PC Alpha 19 Dev Diary

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iu


-Morloc
do the bodies float too?

 
Hmmm maybe make it use scrap iron and gun powder to make a junk turret ammo cartridge or another possibility is that you have to wind it up for it to shoot.
Not a bad idea, making the ammo cost 1 gunpowder at least per, also make it have to be made at a workbench like gun ammo.  I'd be happy with just the activating distance getting nerfed down to 1-2 blocks away from it, so you can't just drop it in a room and hide perfectly safe while it kills things. You may think its weak, but those junk turrets can chew things up pretty good when perked into it, partially because it counts as "trap damage" and trap damage ignores damage reduction on zombies from difficulty.. or so I been told it does. On warrior things take about 13% less damage from the players attacks, survivalist I think is ~20-25% and insane is ~25-40% less. this is why zombies feel more tanky on higher difficulties. Its not their hp going up, player damage vs entity's gets a penalty. On the default difficulty which is 1 below nomad, player deals 125% to zombies, and zombies only delal 75% of their normal damage to players. Nomad its 100%/100% even game. I've tested these with a health bar mod, as the zombies hp does not go up or down based on difficulty, they just get less/more resistant to damage due to a penalty applied to the player. I think you can look at the code to find the exact numbers, as I know they aren't in a xml anywhere, i've looked.

 
I am going to have to disagree with you a bit, the game is too easy currently.

With the like of floating bases, wedge exploits, arrow slit exploit, ramp exploit, driving away from hoards on hoard night, Building invulnerable water bases. 

I could go on but I think my point is made the game is to easy IMO, way to easy to survive without even using exploits.

Getting infected means nothing as I always have a cure on hand.

I am swimming in food.

If we were playing semi realism style game, you would have nothing but a wood log base as you cant make anything else and nothing could get through that as a rotting human hand would turn to mush against it.

To make cement you need limestone heated to very high temperatures to make cement and then how do you move multi tons of cement, 1 m3 of cement weighs 2.5 tons or 5000 pounds.

I agree with the Junk Turret needs tweaking, either decrease the activation range or increase the number of zombies in a POI as I have a level 4 one currently and it just murders everything with ease while exploring POI's and my game stage is over 120 already, So I just leave it at home.
The food/water/disease system honestly may as well not exist in 7dtd, its only an issue for a small part of day 1, and after that its really not a problem anymore. The problem is its too easy to find a abundance of these things in loot, or at trader. Even at 25% loot, you should be fine after day 1 for food/water. I honestly facepalm at people that somehow starve/dehydrate to death in 7dtd, with food being as abundant as it is I just scream to myself: "How the hell did you manage to starve/dehydrate to death with all the food/water sources?!?" I started playing back when a10 came out, and even as a new player i've not once even come close to dying due to food/water issues. Closest I got was a17 or 18 when they added that silly purge 95% of your food for food poisoning thing. Which I just gorged on food 10 seconds later to fix. That debuff though DOES hurt early day 1 if you get it and vitamins are GOLD on day 1-3 since they prevent that stuff entirely (hell vitamins are useful period due to making you immune to stuff like food poisoning), but midgame by day 7? you should have so much food that food poisoning is no longer anything to worry about anymore. As for water, you can now boil water without a pot, all you need is a campfire and it just takes longer.

IMO drinking any water other than purified should have a chance to give you an zombie virus infection along with dysentery and a various amount of other conditions, if boiling water is all you had to do to kill the zombie virus it'd not have gotten as bad as it did. Unless its like z-nation/the walking dead, where its airborne and everyone has it already its just activated from a dormant state by a zombie bite that causes it to kill the host, or in TWD's case, by death period.

The Zombie Infection should honestly be a constant issue, Eating well and antibiotics will fight off some of the infection but you can never actually cure it. Over time it'll go up slower than it does now, but if your attacked by a zombified creature them hiting you can cause the virus to activate causing the infection rate to rise faster for a short time. Kinda like dying light, once infected all they have is a serum that lets you keep your human side intact and supresses the symptoms, if you run out or go too long without it? you fully turn and then there is no helping you anymore.

 
Just watched latest stream #3. Must admit, the art department outdid theirselves (really good job). The vision of the game as MM once described gets together and yea guys, keep kicking butts. 

Oh ya, and I am sure I am in love with burned forest biome now. Did wasteland got some changes or its a surprise ? :)

 
Be sure to tune in tonight on Prime's Stream, you can discuss gameplay and balance stuff with the Legend himself (Madmole).

 
Be sure to tune in tonight on Prime's Stream, you can discuss gameplay and balance stuff with the Legend himself (Madmole).
Hope most of us make it, here in Europe it starts at 4am and I`ll be in. 

Be sure to prepare your questions, guys. 

 
Hope most of us make it, here in Europe it starts at 4am and I`ll be in. 

Be sure to prepare your questions, guys. 
Wow that's commitment, in Uruguay (where I live) starts at 23:00 so no worries for me... Yesterday I was on the entire 3 hour stream, will you?

 
I've always thought that Junk Turrets were using a spring to launch the projectile.

So what if Junk Turrets needed a Battery to fire?

Field swappable & say a fully charged T1 Battery was good for 500 shots?

No idea what the difference is between a T1 & T6 Battery but if I recall from past use of solar cells & battery banks it's pretty significant...

 
Wow that's commitment, in Uruguay (where I live) starts at 23:00 so no worries for me... Yesterday I was on the entire 3 hour stream, will you?
Will watch all of it. As I did with #2. Hope not being called from work so early when they see me active. 

 
My issue is more the fact you can have to shoot at zombies in random poi's while your safe behind doors and such. IMO you should need both line of sight with the turret, and also have to be witnhin 1-2 blocks of it, or it don't fire. Would allow it to be used as backup damage but will fix the exploitability of it that it currently has. I mean i've seen players drop them 2-3 floors below them and they just mop everything out pretty fast at 0 risk to the player. I just do not understand it, they made zombies dig so underground players have a risk, they make them swim in a19 so you can't just hide on a lake at night or, the rotting zombies also somehow can swim faster than the player.. yeah figure that one out I can't, yet they allow placed junk turrets to fire at things while your half the Poi away completly safe.
Mhhhh, have you actually played the junk turret ? Because I have a 65 hour pure intellect playthrough going right now (well, not pure anymore, but I've been for a long time), and my reality couldn't be further away from what your post tries to lay out. Yes, turrets do work, especially once you have 2 of them with 5 points into their perk. Do they need tweaking ? Sure ! Are they broken or really that superior like you pretend them to be ? Hell no, it's quite the opposite unless you're a totally beginner in first person shooters.

First of all they are situational compared to the other weapons. You need an area that has some space to it, and very often with the way sleepers work (waking up when you walk into the room), that means backpedaling a bit, planting your turrets, and waiting for the zombies to come towards you.  Not only is it cumbersome and does it take thim, but this is all good unless you get to a high enough gamestage where a majority of the zombies are runners. There's obviously always a "way" to make them work in any POI, but it's very often way more annoying compared to just clicking heads with any other gun.

Also, the benefits skill points regarding the turrets are off. From rank 4 to rank 5 you magically more than double the effectiveness your loadout. That alone feels very weird, as in "it's either OP rank 5 or it was trash before". Then, the shooting vs placing dilemma : the dismemberment chance from your Intellect points does NOT proc when your turrets are placed down, but shooting the turret yourself is insanely slow compared to when they are placed on the floor (and very imprecise).

You mention the fact they should only be active when you're 1-2 blocks away. How does that solve the "closed door problem" you're talking about ? Can you imagine how annoying and static the gameplay would feel with such restrictions, especially when using 2 turrets ? 

Lastly, what you call an "exploit" is really situational. Dropping down turrets 2 floors beneath to clear a whole floor with zero risk ? How does that actually happen ? Your turret needs line of sight to shoot zombies, so unless we're talking very specific conditions where there is one single room and no obstacles that prevent line of sight, I don't see that happening nearly often enough so that it is a problem. Not even mentionning you then need to go down and pick em up... And "planting your turret and closing a door" is really no different than whacking out a single block and shooting them in the head while they try to bash their way in...

Don't get me wrong, junk turrets can clear out zombies very fast if the conditions are right. Sadly, unless we're talking 7th day horde, those conditions are filled way less often than the ones needed to wipe a room clean with any other full perked gun. And as a matter of fact, clearing a POI with my 0 perk level 4 AK47 was way more of a breeze than using 2 level 5 fully perked junk turrets...

 
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For those who say the current game is not a challenge have the perspective of a player with hundreds of hours under their belt. The game, in fact, is very difficult for new players, everything from not finding a healing solution in time to food which is always scarce when you dont know the loot system. The dev team is in the difficult position to make the game challenging enough for seasoned players and at the same time, preventing the noobs from rage quitting after their first bleed out which happens almost immediately upon first zombie encounter.

 
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For those who say the current game is not a challenge have the perspective of a player with hundreds of hours under their belt. The game, in fact, is very difficult for new players, everything from not finding a healing solution in time to food which is always scarce when you dont know the loot system. The dev team is in the difficult position to make the game challenging enough for seasoned players and at the same time, preventing the noobs from rage quitting after their first bleed out which happens almost immediately upon first zombie encounter.
100% this.  Many of us old timers want more content and rather have newbs to "get gud" afterwall we figured it out right?

However, that mentality would probably keep 7d2d as a niche survival game versus one with greater appeal to more players.

Of course this is debatable.  Hopefully, the new telemetry data will help them get a better sense of this moving forward so we can all continue to see the game we all care about grow.

 
I have 930 hours in the game now, but I can still remember early on dying a dozen times in one day.  I'd die because I couldn't figure out how to melee properly with my club.  I'd die because I was encumbered and couldn't get away in time.  I'd bleed out because dogs.  I'd die because I stepped on a land mine.  I'd die to a surprise bear while attempting to pick some corn.  I'd die multiple times trying to recover my stuff after dying.  I'd die because the tutorial told me to go to the trader, and he was almost 2 km away, and it turned nighttime before I found him, and then he wouldn't let me in and the zombies ate me.  I'd fall off a building and attempt to flee from zombies half-dead with a broken leg and die again.  I'd step on a cactus and get mauled by vultures.  I remember using all my  perk points on trying to be stealthy so I could be better at hiding from zombies, and I wasn't sure what else I should put them in.  It took me a long time to "git gud", and even now I'm not as "gud" as some people who happily crank up their difficulty and horde sizes.  I can certainly understand why the developers would want to make things less frustratingly difficult for newbies, because a less stubborn newbie might have given up and played something else.  Making it easier to find your backpack or dig up that buried treasure might help a newbie stick with the game, while it's not going to make the blood moon hordes any easier to survive, or reduce the amount of radiated cops I need to deal with in a tier 5 POI, so it's not as if it's removing all the challenge for experienced players.  I'm fine with this.

 
I have 930 hours in the game now, but I can still remember early on dying a dozen times in one day.  I'd die because I couldn't figure out how to melee properly with my club.  I'd die because I was encumbered and couldn't get away in time.  I'd bleed out because dogs.  I'd die because I stepped on a land mine.  I'd die to a surprise bear while attempting to pick some corn.  I'd die multiple times trying to recover my stuff after dying.  I'd die because the tutorial told me to go to the trader, and he was almost 2 km away, and it turned nighttime before I found him, and then he wouldn't let me in and the zombies ate me.  I'd fall off a building and attempt to flee from zombies half-dead with a broken leg and die again.  I'd step on a cactus and get mauled by vultures.  I remember using all my  perk points on trying to be stealthy so I could be better at hiding from zombies, and I wasn't sure what else I should put them in.  It took me a long time to "git gud", and even now I'm not as "gud" as some people who happily crank up their difficulty and horde sizes.  I can certainly understand why the developers would want to make things less frustratingly difficult for newbies, because a less stubborn newbie might have given up and played something else.  Making it easier to find your backpack or dig up that buried treasure might help a newbie stick with the game, while it's not going to make the blood moon hordes any easier to survive, or reduce the amount of radiated cops I need to deal with in a tier 5 POI, so it's not as if it's removing all the challenge for experienced players.  I'm fine with this.
Haha, great examples.  You sir as well as many others are persistent (including myself)...🤣

It's not surprising why some probably dont like some of the QoL improvements mentioned as half the fun of the game is the journey not the destination.

As an ex WoW player, I can see how too many usability features can spoil the player (looking at you floating quest markers lol).

It is my hope that TFPs find that ever so elusive sweet spot of hand holding the new player just enough to teach them the core mechanics before taking the training wheels off.  😀

 
I'd die because I stepped on a land mine. 
To be honest, no matter how good we get Im sure we all still step on landmines lol.

Was playing with a friend not too long ago and we were raiding a poi and I was slowly walking up to it.  I saw some landmines and was like "Hey, watch where you st..." BOOM.  Needless to say he did not watch where he stepped.  He blew himself up 3-4 times during that session I believe.

And I know Ive stepped on plenty of mines myself as well.

 
To be honest, no matter how good we get Im sure we all still step on landmines lol.

Was playing with a friend not too long ago and we were raiding a poi and I was slowly walking up to it.  I saw some landmines and was like "Hey, watch where you st..." BOOM.  Needless to say he did not watch where he stepped.  He blew himself up 3-4 times during that session I believe.

And I know Ive stepped on plenty of mines myself as well.
That reminds me of a quote:

There's no such thing as paranoia, as your worst fears can come true at any moment!

And that's part of the fun in 7D2D, you just never know what's going to happen next.  :)

*Scratches chin* Then what am I? Over 2,500 hours into 7D2D since A17, and I have not once touched mods, nor am I interested in them...
I guess that makes you a poor reader or a person that doesn't understand the word: Tend.

Or you're bored.  :)  

 
Are they broken or really that superior like you pretend them to be ? Hell no, it's quite the opposite unless you're a totally beginner in first person shooters.


This, thank goodness the devs almost completely ignore us for balancing ideas, I felt like I was in loonyville reading those ideas around changing Junk Turret to nerf the living crap out of it to the point it being literally unusable. If it took gunpowder and only activated with a 1-2 block range it would be so hilariously useless it would make the Stun Baton look like the MvP weapon of the year. It would contend with Blunderbuss for it's spot as meme weapon of the game

Junk Turrets are fine the way they are, I say that as someone who uses the crap out of them and have done builds without them. I use them to save on ammo and to watch my back while I'm looting, not because they are OP. 

Explosives >>>>>>>>> Junk Turrets for taking out crowds. You can craft pipe bombs for basically free and take out 25 zombies near instantly. M60 can output way more damage than 2 Junk Turrets can too

Always kind of amusing / annoying to see people calling for Junk Turret nerfs and then ignoring explosives which are kind of the defacto horde deleter. Nearly every horde night strategy is just throwing a lot of explosives and whipping out the m60, but I don't think that makes them OP either. Junk Turrets are good for clearing PoI, but don't do anything a single shotgun can't do just as easily.

Honestly, on my current play through I would say my pump shotgun probably does more damage than my junk turrets do. They can tear through a group of zombies and use 2 thousand iron in the process, or I can just 1 hit kill them with a pump shotgun which is quite cheap to craft ammo for

 
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