PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Probably mentioned before in this topic, but it's a bit much to read it all back...
Question 1:

Can TFP change how the crossbow works now? When I shoot now, I have to wait while it reloads, until I can use something else. I can select it, but it switches to it after it reloads the crossbow.

Very annoying when each second counts when 1 or more zombies come running towards you (especially when it takes forever to reload with the crossbow). I understand/wouldn't mind having to reload it when I select the crossbow again ofc.

And question(s) 2:

I want to turn a house into my base. Alot of these houses are used in quests. What's the danger if I choose such a house?

And is there a way ingame to know if a house can be used for a quest?

1. https://imgur.com/a/KLP3Yrf

2. the danger in using a house that is tied to a quest and if people know that house is in fact tied, you will most likely make some enemies (if on mp server and or pvp)

other than that you can take it over, a poi is reset when the rally marker is used and if there is a bedroll on the poi the rally marker will give you a message that the poi cant be used.

https://imgur.com/a/IL2BUPd

3. if griefing is intentional, then may the server admins have mercy on your soul. (i do not condone taking over a quest poi on mp servers.)

hope this helps :)

 
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This might be multiple bugs...

1. T1 clear quest being done as level 65. has 8 Radiated zombies inside house yet still only gives low level quest reward and XP.

2. doing the quest as a shared/party and someone dies - your bag despawns. happened twice on our server.

 
Hey, TFP, I have a great idea for how to make alpha 17 the best. Make it just like this. The systems these guys talk about, and the gameplay would make the best alpha ever.
https://www.youtube.com/watch?v=aZCXqoKSQ5c
Good Luck....at 3:50....blocks cant float in the air...lol....no entire buildings do..

And you can drop blocks on zombies heads as traps....not happening either.

Radiated zones....cant go in them..hell we just lost 2 zones

smell detractors and deterrents...ummm nope

Unique finishing moves...uhhhh

Zombie nomad mode....not seeing it

Blueprint mode building...nope

Probably A21.....agreed though ...would love to play that game

 
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1. https://imgur.com/a/KLP3Yrf
2. the danger in using a house that is tied to a quest and if people know that house is in fact tied, you will most likely make some enemies (if on mp server and or pvp)

other than that you can take it over, a poi is reset when the rally marker is used and if there is a bedroll on the poi the rally marker will give you a message that the poi cant be used.

https://imgur.com/a/IL2BUPd

3. if griefing is intentional, then may the server admins have mercy on your soul. (i do not condone taking over a quest poi on mp servers.)

hope this helps :)

Well in part it helped. :)

About the crossbow. I understand I can speed up the reloadtime by taking the perks (I still don't understand why the speed without perks is sooo much slower then with bows, but that's not what I'm talking about here).

What I mean is, why do I have to wait for the crossbow to reload before I can change my weapon. When I shoot a zombie and it comes running towards me, I want to quickly change to a melee weapon. I can't do that now.

I play solo, so knowing this about the POI is great. :)

 
FYHCCkM.jpg


Can someone briefly explain deadzone, duration, decay and health on/offline..

just to be clear, thanks.

.·:*¨¨*:·. Happy New Year to everyone on the 7 :party: .·:*¨¨*:·.

 
FYHCCkM.jpg

Can someone briefly explain deadzone, duration, decay and health on/offline..

just to be clear, thanks.

.·:*¨¨*:·. Happy New Year to everyone on the 7 :party: .·:*¨¨*:·.
Deadzone= Area no other additional claim block of another player can be placed near your claimblock (dont know if it adds up to the claim size or is independent of it

Duration= how long the claim lasts if player is offline

decay= if player is offline, protection gets lower, this describes the decaying ( as example slow= over time, you could choose also instant at the end of the duration)

Health off- and online= how much protection the LCB gives for the blocks in the claim zone, each number representing the amount of the health protection if the corresponding player is on or offline ( so you could give a high offline protection to prevent that bases get raided if the player who owns it is offline). A block with 1000 hp will then have 256 times the hitpoints in your example, 256.000, but only for other players, not zombies/wildlife.

Hope that helps :)

Edit: For an even better explanation look in the wiki: https://7daystodie.gamepedia.com/Land_Claims

 
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Deadzone= Area no other additional claim block of another player can be placed near your claimblock (dont know if it adds up to the claim size or is independent of it
Duration= how long the claim lasts if player is offline

decay= if player is offline, protection gets lower, this describes the decaying ( as example slow= over time, you could choose also instant at the end of the duration)

Health off- and online= how much protection the LCB gives for the blocks in the claim zone, each number representing the amount of the health protection if the corresponding player is on or offline ( so you could give a high offline protection to prevent that bases get raided if the player who owns it is offline). A block with 1000 hp will then have 256 times the hitpoints in your example, 256.000, but only for other players, not zombies/wildlife.

Hope that helps :)

Edit: For an even better explanation look in the wiki: https://7daystodie.gamepedia.com/Land_Claims
Very much so :tickled_pink: Thank you!

 
Was there any explanation given as to why they removed jail doors and all the various lights from the crafting menu? The only lights we can appear to make now is the simple light. Jail doors would have been great for vulture cages...I just don't get why they always remove stuff instead of continually add more and more.

 
Was there any explanation given as to why they removed jail doors and all the various lights from the crafting menu? The only lights we can appear to make now is the simple light. Jail doors would have been great for vulture cages...I just don't get why they always remove stuff instead of continually add more and more.
I recall Madmole saying something about the Z pathing being broken for jail doors hence they were removed. Probably a temp solution while things are fixed.

 
I feel that the gamestage should be rebalanced to a 1:1 ratio since for me personally, with the 1:5 ratio as it is right now, it feels like I'm leveleing to fast, when in face it's the game stage that is the problem.

Like compared to A16.4, I feel like I'm facing radiated zombies too fast. If it were at a different ratio, it would somewhat help players slowly get into it, rather than immediately be facing tougher zombies once they reach level 20 or 15.

 
I recall Madmole saying something about the Z pathing being broken for jail doors hence they were removed. Probably a temp solution while things are fixed.
Makes sense, the AI sends out raycasts to determine if something is in the way. They would likely be unable to see the door and just try to path through it.

The fix is to add another layer of colliders to selected blocks like the jail door and iron bars. Colliders are expensive though and you don't want to use too many of them.

 
Makes sense, the AI sends out raycasts to determine if something is in the way. They would likely be unable to see the door and just try to path through it.
It does this? That seems a bit wasteful, since ray casting is not trivial, computation-wise.

We're already working in a grid-based world, so it seems that building up the weights for A* would be easier done by just populating a movement grid via a hash table of blocks types to path costs.

But who knows, I'm not a game designer, so maybe there is some reason this would mess everything up.

 
the danger in using a house that is tied to a quest and if people know that house is in fact tied, you will most likely make some enemies (if on mp server and or pvp)
other than that you can take it over, a poi is reset when the rally marker is used and if there is a bedroll on the poi the rally marker will give you a message that the poi cant be used.
Can you be a bit more specific about this? I'm curious about it myself.

Say, you take over a POI, and that POI would be used as a quest. But you haven't actually gone to the trader to take the quest yet.

When you do, will the game see that the particular POI is unavailable, and choose a different one? Or would you have to pick up your bedroll - and also reset everything in the house - in order to finish that quest? If the latter - what can you do if you don't want your new base to be reset?

My understanding was that the game would do the former, but I haven't actually taken over a "questful POI" yet, so I don't know.

EDIT: I play SP only, so no griefing intended. :)

 
Can you be a bit more specific about this? I'm curious about it myself.
Say, you take over a POI, and that POI would be used as a quest. But you haven't actually gone to the trader to take the quest yet.

When you do, will the game see that the particular POI is unavailable, and choose a different one? Or would you have to pick up your bedroll - and also reset everything in the house - in order to finish that quest? If the latter - what can you do if you don't want your new base to be reset?

My understanding was that the game would do the former, but I haven't actually taken over a "questful POI" yet, so I don't know.

EDIT: I play SP only, so no griefing intended. :)
Unholyjoe said: "a poi is reset when the rally marker is used and if there is a bedroll on the poi the rally marker will give you a message that the poi cant be used". I think that is unambiguous, your POI can get a rally marker but if you try to start the quest, you get a message that it isn't possible to start the quest

 
Unholyjoe said: "a poi is reset when the rally marker is used and if there is a bedroll on the poi the rally marker will give you a message that the poi cant be used". I think that is unambiguous, your POI can get a rally marker but if you try to start the quest, you get a message that it isn't possible to start the quest
I thought this would happen only if the bedroll was placed after the quest had been accepted (and the POI chosen by the game).

Someone else in these forums said that the quest system tries to choose POIs that the player hasn't visited yet, hence my confusion. (Too lazy to hunt it down, but my admittedly-bad memory seems to think it was said by someone at TFP.)

I would add that unless you move all of your stuff out of the way to let them do the quest they'll have an incomplete quest that they cannot get rid of.
Well, this is all SP in my scenario, so there's no "them" just me.

I take it, this means that if I place a bedroll (on say day 2) at a POI, and the quest system chooses that POI for the quest (say on day 27), I have to either let the POI reset, undoing all of my building/modifications, or be stuck with an unusable quest?

 
I take it, this means that if I place a bedroll (on say day 2) at a POI, and the quest system chooses that POI for the quest (say on day 27), I have to either let the POI reset, undoing all of my building/modifications, or be stuck with an unusable quest?
I think the system would rather choose any other POI than one with a bedroll already on it. I know it does try to use nearby but undiscovered POI's. You really shouldn't have an issue in a SP game, if you do then file a bug report :-)

 
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