PC Alpha 21 Dev Diary

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That's a good point. It will be interesting to see what the recipes replace. Some perks are practically almost just recipes. Particularly worth mentioning here would be Grease Monkey, Advanced Engineering, and Master Chef.

Maybe we could collect ideas for perks. My idea would be a perk that reduces the heat from workstations so I don't have to deal with all this undead Karen's. The same for tools please 
Some love for the really sub-par perks as part of a general perk overhaul would be lovely, even if they're not directly impacted by the crafting change.

Combining animal tracker and the huntsman, and also lockpicking and treasure hunter, into single perks is a standout quick win as far as I'm concerned.  Oh and changing Rule 1 Cardio to a flat stamina regen bonus while we're at it.

I'm still not convinced I'd ever take them but I might at least think about it.

 
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I don't understand what they're seeing if that is their point?

There are no dimishing returns except for zero perk points in that table.

A diminishing return would be a negative number in the final column.  There aren't any except for zero perk points.

Even the really unlucky crops like only getting six corn seeds back with two perk points are showing a net gain.

Diminishing returns on zero perk points is by design. The stated intention is that crafting seeds is a bad idea if you have no farming skill at all.


I'm guessing he might have meant the margin of gain per point, reduces.

Regardless, at max points in the farming skill, it's as close to game breaking as anyone should want it to be.   Maybe its too much.

 
Some love for the really sub-par perks as part of a general perk overhaul would be lovely, even if they're not directly impacted by the crafting change.

Combining animal tracker and the huntsman, and also lockpicking and treasure hunter, into single perks is a standout quick win as far as I'm concerned.  Oh and changing Rule 1 Cardio to a flat stamina regen bonus while we're at it.

I'm still not convinced I'd ever take them but I might at least think about it.
Lockpicking and Treasure Hunter are thematically related. Therefore it would make sense to combine them. However, I would not include Animal Tracker.

Animal Tracker and Huntsman would make a nice combo, even though they are actually in different skill trees but they are thematically related.

I also agree that Rule 1 Cardio is a bit underused at the moment. In the beginning it's interesting to have more stamina when sprinting but later on you have a motorized transport anyway.

 
Lockpicking and Treasure Hunter are thematically related. Therefore it would make sense to combine them. However, I would not include Animal Tracker.

Animal Tracker and Huntsman would make a nice combo, even though they are actually in different skill trees but they are thematically related.
Yes, that's exactly what I meant. Two pairings not lumping them all into a single perk!

 
ZzzzI'm waiting for the big update punch. In Alpha 20 It was pipe weapons and prefab stamps that made cities look like cities. I'm not here to dog but I know you guys are withholding a lot of what makes these updates huge game improvements. I'm just wondering what the first person animation team is working on. Are they working on the other game or are they still being used to improve 7 days? 

quest types?

clothing stats update?

New weapons? 

First person animation improvement?!? 

JOEL!!! Where are you Joel!!!! come back!! I miss you! lol 

I also miss when Joel did Q&A's on is youtube channel. Made some wild projections but was food for my imagination. Now the dev team has gotten chunky and Joel probably wants to slip into more of a management role and not be as hands on. Where is The Fun Pump! 

 
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QFT.  If you have not spent any points on Living off the land you should not be trying to build a huge farm. You should just plant whatever seeds you find and harvest the crops for food and live off of whatever you manage to get as a supplement to however else you are getting food--presumably hunting.

With one perk point spent you can slowly and painfully build a farm but often with setbacks. With two and with three perk points spent it gets easier and faster to build up a self sustaining farm.
Hope they're okay with using the shotgun am I right Roland 😛

 
Any chance a multi-return scrapping ever happens? Was just watching G9 loot a Savage Country and he had an inventory full of tank tops and most had dye installed. Would be nice to be able to scrap them with the dye in them and get the cloth and paint so you don't have to remove the dye first. Just a QOL thing. :)

 
Before the game is released, are there and plans to have some cool scare-the-crap-out-of-you sounds added (replacement of the zombie attack sounds etc.)?

-Arch Necromancer Morloc

 
I'm curious how the sky requirements of dew collector works

Can we still put bars over the dew collector and have it function? Thinking about how this could work in a multiplayer scenario where you want to protect the collector within your LCB from random people who could come by and interact with it. (Ideally a dew farm with a roof made of bars would protect against players with gyros)

At least with farming/crops, if LCB setting is set to infinity you could have the farm out in the open and be perfectly fine since random people can't come by and harvest it. But dew collector is different. Unless unallied players can't interact with stuff in another players LCB? Ive never tried 

 
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More new art that was posted yesterday from the Dekogon contract (apologies mods for the long post).

https://www.artstation.com/artwork/8w0lDR

ankur-kaul-final-art-template-dekogon-7daystodie-pictureframe1.jpg


ankur-kaul-final-art-template-dekogon-7daystodie-pictureframe2.jpg


ankur-kaul-final-art-template-dekogon-7daystodie-pictureframe3.jpg


ankur-kaul-final-art-template-dekogon-7daystodie-lightsconce.jpg


ankur-kaul-final-art-template-dekogon-7daystodie-lightceiling.jpg


ankur-kaul-final-art-template-dekogon-7daystodie-lightcanflush.jpg


ankur-kaul-final-art-template-dekogon-7daystodie-steeldoor.jpg


 
More new art that was posted yesterday from the Dekogon contract (apologies mods for the long post).

https://www.artstation.com/artwork/8w0lDR













Picture frames are a waste of memory/asset space, IMO, if done that way.

They should do like DF where you can put a picture URL in a frame, and it'll display the picture from the internet.

 
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Jost Amman said:
Picture frames are a waste of memory/asset space, IMO, if done that way.

They should do like DF where you can put a picture URL in a frame, and it'll display the picture from the internet.


That would be amazing if you could make an empty picture frame and add your own picture.. from the i-net or just a screenshot/picture taken in 7dtd game itself.  

Like an interactable picture frame. press E, choose different picture to portray from your steam 7d library or something.

 
Hey @Roland how big is the water voxel approximately, could open up fluid systems in future alpha's if it's small enough, I'm thinking pipes, pumps, valves, fountain blocks(both natural and unnatural to give the illusion of a water fall), Drains, Water sensors(acting as a trigger for devices), working water towers. and what will happen to the waterfall in the desert of Navezgane, is it gonna be removed or just leak water everywhere?

 
Hey @Roland how big is the water voxel approximately, could open up fluid systems in future alpha's if it's small enough, I'm thinking pipes, pumps, valves, fountain blocks(both natural and unnatural to give the illusion of a water fall), Drains, Water sensors(acting as a trigger for devices), working water towers. and what will happen to the waterfall in the desert of Navezgane, is it gonna be removed or just leak water everywhere?


A normal block right now has all space not filled with material filled with air, right? In A21 there will be two ways, space filled with air OR space filled with water.

So all water voxels will be exactly one block in size as water is just an additional property of a block.

 
Hey @Roland how big is the water voxel approximately, could open up fluid systems in future alpha's if it's small enough, I'm thinking pipes, pumps, valves, fountain blocks(both natural and unnatural to give the illusion of a water fall), Drains, Water sensors(acting as a trigger for devices), working water towers. and what will happen to the waterfall in the desert of Navezgane, is it gonna be removed or just leak water everywhere?


All voxels in the game are basically the same size 1mx1mx1m. Even half-blocks and quarter-blocks maintain the full 1m cubed space which is why floating bases are a thing and when you try to build a base on some POI roofs, everything you place floats above the roof instead of resting flush. While the devs have created some multi-block shapes which make for much larger shapes, there are no micro voxels in the game and there are no plans to add them. Therefore, water voxels are the same size as all other voxels and there are no plans to do micro versions of water voxels to behave as you are describing.

Meganoth is correct that water has a unique property that allows it to flow into the empty spaces of other voxels so that you won't get the visual effect of a cube of water floating above a half-block or see airgaps between voxels and poles and fences. Water voxels are allowed to exist within the space of other voxels but wouldn't be able to flow in a narrow stream through pipes etc.

 
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@Roland - Since the subject of voxel water has come up (a subject i have a vested interest in ;) ) :  If you can say, will the new water system utilize imposters in prefabs/tiles, or will it be the same/similar LOD view we get now with the RWG water (oceans/lakes)?  

 
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Hey if we are getting forced to drink murky water can we rework dysentry?

Currently the random punishment is too... Well random and harsh for doing something you are being forced to.

What I suggest is having a hygiene meter, every dirty action decreases hygiene, getting clawed by a zombie, drinking murky water, wading through dirty water etc.

At certain intervals you get certain negative effects. Some debuffs deplete it quicker (open wounds get infected) and once you reach zero you get infected with that debuff we all hate.

This moves things from random chances to having to manage a certain number of bad events, you can drink murky water up to a point but if you get clawed by a zombie after that you get an infection.

 
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