PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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allow raiding of peoples stuff when they are offline is ridiculous and why this culture has been allowed to perpetuate is beyond me
This is why many people quit ARK for example, weeks of work raided overnight. The land claim in 7D2D is pretty cool in that regard, although i see it more of a co-op/PvE rather than PvP type of game.

 
I've always thought that the sleeper respawn timer should just be the loot respawn timer. That way when the loot comes back so do the guards. Seems like it would solve the problem of zombies spawning in inhabited POI's because the loot respawn timer starts over whenever a player is in the vicinity. The only way sleepers would respawn in the POI is if all players left the chunk for the duration of the loot timer.
It would also give people more incentive to stealth loot a house as a trick on fellow server occupants so that when someone else comes by and kills all the zombies...the joke's on them.
I know it's not popular a design (sleepers respawns when leaving POI), but it is an effective counter measure to prevent people from cheesing dungeons within other games. In other games, after you drag the mobs out far enough, they reset and run back to their original spots lol.

Running into a POI and dragging out all the zombies in order to loot everything shouldn't be a strategic option imo (regardless how immersive/realistic it may be). Maybe there is a compromise out there somewhere...for example, if you run out trying to wake everything up. A horde should spawn outside making it more difficult to run back in....

That way, if you do run back in after dragging everything out...it becomes more risky (risk vs reward!!!)

 
I agree with that. It's kind of immersion breaking. Luring them out and away from the building should be a viable strategy.
originally there was supposed to be a delay on repop. Maybe it makes A17. I'm ok with zombies repopulating places I haven't been for a few hours to a few days, but right now if you walk outside the invisible line before clearing all you get a full respwn. Thats not great.

Adding a timer seems....not so difficult from the outside - just have it run -on activate sleeper- en reset everytime one activates for all already cleared in that poi. then after the 1 timer for poi runs out before the all-clear flag - repopulate upon entry. I'm sure i'm missing something, seems to easy.

 
Here is one issue with that system.Why can I not just attract the zombies and lead them out of the house?

I know the explanation was to prevent Pied Piper clearing of POIs.

However, previously the justification of forcing the kill to be in the sleeper volume was rationalized by at least you get loot to offset the risk and expense of resources in doing such.

Now we still can't do as any sane person would do and lead the zombies away because they won't count as kills to the volume, but we also don't gain the reward.

Just another thought on the change on loot factors and how it impacts Sleep Volume balance issues.
Any sane person playing a game or any sane person in a zombie apocalypse? To an extent, one could try to lead zombies away because not engaging the things that could kill you or cause you to turn would be safer. Still, it's not particularly safe to lead away a horde of zombies which might circle back to you and trap you in the house. If it's a manageable group in an open-enough area, a sane person would try to clear out the place because a dead zed is one less zed to face later. (Think TWD in the prison. So many mistakes there that came back to haunt them.)

 
I agree. The vomiting, exploding cop zombies are really absurd. Good if Monty Python made a Zombie movie maybe...
Really because they are one of my favorite zombies, I love the difficulty and I wish their were more zombies with interesting abilities like this, more difficulty not less I say!

 
I know it's not popular a design (sleepers respawns when leaving POI), but it is an effective counter measure to prevent people from cheesing dungeons within other games. In other games, after you drag the mobs out far enough, they reset and run back to their original spots lol.
Running into a POI and dragging out all the zombies in order to loot everything shouldn't be a strategic option imo (regardless how immersive/realistic it may be). Maybe there is a compromise out there somewhere...for example, if you run out trying to wake everything up. A horde should spawn outside making it more difficult to run back in....

That way, if you do run back in after dragging everything out...it becomes more risky (risk vs reward!!!)
This can all be countered with a bedroll, put one down up against the wall of the POI you are about to raid and problem solved, cheesy? yes but effective.

 
I have never used the trader. Found it boring and breaks my immersion of surviving on my own.
Agreed...I loot the compound and leave. Too easy to get high quality stuff. Same goes for the minibike... never really use it unless going to visit someone.

Regards

Ouch

 
This can all be countered with a bedroll, put one down up against the wall of the POI you are about to raid and problem solved, cheesy? yes but effective.
Yes, but different. The bedroll nvolves dying which does have some costs associated to it. But I agree, perhaps bedrolls need another design review. :p

 
Agreed...I loot the compound and leave. Too easy to get high quality stuff. Same goes for the minibike... never really use it unless going to visit someone.
Regards

Ouch
So it is just a balance issue?

Would be nice if a trader is more rare and sells bigger amounts of basic stuff and non of the high level rare loot.

 
The problem with the system is that zombies can respawn in an area that's not only been cleared, but also blocked off from an uncleared area due to a barricade, and that's just weird.
If volumes didn't have to be rectangles, poi makers could more intelligently design them and you could limit the respawns per volume, not poi.
That's the one thing I have a problem with...which is why I think placing and giving the bedroll a NO SPAWN area would help. As you place another one in a new area the No Spawn is lifted from the first one placed. It should be 15x15 at least, but maybe 30 upwards , for taller buildings.

MTFGA

 
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perhaps bedrolls need another design review. :p
I'm having weird thoughts about some zombies targeting the bed also instead of just the player on horde nights or spawn events :strawberry:

Would be nice if a trader is more rare and sells bigger amounts of basic stuff and non of the high level rare loot.
I suppose tying their inventory listing to the level of you scavenging skill or level could work?

 
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Yes, but different. The bedroll nvolves dying which does have some costs associated to it. But I agree, perhaps bedrolls need another design review. :p
I'm suggesting using the bedroll as a anti-spawn device, I don't expect to die while raiding the POI.

 
My biggest wish is to have a better control of the quantity of spawned cities and towns.

Once you reach the mobility point you always travel to the better loot places.

Less cities = more sense to loot the rest of a city near by.

 
So it is just a balance issue?Would be nice if a trader is more rare and sells bigger amounts of basic stuff and non of the high level rare loot.
Yes and no...I agree with them being more rare...sometimes you find 2-3 around a city.

But the design of selling items and buying better ones needs to be addressed.

Ouch

 
Hub City...
We lived in that city for a while.

I remember in funny moments.
OMG! The HUB city was the only time I have felt dread in 7D2D. It was funny watching OTHER people go in there and stream it!

Good times...

 
Is it too late to add the feature of being able to shoot down the loot drop plane and fix it up with spare parts and fly it all over the map with infinite storage space and still get the release candidate to us this weekend? Asking for a friend..... :)

 
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