PC Alpha 21 Dev Diary

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The perception version increases the speed of spears

The agility version increases the speed of knives

The strength version increases the speed of clubs AND sledgehammers

The fortitude version increases the speed of punching

The intellect version increases the speed of batons

That's it. They don't do anything for tools.
that is a shame.  i rather enjoy killing things with an axe.  still thank you for the information

 
that is a shame.  i rather enjoy killing things with an axe.  still thank you for the information


Who said you can't kill things with an ax? Maybe it will have it's own perks of some kind... depending on how much is changing with the magazines part. If they happen to still keep what they have. When you read all of them the fire ax can be pretty good. Either way I'm sure some kind of perk will come with the ax. 

 
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It's called SPECIALIZATION, you know?

You need to make choices, you can't just be good at everything.

IMO, it makes much more sense this way.
Specialization would be fine if I played multiplayer, but I don't.

My complaint is this is going to lead to me needing to spend a bunch of time waiting around for stamina regen until I have tons of perks in all these skills.  I tried playing once without perking Sex Rex and it was miserable.  This is basically forcing me to play without Sex Rex for a long time, unless I completely misunderstand it.  Making your players stand around doing nothing is not a good gameplay loop.

That's a lot of words to say "i don't like the removal of sexual tyrannosaurus because i'll have to use more perk points to achieve the same thing"

Which is the point. Sexual Tyrannosaurus is too strong, too versatile and disproportionately used. AKA Overpowered. Which is bad. They're trying to balance their video game. Also the "not thrilled about needing to perk into a weapon early game" the average player currently does that instantly. You have an uncommon playstyle that the devs did not consider when making the change clearly.

I cannot fathom why your current complaint seems to be "change bad because i have to make a decision now" I read dozens of comments related to 7dtd every day, and I see some insane playstyles, complaints, choices etc but level 70 before you take even ONE damage perk is BEYOND anything i have ever seen. Is this why people complain that "insane makes zombies too spongey"? IS THIS WHAT THEY ARE DOING? oh god

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Yes, I play differently than you do (though I do find your videos interesting).  I play 7D2D mainly to build.  I basically don't raid more than 1 POI a week after Day 14 or so.  And I'm usually level 70-80 by Day 7 (I play with 2 hour days.)  My horde base mainly kills things with traps.

I also don't play on insane.  I play on whatever the default difficulty is, usually.  I've even considered removing zombie spawns outside of horde night.

This has never been an issue up until this point (and I have 1700 hours played.)

And it's nothing to do with "I have to make a decision now."  It's "playing without Sex Rex was awful, and now you're going to make me basically play without Sex Rex for 40%-50% of what I do in the game (which would be more like 80% if I didn't always max Miner 69'er and Motherlode first) until I've invested a ton of points."  Having to stop halfway through harvesting a car or bear sucks.  Having to rest for stamina 3 or 4 times while harvesting my farm sucks (my default vanilla farm is 300 plots.)  Sex Rex made this not an issue, even when I hadn't invested into the related perks.  As I understand this change, this is going to be an issue until I've dropped tons of points into all these skills.

Yes, Sex Rex was really strong, and always taken.  If they wanted to get rid of that, it seems they should just make the benefits of Sex Rex the default state of the player (probably without the refund on kill) instead of spreading it out across a ton of skills.  And it's possible that they've increased base stamina regeneration, but I haven't seen anything about that.

This would be a valid post but if you havent fully read the update info theyre changing leveling of  skills to where you need magazines and not skill points to level them that would include all the skills you mentioned above so you would just need to have luck in finding them in loot not that you have to invest skill points. Having perks be leveled through magazines makes looting so much more enjoyable and i have a better reason to loot certain vuildings. Hope this clears it up.
My understanding is that the magazines are solely for crafting, not actual perks. 

 
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I know the topic has kind of moved on, but I don't get the happiness about the removal of Sex Rex.  Instead of having to invest in one perk in one stat, I'm now forced to invest in 5 perks across 4 stats to get the same benefit to stamina for tool use that I did before.  Now, I need Salvage Operations (Wrenches), Miner 69'er (Pick/Shovel/Axe), Fists (to punch plant life), Rule 1 Cardio (presumably improved so I can still run around everywhere) and Knives (to harvest animals/gut piles.)

Then I still need to invest in a weapon (I hate the bone/hunting knife, so I'm not using those early game, and I'm not a fan of fists either) and if I want to use multiple different weapons (I've done builds where I used a spear on horde nights for the reach, but clubs while raiding because they're better for that...though maybe with the spear chances this won't be the case) I have to invest points in both just to be able to reasonably use them.

Sure, there are other benefits to investing in those perks, but I'm strictly referring to stamina use.  Sex Rex let me harvest my farm without constantly running out of stamina (sure, I could use a weapon I'm perked in to harvest, but then I'm wasting durability.)  It let me use the wrench unperked without constantly running out of stamina.  It let me run around without maxed Rule 1: Cardio without constantly running out of stamina.  The way the change is described, it's going to be like I'm playing without Sex Rex whenever using a tool/weapon I'm not perked in, and having tried that once, it's a miserable way to play the game.

I'm also not thrilled about needing to perk into a weapon early game (I usually don't until level 60-70+ when I've already got the must have QoL perks out of the way) or suffer with stamina.  I just see it as me ending up needing to use many more points to cover stamina issues than I had to previously (it was something like 12 points to max out sex rex, iirc, versus probably 50 to cover everything now.)
Sex rex decreases stamina used for melee weapons and tools. It does nothing for stamina use while running, so you will have no need to perk rule 1 cardio if you don't already.

You say you already perk miner 69'er due to focusing on building, so no extra points there. You can easily use a stone ax both to harvest your farm and to harvest animals. The durability isn't a big concern because repair is just one stone. You will have the sex rex benefit for the stone ax.

So you will need to perk your wrench and your melee weapon, which does mean twice as many points as just sex rex. You get the benefit of extra benefits for both though, so it doesn't seem like a horrible exchange to me.

But it is only 4 times as many perk points if you are being stubborn. It is never 5 times as many, since you already perk miner 69er.

 
would it be possible to allow vehicles to flip over. I think it would improve the driving experience if you have to drive more skillfully in order to avoid flipping over. One thing I really enjoyed about driving a warthog in halo was when you made a ridiculous jump and you almost flip over but you just barely teeter back onto four wheels. And if you do flip over then it would just kick you out of the vehicle and you would have to pick it up and place it back down.
It could be changed, but we would have to spend time to look at the issue involves with flipping it back and where you appear coming out and if we even like it that way.

 
I don’t think Flurry of Blows ever affected the axe anyway so if you enjoyed using it before you should be able enjoy it the same in the future. 
I think he has confused SexRex with Flurry... just to clarify, do tools have their own SexRex skill now?

@faatal What happens when a vehicle reaches zero HP? Does it blow up? Does it just stay there broken? It would be cool if in some conditions your vehicle could completely blow up instead of just breaking down... (e.g.) if you crush into a wall and you go below (i.e.) -50 HP then you also blow up. What are the plans on this? 

 
I think he has confused SexRex with Flurry... just to clarify, do tools have their own SexRex skill now?

@faatal What happens when a vehicle reaches zero HP? Does it blow up? Does it just stay there broken? It would be cool if in some conditions your vehicle could completely blow up instead of just breaking down... (e.g.) if you crush into a wall and you go below (i.e.) -50 HP then you also blow up. What are the plans on this? 


Tools will have their own baked-in sexy rex, like melee weapons

 
@faatal What happens when a vehicle reaches zero HP? Does it blow up? Does it just stay there broken? It would be cool if in some conditions your vehicle could completely blow up instead of just breaking down... (e.g.) if you crush into a wall and you go below (i.e.) -50 HP then you also blow up. What are the plans on this? 
I've never tested it myself, but wasn't there a video of Mad Mole accidentally blowing up his own gyro copter during a horde?

 
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And it's nothing to do with "I have to make a decision now."  It's "playing without Sex Rex was awful, and now you're going to make me basically play without Sex Rex for 40%-50% of what I do in the game (which would be more like 80% if I didn't always max Miner 69'er and Motherlode first) until I've invested a ton of points."  Having to stop halfway through harvesting a car or bear sucks.  Having to rest for stamina 3 or 4 times while harvesting my farm sucks (my default vanilla farm is 300 plots.)  Sex Rex made this not an issue, even when I hadn't invested into the related perks.  As I understand this change, this is going to be an issue until I've dropped tons of points into all these skills.
1. Use miner69er, it'll give you tool stamina.

2. You are already farming 300 plots, you most definitely have fortitude of 5, you can COMFORTABLY spare 3 skill points into just using your fists. That is literally the point of a fortitude build. If you are already elbow deep in fortitude, it makes logical sense to go brawling and machine guns.

Infact, now if you want to farm extensively you don't even have to touch strength. You can harvest your farm efficiently without even leaving fortitude. (or doing what i do, which is use a chainsaw)

Now instead of going 2 attribute 2 sexy rex with your 4 starter points you can just go 2 attribute 2 miner69er and go straight into having less stamina drain with tools, and doing bonus block damage. They literally made this easier for you now. "oh but my weapons"  if you're playing on default adventurer difficulty, use your miner69er axe as a weapon, this doesn't work effectively on higher difficulties but you're literally playing on a difficulty that makes you do 25% more damage. You can literally run around naked with your fists on adventurer difficulty, take 5 hits every time you kill a zombie and STILL survive.

Quite frankly, and i hate to be elitist because play games how you want, but when you're playing on such boosted settings (2x time, 25% more damage, 25% less damage taken) you really have no room to comment on the balance of the game because you can literally just do whatever and survive on those settings. It doesn't matter how efficient your build is, it doesn't matter how quickly you mine, or how quickly you progress. When you have twice as much time to prepare for the horde and can take 13 HITS before you die AT LEVEL 1 WITH NO ARMOR, you literally cannot fail. Put on some steel armor, use a first aid kit and use your own body as a horde base, you can just AFK on horde night.

Just turn up the player block damage in the main menu, turn the difficulty down even further and let those of us who want a balanced game, have one. You've already committed to throwing your game's balance out the window. Why is this suddenly an obstacle for you?

 
I think he has confused SexRex with Flurry... just to clarify, do tools have their own SexRex skill now?

@faatal What happens when a vehicle reaches zero HP? Does it blow up? Does it just stay there broken? It would be cool if in some conditions your vehicle could completely blow up instead of just breaking down... (e.g.) if you crush into a wall and you go below (i.e.) -50 HP then you also blow up. What are the plans on this?


Currently, a vehicle that takes enough damage (e.g. goes to 0 HP) will explode. In fact it even happened for bicycles at one point, which I filed as a bug at the time. :)


The chance to lose transport and all the loot in it motivates you well to monitor the condition of the car 👍

 
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My complaint is this is going to lead to me needing to spend a bunch of time waiting around for stamina regen until I have tons of perks in all these skills.  I tried playing once without perking Sex Rex and it was miserable.  This is basically forcing me to play without Sex Rex for a long time, unless I completely misunderstand it.  Making your players stand around doing nothing is not a good gameplay loop.

Yes, I play differently than you do (though I do find your videos interesting).  I play 7D2D mainly to build.  I basically don't raid more than 1 POI a week after Day 14 or so.  And I'm usually level 70-80 by Day 7 (I play with 2 hour days.)  My horde base mainly kills things with traps.

I also don't play on insane.  I play on whatever the default difficulty is, usually.  I've even considered removing zombie spawns outside of horde night.

This has never been an issue up until this point (and I have 1700 hours played.)

And it's nothing to do with "I have to make a decision now."  It's "playing without Sex Rex was awful, and now you're going to make me basically play without Sex Rex for 40%-50% of what I do in the game (which would be more like 80% if I didn't always max Miner 69'er and Motherlode first) until I've invested a ton of points."  Having to stop halfway through harvesting a car or bear sucks.  Having to rest for stamina 3 or 4 times while harvesting my farm sucks (my default vanilla farm is 300 plots.)  Sex Rex made this not an issue, even when I hadn't invested into the related perks.  As I understand this change, this is going to be an issue until I've dropped tons of points into all these skills.

Yes, Sex Rex was really strong, and always taken.  If they wanted to get rid of that, it seems they should just make the benefits of Sex Rex the default state of the player (probably without the refund on kill) instead of spreading it out across a ton of skills.  And it's possible that they've increased base stamina regeneration, but I haven't seen anything about that.
I rarely put points into sex rex until I am leveled up with a lot.  I used to, but realized it really isn't that big of a deal unless I am doing a lot of digging without an auger and I basically just skip that until I am higher level.  Often, I don't even out points into it, or if I do, it is only one or two.  It just isn't as necessary as it seems.  Using a stone ax for harvesting very quickly uses "no" stamina (you regain faster than using it) just by peeking into miner 69er, so you can harvest without needing a break, no matter how large your garden is.  Weapons are the bigger issue and perking into them will solve this with the change and you should be perking into whatever weapons you use anyhow, so this actually saves you points.  As I mentioned, digging/mining is the more difficult issue with stamina and at your settings, you can afford to wait to dig your base and mine until you are higher level and can either find an auger or you already perked into miner 69er enough to not lost stamina too quickly.  As for harvesting animals, I can't think of a time when I ran out of stamina doing that unless I was already almost out when I started, such as from running up to the corpse.  And that isn't really unexpected.  I think you will find that this change isn't going to be much of a problem and will end up saving you points in the end.  Maybe there is a little more challenge in the first couple of days, but that is all.

 
Are melee weapons viable late game as a solo use weapon? 

I love the machete as I do a small roleplay thing: "Just a little off the TOP!"    :)

Very fun.  Silly but fun.

So, how do the melee masters do it without lots of fist aid and antibiotics?

I mean I tried melee in the Tier4(5?) bookstore... Infected... twice.

 
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Are melee weapons viable late game as a solo use weapon? 

I love the machete as I do a small roleplay thing: "Just a little off the TOP!"    :)

Very fun.  Silly but fun.

So, how do the melee masters do it without lots of fist aid and antibiotics?

I mean I tried melee in the Tier4(5?) bookstore... Infected... twice.
If you're gonna use a machete in the late game, you'll want to use it stealthily. The knives are balanced in a way that makes them weaker in open combat but they have like 400% sneak attack damage. Clubs, sledgehammers and knuckles do fine. (Spears currently suck so ya know)

 
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