PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
I do know it is getting revamped, just not how and where. I do hope my argument about imbalance is invalid, but I fear the worst and hope to be wrong.
This game was always being developed as a single player, and up to 8 player coop.

So don’t throw your towel into the wind till you get a hild of the new version. If you still don’t like it mod the xml to change it, it is super easy.

 
But isn’t 7dtd also made to be played on 32 bit windows. From what i have heard those versions can only use a certain amount of ram but nothing above that.I slightly remember them saying many years ago they wont drop 32 bit support.

So if that is true then they gotta still balance the game with that limitation in mind.
RAM use should be lower with A17.

32 bit support is not a given. As the years go by and tech changes, it may become a requirement. Say if Unity dropped 32 bit support in the future and we wanted to use that version, then it could happen. Not yet.

 
This game was always being developed as a single player, and up to 8 player coop. So don’t throw your towel into the wind till you get a hild of the new version. If you still don’t like it mod the xml to change it, it is super easy.
Throw in the towel???? Oh no...by no means.

I am a pessimist by choice and logic.

The difference between an optimist and a pessimist is what happens when they are wrong.

When an optimist is wrong and things go badly they are disappointed because things did not go well; they may keep an optimistic view but things did not go well.

When a pessimist is wrong that means that things did not go as badly as anticipated and they got better than they hoped for.

I would be a realist....but the amount of data required for an unbiased assessment is beyond me, so I take the next best choice.

 
Throw in the towel???? Oh no...by no means.I am a pessimist by choice and logic.

The difference between an optimist and a pessimist is what happens when they are wrong.

When an optimist is wrong and things go badly they are disappointed because things did not go well; they may keep an optimistic view but things did not go well.

When a pessimist is wrong that means that things did not go as badly as anticipated and they got better than they hoped for.

I would be a realist....but the amount of data required for an unbiased assessment is beyond me, so I take the next best choice.
The next best choice is actually to reserve judgement until you get your hands on A17, rather than hypothesizing without any hard facts and taking an optimistic or pessimistic approach to it. Just saying :p

 
Before A17 if a zombie was walking it would always stop the walking animation before starting the hitting animation.
Testing A16 a while back I realized there was some overlap between moving and attacking, but based on the code I changed, it wasn't that great.

 
Last edited by a moderator:
We’re closing in a month since Joel aka madmole said soon to a new video on twitter

I wonder what his definition of soon is I’d really like to know. Lol

 
We’re closing in a month since Joel aka madmole said soon to a new video on twitter
I wonder what his definition of soon is I’d really like to know. Lol
Valve Time / 2

 
Testing A16 a while back I realized there was some overlap between moving and attacking, but based on the code I changed, it wasn't that great.
Maybe so. But you could run through a wandering horde and never get hit. By time their hit animation started you were past them. Now you can get hit. It’s happened to me several times. It was also very apparent when playing always run. They would run right up to you, stop, and then swing. It made it easy when going one on one against a running zombie.

It’s way better now. Great job!

 
Any word on if throwing down an LCB and/or sleeping bag has removed zombs from spawning inside a POI house. In 16 they still have a chance to spawn.

 
Maybe so. But you could run through a wandering horde and never get hit. By time their hit animation started you were past them. Now you can get hit. It’s happened to me several times. It was also very apparent when playing always run. They would run right up to you, stop, and then swing. It made it easy when going one on one against a running zombie.
It’s way better now. Great job!
Yea the collision with z's is horrible. I tend to hit and back away cause it makes no sense to be able to hit and run right thru a zombie's body but many do use that exploit to great effect.

- - - Updated - - -

Any word on if throwing down an LCB and/or sleeping bag has removed zombs from spawning inside a POI house. In 16 they still have a chance to spawn.
Only the last bedroll you place down acts as your spawn point. That bag and that bag only prevents spawn within it's range. LCB has zero effect on spawns. If you have z's spawning in a poi with a bedroll it's because the poi is larger than your bags range. Try centering it in the poi to get the best effect.

 
OK, challenge accepted.
let us say I ever want to make either a chemistry station or an auto turret, for that science 7 is required so there go all those levels of advancement. Now personally I always prioritize armor, the less damage I take the better it is for me, regardless of how I choose to engage zeds. So there go 2 of my main choices. 1 made to provide antibiotics and one to mitigate damage. Now true,there are no items that I know of requiring science 10so fine...I get 2 other choices to raise to 5 and another to only level 3.{and yes I know a chem station isn't required to make antibiotics}

So now at best my melee can hit say level 8 just to use those 3 extra ranks, that leaves me only 1 other choice to raise to level 5, tool smithing and gun smithing come to mind, not even considering the oddballs that only require 1 or 2 ranks, the workbench, the aforementioned chemistry station, concrete mixing, or steel smithing. By no means do I feel the need to max everything, but unless crafting and combat are sepperated then the options are too limited for long duration play.

I have logged more hours playing than I care to admit, and for a long time now when I die, that is all she wrote, delete and start over. If we are allowed to respec then my arguement is definitly invalid, as then should you decide to go another route you can, but setting in stone a given build is going the wrong way. I would reccomend looking at the system used by UO way back when with a system that raised or degraded over time depending on what you were doing.
Much of this doesn’t apply to the new system which you couldn’t know (and as you admitted to suspecting in a later post)

But I do get the gist of what you are saying. If crafting recipes are locked behind high level perks (however that works in the new system) then there really are parts of the game locked away from the player unless the player chooses those and if they must choose those to be able to craft those stations and high tier blocks and equipment then that leaves less choices for other things.

My personal feeling is that it would be awesome to play once where I’m a master crafter and can create whatever I want and then do another playthrough where I don’t craft those things myself but I use operational workstations I find in the world and trade for items I can’t craft myself. It would definitely make for two very different playthroughs.

My point is that you still have access to everything and you can still participate in all gameplay offerings. You can use a chemistry station and a workbench even if you don’t have the skill to make one yourself and that all by itself creates an emergent quest you wouldn’t get in a game where you can just craft it yourself.

Now if you can’t have fun unless you can always craft everything then yes you’re going to always want to choose to max your crafting skills every time you play and then use the rest of the points for whatever.

 
Let me rephrase the question: any word on upping the radius/range the bedroll has to make the poi fully secure from zombs respawning inside a normal size house? Ive had the bedroll in the middle of the poi on the first floor, on the second floor and they still had a chance of respawning.

 
Let me rephrase the question: any word on upping the radius/range the bedroll has to make the poi fully secure from zombs respawning inside a normal size house? Ive had the bedroll in the middle of the poi on the first floor, on the second floor and they still had a chance of respawning.
I've heard nothing. AFAIK, it will be the same.

 
Could you actually find a location in Arizona that could possibly fit the map of Navazgane?

1) The map of Navazgane is that of a built up "Bedroom Community" that is near a larger city.

2) It also has wilderness areas and a national forest, that could contradict the above.

Or would it?

First find Prescott Arizona, Its 50 miles to the north of Phoenix.

Two national forests east and west if it.

Mountains in the area.

Lakes in the area.

It also is the hub of several smaller towns...

SO, I submit to you that the Navazgane Map is adjacent to the Prescott Arizona... MAP

https://www.google.ru/maps/place/Prescott,+AZ/@34.5698638,-112.4691629,10.1z/data=!4m5!3m4!1s0x872d28d400717ceb:0x9a43de752eefedd!8m2!3d34.5400242!4d-112.4685025

Population of 100,000... Zombies?

My only question is: DLC? or a Part 2?

:)

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top