PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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A miner and builder have difficulties that aren't really obvious to an adrenaline pumped fighter. A huge problem is self-hypnosis. The first sign I usually get of a wandering horde is my screen getting covered in blood :-)
https://drmichaelharris.com/repetition/

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The fix for this is so easy.

Diminishing returns on crafting the same item more than once. Maybe 10 or so level 1 stone axes and you're receiving no XP from them. Add an XP bonus to crafting more complicated things and the crafter then has a mini-game of trying to source as many different types of materials and a reason to craft some things they wouldn't bother with otherwise.
I like the diminishing returns concept, but they did away with spamcrafting. Personally to me the granularity and the little details make the difference. Killing 1000 zeds and all of a sudden I can now craft with new materials and make guns whole cloth just by shooting a bow and swinging a club?

To me the learn by doing philosophy made a lot more sense but the squeaky wheel got the grease until we arrived here.

 
That came from Roland. I'm sure he was joking, but I too thought that the one-level-per-day idea is pretty great.
It would basically render every problem with XP balancing, level gating, etc. moot. There would be no XP at all, and no level gates needed since it's impossible build a "day 1 forge" or whatever.

This, and it would still allow players to choose skill trees according to their prefered play styles. So if I want to play the game without actively killing a single zombie (by e.g. running away, sneaking past, tricking them into traps) then I could do this without any penalties whatsoever.

But, actually, that choice might be why TFP don't do it. As you said, it can be considered too passive. Perhaps they're right, and if they are, it's why giving players too many choices can sometimes make the game less enjoyable.
make day 10 min long, sit on your base and sip a coffe. in 2 hours you have 12 points and you are good to go.

 
make day 10 min long, sit on your base and sip a coffe. in 2 hours you have 12 points and you are good to go.
If someone is willing to go that far they could just make the newbie quest give 305 points now.

 
If someone is willing to go that far they could just make the newbie quest give 305 points now.
Far, if i would want to join a friend on a Vanilla 120Min day server i would afk for 32 Hours before i start playing.

Well, i guess i would prefer to gift him a other game we could play ^^

 
So... will this game be playable in the next month?
Over a year and a half for one iteration is a little much...

(Yes, this is intentionally passive-aggressive. If I was being strictly aggressive I would get a ban. Just want an honest answer.)

Edit:

Constructive post from Richard in another thread. Thanks Richard.
i hope, it will be playable in next month. it is very well playable now and i do not believe that TFP will screw it up.

 
Hmmm, loot as the reward, there is that. But that works for SP. For MP, not so much since then that means the fighters in the group are taking higher risk for everyone having the same loot (cause it'll be brought back to base and everyone can use it). Builder never leaves yet still gets all the loot and same level as fighters, etc. Typically, that should not matter because it means they use your stuff to make better defenses or stuff for you. I think the issue would then come down to PvP as to why a builder is just as strong as a fighter, since guns really will kill people quick no matter whether you perk into it or not.<snip>
Well... I don't play MP but I expect that if the Fighters came back and the Builders just closed the gate to their castle... Haggiling might ensue :D

Point being folks are choosing to do the things they enjoy. And sharing the results of their efforts. Doesn't mean a 'fighter' can't build things, or a 'miner' not fight. I'm sure folks mix it up all the time in MP. And from what I've just recently seen of PvP fortresses I'd imagine good builders are pretty important to those clans.

 
Has anybody suggested tying your storage capability to your land claim block? That and zombie horde nights attacking the land claim block? I feel this could be a way to make it impossible to avoid horde nights or try and simply run away to protect your base during the 7 day horde(This should be part of a hardcore mode)... Maybe if everything focused around the land claim block more it would make the tower defense part of the game a real core part of the 7day horde... As it is now you can store all your stuff anywhere you want and just run away on horde night or enter any random building/structure and jump to the roof during the auto homing 7dtd hordes... Fight to protect your land claim block or watch everything get destroyed. Hardcore... I think zombies were attracted to landclaim blocks at one time but I think storage should be part of it as well.
You might be onto something there. Would definitely give the tower defense aspect part of the game more focus. Would need to figure out how the player factors in though. For example, if you try to lead a horde away from your land claim, do they lose interest and retargeting your claim block instead? What consequences are there to losing your claim block? Etc.

Also need to balance everything with multiplayer....*headache*

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My body is ready...
Hahaha...mental images be gone!!!!

 
Doable with an aoe buff on the block, but ultimately pointless... I bet most clear their packs on horde nights.
Of course! After a week of mining I'd like to see level 2 :-)

The problem is that the system suffers from the same problem as forge heat. If the chunk ain't spawned then the zombies ain't coming.

 
Man, what happened to the speed of upgrading blocks? It takes ages now lol. I can understand a stone axe being slow, but a hammer and wrench are almost as slow, and the nailgun is barely any better. I was rather excited to procure coins to buy a nailgun from the very-pleasently spoken Traitor Rekt and then was sad when I used it.

 
That kind of sounds as though content was something to avoid. For me, content is like toys in the sandbox (game). It's okay if you say you're not into expanding content to bridge "boredom" or making late game more interesting, but it kind of surprises me in a sandbox game - especially since it is a pretty easy way to make a lot of people happy.
I think Gazz meant filling the game with mass amount of content (like an MMO would) is not possible for a small company like TFP.

 
This seems like a random question, but I recall reading here that you can preview the map and use tools to locate traders etc.

So - I've gone into the RandomGen Preview and put in the map seed, but it comes up with a different 'location' to what we have it set as...possibly due to the fact we selected the location when we created the game (in order to try and not have so many issues with roads...that didn't work FYI). So...can we not preview the world if we have created it in this way?

Also, I vaguely recall that you can enable something to see the traders on the map generator. Can someone please explain to me how to do this again since I couldn't see anything of that nature when I did bring up a map preview.

Thanks.

 
Just a few thoughts. Why don't we get back a glass jar when we boil food or make stew. After all, we aren't consuming the jar. Baked potato should be renamed to grilled potato, and we should be able to grill corn, not just boil. Lastly on the subject of stew, how about adding tomatoes or carrots.

 
Man, what happened to the speed of upgrading blocks? It takes ages now lol. I can understand a stone axe being slow, but a hammer and wrench are almost as slow, and the nailgun is barely any better. I was rather excited to procure coins to buy a nailgun from the very-pleasently spoken Traitor Rekt and then was sad when I used it.
Agreed, Nailgun speed is horrible.

 
Just a few thoughts. Why don't we get back a glass jar when we boil food or make stew. After all, we aren't consuming the jar. Baked potato should be renamed to grilled potato, and we should be able to grill corn, not just boil. Lastly on the subject of stew, how about adding tomatoes or carrots.
From what I recall it's only possible to 'return' one thing from a recipe. It's been that way since at least A15 as far as I know.

Definately agree w you, a few more very basic recipes would be appreciated. Ones that don't require a cooking pot or a grill.

Pretty easy to cook a potatoe or un-husked corn in the hot ashes of a fire, also quite doable to poke a small hole in an egg and cook that in the embers.

 
Pretty easy to cook a potatoe or un-husked corn in the hot ashes of a fire, also quite doable to poke a small hole in an egg and cook that in the embers.
I can see the cooking progression for this now:

1. Heat nail over fire to sterilize it.

2. Poke egg with nail.

3. Complain when you break the egg from stabbing too hard

4. Get another egg and try again.

After maybe a dozen tries you finally get a poached egg from the fire.

 
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