PC Alpha 19 Dev Diary

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And yet...a lot of effort over two alphas was spent on eliminating duplicate pois on an entire map-- especially to prevent them from spawning next to each other. That's all this would be is taking it the final step of having no duplicate POI's right in proximity to each other. I agree, though, that this is probably not worth the effort. Just like Dead is Dead it is a way of playing that is easily chosen by the player if that is what they want to do.

I think the issue is getting a preview of the dungeon right before doing the quest for real. For people that have 1000s of hours and awesome memories it probably isn't a big deal. But starting a quest at a previously unexplored POI is more fun than starting one at the same POI you've already memorized. Eliminating the opportunity to do a dry run before the quest starts will make the quests better.

Yes, you earn the loot both times but the second time through in such close proximity to the first is more of a gimme than a wage.
Agree completely.  This isn’t really about the loot.  In fact, the amount of extra loot that is harvested is pretty negligible. The real issue is that the developer has invested time and effort to provide a unique and exciting experience and double looting only serves to cheapen or spoil that experience.  We get it that players are choosing to do it but it is now so common as to almost have become a meme.  My thought is that the developer would want to do what they could to preserve these game experiences in the spirit that they were intended.

 
I don't get that whole discussion about "double looting". Where is the problem?

- It is a legit strategy. You have to fight the zombies twice, clear the POI twice and therefore get twice the loot. Just like you'd loot the POI on the other side of the street instead. If you think it is too boring simply don't loot before accepting the quest.

- There will be a point in the game where most quests will be a "looting the same POI again". T5 quests for example, there is only a little amount of T5 POIs so you have to clear the same T5 POI over and over again. No one cares about that I guess? Or when I have looted the whole city near my base and closest trader. Whenever I accept a quest from that trader he will send me to a POI I have looted already again. Who cares if I have looted that same POI 10 hours ago, 3 hours ago or 10 minutes ago? It is still the same.

I am only talking about Singleplayer or people playing Multiplayer in co-op mode (as a team). Don't think 7D2D is really suited to be a PvP game anyway.

 
I have the solution to these two non-exsistnace problems ppl claim that exists cause the thought of someone doing something their not, irks them to no end and thus they feel cheated for it. 

We implament the “self-control” option in the games option menu. 

Leaving it off, the game plays like normal, do whatever you want, however you want, have your cake your way and eat it, enjoy it, relish it. But turn the option on and you here by declare that you will exacute self-control and practice what you preach by not doing any of the two things you fought so hard against to not be in game,  and the very moment you break your self-control, complete and instant prementant computer wipe and brick. 

Said option will be locked in when game is started with no way to undo it. 

Only way to change it is to start a new game 

Lol that’ll teach ya. 😛

 
Does anyone that play's MP have a problem that the non host doesn't seem to get infections/abrasions etc? My husband hosts not on a server, and i have not once been infected etc but he get's them quite often when getting hit. I have been hit heaps of times and gotten nothing?
sounds like you need a man.
 

;) ;) ;)

PM for more info.

 
You get the layout of the poi and learn where things are. This may not matter as much once you have played the game enough to remember every POI but I still find one's I've not seen before. Going through the second time is much easier and arguably cheaper resource wise. Again, this isn't necessarily a bad thing. It is, in fact, like someone else mentioned just like two duplicate POI's spawning right next to each other.

And yet...a lot of effort over two alphas was spent on eliminating duplicate pois on an entire map-- especially to prevent them from spawning next to each other. That's all this would be is taking it the final step of having no duplicate POI's right in proximity to each other. I agree, though, that this is probably not worth the effort. Just like Dead is Dead it is a way of playing that is easily chosen by the player if that is what they want to do.

I think the issue is getting a preview of the dungeon right before doing the quest for real. For people that have 1000s of hours and awesome memories it probably isn't a big deal. But starting a quest at a previously unexplored POI is more fun than starting one at the same POI you've already memorized. Eliminating the opportunity to do a dry run before the quest starts will make the quests better.

Yes, you earn the loot both times but the second time through in such close proximity to the first is more of a gimme than a wage.
Main problem in my eyes is, that double dipping is not enjoyable, but because its effective people will do it so they get more stuff. When you have looted your city already, many people will opt to double dip the close quest instead of going 1,5 miles for another. Its easier. This combined with absolutely atrocious roads that do (not) exist between cities and lack of gameplay on the "road," it is quite understandable. I would probably not remove double dipping until the random world gen is fixed so that roads can be traveled easily and there is event system that keeps player occupied. However yes, in the end I would remove such possibility.

 
Main problem in my eyes is, that double dipping is not enjoyable, but because its effective people will do it so they get more stuff. When you have looted your city already, many people will opt to double dip the close quest instead of going 1,5 miles for another. Its easier. This combined with absolutely atrocious roads that do (not) exist between cities and lack of gameplay on the "road," it is quite understandable. I would probably not remove double dipping until the random world gen is fixed so that roads can be traveled easily and there is event system that keeps player occupied. However yes, in the end I would remove such possibility.
Honestly, I don't see that many problems with RWG roads.

 
Thats a nerdpoling issue then isnt it.

Heres a very simple solution: you cannot place a frame while jumping outside your land claim zone.

You can still build and make a ramp to your destination, but it will be a lot more difficult.

Alternatively, you could have a loot stage modifier that temporarily increases depending on recent zombie kills. Say, each zombie killed within the last 5 min or so increases your loot stage by a certain amount up to a cap. Killing another zombie refreshes it, this way you have to kill a minimum number of zombies to get the best loot and nerdpolling will give you @%$*#! loot.

Essentially this ties the challenge to the reward, if you cant do the challenge and go straight to the reward, you WILL be disappointed.
Personally I see nerpolling as a problem. If it was removed I would be happy. That is, ladders are the way to get to high places innit? 

Honestly, I don't see that many problems with RWG roads.
Are  you playing nitrogen or default maps?

 
Both have pros and cons. Neither is the end all be all. 
what are the cons of nitrogen? i am seriously asking because i cant think of any, i generate 10 k map in under 5 min with a fantastic preview, the customization is off the charts,  make your desired mix of everything from poi to city/town size and density, roads are good or @%$*#! depending on your choice of options, i never have any issues with the nitrogen maps. any besides the non issues they are also just well laid out i hardly ever generate a map with it that i dont want to play.

 the pimps RWG on the other hand has been a mess from day 1, i get its alpha but they've changed it up several times and seemingly few people are happy with it

 
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what are the cons of nitrogen? i am seriously asking because i cant think of any, i generate 10 k map in under 5 min with a fantastic preview, the customization if off the charts,  make your desired mix of everything from poi to city/town size and density, roads are good or @%$*#! depending on your choice of options, i never have any issues with the nitrogen maps. any besides the non issues they are also just well laid out i hardly ever generate a map with it that i dont want to play.

 the pimps RWG on the other hand has been a mess from day 1 i get its alpha but theyve changed it up several times and seemingly few people are happy with it
I held off using nitro until a19, the only negatives I could find was sometimes you get missing water in lines, were the sea or large bodies of water are. Nitro gen also uses more ram In game. 

Vanilla 8k: 4799MB

Nitro 8k: 6930MB

A17 spelled the end of vanilla rwg. Damocles thankfully stepped up and gave us a worthy replacement. I did play around with it in a17 and a18 but I just didn't get around to learning how to use it and spawn custom poi's until a18. Based on my experience with it so far and assuming the pimps never make any significant improvements to vanilla rwg, I can't see myself going back 😛

 
I've been saying this for ages. People keep acting like double loot is a bug or exploit, but you are literally doing the work twice, it's no different than if two identical PoI spawned side by side and you looted both. Why would you NOT get double the loot . . .
My turn. You would think me playing on 25% loot of all people would do this but I don't. Ask yourself what was the original intent of the developer? Thats why you don't double loot and I don't intentionally. Only time I did when I looted a building and then later grab a quest and the trader gives me a quest to loot the same building and I've already wasted the time and stamina to get there. To fix this I started marking cleared buildings and checking my map after I receive a quest so I can cancel it. This however makes it so I have limited quests I can do per day. I've also said there seems to be enough buildings for the tiers of quests around each trader so why are we even doing the same poi's twice.

It blows my mind in every game how everyone tries to play the game not as intended and then finds ways to justify it. You guys are ruining your simulation. Go ahead bring up how I don't nerd poll, I dare you to open that can of worms again mister brown pants :boxing2: (not specifically refering to Khalagar).

No loot respawn should mean when I've looted all the buildings in the map there is no more loot. They have changed it so that if I take a quest it respawns the loot in the building to keep the looting going mostly to serve multiplayer, I'm not exactly happy about this but it makes the trader quests work and it is the original intent of the of the developer.

Then there is emersion, realism, if your a streamer/content creator it becomes a question legitimacy and its just cheese and you know this.

Here it comes ready? ready? 'Well just use some 'self control!'"🤭

I do but list of things that are being added to this column are adding up. Lets just rename the game '7 days of self-control with zombies' 'Never ending loot in the apocalyptic wasteland' 'Double loot Land' 'Nerd polling double looting simulator' 'Land of the magical frame'

                                                                                                                                     'It does nearly everything'

Even a sandbox needs rules and balance.

Edit: Just wait, the way to fix pvp is going to be 'self control'

 
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I'm a big fan on several ways to accomplish goals. That said, it can't be as easy as dig a 3 meter hole and put a frame on your head and be safe from the horde. Things should work, for a little while, then eventually the zombies get to you. So you had better have a backup plan B, C, etc. Like my strategy only works as long as I have enough ammo. If I run out of bullets I'm screwed, other than the fact that I usually have a fair amount of concrete between me and them.
I absolutely love that too.

One of my favorites is the electric fences in combination with a more classic bunker/fort build.
Watching zombies dance to the tune of several thousand volts is a beautiful sight.

I've been using the new Sledgehammer turrets to knock them back behind the electric defenses once they get close enough. Even better with a flaming mod in the sledgehammer, to see them get roasted in more ways than one! :D

The highlight was when a spider zombie tried to jump over the defenses, and got sent flying all the way back. HOME RUN!

 
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I hear that selling stacks of gun safes makes you uber dukes......still........should maybe look into that. Sounds game breaking.

 
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The new loading tips are great - there's over 30 of them now - but they only appear during the last couple minutes of world generation. Perhaps they should be present for the entirety of a world generating, to give new players a chance of going through them all? :)

 
It wasn't a complaint from my end, it's just a genuine question. Was I supposed to get this, yay or nay? *Shrug*

If I'm not supposed to have this, I'll scrap it, but if so, then I'll replace my wooden club with it.
Secret stash is where all the best stuff is, so that seems right. We don't have a way to properly bucket trader items based on game stage yet, so in A20 it could be different.

 
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