PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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+1 for negative aura's. Some mods already have bosses that debuff you.
- True that staying alive is already an incentive. But the risk / reward could be balanced better still.

I'd still think we need new zombie types though. Maybe when fighting or spawning a lot of them.... Zombies can spawn that entangle you so you can't move? Right now screamers are just exp and item farms once you get guns.

I'd like to see screamers spawn more tactical zombies. Not the HP soaking radiated cops etc. But zombies that slow you, that stun you from a range. Zombies that leap at you. etc etc.
risk reward, staying alive is but a small part, protecting your assets, we are now getting some story, so story line rewards, bounty system perhaps?

not sure they can handle too many new types, think that is why they keep swapping them out instead. but perhaps a ranged one? throws bone spikes? football throwers throw stones? muscle memory from life instead of footballs?

hp sponges I hate. not tactical, not realistic enough as in too far fetched, but maybe armor plated? dermal hardening, blow out a piece of scale to expose a weak spot?

 
Would be nice someday. Have on my todo list, but presents more performance and memory issues to pathing system, so I'd rather wait and see that we are at a good place with A17 under heavy server load.
Thanks for your reply :)

 
Good call there. God knows the world needs yet another first person shooter.
Well I agree that it definitely doesn't but when the game strongly incentivizes killing and looting zombies then what else do you call it? Running from kill to kill and playing first person mode pretty much places the gameplay in the fps end of the spectrum as opposed to classic survival horror. What makes it worse is that some of the loot is water, food, medicated bandages, and ammo. Hmmmm...health powerups and ammo as collectables from killing. Sounds pretty fps to me.

But whether it is the dev's intention or not it is the unintended consequence-- but I bet if we did a poll most would want to keep xp and loot drops from zombies and most would say that a big part of their gameplay is seeking out zombies and killing them. Some might even call this game a "zombie killing game".

That's why I say eliminating xp and loot from zombies would best be a mod. It won't be popular. "Why would I play a zombie killing game if there is no reward at all for killing zombies?" would probably be the first criticism posted....

 
Oh my God those are so expensive! More than a 1080 probably :D
It is about the price of a EVGA 1080Ti FTW 3 edition and worth every penny and then some.

My Samsung 970 EVO is also important as it has a huge impact on game performance, in fact I purchased it specifically for 7DTD.

 
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Please do not add in zombies actually leaping over gaps...that just sounds so stupid...and makes me think of god awful zombie related media like the remake to Day of the Dead , War Zzzz and that syfi channel show...

Spider zombies , sure...but regular ones? no...

 
Please do not add in zombies actually leaping over gaps...that just sounds so stupid...and makes me think of god awful zombie related media like the remake to Day of the Dead , War Zzzz and that syfi channel show...
Spider zombies , sure...but regular ones? no...
Actually there is precedence for zombies that can "leap" as you know, plus there is no reason with higher difficulty settings this couldn't be added in for zombie specialization for spiders, feral's and wight's as it would add an extra level of challenge to the game play.

 
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Please do not add in zombies actually leaping over gaps...that just sounds so stupid...and makes me think of god awful zombie related media like the remake to Day of the Dead , War Zzzz and that syfi channel show...
Spider zombies , sure...but regular ones? no...
I'd be very surprised if the ability to leap wasn't linked to their moving speed. A first-level shambling z should have difficulty clearing a one-block gap whereas a feral at full sprint should be able to leap further.

+1 pedantry for everyone using the word "leap" instead of jump... I assume you've seen this already...

lion_jump.jpg

 
+1 vote for leaping zombies.

+1 vote for when pathing on vertical surfaces can be put in that spiders will be able to scuttle around in multiple directions.

+1 vote for 7 Days to Die having and utilizing its own zombie lore and not being beholden to any past work.

 
+1 vote for leaping zombies.
+1 vote for when pathing on vertical surfaces can be put in that spiders will be able to scuttle around in multiple directions.

+1 vote for 7 Days to Die having and utilizing its own zombie lore and not being beholden to any past work.
It would be awesomely terrifying to see spider zombies scuttling along the wall. Perhaps in interiors allow it to be on the ceiling and maybe ambush you?

 
It would be awesomely terrifying to see spider zombies scuttling along the wall. Perhaps in interiors allow it to be on the ceiling and maybe ambush you?
I honestly thought when Madmole was opening a door in his last feature video, I saw something hanging from the ceiling that was just that. But he kept walking and nothing came of it. I personally don't know if I could handle that or not lol. Adding to this, more holes or hidden trap doors in floors for this or even our characters to fall through might be interesting. Im also thinking spiders should stealthly creep up on you and make random noises in dark rooms.

I imagine entering into a room and hear an old rusty hinge of a cupboard door open, as I look over with my light I hear some other random creaking noise to the otherside. I turn again to see it right in front of me, screaming as its in my view.

 
So speaking of ladders, goreblocks, and zombies. In any tower defense game there has been one type of character to bring ladders or similar to battle and help troops over the wall. If I recall correctly stronghold and total war had these characters. In theory we could have a special zombie that is either taller or shorter than the rest. They would standout and have the ability to turn into a ladder of gore that the other zombies would climb up. So when you spot them you would take your resources and focus on them. Who knows, maybe this is a suprise already waiting in a17.
I guess my thinking is in creating a zombie type that may have just recently turned, so when coming to a wall nearby its devoured by the other surounding zombies, turning them into a gore block/ladder block. But it would need to standout by being taller or smaller, so we can see it coming.

 
** gulp **

After reading the latest faatal AI update I now realize that THIS release is far and away going to be the one to forever change the game. Here we naive players were thinking the big updates in the past were "game changers". Yeah, right. What fools we were.

Once the fine tuning is done, 7DTD is going to be downright difficult- to survive for any length of time. So many tricks and loopholes have been undone or fixed that I am really starting to wonder if it's going to become almost too hard?

That remains to be seen of course, but Pimps, you got this guy shakin' in his boots wondering how difficult surviving post A17 will be.

YIKES!

 
speaking of beta...
How many Alphas will there be before a Beta?
Hmm. If memory serves LSC, Madmole said they are shooting for end of 2018-ish for beta. Of course, at 54, my memory doesn't always serve me well, so... take it with a good, health dose of salt.

 
A spider zombie spawning on the ceiling has been mentioned once or twice. ;)
Melee and ranged combat are planned out quite well and with better control.

Imagine being able to speed up the club swing or gun reload animation by 3.5%...
this is good. how about the PvP mechanics and how armor helps deal with damage? I am not sure that seems to really work well on A16.x

 
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Well, since torches increase the heat map level I asume there could be an interest by zeds, it will be good if zeds react on some amount of light emited from an object same as with mining helmet`s .Here comes the stealth system where noises/smell/ could attract zombies, but ya , no info about stealth so ..

I don't think zombies 'see' lights. I think they just 'see' entities like players, with detection influenced by how brightly lit the entity is. Zombies are only attracted to lights via the 'heat' they produce, which is aggregated for the whole chunk.
Yeah, I figured those but what I was hoping was some sort of way that the player could (mask) there presents on the map. Hiding were they are. You know what I mean?

 
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