PC Alpha 19 Dev Diary

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Watched all the streams on youtube here recently. I gotta say that i'm definitely impressed with what's coming out in Alpha 19. my only suggestion is that players have an option somewhere in the menu to turn on/off health bars instead of having to delve into the Xml file to turn them on.
I think the best you can hope for would be a console command. The enemy health bars and the critical injury % numbers are developer tools and not intended to be part of the game. It is under-the-hood information that they don't necessarily want to be displayed during normal play so creating a top option menu toggle for it is as unlikely as doing one to show the swing arc graphic or for displaying the name and location of POI's floating above them for example.

Can you mine with it?  I ask... for someone I know.
I would no sooner mine with it than I would with a sledge hammer or club. It breaks blocks. It doesn't harvest.

 
I would no sooner mine with it than I would with a sledge hammer or club. It breaks blocks. It doesn't harvest.
Still, were it capable of striking concrete then possibly very early game it would be useful to knock out stairs in a POI you were planning on using for horde night.

Even if it was the same or somewhat slower than using a stone axe, no food consumption (possibly) while using the junk sledge might make it a better choice?

Guess it would depend on how much food we'll burn using stone axes in A19, & food scarcity...

 
Its because we haven't seen it work properly yet. Its a cool concept that we can take advantage of, dunno, if its aimed on the proper height we can call it The Nutcracker 🙂
The Junk Sledge could be a real viable option on PvP servers towards base raiding: Assuming you can place it on lcb protected property like the Junk turret. It could be a great tool for busting in players's bases and chest giving people another option to raid without having to use explosives to blow everything up.

 
The Junk Sledge could be a real viable option on PvP servers towards base raiding: Assuming you can place it on lcb protected property like the Junk turret. It could be a great tool for busting in players's bases and chest giving people another option to raid without having to use explosives to blow everything up.
From what I understand you have to hold it to be able to have it break blocks. So, have equipped in hands, crosshair at block or chest, hold (maybe click) left click till block or chest is broken.

 
First, the current junk turret in a18 is way OP especially early game. Scoring a junk turret was always a milestone to 'sitting on easy street'.


Junk Turret is really weak early game, at least on difficulty I play on. Without perk investment it is definitely just a support weapon and not your main one. Even as someone who nearly always maxes out junk turrets and builds around them, I don't even usually deploy them until mid game when I've got like 3/5 on the Junk Skill. Up until that point they just fire really slow and have such short range that you are drastically better off using a shotgun, sledge, or basically any other weapon. Even a pistol would clear far easier and faster than a level 1 junk turret with no perk investment

 
Junk Turret is really weak early game, at least on difficulty I play on. Without perk investment it is definitely just a support weapon and not your main one. Even as someone who nearly always maxes out junk turrets and builds around them, I don't even usually deploy them until mid game when I've got like 3/5 on the Junk Skill. Up until that point they just fire really slow and have such short range that you are drastically better off using a shotgun, sledge, or basically any other weapon. Even a pistol would clear far easier and faster than a level 1 junk turret with no perk investment
I tend to save the junk turret for horde nights. When I am out looting the two slots for the turret and ammo is a waste of space to me.

 
Its not the damage that is OP, but the stunlock it offers..

1. Enter room with gusto, loud and proud

2. Drop turret

3. Wreck everything that gets stunlocked with melee

4. Pick up turret

5, Rinse repeat

The promise of zombie immunity from stunlocking in a19 will put turrets where they need to be. No other changes needed.

Would also point out that no stunlocking could be a massive nerf to knuckle weapons since they rely on pummeling staggering zombies, but I'm sure the devs will balance this.

 
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Junk Turret stagger is fine, it's basically required for the weapon to even work. If they don't have stagger enemies will just run right through them barely taking damage along the way. Their entire shtick is they fire really fast but have low damage, so if they can't stagger enemies to slow them down long enough to actually get damage in they will be extremely mediocre.

You seem to miss that junk turrets are the main weapon of an entire tree, nerfing them into oblivion will just make the int tree even worse than it already is.

"M60 needs a nerf because you can mow down a crowd of zed"

"Shotgun needs a nerf because you can run into a room and clear the entire room"

"Explosives need a nerf because they are all anyone uses on horde night and clear hordes better than every other weapon combined" (this one might actually have a bit of truth)

How 'bout, we let each build actually, y'know, work instead of nerfing everything?

Someone mentioned before to the ones crying about Junk Turrets, but you should do a coop run with someone fully perked into Shotguns or M60 etc and use only the junk turret + a melee weapon. You will very, very quickly realize the Junk Turrets are not OP and that your buddy can clear a PoI ten times faster by just run and gunning with a shotgun without having to stop and pick up and place junk turrets

 
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Spent a lot of time reading through this forum and what I have noticed is too many players are worrying about what others are doing. I mean worry about how you play and how you want to enjoy the game and stop trying to ruin others way of playing. If its immersion breaking for you then that's on you, if it feels cheesy to you, then that's on you.. not on the individual using it. As for nerd polling take it out fine, but there is many other blocks and items that can be used to the same effect, I don't nerd pole but use one of these other ways to "cheese the game" as you put it. Its a sandbox survival game open world "do what you want" game. Let people have their cake and eat it, MP will never be perfect it isn't in any game and if that bothers you then rethink if online gaming is for you. (Rant over) Anyway super excited for A19 think it looks great, so glad Junkies were fleshed out so I can feel like a proper apocalyptic engineer for real!
that's pretty much what i was trying to say in the past.

otherwise with that reasoning, some random dude on the internet will jump and demand the developers to remove all the guns in game because he enjoys killing zombies with his bare hands and think guns are OP.

that's how i see people complaining about nerd polling. 

 
The promise of zombie immunity from stunlocking in a19 will put turrets where they need to be. No other changes needed.

Would also point out that no stunlocking could be a massive nerf to knuckle weapons since they rely on pummeling staggering zombies, but I'm sure the devs will balance this.


Junk Turret stagger is fine, it's basically required for the weapon to even work. If they don't have stagger enemies will just run right through them barely taking damage along the way. Their entire shtick is they fire really fast but have low damage, so if they can't stagger enemies to slow them down long enough to actually get damage in they will be extremely mediocre.
Rather than change the functionality of things, how about reducing the value of turrets and other traps like electric fences, blade traps, spikes and other other 'place and forget' ways to kill zombies by reducing the XP gained by 50%? And zombies killed by traps and turrets do not drop loot.

Right now, passive zombie killing is pretty much encouraged because you get the same rewards with less risk than fighting them yourself. Tune that down and players have to make a choice between being safe, or gaining loot/xp.

 
@faatalI dont know if this has been answered, although I do keep a check on the forums.

Has any one looked at where you can place a block in front of a door way and the zombies keep trying to hit you and not the block, so you keep clubbing them with little to risk.

 
Junk Turret stagger is fine, it's basically required for the weapon to even work. If they don't have stagger enemies will just run right through them barely taking damage along the way. Their entire shtick is they fire really fast but have low damage, so if they can't stagger enemies to slow them down long enough to actually get damage in they will be extremely mediocre.

You seem to miss that junk turrets are the main weapon of an entire tree, nerfing them into oblivion will just make the int tree even worse than it already is.

"M60 needs a nerf because you can mow down a crowd of zed"

"Shotgun needs a nerf because you can run into a room and clear the entire room"

"Explosives need a nerf because they are all anyone uses on horde night and clear hordes better than every other weapon combined" (this one might actually have a bit of truth)

How 'bout, we let each build actually, y'know, work instead of nerfing everything?

Someone mentioned before to the ones crying about Junk Turrets, but you should do a coop run with someone fully perked into Shotguns or M60 etc and use only the junk turret + a melee weapon. You will very, very quickly realize the Junk Turrets are not OP and that your buddy can clear a PoI ten times faster by just run and gunning with a shotgun without having to stop and pick up and place junk turrets
I agree, Junk Turret stagger is fine. The problem is the immediate reapplication of stagger which prevents the zombie from attacking at all. That is why most games implement immunity timers on most CC attacks. The Fun Pimps recognized the same inherent problem, thus adding immunity that prevents stunlocks in a19. 

 
hiemfire said:
...

https://7daystodie.gamepedia.com/Blunderbuss

https://7daystodie.gamepedia.com/Stone_Sledgehammer

(this is before adding the increased draw the perk line has from the bonuses to resource gathering, It isn't forcing pepole to spec str, but damn if it isn't a mass of carrots that the other lines don't have)
I'm confused. It sounds like you're saying the strength perk line is better than other ones in a roundabout way, but I don't get what that has to do with my post.

 
I'm confused. It sounds like you're saying the strength perk line is better than other ones in a roundabout way, but I don't get what that has to do with my post.
I was pointing out that both of the weapon lines in Str start with cheap to repair, easy to craft, primitive weapons. You had stated that just stone spears is fine for Per, I completely disagree. TFP will do what ever they choose to, but the other perk trees could use more primitive options for those who want to focus build their characters with specific weapon lines. Outside of Str the primitive options are stone spear (as you pointed out), prim bow, bone knife and leather wraps. No options for those who want to try and focus on pistols, mgs or rifles before they gain the ability to craft, or get access to repair kits (not sure if the rng for those has been adjusted, but it could be problematic if the loot chance for them has been lowered). I'm not touching on int since that one seems to be hard focused as a support/cc/force multiplier perk tree and primitive options for that which also fit the branches within that tree escape me. The bonuses for resource gathering from the mining branches of Str adds to this making Str basically plug 'n play covering the majority of what a player needs to survive early game.

 
why not just make it a CC timer? no stun lock is bad, full stun lock is bad, just put in some coding/log that claims zombie can only be stun lock etc once every X seconds.

that way, if it pelts the same zombie itll be less, but if a horde come at it it could randomize the shooting to hit more zombies. Hell, do we know the extra turret ammo? maybe they are addign in shock rounds to REPLACE the stun locking????

 
why not just make it a CC timer? no stun lock is bad, full stun lock is bad, just put in some coding/log that claims zombie can only be stun lock etc once every X seconds.
I think that is what they did and what @Perlin_Worm was trying to say by immunity. For a short period of time after the first stun ends the zombie is immune to being stunned, a cooldown/cc timer.

 
@madmole Question: Is Charismatic Nature being reworked/tweaked? It's very, VERY situational, it only favors guys on INT builds that have friends on Fortitude or Agility builds...

 
I'm confused. It sounds like you're saying the strength perk line is better than other ones in a roundabout way, but I don't get what that has to do with my post.
A19 STR is going to be A18's FORT. They needed to take something away from STR when they moved Heavy Armor. I think moving Master Chef to INT would have been a good move there, for a lot of reasons.

Strength was borderline overloaded in A18. They needed to move some power out of Fortitude because it was objectively too strong. Strength was the only tree that made sense to move Heavy Armor, so it went there. But also, they buffed food which was a closet buff to Master Chef. It's too much for an already very strong tree. Meanwhile INT lost an entire perk line and replaced it with nothing, becoming even more of a splash tree.

 
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Khalagar said:
@madmole  since you are being so kind as to answer questions, can you elaborate if the Tech Junkie (The junk turret perk line in Int) was changed? Or do you still have to invest in int all the way up to level 5 before you can even get a single point in it?

I assumed it would be changed so you could start investing it at level 1 like every other perk, that way the player could have a chance to use the Junk Sledge early game, but in the stream on Friday Lathan didn't go over the perk which makes me wonder if it's still gated to being like level 10+, which for most people is week two territory
Yes it is the same.

Jugginator said:
Is there any plan to change how all of the < whole blocks are placed, such as preventing pillars/plates from being able to float on top of one another or "stick" to the invisible sides of others? I know they're technically whole blocks and that's why they do it, but still the levitating blocks is really tacky looking. I'm not losing any sleep over it for sure, it's just one of those silly things.
Possibly. We'd just need to define which sides of the block are valid glue.

 
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