PC Alpha 21 Dev Diary

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so we saw the strength and agility tree changes for alpha 21, will @madmole show off the new intelligence skill tree in a future dev stream or will that be something we will have to see and experience for ourselves when streamer weekend/experimental branch launches?

 
The streamer I would have watched on A21 streamer weekend is getting married one of the May weekends so it's almost definitely going to be that weekend just out of spite from the universe


He can always make it a 7d2d wedding stream...as long as his wife approves of course....😅

I have to say that the worlds look so much better with the wider range of vehicles instead of basically just cars, buses and utility trucks.  That gas station POI and checkpoint part are great.


Agreed, so many environmental storying telling opportunities with all of the new vehicle decorations.

I am curious about what they mean by "country tiles"... are we getting tiles for wilderness?


Nice catch.  There are certainly some new additions outside of towns/cities which I assume will be further detailed in an upcoming stream.

 
well.... he first called the helipad a "teleport" and thats when prime made that face that to me realy translated to "damn he @%$#ed up" then he corrected himself and called an helipad but again he said that it had some feature involving alpha 22 and they werent going to talk about that quite yet.

Also i noticed the helipad has a nice little "station" near it which would make sense if that is some sort of teleport thing.

I could be wrong tho, but i guess that helipad is a teleport station somehow. maybe even thats why i saw some trader POIs having a T flag on them and some others dont and just had a white flag.

again.... just my thoughts from what i saw.... i could be wrong. lol

 
well.... he first called the helipad a "teleport" and thats when prime made that face that to me realy translated to "damn he @%$#ed up" then he corrected himself and called an helipad but again he said that it had some feature involving alpha 22 and they werent going to talk about that quite yet.

Also i noticed the helipad has a nice little "station" near it which would make sense if that is some sort of teleport thing.

I could be wrong tho, but i guess that helipad is a teleport station somehow. maybe even thats why i saw some trader POIs having a T flag on them and some others dont and just had a white flag.

again.... just my thoughts from what i saw.... i could be wrong. lol
That uh... makes a frightening amount of sense. Fast travel between traders? Costly, at least in some regard, I'd hope.

 
well as i said.... its just my little conspiracy theory for now. maybe some pimp wants to confirm or deny that. we'll see.

Also i had the advantage that i didnt watched that live, i saw the video this morning, so i checked that a couple of times after i noticed it.

I also think... and i may be pushing my imagination here... that prime intentionally avoided that radio station near the helipad. my though is that maybe if you aim at it you could read something like when you aim to a storage thing or bench.

idk.

 
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I mean.... worst case scenario... if im wrong at least we had something interesting to conspire about. if im right then we have some sort of fast travel i guess. it a win either way, at least for me. lol

what would be REALLY funny is that im correct but they actually talked about it on the stream later on. LOL, now that i think about it i should have watched the entire thing.

 
Two questions.

  1. Does the "learn by looting" mechanic also affect food recipes? I didn't see this mentioned in the first post or in the stream.
  2. Are we getting a dedicated forum topic for these dev streams? It kind of sucks having to dig through all the posts here, and/or wade through Twitter, to get details about when they start and on whose stream.
Also, I like what I saw so far. The extra art assets look great and were sorely needed, and the ability to attack through doors is a huge win. EDIT: Also the ability to pin recipes looks a lot better than I thought it was going to be.

I still might have reservations about the "learn by looting" system - but then I realized that it could be turned into a "learn by doing" system by modders, with a lot less effort than what they had to do previously. So I think on balance it's a good thing no matter what crafting progression system you like.

 
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also... and way more important than my teleport theory... I liked the background and the windows with the names below, looks nice, its the first time i see that on the streams (tho i must confess i dont watch them all) but the windows are not aligned properly and that kind of triggers me. i think thats the reason i was paying quite some attention to the video to be honest  😅

 
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I really waited a lot to see Alpha 21, and I am really disappointed, after more than 4,000 hours of offline play and 2100 hours on Steam, can I say that I expected more from this Alpha 21 more than 15 months to just add aesthetic parts? (we appreciate it very much) and to add a water collection system that nobody asked for?
Each Alpha was exciting when the release date arrived, what happened to the bandits? they are late from alpha 15! 6 alpha and several years have passed and we still don't have it, I don't know if the community is enthusiastic, but I'm not, I expected much more, apart from the double doors, the fire and missions we don't have anything new

Prime's face on the streamer represents me!

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Realmente espere mucho por ver el Alfa 21, y realmente estoy muy decepcionado, luego de mas 4.000 horas de juego offline y 2100 hs en Steam puedo decir que esperaba mas de esta Alfa 21 mas de 15 meses para solo agregar parte estéticas? (lo agradecemos mucho) y para agregar un sistema de recolección agua que nadie pidió? 
cada Alfa era emocionante cuando llegaba la fecha de salida que paso de los bandidos? vienen atrasados desde el alfa 15! ya pasaron 6 alfa y varios años y aun no lo tenemos, no se si la comunidad esta entusiasmada, pero yo no lo estoy, esperaba mucho mas, aparte de la puertas doble, el fuego y misiones no tenemos nada novedoso

La cara de Prime en el streamer me representa! 

SwQAlEr.png

 
I like most of what I saw, I'm really looking forward to the new POI's and the new tiles.

I like that the spear is stronger,  and I'm eager to see how the learn by reading will be, but I'll still miss being able to throw my spear, since they fixed losing it by making it trackable, but I'm guessing that will be one less thing the game has to track.  I'm absolutely amazed and blown away by the amount of doors, I'll have to really try not to go overboard on making doors in my base, lol.

I'm not to happy about glass jars, but I'm willing to try it out and see how it works, although I would like to know how much of a chance there will be for dysentery to occur while drinking murky water.  But as long as we can still get other drinks from the soda dispensers, coffee makers and vending machines, I don't see much of an issue, all you'll need to do is get a forge running to make a cooking pot if you're unlucky with looting, and bang, you can turn murky to clean.

On that note, will making glue require murky or clean water?  And what will the ratio be for making it?

If anyone can answer that right now.

 
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well as i said.... its just my little conspiracy theory for now. maybe some pimp wants to confirm or deny that. we'll see.

Also i had the advantage that i didnt watched that live, i saw the video this morning, so i checked that a couple of times after i noticed it.

I also think... and i may be pushing my imagination here... that prime intentionally avoided that radio station near the helipad. my though is that maybe if you aim at it you could read something like when you aim to a storage thing or bench.

idk.
Noticed the same thing.. Saw the Helipad and then the radio station... He walked to it but not near enough to "tag" it then walked away. But the "teleport" mention came up and quickly changed topic... 🤔

 
Yeah, it seems we'll have a fast travel between traders.  That's going to be useful.  It would be great if it showed you in a helicopter that traveled the distance between the traders rather than just instantly teleporting so it's at least realistic, but I'm fine with it either way.  Definitely looking forward to A21!  May can't get here fast enough.

 
Does the "learn by looting" mechanic also affect food recipes? I didn't see this mentioned in the first post or in the stream.
Yes it does. When Lathan read some magazine bundles, you could see recipes being unlocked like red tea or grilled meat.

On that note, will making glue require murky or clean water?  And what will the ratio be for making it?
Glue requires clean water and the ratio has not changed as far as I know. 

 
I really waited a lot to see Alpha 21, and I am really disappointed, after more than 4,000 hours of offline play and 2100 hours on Steam, can I say that I expected more from this Alpha 21 more than 15 months to just add aesthetic parts? (we appreciate it very much) and to add a water collection system that nobody asked for?
Each Alpha was exciting when the release date arrived, what happened to the bandits? they are late from alpha 15! 6 alpha and several years have passed and we still don't have it, I don't know if the community is enthusiastic, but I'm not, I expected much more, apart from the double doors, the fire and missions we don't have anything new
You people have to realize the new features list is pretty small now. They are only a few things away from being able to call the game complete. Bandits, the new character armors/models, and a few other things is all that is really left. Console is under way which they always said wouldn't happen till after gold, but still likely means the game is getting pretty close to feature complete. First people complain that the game "isn't done after 10 years" and then when the updates get smaller due to the game being almost done, they complain about that. Come on now...

And also, it seems optimization has been a focus as they mentioned more than once that the game should be smoother now. Again, not new features but signs of a game being close to finished. So just because there isn't a long list of new things doesn't mean they haven't been working.

 
And also, it seems optimization has been a focus as they mentioned more than once that the game should be smoother now. Again, not new features but signs of a game being close to finished. So just because there isn't a long list of new things doesn't mean they haven't been working.
Actually, there are around 48 pages of changes for A21.

But more than that... players only look at what's "apparent": it's like they're looking at a car, and they only see the color of the paint and the interiors... but the car has been improved on the engine, suspensions, fuel efficiency, and so on... For example, they don't consider all the changes and improvements to the Random World Generation, or the optimizations to the AI, or simply even cleaning up the code to be more maintainable in the future. That's all mostly irrelevant to them.

Most of them want new guns, new vehicles, new zombies. That's all they want and look for.

 
As a prefabber, I'm wondering if the devs would be willing to talk about these:  what appears to be a set of 4:1 sloped 'double' pipes, but most interestingly,  the sagging rope.  Is this all just one large object, or is this something that prefabbers are going to be able to use in our custom POI's as usable blocks.   I've been a long time proponent for having 'decorative' sagging electrical wires to include in POI's.  Is the sagging rope an example of this capability in the prefab editor?  image.png

 
I have a question about doors. Will we be able to craft more types of doors in the new alpha? I think there are a lot of fans to make shelters in a form that is pleasing to the eye, and I would like more doors available for crafting)

 
Hi there !

To those of you that didn't have the time to watch the full dev stream this past Wednesday at 9PM CST, here's a "brief" summary.

The Stream started almost in time, with Lathan, Rick and Joel in the house.

Features shown/talked about:

-Tons of new environment assets, improved old ones and shapes (over 250 new shapes, including new farm plot shapes). Those assets were added to ALL the old POI as they got an art pass, and there are dozens of new POI (inconclusive, but we might be talking about more than 200 new POI from tiny random road encounters like an ambulance and a few supplies to Tier 5+ POIs).

-Hundreds of new doors (we might be talking about close to 1000, including hatches, drawer doors, tiny doors, medium doors, garage doors....etc) all of them can be destroyed in various stages and the player can attack through "all of the holes" in all of those stages of damage. Sounds very pornographic.

-POI difficulty marker, a big introductory label will show the difficulty of the POI you are in upon entrance (it disappears shortly after and goes to the top right of the screen, in the form of a tiny label) , with a system of skulls. So a tier 1 will show 1 skull in the forest, a tier 2 will show 2 skulls, etc. The biome difficulty bonus will add to those skulls, so the same tier one that has 1 skull in the forest will show almost 4 skulls in the wasteland, so better be careful then.

-Tier 6 POI confirmed.

-New Infestation quest, exactly like "Clear " but only dedicated to Zombies, so you have to clear a nest of Zombies. There are many more zombies than in an average "Clear" quest.

-Console news: We are getting 7dtd on Consoles within the next 2 years. They are working hard on finishing the game and optimizing the heck out of it. Be aware, optimizations are strong in this alpha, specially water, trees and Zombie pathing with the new AI throttling code that allows for less data being sent from entities the further away they are. There are also a lot of network optimizations, which will affect multiplayer directly. All of those optimizations have the direct goal of making 7dtd playable in consoles, while increasing the performance on PC by leaps and bounds (expect less bumps in PC experience).

-New trader compounds (all are redone) and trader item balance: Removed Secret stash and balanced all the items of each trader to increase a bit over your gamestage, so no more quality 6 Anti-Air tanks on day 1. For example, you have gamestage 40 and you have a quality 1 iron pickaxe: the trader will then show you quality 2 or 3 iron tools if any. 

-Trader items are not independent from each player, to avoid extreme unbalanced multiplayer gameplay (more than 3 veteran players fully equiped would break through even the most difficult POI without a sweat). Player Gamestage will show more and more items from the trader the higher it is, so a player with lesser gamestage will only see a fraction of what a player with higher gamestage would see, but from the same general storage.

Trader "Tier completed" rewards now show 5 choices instead of 4. Alrighty.

-This is a big one, smaller loot containers will dissappear once you've looted them. That includes garbage bags, purses, bird nests, small and medium medical and bullet supplies, etc. Now, stop crying about the bird nests already and hear me out: Medium sized crates, cabinets and drawers will switch to their "open" form once looted. If you don't take all the items from inside, then they will never switch to the empty/open form. They will also never respawn if you put or leave something (anything) inside.

Vehicle damage: They now do higher damage to entities, but take more damage across the board, no more hitting a cement wall and expect 1% damage. You will now take more like a 15-25% damage with a full speed motocycle collision against a hard cement wall. Still very lenient, but playable.

Bring repair kits.

Better water: Faster flowing, waay more performant (one surface mesh equals less CPU calculations). It looks good. The single-block water dropped on a flat surface looks weird though, but it might get some "smoothing love" in the future. Beaches and rivers look way better.

On that note, the Dew collector workstation has 3 water dropplets that gradually transform into 3 water units with about 3 per 60 minutes (default day) with some speed variation. You can take them and they function like normal clean water in recipes, they just don't drop any jars once consumed.

Glue recipes are taken into consideration, unknown if they use murky water (found in loot) or normal water (dew collector, trader and rare special loot).

Spears are not throwable, but they are STRONG (power attack hits very hard), thick and with BIG reach. They also have piercings? . Straight from Brazzers that one. They are more like lances now.

They showed the Learn by looting system, which is explained  on the OP, so I won't say any new stuff about it. It sounds very cool and seems to play better. We just have to try it.

They showed the new rebalanced perks. They are concentrated and beefier when stricktly talking about weapons, also with the former flurry of blows from agility fragmentated into each attribute (with other names) combat builds seem more balanced. Other perks, like Master Chef were rebalanced to make default cooking slower but the perk investments way better. Overall they didn't show nearly enough about perks, but be aware that investing just one point in Pummel Pete will give you such an amount of club bonuses that you will forever be set apart from your peers, in addition to a fleeting tiny bonus to "skill book finds" of that type, tiny bonus that goes back to normal once the perk is maxed out. It doesn't really affect the other magazine findings. Not too much anyway. If the final chest gives you 100 different magazines, the you will probably get 5 of clubs because of the bonuses from the perk you chose. So it's not much.

Fire hazards shown: You move a valve or switch off a button and they stop. Still a bit sudden and rough in their "switching off" visuals, but they look cool . Players will get stuck and slow and will burn if they go through them while they are still emitting flames.

Quality of life features

Status effects will show a tiny word next to the status icon so you can guess where your ailment/buff comes from without having to go to your character window in search of a description.

Tutorials are more detailed, short of having a Fun Pimp popping out of the screen and moving your mouse to the correct action. Detailed tutorial descriptions now show on the top left until hidden/completed.

A22 features confirmed and well under way:

Character Creation System: About 75% done, they decided to push it back to a22 because they want a good amount of customizable options to offer the player.

Bandits: Well under way, including models, bandit-controlled POIs and random encounters. They are confirmed for a22, this time not on paper. Really. For sure this time. Surely. Certainly. They even deleted the random ones from a21 in wait for a better "ducking and surrounding" AI. Be patient they say. Stop with that bloody axe they say. What are you doing so close to me with those bloodshot eyes, step bro.

Armours are confirmed for a22. For sure this time. For God's sake, for family.

Rick said a date, around first half of May. That, in my biased and evil opinion, can't be further from the truth and it's wishful thinking, but we love him for that. The statistical rate of TFP Bug fixing is 1 tough bug every 1.5 days, that means we will ge a21 EXPERIMENTAL in the first half of June, even later if things go wrong, That is if there really are just half of the 63 MF bugs left for experimental and no more pop up (unlikely in a huge game like this).

They hope to achieve a22 in a shorter timespan. Still 8 to 10 months, but that's short and great to get us to enjoy a21.


I hope this summary helped ! have a great day!

 
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