PC Alpha 20 Dev Diary

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Ok I’ve done this before where I log out right before day time after a horde night after I’ve finished my horde night early. But then I logged back in and the horde started again but I’m not at my base and I die. Can this be changed? 
One of my no-death runs ended in the same way. It was unpleasant

 
We might have to completely rebalance weapon parts for 21 because of the new crafting system I'm working on. The system will make crafting more granular so you craft many ranges of weapons (crafting a blue pipe shotgun at skill level 25 or so, lets you craft a brown double barrel at that skill level.). Even an increase of 1 will allow you to potentially craft a little bit better weapon, so I can see players frequently re-crafting weapons in a long game to get the micro improvements as their skill goes up.
That sounds similar to something that was implemented previously.

 
We might have to completely rebalance weapon parts for 21 because of the new crafting system I'm working on. The system will make crafting more granular so you craft many ranges of weapons (crafting a blue pipe shotgun at skill level 25 or so, lets you craft a brown double barrel at that skill level.). Even an increase of 1 will allow you to potentially craft a little bit better weapon, so I can see players frequently re-crafting weapons in a long game to get the micro improvements as their skill goes up.
Thanks for the response.  It's not a big deal. My initial post was just offering feedback on what I experienced in my first playthrough. Game balance is always a moving target especially when there are substantive changes. 

 
I hear what you are saying here....but:

1) I don't think crafting should be so trader reliant especially not when you are unlocking a recipe with a perk point. The trader is great but there should be viable alternatives. My point was that the accumulation of shotgun parts in particular was so abysmal that crafting your T2 primary weapon was either impossible or ill-advised since you would eventually loot a comparable or better weapon and should be saving parts for the T3. I am also willing to be patient and slowly acquire parts but by the time I've acquired the parts I will have already looted a better or comparable gun.

2) I have not seen an abundance of shotguns at the trader. I will keep a better eye out on my next play through.

3) There seems to be a drastic reduction in the number of parts that drop from loot in A20. In addition to impacting the crafting of primary weapons, it has a knock on effect to turrets (both pistol and shotgun). While the turrets are out of favor now due to Demo Zombies, it would still be nice to craft them when you get lucky and find the schematic for defending your crafting base. But when such a small number of parts drop, you end up saving them to craft a weapon since those have much more value than turrets.
I don't know why you guys are collecting parts. They cost good money and I always sell all the parts, getting a lot of money and exp. Because we cannot craft Q6 items. And for the mountains of money received, I can buy something like autoshogun/auger on the 7th day (secret stash OP)

 
We might have to completely rebalance weapon parts for 21 because of the new crafting system I'm working on. The system will make crafting more granular so you craft many ranges of weapons (crafting a blue pipe shotgun at skill level 25 or so, lets you craft a brown double barrel at that skill level.). Even an increase of 1 will allow you to potentially craft a little bit better weapon, so I can see players frequently re-crafting weapons in a long game to get the micro improvements as their skill goes up.
I wish there was a clear split on crafting/looting. Crafted weapons and armors should be potentially better than the best looted ones, to give an incentive on maxing out crafting for them. Weapon and armor mods should be loot only, to give an incentive to keep looting searching for them. And it should not be possible to uninstall a mod, giving an incentive to get more of them as well as recrafting weapons and armor to make use of newly acquired mods.

 
I wish there was a clear split on crafting/looting. Crafted weapons and armors should be potentially better than the best looted ones, to give an incentive on maxing out crafting for them. Weapon and armor mods should be loot only, to give an incentive to keep looting searching for them. And it should not be possible to uninstall a mod, giving an incentive to get more of them as well as recrafting weapons and armor to make use of newly acquired mods.


I don't necessarily agree with your entire premise but I like the idea of not being able to uninstall mods. This is a fairly common mechanic in a lot of looter games, especially when the number of potential mods is as limited as 7 Days. Once you find your first of mod X the next time is kinda lame?

 
I don't necessarily agree with your entire premise but I like the idea of not being able to uninstall mods. This is a fairly common mechanic in a lot of looter games, especially when the number of potential mods is as limited as 7 Days. Once you find your first of mod X the next time is kinda lame?
A lot of games with uninstallable mods have an entirely different mechanic though. Mods are usually percentage increases and there are tiers. So there's no harm putting your starter mod in your starter gun because you will always find a mod with better percentages. Those games are also designed to drop weapons and mods at certain keystones (player level, campaign progress, etc.). In 7dtd you would just end up not using mods in starter equipment, saving it for the better equipment you know will come, until you get a duplicate. The play and feel will not be similar. Instead you will simply being using unmodded weapons early game making the start feel worse.

 
A lot of games with uninstallable mods have an entirely different mechanic though. Mods are usually percentage increases and there are tiers. So there's no harm putting your starter mod in your starter gun because you will always find a mod with better percentages. Those games are also designed to drop weapons and mods at certain keystones (player level, campaign progress, etc.). In 7dtd you would just end up not using mods in starter equipment, saving it for the better equipment you know will come, until you get a duplicate. The play and feel will not be similar. Instead you will simply being using unmodded weapons early game making the start feel worse.


Fair point. Right now we have the opposite issue, though. Finding a duplicate mod late game doesn't feel good. Mods are in a strange position where they don't scale with loot stage like weapons and armour do. Mod X on day 1 is identical to mod X on day 100.

Not being able to uninstall mods would create another interesting choice: do I use this now or wait until I get a better gun? Using it now would make the decision to upgrade require more consideration, as well, because now I'm not just comparing base stats but also considering the mod's added functionality. You'll always find another mod for that late game weapon, it's just a matter of time.

 
On an unrelated note: I haven't seen this discussed much, apart from a report from a streamer from Japan, but the amount of ammo in zombie loot bags seems completely excessive.  On 75% loot I'm getting maybe 4-7 rounds from ammo piles, which seems completely reasonable, and then wham!  a yellow loot bag will contain 40 rounds every time.  Not a bug per se so I haven't bug reported and I'm sure devs are aware and will consider tuning the balance further.
Having fat zpacks actually feels rather nice - and yes, the amount of loot in them is rather extreme, compared to normal looting. Bonus points when you do that in wasteland and get a rather extreme lootstage bonus on top of it.

Personally, I solved that issue by reducing zpacks probability twice to thrice (and biome lootstage bonuses as well) via a mod. By default it *does* get pretty bad when you simply loot all the remaining zpacks after a bloodmoon and end up recovering all the ammo you just spent. But otherwise it's much better when a zpack means a nice rare surprise, rather than "oh, it's just a bit of your typical loot".

 
We might have to completely rebalance weapon parts for 21 because of the new crafting system I'm working on. The system will make crafting more granular so you craft many ranges of weapons (crafting a blue pipe shotgun at skill level 25 or so, lets you craft a brown double barrel at that skill level.). Even an increase of 1 will allow you to potentially craft a little bit better weapon, so I can see players frequently re-crafting weapons in a long game to get the micro improvements as their skill goes up.
I am loving what I hear. So you are bringing back a limited version of learn by doing Just for the weapons so you can "Diablo" your way into a purple legendary weapon and have slack for legendary "enchantments" or did I misunderstand? Or Are the weapon points gained just from quests?

 
Is it truly without seeing you? Remember that diagonals between blocks do provide line of sight (like with ramps connected only diagonally), and ground is essentially transparent.
I can't say for sure, but I'll be inside my base away from any open windows and hear the scream and think, "Here we go again!"  It feels like its only feral sense triggering.  

My whole group got wiped by a screamer horde earlier today after burning through about 2k 7.62.  Was truly a horde night experience.  A 'fun' side effect is horde nights are way tougher because we are burning a lot of ammo on the off days. 

TFP devs, if screamers can trigger from feral sense it may be necessary to lower their range or maybe lower their chance to spawn another screamers?  With that said it does make it seem dangerous/scary!  We are definitely our 64 zombie max from screamers fairly often.  

 
With A20 I’m having to learn to play all over again. I’ve been here since A6, have over 5000 hours, and I died on day 1!!! With so many hours played, I’m so used to tackling the standard poi’s for mats and just systematically clearing them before salvaging. I walked into what appeared to be a new restaurant with only a level 1 club and bow…. I just needed 10 leather to make a forge. Dispatched a few zombies then 2 feral businessmen came at me, one front and one behind…..stunned and dead. Now I know to be a bit more cautious entering pois early on. I haven’t died on day 1 since I first started playing. This is awesome! I’m still @%$#ed that I died but it’s awesome. I play dead is dead so tonites day 1 will hopefully go better. Loving this alpha.

 
I guess he meant that he logged out when standing outside of his base, after looting the bags and checking for damages.

So he's not inside his base and when the horde is somehow reset after login, and then he's f***ed up.

I assume it's because in early game stages the spawn stops before 4AM after so and so many Zeds, but if you relog before 4AM again it's checked "bloodmoon night between 10PM and 4AM, so here we go again"?
Yea that’s exactly what happened it was first horde night I finished at like 1:30 and logged off cause I had to go. 

 
IMO......

A20 feels like A19.

It just looks a bit nicer. Multiplayer runs horrible.

I do like the new prefabs and the layouts.

And i really like the packages in the creative menu for weapons etc.

I don't get to play very often. my last serious game was over a year ago.

I mainly host game servers for my group and attempt to keep things sane.

After 7 years hosting 7 days to die this version does feel pretty good.

Map issues and game corruption has been a pretty big issue on high and standard population servers.

I know things will improve as new patches get released.

One thing i noticed right away was how much better aiming feels compared to previous patches.

The new UI was confusing at first but i got used to it and i think it works well.

I still don't like the game stages, it literally prevents zombies from spawning and doesn't work so well for multiplayer.

I feel GS makes the spawning file almost useless early game.

I will stop it there as most other things are for bug reports.

That's My Nickle.

 
skill level 25


Madmole just dropped some dank spoilers there for A21 that few people are talking about, wtf guys.

This sounds exactly like what I was saying back in A19, where there was no point in crafting lower tier armor because you could craft the same level higher tier version. Adding a "skill level" that goes up to a higher level than 5 sounds very promising. It also sounds like we are getting that perk rework I want!

Can anybody say "learn by doing" because I am hearing "learn by doing lite mode" which I love. Instant gratification from just applying skill points is okay for babies and filthy casuals, but it isn't really conductive to long play throughs and unique builds. Back in the LBD days I'd spend entire nights in a mineshaft increasing my skill while my friend would spend all his time running and gunning and raising those skills, and we would end up with very different builds and play styles. Now the only real build difference is just which weapon you want to use while you run and gun

That single throw away line by MM has me suuuuper excited for A21 already

 
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Wow. That's new. I will test it and report it as soon as I have the time. I would be rolling if it really does happen that way. Imagine your sadistic friend vodooing you from afar each time you say something he/she doesn't like.

You' talking to me? A' you talkin' to me? ZAP!. Ah, yes. Feature, not bug.

 
Any plans to give the pipe baton a stun effect? Could last for 2 - 4 seconds. Seeing as it is a baton and all. As for an indicator showing the pipe baton is ready to stun, maybe an overhead strike animation or a shove animation with the pipe baton horizontally. Wait or a leg strike as it is done in real life by some officers.

 
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Any plans to give the pipe baton a stun effect? Could last for 2 - 4 seconds. Seeing as it is a baton and all.
That would be nice. Honestly I found the pipe baton clunky even though the stun baton is my favorite melee weapon. It's very disjointing to have a different attack style and animations between the primitive tier and the higher tiers of the same weapon line.

 
After seeing the .44 revolver in A20, I really gotta call out whoever overhauled the front sight and sight profile.  I'm willing to bet they're an OG Half Life fan -

20211214180423_1.jpg

357_hl.jpg

Why was it changed from A19 when both the sights and sight profiles were accurate already, no pun intended?

 
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