PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Yes. Shame on me for correcting an unreleased content issue report. Byased info is fun to spit out, though. I feel better.
Bug fixes confirmed for A17!

Keep on it! I really feel TFP should charge 6000 Duke's tokens for this alpha. The amount of changes is very close to what companies like EA would call "a brand new game ". 15.99 per build feels great also! or my gold watch. A gold watch could certainly pay for A18.
You can get to Gazz easily. He's a potter by trade. Just send him

in a pm and you'll be getting A17 in no time. ;)
 
Last edited by a moderator:
You can get to Gazz easily. He's a potter by trade. Just send him
Demi Moore is MM hooking up the skill system and having tons of fun and Swayze represents Gazz romantically fixing any bugs left behind by Demimole. Or is it the other way around?

I will never watch that movie again after that thought :hopelessness:

 
Last edited by a moderator:
You can get to Gazz easily. He's a potter by trade. Just send him
Explains this weird obsession with clay in the game...

How about crafting flowerpots, that the player can angrily throw down at the zombies?

 
I think the "riding the bear" thing should be left in as a feature!

I mean... have you ever tried riding a bear and lived to tell the tale?

Devs,

In relation to the new (or lack thereof) wellness system - it's been said you're gaining health from eating and such - unless I don't really understand it - but what would the penalty of dying be? I'm dying to find out! lol

 
I'm not sure what you mean by alliance. Do you mean friends? Banding together as a party so that you share xp gains? When you ask how large do you mean number of players or distance from each other?
I think everyone on a server can friend each other or join up as a party. The distance they must maintain with each other in order to share xp from killing zombies is something I haven't been able to experience. It's not across the whole map though. I think you have to be pretty close in proximity.
Thanks for the response, I'll re-phrase.

Running a Dedicated PvP server, i've noticed that player's might be running a small 2 - 3 man operation, but want to coordinate with others in a join effort against a common target. However, the game provides little to no support for this, resulting in 3rd party programs to fill the void.

Currently there's an option to create 'allies' (friends list) that force to share current locations, protection from turret fire and group exp.

I was wondering if a clan/guild/alliance feature would be fleshed out in later releases to provide more community interaction from within the game?

 
Would be nice to have: Seasons, some other aspect of surviving, so no longer snow only in the current biome, but instead having a global season, when winter comes, you have to be prepared.

Maybe that is something we can mod in :-)

 
Last edited by a moderator:
Hi Roland!

Please tell me, does A17 have a new "Desktop PC" 3D-model ? Or, in prefabs, do they still use TV-models for this?

"Desktop PC" models have long been needed, and i'm going to create this for my mod, but i want to make sure not to do useless work :)

 
Last edited by a moderator:
Code:
<?xml version="1.0" encoding="utf-8"?>
<rwgmixer>
<biome_spawn_rules>
	<biome_spawn_rule name="pine_forest">
		<biome_generator range="0,0.2"/>
		<terrain_generator range="170,189"/>
		<distance_from_center range="0,10"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="desert">
		<biome_generator range="0.2,0.3"/>
		<distance_from_center range="10,20"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="burnt_forest">
		<biome_generator range="0.3,0.4"/>
		<distance_from_center range="20,30"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="forest">
		<biome_generator range="0.4,0.6"/>
		<distance_from_center range="30,40"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="plains">
		<biome_generator range="0.8,1"/>
		<distance_from_center range="40,50"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="snow">
		<biome_generator range="0.6,0.7"/>
		<terrain_generator range="50,200"/>
		<distance_from_center range="50,9500"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="wasteland">
		<biome_generator range="0.7,0.8"/>
		<distance_from_center range="9500,10000"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="radiated">
		<distance_from_center range="10000,20000"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="water">
		<terrain_generator range="-31,-21"/>
	</biome_spawn_rule>

</biome_spawn_rules>
</rwgmixer>

Thats spawns a map totally covered in snow & is the one I use for myself....

 
Last edited by a moderator:
A big issue is your game crashing repeatedly or the save game is corrupted or your items disappear or can't place blocks. Things that actually stop you from playing the game.
A zombie's head in the wall is hardly a big issue.
Might not be game breaking but still a big issue while playing the game and killing zombie anywhere near a wall.

 
@faatal , madmole

And I'm still sitting hoping for you to reconsider the plans for melee. Having to take a hit to deal one is suicidal. So far it was good. Go in, hit them, they can hit you back but the chance for it depends entirely on your skill. If you come in, hit them, and they just hit you back instantly with no way to dodge it... thats not fun combat. I like playing the chance game. I like taking my chainsaw out on hordenight and just running through the horde chopping it up, always risking being hit in the process but its not "take a hit for every bit of damage you deal" kind of trade. Thats ridiculous. Horde night is still challenging either way. Having to kill radiated zombie cops that basically don't take any damage whatsoever unless you have an AK or a sniper rifle or a rocket launcher, can't chop off their legs and arms, etc.

Every zombie movie ever, people who were attacking zombies were able to do so most of the time without being attacked in return because being attacked in return meant being infected so they are cautious and also the living are faster than the dead (except when the dead are running which the way most players play is only at night).

If you want to make melee more risky, don't increase the zombie hit chance.

Instead add buffs like zombie bite wounds, zombie scratches, etc that all require different types of treatments so those times you actually do take damage, its damage with an aftermath that you have to deal with.

Also as the apocalypse goes on and zombies go more rotten and there are fewer fresh zombies, the chance for infectious wounds should increase (as a balancing factor for the low damage players deal at the beginning; they take hits more often but don't need to face as drastic consequences as later on).

 
@faatal , madmole

I love the game, got over 1.1k hours on steam and even more offline... but one of many factors why its taking so long, and actually the only factor that I have no understanding for (if thats the right term), is that you keep fixing things that don't need fixing and reinventing features that are already there.

The buff system went through a full rebuild basically every update since it was added.

The random gen went through a full rebuild basically every update since it was added.

The skill tree went through a full rebuild basically every update since it was added.

True, each of these new iterations was better than the previous one. But at some point you'll have to just decide "that'll do" and move on.

I'm a big fan of you guys and your game and will keep supporting it and recommending it to others like I did since I started playing it years ago.

But if you keep reinventing the wheel you're not gonna get any further.

Some obvious things to point out:

- weapon parts system is great, why remove it now after you kept changing it up after introducing it in the first place?

- weapon and tool quality is great, it means that you always strive for that bit of improvement. Even when you reach the purple stage, if you find a spiked club 570 you still want one with 600 for that little extra damage. Why take that away? Thats time and gameplay the player spends striving for a goal. Why remove gameplay? The sheer amount of gameplay to be had in this game is what makes it great in the first place.

- cars found in the world. I know you have limited assets on your atlas to spend, but how about finding trucks on the roads? How about jeeps. How about tanks. There are army zombie, military bases, everything. A humvee. Motorbikes. Muscle cars. I've been sick of seeing the same car over and over again 5 main updates ago. This aint a biggie.

- roads over lakes? You've proven in your very first iteration of random gen that you are able to detect water bodies and made roads go in a straight line over them. If you can do that, surely you can do bridges.

- zombie bears. their "zombified" texture only shows up from far away if you aimzoom on them, or if you get really up close for when you're not zoomed

- do diamond deposits and gold ore etc even generate in random gen? We have multiple huge mines on our server and havent found one. But recently the trader for some reason sold 1500 ore for 2 coins each. I'm not sure traders are supposed to sell that.. ? (I'm sure they arent)

I love the game but I'm not some fanboy who can't see any flaws in my favorite game (Which it is). Most of these arent thaaat huge things. And I know you're not a huge development team. What I don't understand is just how you manage to rebuild systems that are already done with each update instead of adding new features or changing other features that need it more. Like the A17 Health System changes. What is that? A16 Health was perfect. Never seen better in any survival game.

 
Yep, they dig to bedrock and devour the world!
Actually it is probably just a wrong anim they are playing. Rabbits don't dig. Not yet anyway, since the 5 ft radiated mutant ones have not been created yet.
Y U NO MAKE THIS? Its upsetting that I haven't seen this in the game yet! And of course it digs!

 
@faatal , madmole
And I'm still sitting hoping for you to reconsider the plans for melee. Having to take a hit to deal one is suicidal. So far it was good. Go in, hit them, they can hit you back but the chance for it depends entirely on your skill. If you come in, hit them, and they just hit you back instantly with no way to dodge it... thats not fun combat. I like playing the chance game. I like taking my chainsaw out on hordenight and just running through the horde chopping it up, always risking being hit in the process but its not "take a hit for every bit of damage you deal" kind of trade. Thats ridiculous. Horde night is still challenging either way.


Wait.... In A17 it's confirmed that whenever you melee hit a zombie they will automatically hit you back like some kind of Thornmail deal? This is indeed an AWFUL idea and removes skill entirely from the equation. It's a good thing I'm pretty sure the Devs haven't officially mentioned this in the Developer Diary for Devs. Unless I totally missed that part

 
Wait.... In A17 it's confirmed that whenever you melee hit a zombie they will automatically hit you back like some kind of Thornmail deal? This is indeed an AWFUL idea and removes skill entirely from the equation. It's a good thing I'm pretty sure the Devs haven't officially mentioned this in the Developer Diary for Devs. Unless I totally missed that part
No thorns type effect, MM comment during his video.

Roland showed off melee vs walking zombies with various weapons without problems.

Runners may be a very different story though seeing zombies can attack while moving in A17.

 
@faatal , madmole
I love the game, got over 1.1k hours on steam and even more offline... but one of many factors why its taking so long, and actually the only factor that I have no understanding for (if thats the right term), is that you keep fixing things that don't need fixing and reinventing features that are already there.

The buff system went through a full rebuild basically every update since it was added.

The random gen went through a full rebuild basically every update since it was added.

The skill tree went through a full rebuild basically every update since it was added.

True, each of these new iterations was better than the previous one. But at some point you'll have to just decide "that'll do" and move on.

I'm a big fan of you guys and your game and will keep supporting it and recommending it to others like I did since I started playing it years ago.

But if you keep reinventing the wheel you're not gonna get any further.

Some obvious things to point out:

- weapon parts system is great, why remove it now after you kept changing it up after introducing it in the first place?

- weapon and tool quality is great, it means that you always strive for that bit of improvement. Even when you reach the purple stage, if you find a spiked club 570 you still want one with 600 for that little extra damage. Why take that away? Thats time and gameplay the player spends striving for a goal. Why remove gameplay? The sheer amount of gameplay to be had in this game is what makes it great in the first place.

- cars found in the world. I know you have limited assets on your atlas to spend, but how about finding trucks on the roads? How about jeeps. How about tanks. There are army zombie, military bases, everything. A humvee. Motorbikes. Muscle cars. I've been sick of seeing the same car over and over again 5 main updates ago. This aint a biggie.

- roads over lakes? You've proven in your very first iteration of random gen that you are able to detect water bodies and made roads go in a straight line over them. If you can do that, surely you can do bridges.

- zombie bears. their "zombified" texture only shows up from far away if you aimzoom on them, or if you get really up close for when you're not zoomed

- do diamond deposits and gold ore etc even generate in random gen? We have multiple huge mines on our server and havent found one. But recently the trader for some reason sold 1500 ore for 2 coins each. I'm not sure traders are supposed to sell that.. ? (I'm sure they arent)

I love the game but I'm not some fanboy who can't see any flaws in my favorite game (Which it is). Most of these arent thaaat huge things. And I know you're not a huge development team. What I don't understand is just how you manage to rebuild systems that are already done with each update instead of adding new features or changing other features that need it more. Like the A17 Health System changes. What is that? A16 Health was perfect. Never seen better in any survival game.
Well I got you beat at 4,877 hours does that mean my opinion matters 4 times as much =P. I would rather them provide a FINISHED product with as much working content as possible. Also for their gold / final edition to be what they entirely hoped and dreamed it would be. If it isn't there is always 7 Days to Die 2 like they keep hinting at if they're too ambitious for 7 Days to Die 1's engine.

Please be patient?

 
Status
Not open for further replies.
Back
Top