PC Alpha 19 Dev Diary

Status
Not open for further replies.
I wish I had a capture card so I could put it on youtube so I could show you guys this isn't just talk. I am obviously trying to prove somethings. Maybe when the world starts to get right again.

I know the diff isn't that important in the grand plan, there are other priorities but have you guys considered different watermarks for each difficulty to put on the background of the scoreboard? Would show authenticity if it only showed up on the vanilla game. Just an idea, I realize time is running out if you want to gold next summer. 

Edit: Cause if this is going to be a sole pve game when its released then is seems to me the most interesting gameplay is seeing who can last the longest on the hardest settings. Not that guys building cools structures isn't neat too. Maybe players who can do both,
All modern Nvidia cards are capture cards, just use geforce experience for hardware capture, no lag, that is how I record all my videos.

It isn't a competition, the whole game is designed to be a cooperative experience where players of different skills and backgrounds can join up to fight the real enemy: Zombies. We have pvp too, but I won't focus on that until beta.

 
In all seriousness though, with the new pipe weapons in place, I suspect that Tiers 1, 2, and 3 will be shunted along in gamestage to make more room for the primitive age? Or will it be kept the same?

 
There IS consistency. When placing it, look to place the square patch on the lid in the bottom right corner. This means the hatch opens away from you. Once you see it it is easy from then on to know which way it will open.
That doesn't excuse the fact that you need a strategy guide to figure it out. It's bad, we'll fix it so there is an obvious hinge and handle side.

In all seriousness though, with the new pipe weapons in place, I suspect that Tiers 1, 2, and 3 will be shunted along in gamestage to make more room for the primitive age? Or will it be kept the same?
There is always balance reshuffling to do each alpha. The T3 stuff might feel OP, but when we get some tanks and special infected in, they might need buffed.

 
That doesn't excuse the fact that you need a strategy guide to figure it out. It's bad, we'll fix it so there is an obvious hinge and handle side.

There is always balance reshuffling to do each alpha. The T3 stuff might feel OP, but when we get some tanks and special infected in, they might need buffed.
I was talking more about players typically getting a couple T1 guns by day 7 (in loot mind you, not from the trader) in A19; it'll be a shame for the pipe weapons to be introduced only for them to be replaced before the player gets to use them to their full potential. I know I play on 90 minute days, but furing my last 4 playthroughs in A19 experimental branch I barely looted before the day 7 horde and in only one of those playthroughs was I forced to use a couple blunderbusses for horde night and not having a pistol or a hunting rifle to carry me.

I haven't yet used any T3 weapons in A19 so I can't comment on that, but once bandits are introduced I expect the current paradigm to be changed up quite a bit. :)  

 
That doesn't excuse the fact that you need a strategy guide to figure it out. It's bad, we'll fix it so there is an obvious hinge and handle side.

There is always balance reshuffling to do each alpha. The T3 stuff might feel OP, but when we get some tanks and special infected in, they might need buffed.
Wait wahh...tanks?  2 please!!! 😀

 
I though you would just rename blunderbuss ammo to primitive ammo and have all the pipe weapons use that. 
Then it becomes obsolete when you find a good gun and clogs up inventory space and ruins loot. We'd need at a minimum pipe shotgun ammo, pipe pistol, pipe rifle/machinegun. That is 3 "worthless" ammos to find later game and it quickly becomes disappointing like finding your 20th purple stone axe. Its 1000000x better to use existing ammo and delete the blunderbuss and its oddball special ammo. Backpack space is only getting worse as we approach beta.

So no more "The Buss"?  RiP...hopefully its replacement will be just as fun. 😀
Oh it will be awesome.

Here's another genius comment. Where is our pipe rocket launcher? ;)
It's called a pipe bomb.

 
Oh it will be awesome.
F'kin awesome...I can imagine the river of tears of players blowing up in there 4x4s on horde night...🤣

Joking aside...best game ever just getting better and better...😀

Edit: sorry thought you were referring to tanks lol...

 
Last edited by a moderator:
Then it becomes obsolete when you find a good gun and clogs up inventory space and ruins loot. We'd need at a minimum pipe shotgun ammo, pipe pistol, pipe rifle/machinegun. That is 3 "worthless" ammos to find later game and it quickly becomes disappointing like finding your 20th purple stone axe. Its 1000000x better to use existing ammo and delete the blunderbuss and its oddball special ammo. Backpack space is only getting worse as we approach beta.


Well I am the wrong person to talk about that lol... I am the guy that uses blunderbuss and stoneaxe as my main weapons most of the game. 

Nah, that is cool though.  Sounds good.  Just do not totally remove Purple stone axes from loot later cause I can not craft them myself heh. 

 
I was talking more about players typically getting a couple T1 guns by day 7 (in loot mind you, not from the trader) in A19; it'll be a shame for the pipe weapons to be introduced only for them to be replaced before the player gets to use them to their full potential. I know I play on 90 minute days, but furing my last 4 playthroughs in A19 experimental branch I barely looted before the day 7 horde and in only one of those playthroughs was I forced to use a couple blunderbusses for horde night and not having a pistol or a hunting rifle to carry me.

I haven't yet used any T3 weapons in A19 so I can't comment on that, but once bandits are introduced I expect the current paradigm to be changed up quite a bit. :)  
We want to add a loot progression speed, so if you want it to take months to reach t3 and have extended primitive stage you can do that, independent of zombie game stage.

Special infected will spice it up too.

F'kin awesome...I can imagine the river of tears of players blowing up in there 4x4s on horde night...🤣

Joking aside...best game ever just getting better and better...😀

Edit: sorry thought you were referring to tanks lol...
Tank zombies :)

 
We want to add a loot progression speed, so if you want it to take months to reach t3 and have extended primitive stage you can do that, independent of zombie game stage.

Special infected will spice it up too.

Tank zombies :)
Those work too...I hope they get.the ability to flip 4x4s..lol

 
We want to add a loot progression speed, so if you want it to take months to reach t3 and have extended primitive stage you can do that, independent of zombie game stage.

Special infected will spice it up too.

Tank zombies :)
No. Zombies laying siege to your horde base with tanks. ;)

 
We have pvp too, but I won't focus on that until beta.
I know, I started on pvp in A16, its why I stay to a sealed base designs even in pve, bases that abuse pathing don't work on players and hopefully they won't on bandits either. You guys took away my steel upgrade polish so I can't trick trap looters anymore.

Its just missing somethings I've mentioned earlier. I guess we'll see what happens in beta.

Thanks for the tip on my Nvidia card, honestly didn't know that.

 
Last edited by a moderator:
I'm hoping you guys revisit the shotgun ranges, because every shotgun in a19 has a range of 5 units (10 blocks), which I found really odd.  I went from the blunderbuss to the sawed-off double barrel expecting a small range increase... still 5.  Eh, okay.  But THEN I got the pump shotgun and was shocked to see that the range hadn't increased at all from the blunderbuss.

What gives?  Why does my buckshot get deleted after traveling what looks like ~20 feet or so? 

This is dumb and kills immersion.

I understand concessions for gameplay, but this is TOO VIDEO GAMEY.

 
We want to add a loot progression speed, so if you want it to take months to reach t3 and have extended primitive stage you can do that, independent of zombie game stage.
That sounds amazing. I love the primitive weapons and having the ability to prolong that stage sounds ideal. Part of me will be sad when this game finally goes gold and we don't get a new version to try out.

 
I'm hoping you guys revisit the shotgun ranges, because every shotgun in a19 has a range of 5 units (10 blocks), which I found really odd.  I went from the blunderbuss to the sawed-off double barrel expecting a small range increase... still 5.  Eh, okay.  But THEN I got the pump shotgun and was shocked to see that the range hadn't increased at all from the blunderbuss.

What gives?  Why does my buckshot get deleted after traveling what looks like ~20 feet or so? 

This is dumb and kills immersion.

I understand concessions for gameplay, but this is TOO VIDEO GAMEY.
The Devs have already discussed this. It's unlikely to change. Also "kills immersion" is an overused argument that I imagine most Devs completely tune out.







 
That sounds amazing. I love the primitive weapons and having the ability to prolong that stage sounds ideal. Part of me will be sad when this game finally goes gold and we don't get a new version to try out.
Ahh but you will, 7 Days 2 my friend.

 
Status
Not open for further replies.
Back
Top