PC Alpha 21 Dev Diary

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One thing that would be cool if there were dense forest area with many different trees, bushes, plants, vines. You would need to use a tool to cut through this thick forest.

Since this game is growing bigger I would like to see other mutant type creatures in the world. I would like a nightmare city where monsters and robotic creatures reside. These nightmare areas would require you to be at a high level to even survive. Why not have spider like creatures that crawl on ceilers that make nest underground that can randomly generate somewhere else when the game reboots. Mutant cave trolls. Weird flying creatures that can suck you up and kill you instantly making you terrified of moving outside. There flying creatures shadows should invoke terror. make is so flying creatures can disappear behind clouds. Have certain bandit groups try to capture you and if they do force you to go on to most deadly missions. I think 7 days to die has potential to be the one game to rule them all. 

 
Well, to be fair, there was a multi-year gap between when smell was cut and feral sense was added. The one isn’t really a direct replacement for the other. They decided they didn’t want smell and cut it and did not replace it with anything. Years later they added feral sense which has some similarities and is as close to what smell did as we are likely to get but it isn’t really intended by the devs as a replacement. The devs aren’t necessarily trying to find a replacement. They simply cut a feature they decided they didn’t want for their game. 
Feral sense is an extension of a feature. Seeing and hearing. No smelling involved.

 
Feral sense is an extension of a feature. Seeing and hearing. No smelling involved.
1. Do our zombies and animals even have vision in the form in which we understand it?Or is it still a reaction to sound and orientation on the heat map?That is, do they have a viewing angle and a range of visibility?
2. From the point of view of the code, isn't the smell and the heat map the same thing?

 
Timeline is "when it's done".  I'm fine with that.  Plenty of other games in the meantime.  I picked up Skyrim SE for $10 during the sale and am re-discovering the game.  Got other games in the queue and plenty of IRL projects.  When 21 drops, it will be a pleasant surprise.

Graphically, Skyrim SE is definitely better.  But graphics aren't everything.  The enduring popularity of Minecraft proves this.  My current Skyrim playthrough is my 2nd playthrough.  (First playthrough was way back when it first came out).  With 7DTD, if a "playthrough" is considered day 100-ish, I've lost count of playthroughs.

 
1. Do our zombies and animals even have vision in the form in which we understand it?Or is it still a reaction to sound and orientation on the heat map?That is, do they have a viewing angle and a range of visibility?
2. From the point of view of the code, isn't the smell and the heat map the same thing?
1 Yes, they have a view angle, distance and it uses ray casts to check for obstacles.

2 Smell is different code, that looked at distance and inventory items. It is disabled, but some of the code is still in there. Heat map is different as it tracks general activity in an area and then spawns a scout/screamer.

 
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2 Smell is different code, that looked at distance and inventory items. It is disabled, but some of the code is still in there. Heat map is different as it tracks general activity in an area and then spawns a scout/screamer.


Why not make the meat in the inventory "heat up the map", just like destroying iron blocks, for example? )
Can this be done in XML?

 
🤠

With the new repair system for vehicles do we see changes to the repair system in general or is this vehicles only?

For a long time I have a huge issue with the current system and it is one of the bigger reasons why players lose itnerest in this game after a while.

But I may have a solution for you which is very easy to implement and has huge potential without the need to 600 quality levels again.

- The Issue -

There is no replacement for the quality loss on repair system:

- Players don't need to keep looted weapons anymore (only for selling a bit)

- Players don't craft tools/weapons anymore

- Late game is affected most by this

- Solution -

Add a simple repair counter to items.

Add a simple property to set the repair effectiveness multiplier by the repair counter.

Maybe even a mode you can set per item which allows linear or exponential effectiveness loss but thats just an extra I guess.

 
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There is no replacement for the quality loss on repair system:

- Players don't need to keep looted weapons anymore (only for selling a bit)

- Players don't craft tools/weapons anymore

- Late game is affected most by this
I think the learn by reading update will change this a bit. Higher quality items will be rarer, and getting the crafting skill to make level 5 steel tier equipment will take much longer. With the fact you won't be able to go straight from lvl 5 stone to lvl 5 steel tools will make it so much more incremental crafting is done. Theoretically.
This wouldn't affect keeping weapons as such, but it would affect keeping weapon *parts* as opposed to selling them, as you'll need to craft more.
We will have to see what loot is like, but I think crafting tools and weapons will be more important in a21.

 
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I think the learn by reading update will change this a bit. Higher quality items will be rarer, and getting the crafting skill to make level 5 steel tier equipment will take much longer. With the fact you won't be able to go straight from lvl 5 stone to lvl 5 steel tools will make it so much more incremental crafting is done. Theoretically.
This wouldn't affect keeping weapons as such, but it would affect keeping weapon *parts* as opposed to selling them, as you'll need to craft more.
We will have to see what loot is like, but I think crafting tools and weapons will be more important in a21.


One thing is to have slower loot progression another is maintaining your gear once you reached the late game. Those are two totally different things. The new system will probably be good to have a better progression in early and mid game. I'm talking about the late game where players stick to the very same equipment over a very long time.

Beside of that my suggestion is simple and can solve a lot of issues with OP tools/weapons. Additionally this would open a lot of doors for modders.

 
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There is no A21


21=

Blackjack=

iu


Cake is a lie

Spooky right.

 
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Beside of that my suggestion is simple and can solve a lot of issues with OP tools/weapons.
There are some changes considering the system to craft tools/weapons, which Temreki (GN&S) recently brought up in one of his vids.

I don't know where he got it from, probably by his interview with the huenink brothers.

I don't remember everything, but one thing was about you will be able to scrap weapons for weapon parts instead of scrap iron.

Primarily for crafting a better one (with more parts), but this could also be used to reintroduce a repair system (need weapon parts to repair your worn one).

I hope this will be a thing, as it feels so naturally logic.

 
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