PC Alpha 21 Dev Diary

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Nope was daytime and 3 days until next BM :D


Modded or vanilla? Some relevant other option changed from default, like daylight running for example?

Generally I would assume if you log in that the normal spawn rules apply, so even if zombies get spawned they should have been some distance away from you, except maybe in buildings. You could check your logfile or post it in "general support" (or even immediately in the "bugs" section) as it shows when and why zombies are spawned. It might be a very seldom occuring bug.

I know in older alphas and in some mods we had the rule to always go into a safe location when logging out. But the spawning rules changed and I have not followed that rule for years now and never got killed immediately.

 
Thank you Pimps for releasing upcoming game info, it make me happy.

I am not sure as of now if it will be something I like however I am all about multiplayer and I typically play with 5 others. I look forward to more info on it.

 
i have a feeling this bloodmoon concept has been around for a long long time

i asked quite a few years ago if the game could be modded in a dungeon and dragons style where there were some players and a dm, both of whom had points, the players for gear and stats and the dm for traps and monsters, with the aim of the players trying to get the dms treasure.

i had a single word answer from @gazz - yes

i am still waiting for the final version before i try to do exactly this.

btw whatever happened to gazz?

 
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Menu Setting for Trader Rewards

I really like doing trader quests, believe its a major integrated part of the game now and going forward would evolve even further with possible storyline development. Questing shouldn't be avoided for sure (even tho possible).

However, I believe the game would really benefit from addition of some Menu Setting to scale the rewards provided by the Traders for completing the quests. As currently the rewards are extremely overpowered - I had multiple co-op sessions were either me or my friends would get items like nailgun tier 4 and 6 by game day 6 or day 9 or compound crossbow tier 4, with close to general game settings, with exception of harder zombie difficulty + loot abundance at 50% + no chunk reset.

On top of that, I have a friend who likes to take that skill for double quest rewards which makes the situation even more bad... :)

The loot found in the world is balanced quite well with rare cases of getting something good and if anything can be scaled further down by changing the loot abundance setting but the quest rewards at the end of missions, in a few cases spoil the fun of crafting items in their intended sequence i.e. axe-hammer-nailgun.

I believe the addition of this setting would really benefit to the overall playstyle and make the game more enjoyable and flexible to numerous players / playstyles.

Pleased to hear opinions of others on this matter.

 
Sounded more like something a separate developer studio is working on (Illogika) with some collaboration/cooperation from TFP.  I don't believe any TPF devs are working on the Bloodmoons game.

 
Sounded more like something a separate developer studio is working on (Illogika) with some collaboration/cooperation from TFP.  I don't believe any TPF devs are working on the Bloodmoons game.
I believe there's a small team from TFP helping them out

From what Guns, Nerds and Steel posted about it "Development is being done by the third party development team Studio iLLOGIKA with direct support and supervision by a small team from The Fun Pimps."

 
Just to be clear @Roland, is Blood Moons the sequel game being developed in the Unreal Engine that's been teased for the past several years?


The next game that is being developed in the Unreal Engine that's been teased for the past couple of years is being developed by a team at TFP.

Blood Moons is being developed by a different studio that has partnered with TFP. I believe that Blood Moons uses the same modified version of Unity that TFP uses to run 7 Days to Die hence the support that TFP provides them. I don't really know much more than that and am anticipating more information as much as anyone but I do know that these are different projects. 

I, myself, didn't even realize that Blood Moons was a 4v1 style game and assumed it was just going to be a standalone version of what used to be called "Horde Mode" a long long time ago-- just like @Guppycur guessed. I'm personally not really the target audience of a 4v1 style of game but hopefully for those who are this will be awesome. Still, I'm curious to see what it fully turns out to be and I hope that it might be able to be played like classic horde mode if you aren't into 4v1. I would definitely be more excited for it if it turns out I can also play it solo or co-op vs NPC zombies. If it must be 4v1 PvP I probably will pass on it.

As a fan of 7 Days to Die and of TFP as a studio, I'm excited that this will add exposure and I hope it is successful and brings additional notice to 7 Days to Die.

 
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