PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Release the Kraken
It's rare for me to comment - I spend so much of my time reading this thread, but I am SOOOO happy! I was hoping you'd say in 2 weeks, my birthday is on the 14th, but July is cool too ;)

Thank You MM and team for making such an awesome game - I'm excited!

Also: Happy Memorial Day = Oxymoron

 
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agreed. I would love it if everything on the HUD was enabled by either a perk or finding or crafting an item (compass/watch),
Quick Draw (Agility): Enables the Hotbar

Enemy Awareness (Perception): Enables the enemy HP bars

Mindfulness (Perception); Enables Stamina and Health and XP Bars

Situational Awareness (Perception): Enables Stealth Bar

Absolute Direction (Perception): Enables Icons on the Compass

Engineering (Intellect): Enables HP bars on blocks

stuff like this for example
Ok, I must go back on what I said before. :) This sounds like a cool way to go about it. This adds gameplay for those who like the UI elements and makes it optional for those who dislike them.

(...pen and paper for getting your map started.)

 
I play at 75% gamma.
I play standard 100%

But I like that you can bump it up if you so choose...

Choices. They're always good.

I have no idea why it would be an issue that you can increase it... Unless it is for PvP concerns, for where there are the standard answer...

 
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They dont care about you progressing, quite the opposite, they want to slow you down because there is no mid game or end game content therefore they do whatever they can, for years now, to make you grind and slow you down. This is why they introduced level loot, god forbid you could get lucky the first couple of days and find a decent tool...
So you signed up for an early access game and thought it would be completely finished with early/mid/late game content all in? Lol

 
Actually....

I vote we ban you now.... to the inside of a Kleenex box so you dont run out of tissues crying about what everyone else says. I expect my quote to be, "It's August, where is experimental".
- - - Updated - - -

what he didnt mention is that Zombies and sneak up on you with absolute stealthiness.
Actually, they often spawn literally on top of you and THOSE are what some would call, "real tests of manhood."

By the sound of it, you know the game so im sure you know that certain blocks are 'zombie spawn blocks' and these blocks can literally, at any time produce things to kick your hindquarters with and they often choose to spawn thier minions directly on the block behind you.

They are not stealthy, they are demi-gods!

7d2d needs to come with a disclaimer: "Warning: No matter how many videogames you have played, you are GOING to die.... ALOT. Welcome to 7days2die." lol

PS: A17 hype. ;)

 
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agreed. I would love it if everything on the HUD was enabled by either a perk or finding or crafting an item (compass/watch),
Quick Draw (Agility): Enables the Hotbar

Enemy Awareness (Perception): Enables the enemy HP bars

Mindfulness (Perception); Enables Stamina and Health and XP Bars

Situational Awareness (Perception): Enables Stealth Bar

Absolute Direction (Perception): Enables Icons on the Compass

Engineering (Intellect): Enables HP bars on blocks

stuff like this for example
Or have perks to remove each individual part of the hud. I for one like the hud. Let Roland blow his hard earned skill points; assuming there will still be skill points, on clearing his screen.

 
Or have perks to remove each individual part of the hud. I for one like the hud. Let Roland blow his hard earned skill points; assuming there will still be skill points, on clearing his screen.
I realise you're probably joking about the reversal, but there is a paradox of sorts in having "quality of life" or "training wheels" elements gated behind skills.

At first glance, it seems logical enough - play the game, gain skill points to spend, and be rewarded by having the game made easier.

But that runs counter to the idea of a survival game. The idea is that the game is supposed to start easier and get harder as the game progresses, not the other way around. So firstly, spending skills to make the game easier is against the flow of the game; secondly the people who would benefit from the "training wheels" game features are the new players, who won't have the skill points to spend; and thirdly if a player is struggling and therefore spends some of their skill points on this sort of feature it means they're not spending those same skill points getting their character more competent in other areas - so they'll just fall further behind the difficulty curve of the game.

I cringe every time some feature that would make the game easier to play is mentioned and people immediately say "put it behind a perk" as if new players should have to play the game at its harderst to begin with and only if they succeed that "test" should they earn the right to be allowed to make things easier for themselves. It should be the other way around, folks. It should start easier and get harder. That's basic game design 101.

 
HP bar missing, need visual.. do not like...


Going to spread screenshot to everyone anyway aaaaaa

Make a paper chain with 65 links and tear one off everyday. Hang it up by your computer and you will have something visual and self maintained. (Just have a couple dozen extra links ready to add just in case)

 
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My thoughts
A few questions:-

2- How much does Joel actually play the game? It’s funny watching his vid, he’s useless! :p

but thanks for the update

I'm never going to forget the video pre-a16 when he dropped his bow off the roof on horde night :)

 
I realise you're probably joking about the reversal, but there is a paradox of sorts in having "quality of life" or "training wheels" elements gated behind skills.
At first glance, it seems logical enough - play the game, gain skill points to spend, and be rewarded by having the game made easier.

But that runs counter to the idea of a survival game. The idea is that the game is supposed to start easier and get harder as the game progresses, not the other way around. So firstly, spending skills to make the game easier is against the flow of the game; secondly the people who would benefit from the "training wheels" game features are the new players, who won't have the skill points to spend; and thirdly if a player is struggling and therefore spends some of their skill points on this sort of feature it means they're not spending those same skill points getting their character more competent in other areas - so they'll just fall further behind the difficulty curve of the game.

I cringe every time some feature that would make the game easier to play is mentioned and people immediately say "put it behind a perk" as if new players should have to play the game at its harderst to begin with and only if they succeed that "test" should they earn the right to be allowed to make things easier for themselves. It should be the other way around, folks. It should start easier and get harder. That's basic game design 101.
That's an interesting perspective but mine is different. To me, adventure games and traditional FPS games start easy and then ramp up difficulty as you gain powers and gear.

Survival games, OTH, start out extremely difficult with your very survival always on the blade of a knife and only after you gain powers and gear does life become easier. This is what helps you feel the progression from "caveman" to "modern" quality of life. For example, you should be on the cusp of dying from starvation because of ineffective gear, food spoilage, and scarcity. IF you survive to the point where you have a farm, refrigeration, and decent hunting gear then the game becomes easier.

For survival games the first week should always be the most difficult part of the game with the greatest risk of death due to zombies, starving, dehydration, exposure, disease being at their greatest.

That's not to say that there shouldn't be new threats introduced later that will challenge the player but I've always viewed survival games as having an inverted difficulty curve.

 
Unless they want to make a dozen or so skins for each zombie so you can see the damage you have inflicted, I would say keep the bars too.
You might not see a zombie in the dark, but I'm sure you can smell them! Consider them Smell Bars that just happen to show zombie health! :)
Why though. We have NEVER needed this before? Now all of a sudden zombies need to show damage? I keep hearing "dont mind the bars they are just in here for devs to work on stuff" but yet we KEEP seeing them. I mean if they are going in, nows probably a good time to confirm so I can make plans to remove their coddling nature.

 
I realise you're probably joking about the reversal, but there is a paradox of sorts in having "quality of life" or "training wheels" elements gated behind skills.
At first glance, it seems logical enough - play the game, gain skill points to spend, and be rewarded by having the game made easier.

But that runs counter to the idea of a survival game. The idea is that the game is supposed to start easier and get harder as the game progresses, not the other way around. So firstly, spending skills to make the game easier is against the flow of the game; secondly the people who would benefit from the "training wheels" game features are the new players, who won't have the skill points to spend; and thirdly if a player is struggling and therefore spends some of their skill points on this sort of feature it means they're not spending those same skill points getting their character more competent in other areas - so they'll just fall further behind the difficulty curve of the game.

I cringe every time some feature that would make the game easier to play is mentioned and people immediately say "put it behind a perk" as if new players should have to play the game at its harderst to begin with and only if they succeed that "test" should they earn the right to be allowed to make things easier for themselves. It should be the other way around, folks. It should start easier and get harder. That's basic game design 101.
Nice! You read the sarcasm. Lol

I would like to see a system where your starting attributes govern what you can or can't do. You dump all your skill in stength but you lack intelligence and now you can't brew your own beer, sorry bud you ♥'d up. Hopfully you have a friend who is more intellect than brute.

I'm really not to fond of perks either, but if we have perks, have them gated by our attributes. Make me stress over what perks to get and which ones i can live without. Don't let me have it all.

 
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That's an interesting perspective but mine is different. To me, adventure games and traditional FPS games start easy and then ramp up difficulty as you gain powers and gear.
Survival games, OTH, start out extremely difficult with your very survival always on the blade of a knife and only after you gain powers and gear does life become easier. This is what helps you feel the progression from "caveman" to "modern" quality of life. For example, you should be on the cusp of dying from starvation because of ineffective gear, food spoilage, and scarcity. IF you survive to the point where you have a farm, refrigeration, and decent hunting gear then the game becomes easier.

For survival games the first week should always be the most difficult part of the game with the greatest risk of death due to zombies, starving, dehydration, exposure, disease being at their greatest.

That's not to say that there shouldn't be new threats introduced later that will challenge the player but I've always viewed survival games as having an inverted difficulty curve.
AMEN Roland!

I have always liked that starting grind on survival games. Gives it a nice immersive feel to it. Now I am not comparing this to Minecraft, but the difficulty curve is the same as well, being a survival sandbox world. Hell, many of the Sandbox survival worlds have that inverted difficulty curve. 7 Days to Die hits it on the mark and does it better :p .

Can't wait for this 17 to come out, 7 DTD has become my favorite game by far!

Keep at the progress :) !

 
making ui customizable, checkmark for what you want / dont want. Or available mods\addons for different UI's people may want. Though the first would probably be more user friendly.

 
i have no problem if the zombies having a healthbar

but to make everyone happy it would be nice if we could turn it on and off in the options menu

or that you see only the healthbar when you buy or unlock a special skill for it

i think that would the best solution for people that want a healthbar can use it and for the people that dont want a healthbar they dont need to use it.

 
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