PC Alpha 20 Dev Diary

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Could night quest be activable from 22 - 4 instead of the 22 - 1? Would give more leeway when having to travel from one quest to another.
0400 is dawn in 7D2D so no longer qualifies as night. Starting at 0100 gives you 7 minutes and 30 seconds real time, on default settings, to finish the quest before dawn arrives.

 
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You don't fail the quest once dawn starts, so you could probably cheese it by just standing there afk until dawn but that's boring.

I really like the idea of the night quest, just wish the reward was better. I hope they explore hard quests like that more, like force enabling feral senses and nightmare run speeds while in X tier PoI or after accepting X quest type. They could even force raise difficulty to make zombies more durable etc, there's a lot of neat options they could pursue for making some new quest types that are highly challenging but also rewarding

 
  • Most pole and smaller sized shape HP values reduced by 75% 
  • Most plate and similar sized shape HP values reduced by 50% 


No reduction in upgrade costs though? - Confirmed

 So now we have to go back to uglier bases and ignore all the good pieces that were put in because not only are they weaker, but they cost way more given their weaker state.

 
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Could night quest be activable from 22 - 4 instead of the 22 - 1? Would give more leeway when having to travel from one quest to another.
Normally, you would only be going from the Trader to the Quest. If you are in MP and accepting multiple quests, prioritize the Night Quest first. If you are accepting multiple Night Quests from the trader, I'm not so sure TFP should change the system for that edge case. I'm sure the window of 22-1 was set to encourage people to complete the quest at Night rather than waiting to 3:45 to start the quest and complete it during the day.

 
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Perhaps 22  - 2 then for activable time of night quests instead then? I can agree with it not being started 4 as it is considered morning.  I consider 2 being still as night while 3 is closer to morning.

 
  • So to clarify. does this mean you can no longer stack any drone mods except cargo ones? 

    or does it mean you can't stack drone mods at all, period?
Tested b231 Locally.  You can no longer stack drone mods, with the exception of cargo storage mods. you can stack up to 4 of those

in 218 you could stack every mod x4

 
  • Most pole and smaller sized shape HP values reduced by 75% 
  • Most plate and similar sized shape HP values reduced by 50%
No reduction in upgrade costs though?

So now we have to go back to uglier bases and ignore all the good pieces that were put in because not only are they weaker, but they cost way more given their weaker state.


I don't object in theory to different size blocks having different HP values BUT this should be reflected in the crafting costs. If poles only have 25% the HP of full blocks they should only have 25% of the cost. Otherwise, the game is penalizing creative or aesthetically pleasing bases.

If however, this is motivated not by a well thought out design decision and is instead a kneejerk reaction to content creators/players creating cheese bases and people complaining about it, grow a pair.  Some people will use whatever you give them to create low-effort or secure bases.  And other people will complain about them.  But player agency needs to mean something. If people want to ruin their own game by cheesing hordes, that's up to them.  Other people's complaints about how someone else plays the game, unless they are being griefed by those game mechanics, shouldn't matter.  Max efficiency players or tryhards who think the game should only be played in one particular way should not dictate design decisions.

Given that I'm not sure how TFP would assign different material costs to blocks and upgrading considering how the current system works, I know which way I lean. If the design decision is smaller size blocks should have less HP, I'm guessing the system would work differently to account for this.  I'm also guessing that some of the new or reworked POIs will have weaker blocks than the POI designers intended. I haven't had a chance to go through the XML yet and maybe this will mostly be a non-issue. I guess the ultimate limitations here will just depend on which blocks still have full HP for use as supporting columns.  Obviously anyone using poles for fighting cages or supporting columns will likely stop using them as regardless of crafting costs, It's probably not worth having 25% of the HP you used to have separating the zombies from you.  

 
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There may be an option that can satisfy both the dev and player initiative
without it being a repetitive situation. Presently if a player or group
returns to a previously cleared POI, whether spawn on or off they already
have a map of whats coming because they remember.

One of the things that made me think of this after reading, is that i like not
knowing whats going to happen. To approach from the weak position vs the strong.
For me that's what makes a challenge, suspense and a "fight" for survival situation.

The idea uses foundations already laid. A poi has a spawn volume, is sedentary,
there are timers, players have an xp level. Once a poi volume is cleared, a random
timer is activated depending on the POI loot level, heat can be set for that POI
just below the screamer spawn. A player generates a certain amount of heat just by
existing.

If a player returns to a cleared poi, either by basic sweep and clear, or by trader
quest then their heat plus the poi heat will spawn a screamer. The POI heat level
will never lower below the new threshold, only the player leaving the area will
bring it back down.

The spawn group by this screamer is special. It spawns a group based on a formula.
The poi loot level 1-5 plus a multiplier of the players xp plus each one has at least
one player killer in the group. Cop, Cop radiated, Feral radiated, Wight radiated,
Demolisher, Bear, Wolf pack.

A logical hierarchy can be set, clear poi, the new heat level alone spawns predator
packs, vultures progress to dogs to wolves to bears and in between come the screamer
player returns and fights, and screamer joins the party. If players have a group the
highest one in the group is the regulated multiplier.

Once the timer runs out the poi area is set to active for predator/screamer spawn
permanently.

It would provide a filler for a progressive threat level as a person progresses.

The image: as you clear more of the sleepers, you progressively open the world to
the walkers and predators. That combined with feral sense makes for a continuous
nightmare, potential XP acceleration, potential death, yet keeping within the
rendering limitations.

Either way nothing will be handed to anyone, you fight to survive, and it creates
an accelerated vicious cycle of treat progression.

 
Loving A20 so far.

There is a bug in the b218, if you increase casino coin stack to beyond 100000, it doesn't save character properly and will quickly lead to your player save being "wiped". Reproduced it 3 times just by increasing stacksize to 100000, restarting, giving myself 100000 and saving/loading a few times.
I would prefer it not corrupt, since it is not clear in xml what the max is. It is 32 bits in memory, but on save and network send we use 16 bits for space.

Clamped item stack counts to 65535 when saved (at 32k it overflowed and would break on read).

 
Kosmic Kerman said:
I don't know if this varies by POI or requires you to be in a specific volume for this to work properly but I have definitely seen evidence of this not working how you describe. For example, the new Joe Bros Housing Development POI with the Night Power Quest does not appear to work this way. First, when you walk into the volume vultures appear to spawn as soon as you enter. Maybe if you crouched in they wouldn't spawn but this seems like a pretty hard trigger to me. Second, and more importantly, you can stand on the roof of the loot room (first garage on the left) and break the roof and pick off each zombie (while crouched, with an unsuppressed weapon, and no points in stealth) and none of the other zombies wake up even if you aggro one of them.  Walking on the roof doesn't wake up the sleepers. Shooting a zombie with an unsuppressed weapon does not wake up the zombie next to him or her. Walking on the roof from one side to the next after killing the first batch of zombies does not wake the rest up.  The zombie bear does not aggro until you shoot it.  As far as I can tell the "volume" you are in still seems to play a role in whether the zombies wake up. In the Joe Bros example, I gave I am about 3 blocks from the zombies when I am shooting them.
1 Enemies will always spawn when you get near a volume. If crouched you do get a stealth check (provided you are not making light) and will bypass the initial attack, since the vultures are far and you will succeed.

2 Yes, there was a bug with attack volumes and noise.
"Fixed damaging a volume enemy from outside a sleeper attack volume did not wake the volume."

Thanks

 
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1 Enemies will always spawn when you get near a volume. If crouched you do get a stealth check (provided you are not making light) and will bypass the initial attack, since the vultures are far and you will succeed.

2 Yes, there was a bug with attack volumes and noise.
"Fixed damaging volume enemy from outside a sleeper attack volume did not wake the volume."

Thanks
Thanks for the response. This bug fix should appease those arguing, in good faith at least, that breaking blocks shouldn't give you such a huge advantage over players perked in stealth.

 
If crouched you do get a stealth check (provided you are not making light)
Making/emitting light or just illuminated? From the results of some of the testing I've seen the volumes seem to be going based on just if the player is illuminated and not if the player is the one causing the illumination.

 
After 40 days you don't see zeds spawn which is different from what he said would occur.Therefore a bug. Additional to 30 days being too long
Was a bug.

"Fixed sleeper zombie respawn time would use a huge amount of days if loot respawn time was disabled."

 
I would prefer it not corrupt, since it is not clear in xml what the max is. It is 32 bits in memory, but on save and network send we use 16 bits for space.

Clamped item stack counts to 65535 when saved (at 32k it overflowed and would break on read).
Nice, a quick easy bug to fix. :)  So just to confirm the limit is actually 65535 now or 32767 in the next build?

 
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