PC Alpha 19 Dev Diary

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@Tahaan: Since you are playing multiple games at the same time anyway, your best course is to keep multiple versions of 7D2D on your disk. The normal version should follow experimental while older versions (like A18) are stored somewhere else, look for their saves and data in different places and get started not from steam but directly.
To make the older version store saves and world data somewhere else you just need to change the relevant line in serverconfig.xml of the older versions, that setting is used for SP games too.
No, I'm happy with my decision to hold off on starting building big till 19 arrives. Juggling versions (on the computer) and their differences (in my mind) seems like too much effort.

When MM said there's enough time left for me to do another play through before 19 drops I cried. A lot.

 
No, I'm happy with my decision to hold off on starting building big till 19 arrives. Juggling versions (on the computer) and their differences (in my mind) seems like too much effort.

When MM said there's enough time left for me to do another play through before 19 drops I cried. A lot.
Welcome to the 7d2d family! ?

 
No, No and I'd say the ISS overhaul will provide a fair amount of new mechanics to deal with. Get hit hard enough times and get a major debuff, like a bleeding wound that periodically bleeds you out and nothing short of a med kit will stop it from causing periodic damage. A broken arm reducing your melee speed, damage, reload time, etc will certainly be a new mechanic to deal with. This new system will pave the way for vehicle criticals coming in Alpha 20. No longer will a generic repair kit be the magic duct tape gorilla glue fix of the apocalypse, you'll need specific solutions for specific problems. Sewing kits will be extremely valuable (needed to craft big med kits) to debuff the bleeding wounds. You might need a radiator to fix a vehicle you wrecked. (A20)

Falling enemies and enemies bursting through doors will be new too, like rage was in A18.
In a world gearing towards specific solutions for specific problems why would a Med Kit have a sewing kit? As part of my irl job I have to attend mandatory classes. One of the more recent ones was a day long first aid course so we know what to do in case of an emergency. The training is riding on response to what happened during the Boston Bombing, and what happened that ended up saving many lives.

You don't using a sewing kit for a puncture wound. I struggle to figure out what you would use it for in a on the go emergency kit. If you have a bleeding wound on a limb you could apply a tourniquet if it's really bad. Or you would wrap it and put pressure to stop the bleeding. If the would is deep enough you could attempt to pack it with cloth. During training it was stating you could use anything from a belt, to a lanyard string, a scarf, etc as a makeshift tourniquet. You could use any available cloth if it comes down to it to pack a deep wound it because the concern of infection is overturned by the concern of bleeding out. So my suggestion if you want specific solutions to specific problems would be new items that actually target specific injuries, instead of putting a sewing kit into med kits. Give us new recipes to make Tourniquets and Packing Gauze.

EDIT: Point is those items could go into the med-kit/first aid kit instead. Not something that is already necessary for other recipes. We cannot make sewing kits and they are like gold in multiplayer as is.

 
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In a world gearing towards specific solutions for specific problems why would a Med Kit have a sewing kit? As part of my irl job I have to attend mandatory classes. One of the more recent ones was a day long first aid course so we know what to do in case of an emergency. The training is riding on response to what happened during the Boston Bombing, and what happened that ended up saving many lives.

You don't using a sewing kit for a puncture wound. I struggle to figure out what you would use it for in a on the go emergency kit. If you have a bleeding wound on a limb you could apply a tourniquet if it's really bad. Or you would wrap it and put pressure to stop the bleeding. If the would is deep enough you could attempt to pack it with cloth. During training it was stating you could use anything from a belt, to a lanyard string, a scarf, etc as a makeshift tourniquet. You could use any available cloth if it comes down to it to pack a deep wound it because the concern of infection is overturned by the concern of bleeding out. So my suggestion if you want specific solutions to specific problems would be new items that actually target specific injuries, instead of putting a sewing kit into med kits. Give us new recipes to make Tourniquets and Packing Gauze.

EDIT: Point is those items could go into the med-kit/first aid kit instead. Not something that is already necessary for other recipes. We cannot make sewing kits and they are like gold in multiplayer as is.
Sewing kits would be an abstraction of the materials and equipment for stitches/sutures. Games abstract a lot of things.

 
No, I'm happy with my decision to hold off on starting building big till 19 arrives. Juggling versions (on the computer) and their differences (in my mind) seems like too much effort.

When MM said there's enough time left for me to do another play through before 19 drops I cried. A lot.
You can save your creation as a prefab (POI). In A16 I started building a mansion, ported it over to A17, updated it. Then ported it again to A18 and updated it further. I've poured in over 500 hours over the years. It's now a fully functional POI with plenty of loot and zombies to kill ^_^

 
You can save your creation as a prefab (POI). In A16 I started building a mansion, ported it over to A17, updated it. Then ported it again to A18 and updated it further. I've poured in over 500 hours over the years. It's now a fully functional POI with plenty of loot and zombies to kill ^_^
Share with the community! Lots of others in the prefabs forums sharing theres. ??

 
The forums be like

giphy.gif


 
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I understand that change is coming to the skill tree, I just hope it doesn't dumb things down too much.
Spending 5 perk points for something arguably not that great and overwhelmingly nowhere as good as a 5 rank combat/mining perk felt dumb. If anything we're smarting things up.

 
MM,

So, are you evaluating the release of experimental 19 Alpha in 4-6 weeks? =) Well, if everything goes according to plan, right?
We evaluate it when we're actually done and testing everything and look at the list of known bugs. None of that is happening yet we're still working on a lot of content. Its coming along though. I expect to be testing in April for sure.

 
Very cool. You've probably already thought of it but another suggestion might be a "concussion" debuff that periodically stuns you until treated, similar to the bleeding wound you described.
Already planned, but it doesn't do that.

 
In a world gearing towards specific solutions for specific problems why would a Med Kit have a sewing kit? As part of my irl job I have to attend mandatory classes. One of the more recent ones was a day long first aid course so we know what to do in case of an emergency. The training is riding on response to what happened during the Boston Bombing, and what happened that ended up saving many lives.

You don't using a sewing kit for a puncture wound. I struggle to figure out what you would use it for in a on the go emergency kit. If you have a bleeding wound on a limb you could apply a tourniquet if it's really bad. Or you would wrap it and put pressure to stop the bleeding. If the would is deep enough you could attempt to pack it with cloth. During training it was stating you could use anything from a belt, to a lanyard string, a scarf, etc as a makeshift tourniquet. You could use any available cloth if it comes down to it to pack a deep wound it because the concern of infection is overturned by the concern of bleeding out. So my suggestion if you want specific solutions to specific problems would be new items that actually target specific injuries, instead of putting a sewing kit into med kits. Give us new recipes to make Tourniquets and Packing Gauze.

EDIT: Point is those items could go into the med-kit/first aid kit instead. Not something that is already necessary for other recipes. We cannot make sewing kits and they are like gold in multiplayer as is.
You need a sewing kit to craft the first aid kit. You need a first aid kit to stop the bleeding wound. The sewing kit part of the recipe assumes the worst that you would have to get stitches and would need a needle and thread for that. I'm not a doctor but I've needed stitches before and Rambo taught us that the nasty wounds need stitches.

Edit: That is the whole point that you have to find something to fix the problem. If we let people cure everything with simple bandages its like cool debuff icon bro, who cares, I'll heal everything with common spam. That isn't challenging.

 
You need a sewing kit to craft the first aid kit. You need a first aid kit to stop the bleeding wound. The sewing kit part of the recipe assumes the worst that you would have to get stitches and would need a needle and thread for that. I'm not a doctor but I've needed stitches before and Rambo taught us that the nasty wounds need stitches.

Edit: That is the whole point that you have to find something to fix the problem. If we let people cure everything with simple bandages its like cool debuff icon bro, who cares, I'll heal everything with common spam. That isn't challenging.
If I am reading this right, the purpose you put forth of putting a sewing kit into the first aid kit recipe is to add challenge? You see a problem with how people use the items you give them in-game to heal themselves. So that's what this is about? I am not a doctor either but I stated before I was put through training to be capable of making the right choice if a bleed situation were to occur that needed intervention. My work's response to a bleed situation is something called a "Stop the bleed kit". It usually has sterile packing gauze to pack the wound, and then a tourniquet. It does not involve a sewing needle and thread. If we don't have a kit on hand we make do with something to pack the wound, or slow blood flow to prevent bleeding out.

Nothing about what you are proposing is adding challenge. It instead adds a minor annoyance at best that the players will find a way around. Clearly you want more of a penalty involved when players have a severe wound. Currently if someone breaks a leg, they have to splint it. If they are not careful they can re-injure the limb. You could introduce a similar system for bleeds. Make minor bleeds and major bleeds.Think of it as the difference between getting a surface scratch or cut from regular zombies versus being chomped on by a bear or wolf. One is a more traumatic bleed injury versus the other. Minor bleeds can be bandaged. That doesn't change. Major bleeds need a "Bleed Kit", that involves a First Aid Bandage, Aloe Cream, and a Tourniquet(seriously this would be a nice addition to the game). Once you treat a major bleed the possibility is there to reopen the wound (and bleed again). This forces the player to back off and exit the fight since they have taken a serious injury. This adds an element of challenge because if you take a major injury in fight you can't just spam heal items and keep fighting. This will force you to consider having appropriate armor when picking your fights, and consider the consequences of getting in over your head. Finally make First Aid kits only heal a decent amount of health but not fix major injuries. Remove the Sewing Kit addition, and have them only require what they used to.

I know I'm not a game developer, but I've been playing zombie games for a very long time. I love the idea of added challenge but I'm not sure the current redoing things that already exist is the best way to do that. Especially when they only make things annoying, or don't make a lot of sense.

EDIT: I do truly appreciate that you take the time to respond at all. I am sure you all are very busy and tire of people like me.

 
If I am reading this right, the purpose you put forth of putting a sewing kit into the first aid kit recipe is to add challenge? You see a problem with how people use the items you give them in-game to heal themselves. So that's what this is about? I am not a doctor either but I stated before I was put through training to be capable of making the right choice if a bleed situation were to occur that needed intervention. My work's response to a bleed situation is something called a "Stop the bleed kit". It usually has sterile packing gauze to pack the wound, and then a tourniquet. It does not involve a sewing needle and thread. If we don't have a kit on hand we make do with something to pack the wound, or slow blood flow to prevent bleeding out.

Nothing about what you are proposing is adding challenge. It instead adds a minor annoyance at best that the players will find a way around. Clearly you want more of a penalty involved when players have a severe wound. Currently if someone breaks a leg, they have to splint it. If they are not careful they can re-injure the limb. You could introduce a similar system for bleeds. Make minor bleeds and major bleeds.Think of it as the difference between getting a surface scratch or cut from regular zombies versus being chomped on by a bear or wolf. One is a more traumatic bleed injury versus the other. Minor bleeds can be bandaged. That doesn't change. Major bleeds need a "Bleed Kit", that involves a First Aid Bandage, Aloe Cream, and a Tourniquet(seriously this would be a nice addition to the game). Once you treat a major bleed the possibility is there to reopen the wound (and bleed again). This forces the player to back off and exit the fight since they have taken a serious injury. This adds an element of challenge because if you take a major injury in fight you can't just spam heal items and keep fighting. This will force you to consider having appropriate armor when picking your fights, and consider the consequences of getting in over your head. Finally make First Aid kits only heal a decent amount of health but not fix major injuries. Remove the Sewing Kit addition, and have them only require what they used to.

I know I'm not a game developer, but I've been playing zombie games for a very long time. I love the idea of added challenge but I'm not sure the current redoing things that already exist is the best way to do that. Especially when they only make things annoying, or don't make a lot of sense.

EDIT: I do truly appreciate that you take the time to respond at all. I am sure you all are very busy and tire of people like me.
Long story short the current game design requires the best craft able items require at least one component that is only obtainable through loot. In this case, the med kit is the best healing item in the game and the lootable item is the sewing kit.

On a side note, I think the blood bags are now only lootable as well so I dont know if the double lootable only material requirement is overkill or not...?

Also, the sewing kit is required for so many nice items perhaps it needs alittle balancing. I think its needed for several mods, first aid kits, etc.

 
Long story short the current game design requires the best craft able items require at least one component that is only obtainable through loot. In this case, the med kit is the best healing item in the game and the lootable item is the sewing kit.

On a side note, I think the blood bags are now only lootable as well so I dont know if the double lootable only material requirement is overkill or not...?

Also, the sewing kit is required for so many nice items perhaps it needs alittle balancing. I think its needed for several mods, first aid kits, etc.
Yes the blood bag is only obtainable through looting, and yes the sewing kit is required for many other items. So this can make things harder for multiplayer. Yeah a little more re-balancing may be needed, but perhaps they could follow some logic in how medical works, and add a different item other than the sewing kit that can only be looted. Hence why I suggested a Tourniquet which is something that is actually used for bleeds during emergency situations.

 
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