PC Alpha 19 Dev Diary

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Never be afraid of a bit of blatant hypocrisy... ;)  
Hey Roland, Question, have you guys ever thought of zombies spawning with random stats?  it just feels odd to me with them always having the same amount of hp so you know the shots or hits to kill, do you think it can be a triggerable option on map creation one day for people to have more random elements in their game?

 
I like random elements like that. I'm pretty sure the devs do too for the most part. It just depends on how much value they see gained for the time spent to implement and balance. Maybe Madmole will give his perspective on it.

 
I like random elements like that. I'm pretty sure the devs do too for the most part. It just depends on how much value they see gained for the time spent to implement and balance. Maybe Madmole will give his perspective on it.
My idea was maybe having a slider to affect their stats, so you could cap it as being x4 health, x4 block damage, x4 speed, x4 world spawns as an example, with a slider to affect how they work, so the zombies outside of the set difficulty would have their stats manipuated and it would change based on if you were on nomad, warrior and stuff, you could have it so the zombies die easier (say negative values) but hit you like a freight truck, or zombies that take forever to die, but are a nuicense cause they don't really deal any damage, could make for some fun gameplays

 
Historically TFP has not changed the HP of zombies even with the difficulty levels. Instead they change the percentage of damage you do to zombies. So the slider and the randomness would probably come in on percent of damage the player is doing at any given time rather than changing the actual health of the zombies.

 
Historically TFP has not changed the HP of zombies even with the difficulty levels. Instead they change the percentage of damage you do to zombies. So the slider and the randomness would probably come in on percent of damage the player is doing at any given time rather than changing the actual health of the zombies.
i honestly didnt know the percentage thing, i just thought they gained more health, could always effect it with those types of percentages too, so much more randomness lol

 
Historically TFP has not changed the HP of zombies even with the difficulty levels. Instead they change the percentage of damage you do to zombies. So the slider and the randomness would probably come in on percent of damage the player is doing at any given time rather than changing the actual health of the zombies.
What if as zombies got damaged, they got tougher?  So you had to kill them quickly otherwise they may morph into a tougher version?  Maybe even change physically?  Oooh ooh, and what if, their attack animations directly correlated with the damage type they are inflicting?  Like, if they swiped at you with their sharp claws, you'd bleed, or if they hammered down on you, there'd be a chance for you to get knocked down, and if they bit you, that's when you'd get infected?

What if... (This nod to Tin brought to you by Guppy)

 
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Something I would find fun in the future, a collectors shelf, as an example, it takes a lot of resources to make, but as you finish its collection, which could be a 0.01% chance to find or obtain, could be a fun thing to do, such as....

Find Pimp Figurines - 5% bonus to Zombie Spawns

Normal Zombie Heads - 5% Damage Boost to Regular Zombies

Feral Zombie Heads - 5% Chance to slow to a walk in your presence

Irradiated Zombie Head - 10% Chance for Irradiated Zombie to Explode from a Headshot

Animal Heads - Craftable Wall Trophies of Animals

Building Permits - Blueprints for Buildings Unlocked

Something like that, same as the books but for us to put in our base and show off instead of a menu to look at, i like fun easter eggs in a game that are hard to find, makes it more worth it, imagine someone having a shelf where you could place stuffed animals or figurines, could make some interesting clutter in our homes we build, plus im on board with having colored bulbs for lights, would make for some fun builds and holiday cheer, I can't wait to see the different things coming, those were just odd ideas i had for the collectables.
I like this idea. It is always fun to have a little side objective to switch to, and what is better than hunting down collectables ?

 
I feel like the wildcard here is going to be the ISS. It sounds like it will be pretty in depth, I just wonder if the food/water aspect will be included in that or not. Really excited to see how some of the stuff plays out. I guess I'll have to reserve judgement until then.
 
Can anyone explain what this ISS is? Isn't it just the 15th iteration of the food/HP system? Are they completely overhauling it again, after implementing a completely new system 2 Alpha's ago (granted, that was 2 years)?

 
No...all of those were for A18 and there is plenty to poke fun at on both the dev side and the player side of waiting for A19. 

As a side note...you are incorrigible. You'll stop at nothing to advertise your mods in the A19 dev diary... lol

The XP notification that appears like magic in the bottom right corner of the screen is your pulse check. There isn't the slightest bit of ambiguity about their deaths in vanilla 7 Days to Die. Even without the telltale XP shout out the zombies have unique death animations that are quickly learned, and unique death screams that are quickly learned, and they all get up almost immediately if they aren't dead. I can't believe there is anyone who even gets fooled into assuming a zombie is dead when it isn't. The devs have worked very hard to telegraph final death.
 I wouldn`t dare to play insane difficulty if I couldn`t make a difference, everyone should try it (playing on insane). Pimps did good job on how zeds die, I suggested it as addition, not notification 😛

Can anyone explain what this ISS is? Isn't it just the 15th iteration of the food/HP system? Are they completely overhauling it again, after implementing a completely new system 2 Alpha's ago (granted, that was 2 years)?
There is info on the first post of this thread, above the red thing for vehicles. 

 
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