PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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hey something i wanna adress that the distance POI that good a feature but god why i can t see my base in a distance too how cool that would be if you can see your skybox tower from a distance like khalifa tower that would be great thing to add i hope that the devs will add the ability to see your base as far like the current POI distance plz :)
Because you can't actually see distant poi's. You see cardboard cutouts in the shape of the poi. Since you are building a unique base tfp doesn't have cardboard cutouts of your base to show.

 
Because you can't actually see distant poi's. You see cardboard cutouts in the shape of the poi. Since you are building a unique base tfp doesn't have cardboard cutouts of your base to show.
damn that a sucks

 
and no problem i gots really good with weapons in the Marines.
I got real good at body surfing in the Marines. Spent 3 years at KMCAS! Best running weather in the world in the evening. :)

Every blue moon I could do great shooting from the 500 meter line. It took that long to get myself focused. :)

 
Cool. Can I ask where you have this info from? Because I don't see it on the first post here, in the list of upcoming changes and introductions.
Most of A16.x posts in "Developer Diary" start with information about it. "Alpha 16.4 Stable Bug Report thread" being the latest:


Known Issues


  • Onscreen keyboard is only available if you start the game from Steam’s Big Picture Mode
  • Smell is not working with the new stealth we will revisit it in a17
  • GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
  • Farming of crops other than yucca and hops affects performance
  • Precipitation and cold temp going through windows, glass blocks, doors, and hatches
  • Excessive use of trigger plates may cause servers to lag during hordes.
  • Gore block dupe
  • Hatch elevator hatches or doors do not have ownership/password control
 
Everything u mention IRL has no stealth digital readout. They are a product of you and the environment, all of which are available or could be available in game without resorting to a magic number readout
we can hope they used those factors. when a dev is in doubt....just ask a professional

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I got real good at body surfing in the Marines. Spent 3 years at KMCAS! Best running weather in the world in the evening. :)
Every blue moon I could do great shooting from the 500 meter line. It took that long to get myself focused. :)
nice place. and ya got expert on every range i ever shot at.

 
I have a question.
I did some looking and have not found a thread where this is addressed much less resolved.

I have had 4 minibikes disappear within 20 game days.

Is there any plan to have this fixed for A17?

I can only imagine the work and resources to build the new jeep to have it disappear like the minibike does.

Yes, you can go into god mode and try to fly through the earth to find it, yes you can creative menu in the parts, but it would be awesome if this was finally a thing of the past.

Thank you for your time and efforts!

Also if there is a post about this, please let me know. I could not find one, but would be happy to read it if there is one.
same here. iv deleted the game when i lost my stuff after a few hours scavagening. minibikes still fall underground. they r trying to come back, but its end up in a disaster.

im also courious about the smell, since we will have a new stealth system

 
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same here. iv deleted the game when i lost my stuff after a few hours scavagening. minibikes still fall underground. they r trying to come back, but its end up in a disaster.
im also courious about the smell, since we will have a new stealth system
On first one, new vehicle physics should fix that. See MM's first video on the new vehicles.

On the 2nd one, you answered the question yourself. New stealth system. The smell is part of the stealth system so if they rewrote that they had to do something with smell. Until it is released, or they tell us, we won't know what they did. I guess it is possible they still left it out but I doubt that myself.

 
On first one, new vehicle physics should fix that. See MM's first video on the new vehicles.
On the 2nd one, you answered the question yourself. New stealth system. The smell is part of the stealth system so if they rewrote that they had to do something with smell. Until it is released, or they tell us, we won't know what they did. I guess it is possible they still left it out but I doubt that myself.
I watched both videos on vehicles and did not hear him address it specifically.

However, I am satisfied that the new physics will fix it until otherwise proven not to.

Those were cool videos though and show a lot of awesome stuff.

 
The guns you can craft will be so basic you won't want to waste the ammo by using it in that gun.
The gun you really want can ONLY be found because THAT gun can only be created through mods and THEY can only be found in loot, secret stashes, and as quest rewards.

So it is the best of both worlds. You can craft the foundation. Sure it can shoot and do damage but it won't be anything special. The special weapons will only be the result of scavenging, trading, and questing.

Of course that means that spiked clubs will only be found and not crafted as well.....
Heck, I wish I could find a spiked club after 5 weeks in game I still haven't found a schematic for a spiked club... Why do I even need a schematic for spikes through a club???

 
Hallo Max,

I am not a dev, but answer should go like this:

X box updates will come much later ;( Cause console updates are being done after pc release. Good thing that for console updates there is other team so work on game won't slow down. I wish you a lot of patience.

Gruss,

Ps: there is somewhere console thread. They might know more.

 
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One thing that I would like to point out when upgrading any gun to fully automatic. Watch your ammo.
I learned that the hard way playing Fallout 4. I had a gun that seemed like I would never run out of ammo because it was so plentiful. But I upgraded it and burned though a few thousand rounds pretty quickly.

Although part of the problem was the damage stats were lowered and it was harder to control while firing.
Yeah, I never go with automatic upgrades in that game. It's a huge wast of ammo, and it makes the gun less accurate. If ammo truly was unlimited, it would be ok.

 
Similarly, there are no longer spiked and barbed clubs. There are just clubs. You can add mods to get a spiked club or barbed club or....something else.
I hope we get a jazz mod and a night mod for clubs

P.S. Pleaseeeee bring back the Behemoth in some fashion. I've got a world with 90+ hours on in insane, and none of us have died once. The base is impregnable. My girlfriend would kill me for asking this, as she's scared of the game as it is, but it'd be so enjoyable to have a real threat to the base. Something that can just rip walls apart and charge through
Just find the following lines in Data\Config\items.xml of the 7D2D steam directory (if you are windows-user, else change \ to /). Then change the value in the DamageBlock line from 500 to 3000. Do this on the server in a mulitplayer game

A few irradited zombies (like the hawaiian t-shirt guy) will then have a block damage we might have gotten from a behemoth. You can do this even with an already running game

Code:
<item id="93" name="handZombieCopFeral">
       <property name="Extends" value="handZombieCop"/>
       <property name="CreativeMode" value="None"/>
       <property class="Action0">
               <property name="DamageEntity" value="40"/>
               <property name="DamageBlock" value="500"/>
       </property>
       <property class="Action1"> <!-- Fire action -->
               <property name="Magazine_items" value="projectileZombieVomitFeral"/>
       </property>
</item>
Tell us how you liked it.

 
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I agree with you Meganoth,

I would like to add:

What about the Specific Machinery needed to make -

Minibike Chassis

Generators

Ingots

Tool Heads

Lights

Dart Traps

Motion Sensors

Automated Turrets

Furniture of all kinds

And many many more.

I said it with the 'realism' things and will say it here.

This is a line we all draw, but one that needs to be kept in context. The fact that we can set 300 Steel Ingots to be made and walk away breaks all semblance of realism. I can queue 500 Steel Ingots then walk over and queue 1000 Concrete and walk over and queue 1000 first aid kits then, while they are all crafting, go kill zombies and come back to them being done. Unless you stand at the forge to 'make' your ingots while they are being made I would use the 'realism' card sparingly, if at all.

 
My main feature request would being able to adjust your inventory size (even if its just a few preset sizes). Needing to edit files, mess around with some third party files and turn off EAC = not idea for such a small QoL change.

 
I wonder what kind of mods will be used on the .44 Magnum and knives.
Can we get extended mags for the .44 and a silencer for the knife? :biggrin-new:

Also can we get the ability to name our tools and weapons? Be good for mods and role-playing.

Example: Naming a pistol "Quackers" or something.
A suppressor and red dot would be good mods for a .44. And I would like to see the hunting knife be a mod and melee weapon, bayonet on the AK?

 
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