gets more cramped the more items we get in to the game, reffering to gun/armor parts and upcoming candys and so on.

 
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.
I disagree. There's nothing free in life; there's no free lunch. Yes, I agree, putting points into attribute trees to unlock perks within them is a waste of points (that go into the attributes), but you can't be expected compensation every step of the way. It's a sacrifice, and it should be treated as such. You're always lacking in something in 7D2D, you're always sacrificing. You're mining? Well, you're not building or looting. You're upgrading your base? Well, you're not questing. Sometimes sacrifices must be made.

No points in 7D2D are vital; only one's perspective sees them as such. You can go through an entire playthrough and never spend a point into Intellect, and you'd be fine. You'd be worse off in some areas, but then you could specialize in others to (hopefully) compensate.

My honest advice to you and to anyone else reading this is to separate your needs from your wants. Those 5 points you put into Salvage Operations by day 10? Did you need them so early? Did you need to spend those (total of 13) points then, or could you have waited until you needed those resources from wrenching, say, on day 30+? Trust me, it would do everyone some good, even if it's just a refresher and they're already doing this, to really think about where you put your perks. It's so tempting to just spend your points because you have them - I too am guilty of this - but doing so isn't entirely recommended. You need points into Miner 69er? Cool. You want some points into Physician or Heavy Armor? Why not save them for a later date and spend your points into much wiser areas.

I agree, some form of general compensation for daring to put points into Attributes where the Attribute will give you no benefit other than unlocking stuff, would be a nice addition, but even if it's not going to be changed, then in the meantime, we could all just use our heads and spend wisely. (No offense.)

Now you could install a mod that gives you 2 perk points per level to work around this, but come on, that's basically cheating.

Here are five images of the five skill trees. Below that, a link for the A18.3 perk calculator. I suggest you look at both, and study them hard. :) Trust me, it'll help.

https://i.imgur.com/SUXJbYA.png

https://i.imgur.com/FKGQrWg.png

https://i.imgur.com/uRHaV5D.png

https://i.imgur.com/HL7CgT2.png

https://i.imgur.com/902wbVW.png

http://www.jacksay.com/perks/

 
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With all the linear color space changes in a19, it will change. Granted it could be worse, but probably end up better. ;)
Any idea how Unity assets are holding up to the changing to Linear Color Space? Are a lot of changes required to make it all work or do a lot of things work after just changing the project settings?

 
Would love to see the M-16 in the game.
We got the Army in the game but not one M-16. The M-16 is the weapon people think about when it come to our military.

If it is added, it could be set so that both M-16 and ammo only spawns at military bases. That way you don't have to worry about more ammo that you can't use. If they don't have an M-16.

Kind of a way to encourage people to explore.

It won't be a weapon players can get right off due to how dangerous Army zombies are.

Making 5.56 ammo blueprint could also be limited to the sites.

there is going to be one, the tactical Assault Rifle is going to be the Tier 2 AR class weapon

Its a M4A1 I think

But for Ammo if i could i would change the ammo for Marksman weapons into 308 rounds

while the AR weapons could have 7.62 round.

thats so that one ammo doesn't rule nearly half of the firearms.

 
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Will we get a multi tool like axe pickaxe and shovel in one tool? I figured it would be a quality of life change, even if it would be equal to iron tools maybe a little worse since the vanilla backpack just gets more cramped the more items we get in to the game, reffering to gun/armor parts and upcoming candys and so on.
idk about the Shovel part but a "Axe-pick" Would be cool

 
Just a note on this: Days alive is always equal to level as a max value. So if you are leveling slowly and are only level 6 after being alive for 20 days then your days alive = 6. So it isn't as punishing as you might think. The design pretty much guts difficulty as a function of time. It is mostly a function of player activity now. So...
Leveling Slowly: Keeps your gamestage low by reducing the days alive score and gives you time to find lots of good gear before things start getting tough. But the downside is that you will be low on perks.

Leveling Moderately: Keeps your gamestage increasing slowly enough to gain both gear and perk abilities before the bad guys show up.

Leveling Fast: Bad idea.

Killing Yourself: Cuts the days alive down to a bit below your current level so acts as a delay but also puts some red on your ledger that you'll have to Scarlet Johanson away. And that delays getting your next skillpoint.




I wouldn't say the game punishes you for leveling slowly. The worst is using a single-minded tactic to power level that doesn't include scavenging so that you end up with a lot of perks but none of the gear they modify to help against the now epic gamestage you are sporting. Unfortunately the game trained people to do just that in Alpha 15 and Alpha 16....

i think there should be more benefits to surviving

Think about it like this.

you can get natural perks over time like increased HP and stamina by 10 or 15 , ups your Resistance to the Cold or heat , lowers chance of disease etc.

this would make surviving more important and would punish you if you die.

 
With all the linear color space changes in a19, it will change. Granted it could be worse, but probably end up better. ;)
can you english?? JK

take all your time on A19

Even through the voices in my head will be screaming and crying about new weapons , items , food , Shoes and everything, ADD it all No...

wish you the best of Luck with it ill be waiting

Shut up adam you want ALPHA 19 NOW and you want everything in the game

no i want them to take their time and i don't want bugs!

Come on! you know you want that dart rifle, or junk rifle and everything you want!

well they have other pridiotys that they have to do...

so what?

they need to take their time and its their game, they add what they want , when they want.

....... what?

 
there is going to be one, the tactical Assault Rifle is going to be the Tier 2 AR class weapon

Its a M4A1 I think

But for Ammo if i could i would change the ammo for Marksman weapons into 308 rounds

while the AR weapons could have 7.62 round.

thats so that one ammo doesn't rule nearly half of the firearms.
Where did you read that?

- - - Updated - - -

With all the linear color space changes in a19, it will change. Granted it could be worse, but probably end up better. ;)
Lol. Yeah the shadow problems seem to be a problem around buildings. Shadows made from trees and such don't create a problem.

 
Where did you read that?
if you go in the creative menu on A18.3 and go to dev items the tactical AR is there in weapons and it looks like a big Question mark

there's also a Gas mask but you can't wear it

Joel said that their adding the weapons to fill out tiers and the Tactical AR is tier 2

just like how there will be a tier 3 shotgun inspired by the Origin 12 shotgun.

Tier 1 AK47 , Tier 2 Tactical AR , tier 3 M60

granted the weapon doesn't have A muzzle flash , makes no noise after a full auto shot , no reload sound ad weapon mods are under the weapon IDK why

but the model , reload animation , and third person animations are there

heres the pic i took of it awhile ago

Udam.MLG.jpg

 
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I did some testing, and unless I'm incorrect in this statement, but player difficulty also influences the rate of which gamestage increases?
I was under the assumption that Days Alive was no longer a factor in determining one's gamestage, and it had to do entirely with player level and player difficulty. (The higher your difficulty, the higher the number that might get added to your gamestage when you leveled up (and this would be scripted, meaning two level 50 players, for example, who were on the same difficulty would have the same gamestage.) Unless I'm incorrect?
Level and team mates are the primary factors, but days alive and difficulty factor in too.

 
Any idea how Unity assets are holding up to the changing to Linear Color Space? Are a lot of changes required to make it all work or do a lot of things work after just changing the project settings?
Every texture will probably need touched. Most the stuff has been redone and its just re-export the substance materials, but still it is a significant undertaking, but it looks so much better. Stuff lights much more realistic and to me everything looks more grounded in the scene. It looks how it does in substance vs completely different and needing hacks to look right before in gamma.

 
if you go in the creative menu on A18.3 and go to dev items the tactical AR is there in weapons and it looks like a big Question mark
there's also a Gas mask but you can't wear it

Joel said that their adding the weapons to fill out tiers and the Tactical AR is tier 2

just like how there will be a tier 3 shotgun inspired by the Origin 12 shotgun.

Tier 1 AK47 , Tier 2 Tactical AR , tier 3 M60

granted the weapon doesn't have A muzzle flash , makes no noise after a full auto shot , no reload sound ad weapon mods are under the weapon IDK why

but the model , reload animation , and third person animations are there

heres the pic i took of it awhile ago

View attachment 31216
Thanks Adam. Do you have a bigger screenshot?

 
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