PC Could it be possible to push the experimentals to once per week?

Just a preface, thank you so much for Ravenhearst. I hope it'll one day come to A17, although I understand that would be a pretty big task.
That said, if TFP asked people playing the experimental to simply pop into dev mode and test all the blocks / pathing / mechanics / whatnot by making a wall of chairs and seeing how the zombies react / driving every vehicule on a drive-track made of every material to see if they act correctly / making sure they didn't accidently give steel the defensive strength of cardboard / generating RWs to see if the algorithm isn't going too wonky, I'd agree with you, and that's what dedicated testers should be doing with every build (preferably with a little checkbox, or even more preferably with actual coded tests).

But the last few builds have been made to balance how the game plays (lvl gating VS skill point cost, food usage, vendor prices, exp gain), which you can't reasonably test by the above test method. You need to sink some time in a game, see if a certain part is way is too easy/too hard and how you can tweak it.

If these experimental aren't for changing the balance of the game, but fixing in-game bugs in order to get the game stable and good to go, then sure, I understand more than one build per week, but then why also change the balancing? If balancing the game is included in the experimental mandate, a week would help with feedback much more and TFP can still work on certain bugs that have been hopping builds (double swing, ammo in nail gun, charismatic nature are some that come to mind).

That said, if the stable build does come out early January, then it'd likely be more trouble to implement this with the whole coding team for 3-4 weeks, in which case yeah, it'd be pointless to change how it is right now, but I can't help but feel as though that 3 - 4 week might be more around 2 - 3 months (Really hope that feeling of mine is wrong).
And with the release of b240 Im leaning more to being on YOUR side of this now :D

Thank you for the kind words. Now more than ever I think the world NEEDS Ravenhearst and we SHALL be on 17, better than ever. Our team is plotting away now for you guys :)

 
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There was at least one of these builds that was very messed up and I am glad they released a new one right away. I wouldn't want to wait a week when things like that happen. I accept that I should start over every time... and I do. The first days can be a real struggle, and I get better at it every time anyway... so I see it as a plus.

 
Opting out redownloads A16.4. I like A17 and would like to keep trying it out.
I could also make a copy of the game directory, just like the A16.4 mods used to do, but I'm posting this because I just closed my server to drop the quality of the game to medium, booting two of my friends. We went back to start playing again and bam, new update, so we gotta start a new map. That pretty much took the wind outta our sails and we decided to call it quits for tonight. If we know day X is gonna be update day, we can get ready to start a new (or hell, make a copy of the experimental build to have it for later). Surprise updates don't exactly allow this.
You can copy the entire game folder and run the game from another location.

Updates won't matter at all as they will not update your new folder.

What's that got to do with A16?

 
Thank you for the kind words. Now more than ever I think the world NEEDS Ravenhearst and we SHALL be on 17, better than ever. Our team is plotting away now for you guys :)
Oh man, I mean, if the menu lag did go away with A17, with the addition of smart zombies and other optimisations that allow the game to run better, I'm pretty certain I'll lose waaaay too much time in ravenhearst. God I loved hunting night terrors (and being scared ♥♥♥♥less the first few weeks when they were around the house).

I do hope A17 will let you tweak body part damage per entity, and not as a whole. The need to headshot deers in order to kill them was a bit annoying.

And I can't wait to see the kinds of mods you'll be adding for equipment

</fanboying>

There was at least one of these builds that was very messed up and I am glad they released a new one right away. I wouldn't want to wait a week when things like that happen. I accept that I should start over every time... and I do. The first days can be a real struggle, and I get better at it every time anyway... so I see it as a plus.
Oh yeah absolutely. If a new build makes the game unplayable, by all means bring the quick fix.

You can copy the entire game folder and run the game from another location.Updates won't matter at all as they will not update your new folder.

What's that got to do with A16?
For A16, you said to opt out in steam options, which the only option to do so is in the Beta tab of the game's property. Opting out of A17 downloads A16. If you mean disabling automatic updates, that isn't an option on my update tab. I have only update automatically or update on launch. Yes, we could all make a copy of 7d2d to keep playing on a certain build, but that's not my point. I'm not asking to never ever lose my map, I'm asking to have more time to test the maps to see what needs balancing.

 
I imagine that after the main issues are sorted out, they will come less frequently.

I'm hoping it gets to where they have a build and then say "ok guys, random gen is updated, go find any problems."

Or, "ok guys, we updated the AI, find a way to cheat it" and that goes back and forth a few times. Otherwise in the end, I will feel like playing isn't worthwhile like I did in A16 because I knew I could just make a sea of spikes, or just build at bedrock, or a few other things to survive indefinitely.

 
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