PC Alpha 21 Dev Diary

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Well, Im excited.  Looking forward to a revised crafting system.  Not that the current one is horrible, its actually pretty good with some definite room for improvement.  Whenever y'all change something it refreshens up the game so KUTGW!

 
Madmole already told us what he planned to do with the crafting system long before the a21 thread was opened. Basically It's a "learn by crafting" system that allows the player to gradually improve the graded items ( he offered weapons as an example) he/she crafts in order to keep the progression and the crafting interesting. He will indeed give us more details, but nothing to worry about as it sounded quite good. If legendary effects come into play at the same time it will be even "awesomeer".

 
Just spoke to Madmole and he plans to give us an update on the new crafting system next week! I've played with the new system and it is definitely a different animal than anything we've had in the past and will have a major impact on gameplay. Hold onto your butts because when you hear what it entails you will most likely yourself utter those infamous words....

"It's a whole new game!"

                          --Joel Huenink


lol should we be concerned that you never commented on it such as it seems better or makes the game more enjoyable. That you think it is an improvement over the old system.

 
Code:
Hello [URL="https://community.7daystodie.com/tfp420/profile/43564-faatal/"]@[/URL].
Haven't been here for a long time. I came looking for answers after starting in alpha21 and you always have an explanation for everything.
I only read your answers to the "specialists" of this game to save me a lot of time. I love you.
 And as always, thanks for 7 Days To Die.

 Greetings to MadMole.

p/d: Don't get mad, "specialist" is just a joke. 
Keep in mind that without your contributions here, this game would not be the same
 
Madmole already told us what he planned to do with the crafting system long before the a21 thread was opened. Basically It's a "learn by crafting" system that allows the player to gradually improve the graded items ( he offered weapons as an example) he/she crafts in order to keep the progression and the crafting interesting. He will indeed give us more details, but nothing to worry about as it sounded quite good. If legendary effects come into play at the same time it will be even "awesomeer".
Just how many clubs or guns or tools do you craft in a game? 1 of each type? 2? If that's it then initial impressions are........ less than favorable.

 
lol should we be concerned that you never commented on it such as it seems better or makes the game more enjoyable. That you think it is an improvement over the old system.


That was on purpose. I'll share my feelings about the feature once it is revealed. Its enough to say that it is different than what we had and different than any game I've played that has crafting and so is quite unique. Maybe others who have played more games than I, will find some parallels to other games they've played but to me this is going to be one of those features that makes 7 Days to Die different in the vast field of survival crafting games. Madmole will give all the details this coming week. I'm excited to discuss once its revealed and everyone starts speculating on whether it is an improvement or not. 

 
My only concern about this is how available will the item parts be?  Like we have 4 people in our server(not much) 1 person is specced for bows, and another has an interest in them as well.  We do not have the parts needed to make enough bows for people(even at 150% loot)

That being said i am excited by the thought of it also lol

 
Madmole already told us what he planned to do with the crafting system long before the a21 thread was opened. Basically It's a "learn by crafting" system that allows the player to gradually improve the graded items ( he offered weapons as an example) he/she crafts in order to keep the progression and the crafting interesting. He will indeed give us more details, but nothing to worry about as it sounded quite good. If legendary effects come into play at the same time it will be even "awesomeer".
Presumably we are not going back to the good old days of "start by crafting 500 stone axes", but LBD and Crafting send all the wrong vibes to me.

 
That was on purpose. I'll share my feelings about the feature once it is revealed. Its enough to say that it is different than what we had and different than any game I've played that has crafting and so is quite unique. Maybe others who have played more games than I, will find some parallels to other games they've played but to me this is going to be one of those features that makes 7 Days to Die different in the vast field of survival crafting games. Madmole will give all the details this coming week. I'm excited to discuss once its revealed and everyone starts speculating on whether it is an improvement or not. 
So : some type of automatical crafting? 

you put crates near workbench and you after that put things there - you want to make for example shotgun in workbench? it will take things from your crates automatical so you don't have too looking for this yourself

 
Very interested to see how Madmole has developed the initial ideas he bandied around, so thanks for the heads up.

I am concerned that it's almost impossible to get a decent crafting system without revisiting other systems.  Tools is the most glaring example.  Madmole stated he wanted to, quite logically, have a system where the skill required to craft a Q4 stone axe would let you craft a Q2 iron axe, and so on.

This is great were it not for the fact that, because block hp are standard and block damage has no randomisation, iron tools are almost always a bad choice anyway.  If you have to drop a couple of quality levels in the process there will never be a reason to make them.

Shovels showcase this the best - once your shovel plus mods plus miner 69 skill have you doing 100 points of damage to soil, there is no reason to change to a slower swinging, stamina draining iron shovel unless that pushes your damage to 200, because the important thing is swings per block destroyed, not raw dps.  I don't even think hitting 200 damage a swing is possible with iron, so you ignore iron and go straight from stone to steel.  There is an edge case for moving up to 125 damage if you're clearing a lot of topsoil, but it's pretty niche.

There's some other changes that I think have to happen, but they're mostly within crafting itself (like being able to craft top quality because then finding parts gives you a slow second route into finding Q6 items with better random stats that your current one and makes mid-endgame crafting actually useful) but as they're all actually crafting related I'll wait to see what the actual proposal is on those.

 
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the game needs more vehicles, handguns to cause more damage, and a lot more textures to paint and create buildings. A good pack of "nice" textures would be great in order to be able to create "new" buildings. Since all we can do, despite building modern bases, is to paint them with ugly textures.

It also needs the ability to edit the type of fuel from vehicles.xml in order to let mod makers add different fuels such as biodiesel, etc as mods. So far the only fuel that could be changed is for the chainsaw and auger, but not vehicles.

 
Sim, você pode me citar no A21 em 2022.
On A21 or after that, will we get any performance information? I think it would be nice if some of the devs decided on this because it would be really bad to get into a shootout against bad guys at low fps.

[Please write in English]

 
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Hi, there's an interesting question about the new RWG that I think only @Kinyajuu could answer:

Random map generator questions
Whats up everyone !
I have 2 questions regarding the random map generator.

1. Do you get all POIs on every instance?
2. Does increasing the number of cities reduce the size of them ? Like if I choose a few cities, will they be bigger than if i chose a lot ?

Thanks


 
You know what I want from Alpha 21...

Some actual shadows on my character hands, and hand held items.

They are fully lit by the sun when in the shade and it really looks outdated.

Also a option to increase the FOV of hand held items.

The pistols especially appear way too close to the camera.

It's really bad with the M9 pistol + Reddot when aiming downsight.

The handgun looks close enough to my face, that the slide would hit my face everytime I shoot the gun.

 
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