PC Alpha 19 Dev Diary

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So the bandits live in the wasteland.

The bandits loot everything that is not nailed down.

Would it not be logical then to think the bandits, who live in the wasteland, would store and cache their loot...in the wasteland?
It would, but we're not talking about raiding bandits bases. We're talking about all the POIs there having better loot, just because.

 
 Is the estimation at the top of the page for A19 final or experimental?
Both. Earlier in Summer for experimental and later in Summer for stable.

Are we going to get any videos before experimental gets pushed to us?
There will be lots and lots and lots in many different languages 2 days before A19 experimental.

 
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lol, my husband and I have always referred to him as the 'tik' zombie. Tik is a cheap and nasty meth amphetamine that is rife in the Cape flats of South Africa.
Me and my brothers always have called him "Iggy Pop"... because he kind of looks like him lol 

and he is all twitchy...sort of like the way ol' Iggy "dances"

iggy_main.jpg

 
It would, but we're not talking about raiding bandits bases. We're talking about all the POIs there having better loot, just because.
As Madmole has said, the nukes dropped and killed everyone and then the zombie virus came along and did more damage.

In the End it doesn't really matter.

We play a game where we melt stones into cement and handle 2.4 Ton or 5000 Pound blocks of concrete like they are nothing.

Does it add value to the game and is it fun. Yes/No

A little story.

No one knows exactly what kind of nukes were dropped on that day but our one remaining scientist suspects they were Cobalt-60 nukes or salted nukes were used due to how long the rads are stay around for, even now years later, it is not safe to stay for long periods unless you have a bunker of some kind with decomtation gear in it.

We have to avoid the glowing zombies, the crazy bandits to find the precious items of the long dead owners stashed in vaults and safes.

- White River Survivor note #103

 
Little cool idea I got for story,it would be nice to find some torn diary pages in normal loot,and when you find all the notes you can assemble them to form a diary,which would give you some kind of a story/backstory from a group of survivors or something.

 
It would, but we're not talking about raiding bandits bases. We're talking about all the POIs there having better loot, just because.
Because bandits like to plunder, kill and rape, they are not good at scavenging and they prefer raiding to scavenging by a long shot. Why search for that stuff in rubble for hours if you can just take it away from the scavenger? It actually would take hours and days of hard work to search a half-collapsed building, just look at news reels after an earthquake. Not the minutes it seems to take in the game.

There never will be an ultra-realistic AND fun environment in 7D2D whatever you do, somewhere you have to apply doses of suspension of disbelief. I can easily find realism problems in your scenario as well as TFP's. And always there is an explanation that works if you don't scrutinize it too much.

 
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Option 4

Use a poi building, I prefer a multi-storied building made of concrete with staircase.  The partiality destroyed ones are my favorite as they give more shooting advantage.   It is a common poi and a good one as it can last multiple horde nights with minimal repair.   One stack of concrete to make choke points and repairs and boom your done.  I shudder at the thought of horde night at my base, that is where my stuff is.


 
So I just started playing Terraria and to my surprise they have a Blood Moon event. Dozens of zombies trying to eat my pixels just like this game, sky even turns red.  

Is this where the idea came from for this game? I thought it was an original idea all this time. It's literally called a Blood Moon.
I've never played Terraria. A blood moon is a real world thing, we just fictionalized its occurrence to be every 7 days and it makes the zombies go crazy (People have often acted funny on full moons forever)

Hey @madmole, will lockpicks ever be usable on locked doors? (...also what is up with doors that are locked open anyway?)
Maybe, depends on what we do with doors before gold. Locked doors are intended to be a blocked path that is useless right now. Maybe down the road they will be "jammed" so "locked" ones can be picked.

You're kidding me? There's an autosort button? When did that get added in and how have I not noticed? 
Just the other day on this forum, someone was @%$*#!ing about there not being a way to sort your inventory :D
And people call me a noob lol.

It does already. The satchel icon with have an arrow on top of or below it, indicating what floor the satchel is on.
But it doesn't tell you if its the ceiling of the floor you are on, or in the floor of the floor you are on. Sometimes I think it got mixed up.

 
If that was a Letter Kenny reference, +1 rep. ;)
“Pitter-patter, let’s get at ‘er.”

i can't wait for spaghetti to be in game 
It is.

Good news that 'parts' will be more common in A19.

Not sure how/if the UI would handle it, but is there any way that we could choose to craft _lower_ Tier items?

Like when you buy high enough Int that you unlock Augers/Chainsaws, but you can only craft the highest Tier, because you're highly spec'd.

Both recent playthroughs I haven't had enough parts to craft an Auger when it got unlocked. I had a few Motor Tool Parts, just not enough for the high Tier.

Just my .02 cents but having an option to 'down-craft' might actually be more of a conundrum than current single option.

Example: this playthrough I was really jonesing for that auger. Think I had 9 parts but needed 12(?). Finally looted a green chainsaw. No-brainer, scrap it & make an auger.

If the option had existed to craft a lower tier, I likely would have done so, then would have regretted it upon looting that green chainsaw... :pout:

Would also add a wee bit of 'non-critical' complexity. Say you have 18 Steel Tool Parts & have spec'd to make blues; which take 15 parts(?).

Some might decide to down-craft two greens at 9 parts each(?) instead of the one blue, since one of those greens might have high enough stats to be 'better'.
Parts are more common. I crafted a blue auger around day 50 something.

I think a thread existed a while ago with TFP seeking suggestions for higher-end recipes using canned food? If so, not only will the reduction of canned food in vending machines be a thing, but you may want to save your canned food for later on, encouraging early game cooking and mid game farming. Interesting. :)
Yep, I'm buying up all the canned foods I can late game so I can make the +40 max stamina food for mining and combat. Chase it with black strap coffee and you can power attack the crap out of zombies.

 
A bit late to the party I know, but I'm loving the makeover of zombie Steve. He looks like a new man--er... zombie. :)

Before:

View attachment 9740

After:

View attachment 9741

Just a question... Is the crawler zombie (aka crawler old Steve) remaining?
For now. We are working on a new corpse like crawler with his guts hanging out.

@Roland Is the estimation at the top of the page for A19 final or experimental?

@madmole Are we going to get any videos before experimental gets pushed to us?
Yes I will start videos soon.

is it sad to say the run animation back in A1 is better than A18...
I did all the animations back then. Brian and team are much more talented than I am, but it takes a while to get to everything. For A19 we've added some hand movement to the off hand on one handed weapon holds, so when you run with a torch your left arm will jog instead of being completely stiff. There still might be some stiff old anims though, but we did prototype a successful fix for that particular issue.

 
How about cutting the texture resolution of all zombies by half, and adding 4 times as many (including old models) zombies into the game.

The enemy variety is really repetitive. And if you have the old artwork, why not use it. Its not that players observe zombies up close anyways.

(my grammar is lacking)

 
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