PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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If I may, when you guys were able to work on possibly a18 feature because it is too complicated feature for now. (passenger in vehicle). then it seems you are almost done your part on current A17 feature list and bug fixes. So are we getting A17 in november ? or you guys still looking to add as many feature as you can before release.

 
If I may, when you guys were able to work on possibly a18 feature because it is too complicated feature for now. (passenger in vehicle). then it seems you are almost done your part on current A17 feature list and bug fixes. So are we getting A17 in november ? or you guys still looking to add as many feature as you can before release.
I bet 2019 for sure. I bet maybe experimental in December... maybe lol

 
I generally don't like that either. There should be difficult places that if you go there too early, you get trashed.
Agreed, but MMORPGs typically indicate certain zones are for certain levels, often seen by selecting a monster and seeing their level. How would 7DtD indicate this though? Making some place look really extra scary? Or do you have to find out the hard way? lol

 
If I may, when you guys were able to work on possibly a18 feature because it is too complicated feature for now. (passenger in vehicle). then it seems you are almost done your part on current A17 feature list and bug fixes. So are we getting A17 in november ? or you guys still looking to add as many feature as you can before release.
Passengers in vehicles was finished because I was in the same code fixing other vehicle problems and it was a target of opportunity. That does not mean everyone is trying to jam in last minute features. Most are not, but some people have few bugs, so they also spend their time improving stuff.

We don't know when it is going to be released, because it depends on fixing the big bugs that remain. For example, the stealth meter does not work on clients. I got it working today, except I discovered the crouching state is not being sent to the server, so it does not know you are crouching and thinks you are not in stealth. Clients not able to stealth is a major bug, but I should have it fixed tomorrow. Bugs like that come up all the time.

 
That's not an improvement. That's replacing the proof of concept with an actual design.How could anyone think that TFP would consider a 10% increase in jump height a perk?
In all fairness, TFP have presented incremental stat increases like we're talking about as "perks" since Alpha 14, if memory serves and the wiki is correct. The game's most iconic and established perks, like Miner 69'er and Sexual Tyrannosaurus, have been of the '10% increase' variety rather than the 'now you can do x' variety, since inception. 27 out of 42 perks in the latest release are still of this type. So it's not an unreasonable thought to have... but the bottom line is that Parkour sounds better after hearing of the change, so sorry if people ever doubted you.

 
Well, that's not the same thing.

10% block damage can be useful but 10% jump height is only hilarious. Things don't all scale the same way. =)

 
So...will players see that sleeping irradiated cop in the attic of one of those houses on Day 1 and back away slowly marking it on their map for later and think, “Wow, that’s awesome” or will they charge in and die and then rant about it on the forums...?
Please keep in mind that new players do not know if a Cop is strong or what "irradiated" is and/or looks like.

As long as the enemies do not have a "lvl" marking or being slowely introduced while playing every enemy could be stronger of weaker than the other one.

A learning curve is not fun when you keep dieing over and over and over and over.

 
Please keep in mind that new players do not know if a Cop is strong or what "irradiated" is and/or looks like. As long as the enemies do not have a "lvl" marking or being slowely introduced while playing every enemy could be stronger of weaker than the other one.

A learning curve is not fun when you keep dieing over and over and over and over.
When I first play the game, I have been cautioned that if I deal with Zombie now I will die. I keep surviving in my first game, which is multiplayer game, with broken Leg for 5 days, and I got infection level 2 before we found antibiotics I do survive the first horde night without death. I start playing a16.2 I guess. However that been said for new player it is always good to go slow until you learn the game. I am going to do that with A17, not taking any experience of a16 with me. They said they change it a lot, so I have no intention to increase my death count. Game has no time limit, you can play for 30 days or 50 days, they are just number at one stage sooner or later. So I rather love to see it later with no death.

 
Well, that's not the same thing.
10% block damage can be useful but 10% jump height is only hilarious. Things don't all scale the same way. =)
The same scaling issue still remains even with 10% block damage increase. Say you want to break 2000 hp block with a pick doing 500 damage. It takes you 4 hits. Add 10% to damage, it still takes you 4 hits. Add 20% or 30%, still 4 hits. Only getting to 40% changes it to 3 hits.

It's a random example but A16 is full of those "10% to jump height" situations where depending on a block hp your last upgrade made no difference in your specific situation.

I understood that in A17 it's possible to speed up or slow down animation speed dynamically (the reloading example). Why not use the same system to give you 10% boost to animation speed? It would scale more evenly independent on the tool damage and block hp.

 
I don't think they will take that away, because it'd make base building even more of a chore than it already is. You can do what I do: don't use nerd-poles, its the players choice to exploit something like that. I haven't even used nerd poles to like check distant poi's like ever because I feel its cheating, there is 0 risk involved with it if you make sure you killed the zombies around.
What they could do is, make it a tad more annoying to do, like, make wood frames like flagstone blocks, once placed you have to destroy it to get rid of it. Sure wood frames are 1 shots but it'll still annoy some people enough they might do it less. However this is not really a fix, as you can nerd pole straight up using ladders as well, same for climbing on roofs etc.
Here's a different take on nerd poling. If you're convinced that jumping up and putting a block under you is too physiologically dubious, consider how a more acceptable alternative would work. The player hangs onto the side of a frame. The player places the next frame above the one supporting him/her. If the player's strong enough to carry a thousand frames, s/he has the strength to lift a frame above his/her head. Then the player climbs up the side of the new frame, which naturally has ladder-like rungs to grab. Repeat.

Then, if you find this plausible enough, consider the nerd poling we have as a simplification of the above. It's hard to aim at an open air voxel above you, so as a convenience, the game allows you to place the frame when you are above it instead of below and to the side. Think of it as a way to work better with the interface.

Besides, if nerd poling is removed, people will switch to two side-by-side stacks of blocks, jumping between them. That could improve how the logistics and animation looks, but it's only multiplying the effort involved by two. If people's problem with nerd poling is that the player can scale a wall of arbitrary height, that's nearly impossible to correct. There's simply not enough daylight between building a tower to stand on, and building a defensive wall as part of a base. Yeah, you can put the recipe for frames farther out of reach, but that change doesn't occur in a vacuum. It would have a major impact on people's ability to build other things, a knock-on effect which may or may not be good for the game.

 
Please keep in mind that new players do not know if a Cop is strong or what "irradiated" is and/or looks like. As long as the enemies do not have a "lvl" marking or being slowely introduced while playing every enemy could be stronger of weaker than the other one.

A learning curve is not fun when you keep dieing over and over and over and over.
Fair point. Perhaps this is why they make the radiation effect so visible, to the point of being immersion breaking for some. It's obvious to a new player that a brawny biker dude is going to be tough... not so much with an overweight cop, without the VFX as a 'tell'.

 
I always thought they could just add good ol' Cartoon Stink Lines coming off the stronger zombies! Players would be like , well , that one is obviously super funky! better stay away!

 
If you want to stop nerd-poling just remove the ability to place a block while jumping, you then _have_ to build a staircase to climb anywhere.
How many times have you tried to hammer a nail in while airborne?

Update: Yeah, you can still nerd-pole alternating between two blocks as you climb but at least it'll slow people down and the extra tedium is negative reinforcement conditioning in this scenario.
Nerd-poling is life.

The game just wouldn't be the same without it. If it makes the game to easy, then dont do it.

Solved!

Why some people need hard game boundaries to have fun, is beyond me. Really it is!

 
Hey. I just wanted to talk about the land Mines. I don't mean to sound like some guy complaining but here I go. I really don't see the need for land Mines in the game. Except for at Military bases. Basically in the fire zones only. Why do they randomly generate in the biome? Why do they insta kill? Why are they in the game and what's the point?

I'm not exaggerating on this in any way, I just get randomly blown up by them countless times In different areas. And it got really annoying. I uninstalled for the time being. But I'd really love for you to look into it. Love that I chose to support your content and I can't wait to see what's to come of it. You are all amazing devs! Love you guys <3
Fabulous first post. Welcome to the forum. ;x

Land Mines usually are in the Wasteland Biome, around Military CAMPS.. and Strip Bars.

I believe there's also the occasional Pot Mine in areas I cannot remember.

They're simply another element in the game that can kill you, leaving it all to the Zombies would make the game a little boring.

I fret when I find myself having to cross Wasteland.. those ■■■■ed Candy Mines still give me nightmares every time I see circular candy tins in the supermarket.

 
Preferences differ for sure. I can contrast two games I play. Empyrion, with the bike there that you place, pick up, place, and pick up. Carrying an extra bike or two isn't an issue. You drive somewhere then pick it up and continue. Convenient. Does somewhat ruin immersion.
7DTD A16 - Drive and dis-assemble. Now my inventory is definitely filling up. There's no way I'll be carrying an extra 1-2 minibikes around "just in case", that'd not take 3 slots, it'd take most of my slots.

7DTD A17 - Fly somewhere in my gyrocopter... land.. pick it up, place my jeep, drive off, get out, pick it up, place my motorcycle... drive around, pick it up, place gyrocopter and fly home.

Now some might not find that immersion breaking. It won't get better as we get rafts, boats, submarines, air-craft carriers or space rockets, I got plenty of pockets in my jeans to store them all :p

So yeah, I do see a problem with "pick up" vehicles. Having to dismantle into 5-10 pieces will at least take up lotsa inventory space and make it more immersive.
If you really want, you could pick up the vehicle and it'd just take up 1 slot, and lock X amount.. maybe Pimps should design a Tetris Inventory, like in Deus Ex.. ;x

Deus Ex Mankind Divided_Inventory.jpg

 
Fair point. Perhaps this is why they make the radiation effect so visible, to the point of being immersion breaking for some. It's obvious to a new player that a brawny biker dude is going to be tough... not so much with an overweight cop, without the VFX as a 'tell'.
They should come out with new zombies for the special ones or just more types in general. The neon green is funky though lol.

 
Nerd-poling is already better balanced in A17 - jumping takes stamina! A beginning character might be better off stacking ladders.

 
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