PC Alpha 21 Dev Diary

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If it's about them not wanting to make more models I would be fine if they would use the copy paste zombies but with a little extra. A unique glowing effekt (like the radiation) or some mutations (like the bubbles on the bubble zombie)

Edit: Maybe a dark Blue glowing
The models are not the important part IMO. We need different behaviors, different weapons/claws or whatever, and different path finding.

Example 1: let's say we get an Alpha Wolf. They could make it howl to call in a pack of normal wolves (much like the screamer), and the Alpha Wolf itself would stand back waiting for his pack to attack you and only come forward and hit you when you're already wounded (similar to vultures).

Example 2: a Stalker Crawler. It could hide inside normal dirt and come out suddenly when you walk on top of its block (or dig it). Then it would hide again inside dirt when it's been wounded to regenerate. After it's healed, it'll come back later to stalk you. It would be a great PITA for underground POIs too, IMO.

 
While I’d like a behemoth like zombie it appears to be impractical at this

point in time. I’d rather the Pimps finish 7D2D and move on to something else rather than perpetually f around with game systems.

Accepting that a huge behemoth zombie is not possible simply give a noticeably different skin to the end game boss zombie and have it do something different like it throws explosive globs or it has a cloud of poisonous gas around it or it’s just really  good at breaking walls. The zombie doesn’t need to look that different just make the difference noticeable maybe the glow red or something.

Related hopefully there will be more skins for zombies going forward I really would like a non modded option to have enough variety that you don’t continually see the same ones over and over. I fear with UMA zombies ultimately going away this could be a problem however I am sure there is some plan the pimps have.

 
If you are asking about the connection, read the wikipedia entry on "Native American Gaming"
He asked about Casino Poi - you wrote about Duke.  Well there is a option for lack of casino POI and  nuke can be explanation

I'm on his side, please don't just spawn regular zombies with more HP/DMG. THis is too cheap at least give them some kind of mutation marks so you can identify them as Bosses.
Yeah this would looks like MMO idea

Why not? Supreme Ultra Master Deadly Radiated Draugr Lord from the Depths of the Wasteland Puddle MKII. I dig it.  A "kill/ hunt the boss" quest is a yes from me.
That's why!

You miss the point I think  (unless you were joking).

Nobody wants the same copy/paste zombie, just with more hit points.

We want to see new AI behaviours and powers from boss zombies, that's why he said no.
Yeah, just more hp and dunno make this zombie bigger will looking silly

 
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As shown in the teaser video, the fire hazards are simply turned off with a valve found somewhere in the POI. No special tools required.

Radiation hazards, "if added", will "mostly likely" have some sort of armor or armor mod to negate or lessen the effects. Not really sure on that one just yet.
Fire hazards?
Teaser video?
 

Where can I find this?

 
Some thoughts on customizable difficulty settings I think TFPs should add in A21 or at least before the game is finished. I think most if not all of these would be easy to add options for, since they're already in the game:

1. Loot stage scaling: Give us options on how fast the loot stage increases along with your game stage.

2. Loot TYPE spawn rates: Let us alter how much specific types of loot spawn. E.g. if we want to play with lower ammo, let us choose to decrease ammo drops by 50%. Same thing with food, guns, resources gained from mining, etc.

3. Game stage increase customization: Let us choose how fast the difficulty increases in general. # of days alive currently increases game stage a bit slow for my liking, I'd love the ability to change the impact by something like 30%, so my day 21 horde is more difficult by 30%. You get the idea.

4. Customize screamer hordes: What types of zombies & how many the screamers can spawn.

5. Debuff customization: Let us choose the likelihood of getting each type. For example, I think infection should be a MUCH bigger problem in the game, so I'd like to turn that up to 300%. On the flip side, I think the other debuffs are annoying & not fun, so let me turn them down to 75% of normal. Etc.

6. Dangerous cities: Customize the frequency & number of zombie spawns in cities vs. POIs vs wilderness, etc. 

7. Wandering Hordes: Customize the frequency & number of zeds that spawn in wandering hordes.

8. Damage by hitbox: Customize the percent damage for different regions of the body. Let us choose if we want to play head-shots only (e.g. turn down body shot damage to 20% so we really have to aim for the head).

9. Questing nerfs: Choose how many quest you can do per day/week, and how often the quests reset. Lets us choose how much we want to let the quests rule our playthrough.

10. Biome difficulty: Let us choose just how much MORE difficult each biome should be. For example, I'd love to turn my wasteland into an absolute warzone. 400% difficulty increase over even the snow biome, with an accompanying loot increase. This would essentially turn the wasteland into the 'endgame' that I and many others currently crave.

I'm sure there are more that would be good to add, just can't think of them right now. I know TFPs don't want to make the game harder so they keep it fun for newbies, but please don't ignore us veterans either. This is a great compromise that'll keep us all enjoying the game for a long time to come. I know there are mods for some of these already, but I think these are fundamental for advanced players and so should be in the game. And since TFPs have been tinkering with virtually all of these for a while, the ability to change these settings is clearly present in the software. It should therefore be easy to add an 'advanced options' section of the game menu. Cheers & I'd love to hear any thoughts people have!

Just gonna tag some people so hopefully somebody from the dev team sees this -- @Roland @meganoth @madmole @faatal@Crater Creator

P.s. I'm very excited for A21, hope it lives up to the hype! Thanks for the work you guys do.
Okay , well please don't  call devs, if they will have a while they will read this if this will be not offtopic. I mean people with "orange " nicknames 

To rest - this sounds good but made 1 mistake - loot stage is connected directly with games stage - you have automatic shotgun but you have to deal with feral

2. - sounds reaslitic about group of loot but resources? not rly because of perks

3. As upsters  gamestage is connected wtih lootstage

4. idk if this is connected with gamestage i mean what types of zombie will respawn

5. Ok this can be done

6. Sorry but not - there world limit because number of players - you know preformance

7. ^ this same thing about that but frequency can be done

8. uh....  probably?

9.  There will be some traders nerfs soon so.. what for that

10. There will be silly but important question - what do you mean by difficulty? For X  diffuclty can be  1 zombie can survive 100 headshotes, for another one respawn of feral only for someone tons of mines and traps

Well... hm i think TFP had 3 options- 1. make games for small hardcore group of players - like the forest , Green hell or no more room in hell fans - hard, maybe controversial 2. make this game easier to make group of potential players bigger  and "let" modder to make this harder - as it's looks now 3. mix both and make game for nobody - too "light" for more seriouse setting fans (days gone , tlou), too easy for hardcore players and too hard for "typical" player. So they choose this... and hm... we can complain but it was good decision because 7DTD is still popular on steam - just check 7DTD and green chart --> 7dtd is much  more popular. Well days gone is... dead. Not because it's bad game. It's  dead because people didn't buy it on released and... was more seriouse that most PS games. But well - nothing can be done with that so just use to it

 
What mean double doors? because... well in some POi there is double doors now
As BFT said, crafting, but also (unless I'm mistaken) even though you see double doors in current POIs, they all function as single doors (one is usually locked) they never open together. The exception are the cellar doors, of course. What's teased in the video are functional double doors.

Also when it comes to crafting, you might think you could just place two doors side by side, but their hinges would both be either on the left side or the right (not opposite sides). You can rotate one of the doors, but then they wouldn't align properly.

 
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The models are not the important part IMO. We need different behaviors, different weapons/claws or whatever, and different path finding.

Example 1: let's say we get an Alpha Wolf. They could make it howl to call in a pack of normal wolves (much like the screamer), and the Alpha Wolf itself would stand back waiting for his pack to attack you and only come forward and hit you when you're already wounded (similar to vultures).

Example 2: a Stalker Crawler. It could hide inside normal dirt and come out suddenly when you walk on top of its block (or dig it). Then it would hide again inside dirt when it's been wounded to regenerate. After it's healed, it'll come back later to stalk you. It would be a great PITA for underground POIs too, IMO.
Both are awesome ideas. An alpha wolf fits perfectly, and a bear/ cougar with cubs (same model, a bit furrier and smaller?)that gives you a notion of why the heck are predators attacking you in some instances would add an incredible amount of depth to just a bunch of models.

Plus, cubs are a way to balance food on wheels as smaller animals have smaller resources.

The stalker crawler is just a must. A special entity that jumpscares us either by coming out of the ground or from a tiny closet or corpse can be the best thing since the hated zd vultures. It should be fast. Yes. A fast nightmare crawling on two arms. Beautiful.

I believe there were talks about an undertaker special zd that either revived or made entities come out of the ground? Well that's almost like a screamer. The stalker zd that also moves fast and can get to you even crawling against walls will definitely make Bioshock's crazy roof-crawling entities look away in fear.

 
  • Skill magazines can be found, bought, and/or received as quest rewards. The topic of the magazine matches the location you would expect to find it in the world.



Emphasis mine, is there a more in-depth explanation of this? Would it be like, finding farm-item (seeds, food, etc) magazines in shamways and guns/weapons/traps in shotgun messiahs and savage country's or is it something different?

 
Emphasis mine, is there a more in-depth explanation of this? Would it be like, finding farm-item (seeds, food, etc) magazines in shamways and guns/weapons/traps in shotgun messiahs and savage country's or is it something different?


Yes.  Another example is finding food type magazines in kitchen cupboards.

 
The Behemoth, on the other side, was originally planned to be 5 blocks high. As far as I know there were problems with the pathing at this size.


There are mods that try to revive the Behemoth, and they reveal some of the problems with it. Pathing is only part of the problem.

The main issue is that the zombie AI is designed to target only two block heights for destruction: the one at "eye" level, and the one at ground level (so, two blocks high).

If any zombie is taller than two blocks high, they can be trivially blocked by placing a weak block three blocks above ground level. No matter how weak, it will block movement, because the zombie will never target it for destruction. You could make a three-block-high wall of wood frames and be totally safe.

So either the Behemoth needs to adjust its collision mesh so it clips through blocks higher than the second block (which looks ridiculous), or it will need to be shrunk so it fits within two-block openings (which makes it not so much a "behemoth" as a new zombie skin). The mods that try to bring it back have tried both approaches, and neither really makes for a compelling gameplay experience.

It would be cool if TFP made the AI changes necessary for enemies to destroy blocks relative to the entity's size. (I for one would like a 7D2D version of the Stranger Things mindlfayer.) But this is quite a bit of work, and I don't think they will push other things aside just for this.

 
Yes.  Another example is finding food type magazines in kitchen cupboards.


Y'know, that actually makes a lot of sense. The new system is slowly growing on me with that clarification—it'll actually make looting [insert type of gameplay theme here]-centered POIs way more worth it.

 
Emphasis mine, is there a more in-depth explanation of this? Would it be like, finding farm-item (seeds, food, etc) magazines in shamways and guns/weapons/traps in shotgun messiahs and savage country's or is it something different?
Exactly. But it should also be remembered that often the “treasure room” of a random POI can sometimes have a shotgun messiah crate or a sham way crate so you will still be able to randomly get those themes of magazines by exploring some of the generic houses  

 
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