PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Curious, other than decorative, is there some hidden property that Brick blocks have that make them good for base building?

Edit: ignore this; I totally forgot to factor in that smelting Stone/Clay into Forge is 1 --> 5. So Gazz caught & pointed it out below.

Costs 10 Stone & _60_ Clay to make a Brick block, and that's via the forge... ouch.

Flagstone block costs 4 Cobblestone Rocks, which cost 1 Stone & 1 Clay; both are craftable in backpack & workstation.

Flagstone upgrades to Cobblestone for 10 Cobb Rocks, so 14 Cobb Rocks (14 Stone & 14 Clay) total.

Hitpoints: Flagstone=500, Brick=1200, Cobblestone=1500. All have same SI values.

Both Brick & Cobb blocks are upgradeable to Concrete.

In A17 it feels like harvesting either Stone or Clay is similar; I certainly haven't felt like gathering Clay was substantially faster/easier.

Unless I'm missing something it seems like Bricks are the new Sandstone, heh. Though I actually really liked the Sandstone blocks. They had a really nice warmth to them.

 
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Curious, other than decorative, is there some hidden property that Brick blocks have that make them good for base building?
Costs 10 Stone & _60_ Clay to make a Brick block, and that's via the forge... ouch.

Flagstone block costs 4 Cobblestone Rocks, which cost 1 Stone & 1 Clay; both are craftable in backpack & workstation.

Flagstone upgrades to Cobblestone for 10 Cobb Rocks, so 14 Cobb Rocks (14 Stone & 14 Clay) total.

Hitpoints: Flagstone=500, Brick=1200, Cobblestone=1500. All have same SI values.

Both Brick & Cobb blocks are upgradeable to Concrete.

In A17 it feels like harvesting either Stone or Clay is similar; I certainly haven't felt like gathering Clay was substantially faster/easier

Unless I'm missing something it seems like Bricks are the new Sandstone, heh. Though I actually really liked the Sandstone blocks. They had a really nice warmth to them.
You are right.

Intervert Bricks and Cobblestones cost. Done.

I think having multiple layers of defense is much needed in this patch. So you should think about quantity over quality in early game when it comes to walls.

I only wish the game would encourage you to build believable structures to defend yourself. Cause right now, good horde bases look horrible. Can someone prove me wrong on this ?

 
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Costs 10 Stone & _60_ Clay to make a Brick block, and that's via the forge... ouch.

Flagstone block costs 4 Cobblestone Rocks, which cost 1 Stone & 1 Clay; both are craftable in backpack & workstation.

Flagstone upgrades to Cobblestone for 10 Cobb Rocks, so 14 Cobb Rocks (14 Stone & 14 Clay) total.

Hitpoints: Flagstone=500, Brick=1200, Cobblestone=1500. All have same SI values.
So brick gets you 1200 HP for 70 (forge units) of stuff and cobblestone 1500 HP for 140.

Crafting is more involved but it doesn't look like a bad deal to me.

If you invert that you have brick at 1200 HP for 140 units plus crafting costs and cobblestone at 1500 HP for 70.

How does that even make sense?

 
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Any chance in the future to add an option to uncover the entire map once you load into it. Instead of guessing and using the generator. Just not have any grey over it and just see the whole thing from the start?

 
Curious, other than decorative, is there some hidden property that Brick blocks have that make them good for base building?
Costs 10 Stone & _60_ Clay to make a Brick block, and that's via the forge... ouch.

Flagstone block costs 4 Cobblestone Rocks, which cost 1 Stone & 1 Clay; both are craftable in backpack & workstation.

Flagstone upgrades to Cobblestone for 10 Cobb Rocks, so 14 Cobb Rocks (14 Stone & 14 Clay) total.

Hitpoints: Flagstone=500, Brick=1200, Cobblestone=1500. All have same SI values.

Both Brick & Cobb blocks are upgradeable to Concrete.

In A17 it feels like harvesting either Stone or Clay is similar; I certainly haven't felt like gathering Clay was substantially faster/easier.

Unless I'm missing something it seems like Bricks are the new Sandstone, heh. Though I actually really liked the Sandstone blocks. They had a really nice warmth to them.
not positive, but doesn't clay soil and small rock resources smelt into 5 units of stone and clay? making brickes 12 and 2 respectively?

 
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Also... Is there any chance for higher/more gore/blood option? Would be better, imo, if there was more blood when smashing zombies and would love this option!

 
Also... Is there any chance for higher/more gore/blood option? Would be better, imo, if there was more blood when smashing zombies and would love this option!
Maybe someone could mod some gore paints to decorate POIS better. Just a version of each blocks but with say blood on it

 
Madmole himself gave a pretty good reason for this:https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=910934#post910934

I was sad about the level gating too, but now that I know how it messed up MP, I realize why it was necessary.
I am a huge proponent of use it to learn it, but if leveling to get perks is what you want fine. Level gating though is just bad management. I noticed that you only care about the crafting perks in the INT line. This tells me that you already know everyone rushes there, yet the whole premise was for this system to enable different play styles by encouraging specialization. Instead of level gating crafting, you should work on balancing the other attribute lines to make those more desirable.

If the whole concern is MP, then I have to agree with many other posters in that the core issue is the massive XP boost giving to the group XP. That is what needs to be adjusted or nerfed, and not what level you can get a crafting perk.

 
I noticed that you only care about the crafting perks in the INT line. This tells me that you already know everyone rushes there
It tells you what you want to read into it. =P

The actual reason is that "main progression" unlocks like that are a special case and do not scale like other perks.

Once one member of a team unlocks it, everyone immediately gains all the benefits. That is very different from every other perk in the game because other perks either aid only you personally or you have to be there for it to work.

 
We'r are finding progression just fine in mp... people are investing in survival and defense, and are specializing in specific things like gardening or building as needed by the group. Group xp sharing is encouraging people to work together, instead of separate scavenging.

I started sp game to see how that unfolds. Its funny... because of random drops on day one I had 3 morning helmets on sp, and on day 10 in mp, only one of us has a mining helmet.

 
So brick gets you 1200 HP for 70 (forge units) of stuff and cobblestone 1500 HP for 140.Crafting is more involved but it doesn't look like a bad deal to me.

If you invert that you have brick at 1200 HP for 140 units plus crafting costs and cobblestone at 1500 HP for 70.

How does that even make sense?
aiee! yep. Totally forgot the 1 = 5 in forge bit. (face palm) Sorry! Thanks for the catch Gazz, lug. :)

(<kidding> but it's -your- fault Gazz!! I haven't seen anything but a busted Forge in so looonnngggg!! < :D > )

totally kidding, my bad :)

 
Not sure if it's new or not, but once a zek is nearby/see a you, it shows up as a red blimp on your compass. Noticed it today.

 
No comment, XD

52342D89F76793F15AAB9D29B0051DF2FFFD0F4B


 
Thanks for the link Gronk. Not only is Takeshi's Castle a WTF?!? laugh but led me to Best of Wipeout w Jill Wagner :)

The 10 seconds starting from here is awesome! :D

 
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