PC Alpha 21 Dev Diary

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For A21, when you get into distance of a trader, their waypoint is now automatically added to your map/waypoints. Is this what you mean?

"Traders will automatically add custom waypoints to the map. NPCInfo modified to include a localizationID field that is used to fetch the localized name of the trader to label their waypoint (configured via npc.xml)"


No, it isn't what I am referring to. For example, on my waypoint list there are 5 entries for the same Trader Jen - the one auto-added when I first approached the trader and the other 4 from shared quests that for various reasons did not get completed and got removed from the quest log. And I cannot delete the extraneous 4 entries. No matter which of the 5 I try to delete, I get the na-na-you-cant-do-that sound and the waypoint is not removed,

 
Personally, I’d love for an option to turn off the trader compound protection which would enable zombies to punch through the walls. So the fact that they can occasionally pile up and pyramid over the walls is great. I don’t view it as a bug or something that shouldn’t happen. I wish the pyramid effect was more intentional and factored into their pathing rather than just being random and happenstance. 
If it was only that they could pile up to get in, it would make some sense but when it's a single zombie with no others zombies around and you see it on top of Jen's fence before eventually dropping inside, it seems like a problem.

 
velocity [...] delay between firing and hitting [...] projectile drop [...] polymer string mod [...] bow accuracy is definitely inferior because shot velocity is a real problem[...]
Why yes! I know all that...as I said before. No need to explain or convince me of that "realistic truth" behind it. 🙂

If you take the explanation to this "scientific" level, then I could do the same and say that a lower tier handgun that was literally macgyvered out of duct tape and some uncalibrated random plumbing pipe should be much more inaccurate than a handcrafted bow and arrow.

Man the only thing I was saying all the time is that I wish bows would be slightly more accurate in this game.

And now I find myself in the middle of a weapon specialist discussion. Next topic: the ballistic coefficient  😄

 
Yeah, I've seen them climb the walls at Jen's as well.  Even with only 1 zombie, they seem to get onto the angled cement along the walls and jump up onto the walls.  They really shouldn't be able to do that.
Didn't Madmole say awhile back that player's should never feel safe in game? Bug or not, unless that philosophy has changed, I don't see them fixing it.

tried to anticipate the zombies head movement
Anticipating the movement of anything that can do lightspeed burpies at random is a laughable concept.

 
Yeah, I've seen them climb the walls at Jen's as well.  Even with only 1 zombie, they seem to get onto the angled cement along the walls and jump up onto the walls.  They really shouldn't be able to do that.
If you all don't like them do that, then I would suggest you get your tasty lil survivor a&%es out of their sight, instead of standing right on the other side of the fence and wonder why they try so hard to climb over.

Jen would appreciate it too, because she also doesn't like that some dips"§$ts keep luring the undead into her compound.

 
Anticipating the movement of anything that can do lightspeed burpies at random is a laughable concept.


If I don't need 100% success rate I can live with some burpies whatever those may be.

I may be a bit too optimistic about the predicting part, but I'd say I would hit that zombie head in the video pretty often by just by waiting for his attack animation and shooting at the exact moment he has fully moved his arm back and wants to start his forward swing.

 
if you would make a video about this, I will happily feel summoned to single-step through it and tell you exactly why you missed when it occurs.

Even if you explicitly told me before that there is no need to do so. 😜

...man you guys are killing me. 😆

 
If you all don't like them do that, then I would suggest you get your tasty lil survivor a&%es out of their sight, instead of standing right on the other side of the fence and wonder why they try so hard to climb over.

Jen would appreciate it too, because she also doesn't like that some dips"§$ts keep luring the undead into her compound.
I wasn't even at the trader.  I saw it while probably 100-150 meters away (estimating) and hadn't been at the trader since the day before (in-game).  I see zombies massing around the traders often when I drive up to them even when I haven't been in the area for quite a while.  So far, I have only seen the zombie getting over the wall that one time and again, it was just one with no others around (at least on that side of the trader) and all trader doors closed.  The zombie was definitely not at all interested in finding me.

 
No, it isn't what I am referring to. For example, on my waypoint list there are 5 entries for the same Trader Jen - the one auto-added when I first approached the trader and the other 4 from shared quests that for various reasons did not get completed and got removed from the quest log. And I cannot delete the extraneous 4 entries. No matter which of the 5 I try to delete, I get the na-na-you-cant-do-that sound and the waypoint is not removed,
I get what you're saying now with this second post. It sure sounds like a bug to me. Cancelling or finishing a quest should remove those waypoints. In long games for people who like to do quests, your waypoints list could get almost unmanageable.

 
@Riamus ah ok my reference still was that scene where they were obviously after that guy presenting himself right on the other side of the fence.

So your example would be more like a weird spawning thing? I mean, if you are far away there are no zombies, they start to spawn in the area you move into.

And in your case they then seem to spawn in places they get stuck and get into "destroy area" mode or something.

I have experienced it myself that the zombies seem to be a bit more likely to get stuck somewhere, preferably in rooms, even in open doors, and just keep hitting the surrounding blocks instead of moving the obvious way.

Seems that pathing needs a little polish in A21.

 
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From standing drop to the ground, do a push up, then hop up to full standing.
Yes I know exactly what you mean.

They really like to to that glitchy "haha I totally dodged your first hammer swing" move in close quarters, don't they?

 
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Tbh, the part where some zeds surround a trader in which we are doing something and they can climb on each other to get our asses is pretty entertaining. I used one trader, to clean a small military spot between my base and the trader (with T2 melee weapons, and a pipe pistol, day 4 on warrior difficulty). Few of them hopped in the trader compound and there was a lot of jumping and fighting, hiding for stamina also.

It is a nice touch, as Roland said it would really be cool to have these places being destroyable, but not till the point where Trader Someone stays in the middle of some town or city with only his desk and doing its stuff, surrounded by the ruins of his lifetime build spot. Could be an option in the menu, too. 

Or make them fully destroyable with notification that some horde event is heading on their way, to keep them alive and be able to get to late game stages and to The Duke. Or if unable to do it, a repair mission, to keep them surviving, cuz we would need them for stuff. 

 
No, it isn't what I am referring to. For example, on my waypoint list there are 5 entries for the same Trader Jen - the one auto-added when I first approached the trader and the other 4 from shared quests that for various reasons did not get completed and got removed from the quest log. And I cannot delete the extraneous 4 entries. No matter which of the 5 I try to delete, I get the na-na-you-cant-do-that sound and the waypoint is not removed,
I actually have this in my game, though it's a continuation game of b317 so I can't comment on a clean save doing this.  In my game, I have 2 waypoints for each trader and can't remove the duplicates.  All custom waypoints I've added only have one copy.

 
I think I have found a small bug in the questing system, when doing T1 quests we keep getting (3 player server) getting Joe's USA as a clear location we have done it a total of 5 times now between the 3 of us.

We do get other ones but this one keeps coming up.

Anyone else getting something similar?

 
Hi guys, everyone. Maybe I'm asking this question pretty early)) and before the release of the game, it is still possible for at least 5 years, if not more. But is it still planned to release a collector's edition of 7 days to die on the release of the game?
2) And the second question. Are there any roving merchants or simple survivors planned in future alphas to talk to or rob them? Or is it possible at least with the addition of mods? Thanks for your attention

 
I have an idea for an extra option at the trader. Don't know if somebody ever posted this idea on this forum... but... here it goes.

When I have made a base at some town, at some point you also go to other towns with other traders and quest there a bit.

At some point you have a lot of stuff you want to bring back to your base, but does it all fit for one trip? Most of the time for me, it's a no...

Now for the idea.

Wouldn't it be great if you could send a package (for dukes of course) with your stuff to another trader (one this is much closer to your base)? Or vise versa, if you want to move your base, send all your stuff to the trader where you want to start your new base.

And let's say it takes at least a full ingame day for it to arrive?

 
@Annihilatorza This might occur because there isn't a big variety of "questable" tier1 pois in the area around that trader?

Tier1 quests are - as far as I know - limited to a certain distance around the trader compound. You will never see a tier1 quest which is several kilometers away, like the tier5 ones tend to be. Tier1 will be around only a few hundred meters (I don't know the exact maximum distance though)

But it might be the case in your world, that this repetitive option is just decided by the low number of available pois.

You should get more variety when you get to the next tier...although also that depends on how many pois there are.

Just take a look at the map (maybe take a "roundabout" to make all the area around the trader visible), and then you can check if my assumption could be true.

If it is, then just do enough quests to get the first "open trade route" quest, and move over to the next trader, who then hopefully will be in a more "populated" area.

 
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