PC Alpha 21 Discussion Overflow

Next time maybe just say POSTPONED instead of presuming a specific alpha?


maybe...

Thing is that those items very probably WILL be done in A21. But that doesn't mean I'm going to add them right now in the first 24 hrs of starting the thread that will stretch out for months to come.

This time maybe just show PATIENCE instead of presuming a specific outcome? (just because I haven't listed them....yet.)

 
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@Roland

sorry to tell you but like 99% of the time it will go like this:

-Forum user klicks at the "news and announcements" forum section as usual to check for any updates

-"YEAH, there's finally a A21 dev diary thread!"...*klick*..."lets check out the 1st post for the upcoming feature list"

-eyes immediately and only caught by the big text font size part "confirmed features"

-Reaction: "OMG WHAT? Where's bandits? Where's water overhaul? just some new POIs and decorative car models? You kidding?"

-*immediate klick on comment to ask about where stuff is gone*

So I really hope for you "the good stuff" will be added really soon,

because until then you will just spent lots of time explaining the decision to "hide" unconfirmed features.

Please don't blame us, we are what we are....news-starved, impatient addicts 🤗 

 
I can take it. Very soon additional talk about what should or should not be included in the first post will get shifted to the overflow thread anyway. 😁

 
There are also people...(mind you, these are generally intelligent, charismatic, rather attractive paragons of virtue who occasionally share their wisdom with our community 🤠😎😇 :angel: ),

who will raise the corpse :ghost:  of LBD as a joke 🤡 from time to time.
A tribute to the many fallen in that awesome, bloody battle of yore.

-Arch Necromancer Morloc
Well Morloc- if you talk about raising a corpse i think it would be good time for return of zombie childrens and destructible trader XD

And the reward for displaying humor of that magnitude is to attain the vaunted position of being the first post removed from dev diary ushering in the ever popular overflow thread.

Bask in the prestige!

:)
So roland now Morlc became Arch Arch Necromancer or what?

Et tu Brute?  :moody:

Dulce et decorum est pro patria mori.

-Arch Necromancer Morloc


Septimus dies est tempus mori dulcissimum.


Hm....  vampire huting season begins! 

 
iu


 
I imagine RWG will be something they continue to improve on because I feel like the system they added in A20 is something they are very happy with, how ever there is always room for improvement

 
I imagine RWG will be something they continue to improve on because I feel like the system they added in A20 is something they are very happy with, how ever there is always room for improvement
For that matter, the trigger system they added to support the night quests is far more powerful than what we have seen so far. 

 
Don't feel persecuted. :)

Anything that is off-topic to Alpha 21 development is going to get moved here. LBD is definitely NOT going to be an aspect of Alpha 21 (or any future alpha) for this game. I think we have been extremely open about that with the community. Most people get it but there are a few who turn a blind eye to the many statements that LBD is gone for good and keep bringing it up as if there is a chance of changing someone's mind who can do anything about it. There are LBD mods so that is your option.

To be clear, you are welcome to keep bringing it up here in general discussions but the Alpha 21 thread is a focused thread for A21 features, of which, LBD is not one. I felt I was really open and clear that off-topic subjects would  be moved to this thread. I'm really not sure how much more open with the community I can be in this regard. Nobody said you had to agree with TFP in order to post. Feel free to post away your undying love for LBD as long as it isn't in the Alpha 21 Dev Diary thread. LBD is off topic there. Period.
thank you for being respectful.

 
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Oh yes I greatly support this idea!

General "bigger armored guy has overall more hitpoints" would be somewhat meh,

but being able to specifically target unprotected areas  (limbs 😏) on individual enemies to take advantage in some situation, e.g.

-weapon arm causing bad aim (of course)

-leg causing limp/slower movement (...no kidding...🙄)

-shooting off helmet giving a chance to let him flee/panic or at least keep him hiding behind cover

-...stuff

...wow, enumerating this feels so stupid, as it sounds absolutely logic that it should be like that,

I really hope there's nothing about the game engine or whatever to prevent implementation of some kind of such system!

*fingers crossed*


That would be cool.  Although we already have dismemberment* and effects specific to leg/arm shots for zombies, and I expect we'll have them for bandits, too.  So I'd be totally happy with it just meaning that different bandits have different weak points.  What I most want to advocate for, is that bandits (and zombies) have individual variations.  No clones!

* At risk of being gruesome, it's worth pointing out that one way bandits and zombies can not feel the same is that bandits should have more body integrity.  When a bullet to the leg makes a zombie's leg completely disintegrate, that's fine: it's a rotting corpse.  But the leg of a living virtual human shouldn't explode as easily.

 
... definitely my first thought when I saw that ... It'd be trivial to have them spawn in hiding/showing those mesh pieces (I know because I've done it), so yes I think they purposely have it set up that way for that specific purpose. 


Good to know. I try hard not to make assumptions about how much effort it would take for someone else (usually a programmer) to execute a request.  But it does seem like the artist would model the equipment/armor and some of the clothes as separate pieces regardless.  This might be like Marlene's dangling eye that's meant to jiggle, where the character art is set up the way it needs to be, whether or not the feature is implemented.

2. Do you plans to add new models of cars into old POI like gas station or new cars will be only in new POI/outside?


I'm not a dev, but the new vehicles would almost certainly appear anywhere the current sedan appears.  Because all the cars in POIs are already placed as helper blocks, so the game can choose a random car color and/or destruction level at generation time.  They would add these new vehicles to the list of models from which the game chooses.  The only reason not to that I can think of, is if the new vehicles wouldn't physically fit in some locations.

 
Good to know. I try hard not to make assumptions about how much effort it would take for someone else (usually a programmer) to execute a request.  But it does seem like the artist would model the equipment/armor and some of the clothes as separate pieces regardless.  This might be like Marlene's dangling eye that's meant to jiggle, where the character art is set up the way it needs to be, whether or not the feature is implemented.

I'm not a dev, but the new vehicles would almost certainly appear anywhere the current sedan appears.  Because all the cars in POIs are already placed as helper blocks, so the game can choose a random car color and/or destruction level at generation time.  They would add these new vehicles to the list of models from which the game chooses.  The only reason not to that I can think of, is if the new vehicles wouldn't physically fit in some locations.
Time permitting, we will do multiple passes on existing POIs as new block entities are added to the game.  The new decorative vehicles should be no different.  The old junkyard POIs especially would benefit from them.  :)
to @Crater Creator : some cars like "service truck" or military truck are connected with some POI  unfortunatly but i hope we will see military truck on random road in A21

to @Laz Man Nice!  Well junkyard need a lot of cars hah :)  honestly i wish you guys add old good skeleton lying on road and  and sitting on chair in some POI it would be perfect because  without them 7dtd is not spooky enough 

spooky-scary.gif


777cea9955531f725894ef6b300bcb6e.gif


No one can so chill like skeleton : just lying and do nothing XD

d78493b4-e8ed-452b-8cc4-2cbfcb64480b_scaled.jpg


 
Things I would like to see in A21.

Random gen wilderness and highway improvements.

For wilderness: sheer cliffs, nicer rivers and wilderness shelter style cave stamps. For highways:something like nitrogen's highways, tree lined highways, highway POIs like rest stops and gas stations and a mountain underpass and more detailed intersections. The trader also needs a different piece of road to spawn on other than the same T junction.


RWG has come a huge way this last alpha, but yeah, I've been curious if TFP intends for traders to always be on that same plot, or if this is transitory until more trader-supporting RWG zones are added.  I have a hunch that half of all A20 bases are built on that same empty field opposite the trader.  :suspicion:

 
city tile rwg is good but there are still weird things generated. roads stopping, roads in circles around tiles then 3 of them in a row where the roads do not meet or merge but run alongside. hopefully the city RWG get a bit of a tickle as well as everything outside the city. 

@Crater Creator  my base is in the field at the t intersection next to the trader. i always find some sort of camp across the road from the trader entrance... 

 
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