PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I believe the mini horde zombies in 7D2D are based directly off of TWD zombies. Those...ninjas...manage to move through grass, debris, and crowded buildings without making a sound.
They can't just show up when I am visibly searching around....oh no. They have to appear when I have my inventory open, deep in thought about whether I should ditch the 22 bones I have in my inventory for the 3 turds I found in the toilet.
haha, gotta love it when that happens xD

If they don't end up fixing the silent ninja zeds at some point, I hope they put that "sneak" bar they showed in the vids, into the inventory/craft screens.

At least that way we can get a heads up at those times ;)

 
So, you want them there but be able to toggle them all off on the current map you are playing? XML wouldn't even help there. That is not now, and I am willing to bet will never be, an option. There would be zero reason for the Devs to waste time trying to code in such a nonsensical thing in game. God Mode is your only choice. But if you are going to do that then just make up a random list of items you think will be in the Treasure Chest and spawn them in.
Yeah, i guess.. But now i think the mines could also be replaced as explosive zombies, so would be cool for 2 reasons: You can see them and avoid if you choose. And having more special zombies will always make us happy :D

 
And some people would rob you of important choices like this by increasing inventory size and allowing you to have it all...
Inventory size is ok but i would realy like to see different sets of pouches. less inventory space, more speed?

or let heavy armor use up inventory space?

give us more choices ^^

at the moment we lack a reason for lighter armor.

 
Inventory size is ok but i would realy like to see different sets of pouches. less inventory space, more speed? or let heavy armor use up inventory space?

give us more choices ^^

at the moment we lack a reason for lighter armor.
Sorry, but I don't like your choices, especially about heavy armor, using up inventory space.

 
Sorry, but I don't like your choices, especially about heavy armor, using up inventory space.
you don´t like heavy armor to have a drawback in general or this drawback? I mean at the moment once you get it there is no reason to wear anything else... thats why i like drawbacks... ;-)

 
To be fair, I think it would be nice if buyers would be better presented the information that console version is lacking content compared to the PC version. As far as I understand, the console version is NOT sold as alpha and there is no promise of it ever having all PC features. For a regular buyer, it might not be so obvious though.
I understand where you are coming from here and agree to some extent. But, I also believe the buyers should research the product they wish to purchase a bit more themselves. Especially in video game situations where a game has been ported from PC to console.

 
Inventory size is ok but i would realy like to see different sets of pouches. less inventory space, more speed? or let heavy armor use up inventory space?

give us more choices ^^

at the moment we lack a reason for lighter armor.
One of the few things DayZ got right, in my opinion, was the inventory.

Each piece of clothing has different inventory slots, and the same goes for the backpack. The hotbar is only items directly on your belt, so you have to make sure to put your bandages on your belt, not at the bottom of a backpack with ten tons of rocks and ammo on top of it.

 
you don´t like heavy armor to have a drawback in general or this drawback? I mean at the moment once you get it there is no reason to wear anything else... thats why i like drawbacks... ;-)
If heavy armor just reduces movement speed, I don't mind it.

You wearing armor on yourself, but why it's in your backpack? Where is logic?

 
And some people would rob you of important choices like this by increasing inventory size and allowing you to have it all...
Hey, it's our inalienable right to be able to keep our bones and our turds....

 
Ya...And I do believe that in general. I guess that one specific example just seemed way out there to me and, as I have said, I really don’t believe that the zombies are going to run around to the weakest side of your base. That is not how it’s going to work—especially if you have a large base.
Yes, the example could need some balancing work. Lets change the example slightly: The weak side is lets say north and the zombies attack from north-west or north-east. It would be obvious that most of the zombies land on the north side. Or they come from west-north-west (or straight west) and you see many of them make a detour to reach that north side.

Imagine now wearing clothing that's been smeared in rotting flesh 24/7.
If you have a supply of rooten flesh (like a freshly killed zombie) you can always clean the raincoat after use and prepare it with new rotten flesh before the next mission.

So, you want them there but be able to toggle them all off on the current map you are playing? XML wouldn't even help there.
XML would help, because you don't need to remove them, you could just make them not explodable or explode with 0 damage for the duration.

 
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XML would help, because you don't need to remove them, you could just make them not explodable or explode with 0 damage for the duration.
Turns out the OP was talking about removing them, actually just deactivating them when he wants, from a current map. So XML wouldn't help either I don't think. He basically wants to turn them off to run through the wasteland if he isn't in the mood to dodge them and then turn them back on after. At least that is the way I understood the posts.

 
Turns out the OP was talking about removing them, actually just deactivating them when he wants, from a current map. So XML wouldn't help either I don't think. He basically wants to turn them off to run through the wasteland if he isn't in the mood to dodge them and then turn them back on after. At least that is the way I understood the posts.
Why should deactiving them not be possible? Give the hubcap mine the same XML as a yucca plant (except for the ID-number which should not be changed) and it is a thoroughly deactivated mine.

 
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I understand where you are coming from here...
How so? I have never owned a console. Where I'm coming from is simply expecting people to be reasonable.

But, I also believe the buyers should research the product they wish to purchase a bit more themselves. Especially in video game situations where a game has been ported from PC to console.
Research how? Go to the game's PC version's forums to read up on that?

If you go to 7daystodie.com, it just says to choose your platform. On the official console site, it says "Now, it comes to PlayStation 4 and XBox One for the first time." I would read it's a console version of the game not a port from a half-developed PC game. You'd have to check te PC version's site to discover that it's not even finished yet.

The point is that average user sees cool gameplay on youtube and buys a console version and is very disappointed. TFP is left in a bad light. Both versions have the same name. How often do you assume that the same game is grately lacking features when you buy console version?

The bare minimum I would do is publish the console version with a slightly different name to avoid confusion.

 
Why should deactiving them not be possible? Give the hubcap mine the same XML as the hubcap (except for the ID-number which should not be changed) and it is a thoroughly deactivated mine. Because you have real hubcaps lying around everywhere.
Wouldn't that have to be before world generation or would that affect the current map too? I have done only very basic xml stuff.

 
Why should deactiving them not be possible? Give the hubcap mine the same XML as a yucca plant (except for the ID-number which should not be changed) and it is a thoroughly deactivated mine.
He wants to deactivate/activate them on demand in a running game. Gnomaana is correct by stating that cant be done by xml.

Cheers

 
Wouldn't that have to be before world generation or would that affect the current map too? I have done only very basic xml stuff.
Remember when people started their old A15 worlds with the new A16 client a year ago? They showed funny pictures of houses built out of toilets (or something else) instead of walls. This was because the ID of walls was now used for toilets. The world is stored as a list of ID-numbers. And the XML then tells the programm what the properties are of such an ID. Change the properties and the generated world starts to change.

Change a few block ids around if you want to have a funny experience. Mmmh, I should try that myself now :fat: . Imagine changing some wall blocks to "TNT" blocks :chuncky:

PS: hubcap was wrong, see my edited post, I use yucca plant as example now. We need a block as substitute, not an item, of course.

 
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Research how?
For one, go watch the twitch or youtube video of someone using the same platform you're going to play on. There are plenty of videos for all the platforms-- you just have to do the searching part of "research".

The person who complained watched the Neeb's gaming series and formed their expectations of what the game would be like based on that. Neeb's Gaming is not even a fair representation of the PC version with all the editing they do for dramatic and comedic effect and not even in the same galaxy to what you can expect on console. I typed in 7 Days to Die PS4 at YouTube and got over 2 million hits. This isn't even hard research.

The only parallel I can see is that a Neebs episode is about the same amount of time you have to play on console before you should exit and restart if you want to avoid an md5....

 
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Yes, the example could need some balancing work. Lets change the example slightly: The weak side is lets say north and the zombies attack from north-west or north-east. It would be obvious that most of the zombies land on the north side. Or they come from west-north-west (or straight west) and you see many of them make a detour to reach that north side.
What Roland is saying is: Don't believe what the devs say, believe what Roland says the dev say.

Also an open exchange of ideas and concerns are welcome, yet shut the hell up.

Good stuff.

 
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