PC Alpha 21 Dev Diary

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From standing drop to the ground, do a push up, then hop up to full standing. Usually done with rapid jogging in place between cycles.
Now for the challenge. Can Meganoth do the dropping to the ground and hopping to full standing parts of the burpee as instantaneously as the zombies can?

Thats the unedited video I want to see. 😜

 
Well, I fixed that problem for Jen in 1 of the 4 different games that I playing ... In this game Poor Jen is unprotected except by me ... Had them try a couple time to get in ... but me and my trusty gun took care of that problem.

Everyone Have a Great even or Day depending on where you are. The OldGamer 😌

Even cleaned up her compound for her.

7 Days to Die Screenshot 2023.07.17 - 22.46.34.59.png

 
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I keep dying of thirst because i can't find glass jars to put water in and im not finding any murky water in the world.  I fail to understand why  a glass jar would disappear after use. It wouldn't even do that in the real world

 
i can't find glass jars to put water in


I'd think you'd know this, but jars (at least filling them) have been eliminated in this alpha.

im not finding any murky water in the world.


Streams, fountains, puddles, lakes, rivers....all contain murky water to drink. You can't take it (maybe with a bucket?), but you can drink it at a risk of dysentery. Vitamins now protect against this, and more seem to drop, so eat some and hydrate up to like 300 ;)

I fail to understand why  a glass jar would disappear after use.


Game balance. The need to make survival at least a little challenging. The alternative would have been to carve out a separate encumbrance system for water containers.

-Arch Necromancer Morloc 💀

 
I keep dying of thirst because i can't find glass jars to put water in and im not finding any murky water in the world.  I fail to understand why  a glass jar would disappear after use. It wouldn't even do that in the real world


Murky water in jars are all over the place.  If you can't find them, you are not looking in the right spots

Murky water loot locations:

  • Coffee Makers
  • Soda Fountains
  • Liquor Piles
  • Broken Dew Collectors
  • Backpacks
  • Toilets
  • Water cooler
  • Chem piles
  • Dumpsters
  • Food piles

 
I keep dying of thirst because i can't find glass jars to put water in and im not finding any murky water in the world.  I fail to understand why  a glass jar would disappear after use. It wouldn't even do that in the real world
One comment account, most likely just a troll. :)

 
I keep dying of thirst because i can't find glass jars to put water in and im not finding any murky water in the world.  I fail to understand why  a glass jar would disappear after use. It wouldn't even do that in the real world
It is just an icon, like the gas cans and bowls of stew we can make.  It represents a serving size of water.

Read 1 forge ahead book, now you know how to make a dew collector.  Bring 1 pot back to your base, now you can boil murky water into clean water at your campfire.  Do quests, now you have cash to buy food/drink/water filter for a dew collector.  Loot everything, and bring back what is important.

And before you ask, the fun pimps found out most cans are either tin or aluminum, neither of which are used in recipes, so no use for empty cans anymore lol.

 
I said nothing about game progression on its own.  I said that crafting does not in any way keep up with gamestage progression for me.  And if you read the forum, you'll see a variety of experiences.  For some people, crafting outpaces gamestage.  For others, it's far lower than gamestage.  And for others, it's just about right.  There are many factors at play there, including RNG, perks chosen (including how many different perks are chosen as too many will reduce the rate at which certain perked magazines drop), how much looting you do compared to other gamestage progression like mining, and more.

I don't use bows so maybe they don't show the circle the way firearms do.  But they work the same way.  The circle will reduce the longer you aim until it reaches the minimum radius.  That usually only takes a couple seconds, though I haven't actually timed it and am just estimating.  Even then, the area where a shot can go is larger than the crosshair itself and it is placed randomly anywhere within that circle.  When aiming at a head that is more than around a few meters away, this circle area is going to be larger than the head, allowing for shots to occasionally go wide.  The further they are, the greater the chance of that.  And if you shoot immediately instead of aiming, you have an even larger circle so will have a greater chance of missing.  Now, there is what seems to be a bug where shooting a zombie that is right next to you might not hit them and it is assumed by players that it's caused by the weapon being past the collision hitbox, though I don't know if that's been confirmed.  The basic wooden bow will have a far greater chance to miss than a better bow, which makes sense.  I don't know if arrow type matters as well but I don't believe so.

As far as difference between guns and bows, I think the only difference is no drop for guns.  That and there is of course different effective ranges and maximum ranges.  So I don't know what might cause these misses for you.
The time you invest perk point in your weapon of choice you can keep easily with the gamestage at max difficulty.

If a player choice to limit itself not using perks on weapons is a player choice not a game progression problem.

The magazine system give a steady progression with the gamestage used with the perks tied to the magazine systems.

This is the difference between a stable progression with the difficulty system and the unbalanced unstable progression of traders/quests rewards and loot.

 
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The time you invest perk point in your weapon of choice you can keep easily with the gamestage at max difficulty.

If a player choice to limit itself not using perks on weapons is a player choice not a game progression problem.

The magazine system give a steady progression with the gamestage used with the perks tied to the magazine systems.

This is the difference between a stable progression with the difficulty system and the unbalanced unstable progression of traders/quests rewards and loot.
You are making assumptions again.  I put points into weapon perks and magazines do not keep up with my game stage.  I'm not sure why that is so hard to grasp.  Crafting only work for some people who play a specific way or in a specific sized group.  Crafting does not keep up for everyone.  If it works for you, that is lucky for you.  It doesn't for many others.

 
I guess animal fat will do just fine as an apocalypse butter substitute.

Or maybe just honey and salt?

...man now I'm really tempted to get myself into that .xml modding thingy, just to implement this popcorn recipe

 
I didn't think of those, but animal fat and honey should work, the added benefit of the honey you

could carry it around on your travels, no smell but added antibiotics for bites .

 
Faatal I have a question.

I play sp, offline, and like to explore, the only thing that makes it seem long is the
stamina-exertion running from one city to the next and back again, I do sometimes use
the bicycle, motorized vehicles i use very late game.

The question I wanted to ask, Is it possible to have the food, stamina, be tied into events
instead of just with movement? By this i mean, if a player is taking a cross map jaunt, but
is not engaged in crafting and/or not set to positive on the ai awareness meter, can these
be made temporarily inactive.

When a player, would do any action other than running, it would activate. If not made

completely inactive, then the prequalifiers could possibly be added to a CVAR to adjust

and lower usage for times of minimal interactivity.
That just adds complexity and we want food to be consumed with whatever you are doing in the game.

Exciting. I assume then a good chunk of the work on bandits has been complete, or is there other features that are shaping up nicely that would lend to an earlier release date?
What features will be released in any specific alpha is not a given. A22 is planned to be short duration with targeted features.

 
What features will be released in any specific alpha is not a given. A22 is planned to be short duration with targeted features.
Somewhat vague, but I appreciate the progress update. What I gather from that is if those features aren't done, alpha 22 will be delayed til it's polished and those features are already being worked on so confidence is good. Almost a content lock for certain alphas as we slowly approach gold.

 
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Somewhat vague, but I appreciate the progress update. What I gather from that is if those features aren't done, alpha 22 will be delayed til it's polished and those features are already being worked on so confidence is good. Almost a content lock for certain alphas as we slowly approach gold.


Sorry to burst your bubble, but it is normal that a new alpha is already being worked on while the older alpha just came out and still receives updates. Does not prevent long cycles per se.

 
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@faatal - Question: would it be difficult or problematic for some reason to add back this?

What I mean is, being able to see your body.

JNnRYPpoRFma.jpg
Thanks  :yo:

 
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Sorry to burst your bubble, but it is normal that a new alpha is already being worked on while the older alpha just came out and still receives updates. Does not prevent long cycles per se.
There is no bubble to burst, I know the team is split working on different features just the same as every studio and for subsequent sequels. Maybe you misread my point as what I was saying is that they've already done a lot of the work, have a good idea regarding the timeframe with the hugely talented team at TFP, and have the confidence to say those features will be in a certain alpha. I'm not trying to tie anything down to a date or alpha, far from it, it'll be ready when it's ready. We appreciate all updates posted here.

 
Hello guys. I don't know if anyone asked this question, but I want to ask if the developers plan to make merchants mortal? Or is there some kind of mod that allows you to remove invulnerability from them and give them the opportunity to kill. You can of course consider me a psychopath, but I just love killing peaceful NPCs and generally playing the role of a bad guy. Of course, the merchant Rekt annoys me especially! I dream of stuffing him with lead or breaking his head with a bat, but the game does not allow me to do this. Please answer, it is very important for me to know the answer

 
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