PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Roland has said that the restriction is one of efficiency, not ability. Supposedly, one is not locked out of doing certain things, but you may not be able to do it as well.

The backpacks would seem to be a useful point of comparison: Your backpack is not gone because you do not have the strength ability or strength perks, but it isn't as big as someone who invests in strength. I suspect that the same is true of weapons, health, building, etc.

 
In A16 as it stands you cannot unlock all the perks without modifying the xml, until we see the new progression tree in A17 I can't really see any point in worrying about it. Especially as it's very easy to modify it if you don't like it.

 
Roland has said that the restriction is one of efficiency, not ability. Supposedly, one is not locked out of doing certain things, but you may not be able to do it as well.
The backpacks would seem to be a useful point of comparison: Your backpack is not gone because you do not have the strength ability or strength perks, but it isn't as big as someone who invests in strength. I suspect that the same is true of weapons, health, building, etc.
But I prefer a restriction based on hard work. Smething like: it is incredibly hard to get all perks, but you can do it, if you put in enough work.

 
But I prefer a restriction based on hard work. Smething like: it is incredibly hard to get all perks, but you can do it, if you put in enough work.
Sure. I'm not arguing against that. I'm arguing against kingkrieg's point about being unable to make concrete. Personally, I think it would be cool in this new system if anybody (with enough xp) could make a concrete mixer, but their lack of skills/perks means that you have to use significantly more ingredients to make concrete (or it takes longer to mix or it takes longer to dry). That still takes the "incredibly hard" part of what you want while still not letting you do everything well.

I will conclude by saying that I love Skyrim's system (though I think it became cheesy when you could just continue to level up Smithing and get points to spend in Destruction); but I'm also glad for TFP's system to be a little different.

 
You could also go into the xml and tweak the amount of points you get per level if you so wish to counteract the issue you are seeing.
i really wish i could do that but i'm not computer friendly at all. I can turn them on and play a game, use mods that are steamshop. I have to get the kids to put in other mods that have to go places in specific files if not steamshop. I am looking forward to the new alpha and I'm perfectly fine with waiting till its done. I even don't mind waiting to make up my mind on how the changes to see the outcome on SP. I was just giving my opinion from the last alphas where I watched me go from playing 20-30 hours a week on my own to no time on my own and thought I should speak up, Because I care about this game. I may not post alot but i read posts daily to keep in the loop. I may not be making the game but i've had it since day of release on steam and really believe in this game. For me its my favourite in my game list. But when it lost all fun for what I bought it for SP action I felt i had to speak if you all know what I mean.

 
But I prefer a restriction based on hard work. Smething like: it is incredibly hard to get all perks, but you can do it, if you put in enough work.
I don't get the fascination with "all the perks" anyway. Nobody needs all the shotgun perks, all the rifle perks, all the pistol perks, all the knife perks, all the blunt perks...maybe all of one set, or if the central part of your playstyle is fighting, all of a gun set and all of a melee set, but who really needs all of all sets?

 
I absolutely agree, part of what makes games like skyrim fun is that theres no limit on how you can grow, and fits perfectly with the single player narrative, while being "restrictive to a class" works in mmos like Warcraft and MAY have a bit of variety on 7DTD multiplayer, it should NOT be the scope of development, in here, you have to become the ULTIMATE SURVIVALIST, and having restrictions like this will ultimately end in a poor experience, specially on the solo survival, since you may be unable to use something thats on your perk list because you had to allocate it somewhere else. lets just say, i cant make concrete because i put all my perks on water and food consumption, so now all parts of my game i wont be able to reinforce blocks because i made "a mistake" and now i cant maintain a base on advanced night hordes, or because i put my perks on bows now i cant use a shotgun as adequately, nor maintain it... this is NOT adequate.
Please, do not implement this kind of restrictions, as i said, they work on massive mmos like warcraft, but not on here, i dont want to play a restrictive game, i want to be the survivalist, not a withered mongrel that crafts bikes but cant even maintain a gun becuasei made "poor choices" that actually were good on other times in the game. No cookie cutters please!
But having all skills IS the ultimate cookie cutter build (same every time). No point in choices

 
I absolutely agree, part of what makes games like skyrim fun is that theres no limit on how you can grow, and fits perfectly with the single player narrative, while being "restrictive to a class" works in mmos like Warcraft and MAY have a bit of variety on 7DTD multiplayer, it should NOT be the scope of development, in here, you have to become the ULTIMATE SURVIVALIST, and having restrictions like this will ultimately end in a poor experience, specially on the solo survival, since you may be unable to use something thats on your perk list because you had to allocate it somewhere else. lets just say, i cant make concrete because i put all my perks on water and food consumption, so now all parts of my game i wont be able to reinforce blocks because i made "a mistake" and now i cant maintain a base on advanced night hordes, or because i put my perks on bows now i cant use a shotgun as adequately, nor maintain it... this is NOT adequate.
Please, do not implement this kind of restrictions, as i said, they work on massive mmos like warcraft, but not on here, i dont want to play a restrictive game, i want to be the survivalist, not a withered mongrel that crafts bikes but cant even maintain a gun becuasei made "poor choices" that actually were good on other times in the game. No cookie cutters please!
I dunno.. i mean, the survivor can already craft perfectly aerodynamic arrows while fighting off hordes of zombies, can wrench a tire and pull out an engine as well as countless amounts of short iron pipes. Can shovel all the way down to bedrock, wait a few seconds then stamina is fully regained to sprint for ages. There's a lot you want your survivor to do. Having class restrictions will probably make it feel more authentic.

 
I agree on the fact that limiting the skills and perks, you can get, isn't good. TFP justified this by saying that it forces the player to make choices. Do I want to play like this? Or do I want to play like that? Here is why I think that this is wrong.
In Skyrim, one of the most famous games in the world, you can maximize everything, there is no restriction. I played more than one game as different characters, one for example as an archer, one mage, one warrior.. also, guess what, I played one as a mixture of everything, and I enjoyed it. I won't be able to do this in A17 (unless I mod it, which I will do). So they will not force us in any more vary gameplay. They will just limit our choices.

Having no cap allows you to play as A, B or C, or everything. Having a cap only allows you to play as A, B or C. You are not enhancing gameplay, you are restricting it.
thank you so much better said than me.

 
I agree on the fact that limiting the skills and perks, you can get, isn't good. TFP justified this by saying that it forces the player to make choices. Do I want to play like this? Or do I want to play like that? Here is why I think that this is wrong.
In Skyrim, one of the most famous games in the world, you can maximize everything, there is no restriction. I played more than one game as different characters, one for example as an archer, one mage, one warrior.. also, guess what, I played one as a mixture of everything, and I enjoyed it. I won't be able to do this in A17 (unless I mod it, which I will do). So they will not force us in any more vary gameplay. They will just limit our choices.

Having no cap allows you to play as A, B or C, or everything. Having a cap only allows you to play as A, B or C. You are not enhancing gameplay, you are restricting it.
Skyrim ive played thru in about 40ish hours. Felt no need to go back. 7 Days I have around 1000 hours in and waiting on hundreds more when A17 comes. To compare the 2 games is a disservice to 7 days.

What kind of an argument is picking one aspect of a popular game and saying 7 days should do it that way just because that game did? In World of Warcraft which is more popular than skyrim your character is limited by class and skill trees. Gotta admit tho, Im looking forward to flying animal mounts in 7 days to die, and 40 man raids, and PVP battlegrounds, and monthly subscription fees, because you know WoW is more popular and has those.

Skyrim: In the running for most overrated game of all time.

 
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As I said before, art is not holding up the release of the game. Each programmer is finishing features and fixing bugs. So far today, 16 different programming changes were made.
I currently have 30 bugs/issues assigned to me, about half of which should be fixed before A17e. All the other programmers and designers are in the same boat.
What is the funniest bug you have encountered so far? Anything close to Battlefields "stretchy neck man"? Look it up sometime if you havent seen it, hillarious

 
I agree on the fact that limiting the skills and perks, you can get, isn't good. TFP justified this by saying that it forces the player to make choices. Do I want to play like this? Or do I want to play like that? Here is why I think that this is wrong.
In Skyrim, one of the most famous games in the world, you can maximize everything, there is no restriction. I played more than one game as different characters, one for example as an archer, one mage, one warrior.. also, guess what, I played one as a mixture of everything, and I enjoyed it. I won't be able to do this in A17 (unless I mod it, which I will do). So they will not force us in any more vary gameplay. They will just limit our choices.

Having no cap allows you to play as A, B or C, or everything. Having a cap only allows you to play as A, B or C. You are not enhancing gameplay, you are restricting it.
Some may agree with you on this and that's cool but, i hate games that let you max everything, hence why i never leveled past 40 in skyrim. Build variety is a good thing in an rpg in my opinion. Especially in a mp rpg.

 
What is the funniest bug you have encountered so far? Anything close to Battlefields "stretchy neck man"? Look it up sometime if you havent seen it, hillarious
quite a few alphas ago so not revealing anything... when minibike first came into game... we had a build where the damn minibike would actually chase the players.. :)

 
I think ultimately this "to max or not max" discussion revolves around whether you're playing SP or MP

When you play MP with friends it matters less because each person can max different skillsets and its fun to play different roles, but that's pretty much useless in strictly PVP or SP.

 
quite a few alphas ago so not revealing anything... when minibike first came into game... we had a build where the damn minibike would actually chase the players.. :)
I think the vulture will be doing that in A17 to a wounded player! Hmmm, I now have a plan on getting unlimited feathers... :)

 
quite a few alphas ago so not revealing anything... when minibike first came into game... we had a build where the damn minibike would actually chase the players.. :)
Fun Pimps next game: 7D2Maximum Overdrive.. The zombies are just Animatronics ;)

heh, it sounds fun actually :)

 
My first instinct was to leave this alone. I have a strong feeling on it but after reading here I think I'm wasting my time, as I think TFP have already made up their minds. But screw it, I going to say it anyway.
I absolutely hate the squeeze being put on skills and perks. I'm a mostly sp guy and this only hurts people going it solo. I'm not the kind of guy that needs all perks and skills maxed, there are lots of perks i don't take. But there are a group of perks I feel we should be able to get, if we work hard enough at it. The solution of just restarting is a really bad one imho. I work too hard, grind too much and put in too much time to be forced to start over because of that group of perks I never got to enjoy.

And don't think I missed that little tidbit about needing to put points to strength just to get bag space we already had in alpha 16. So you're limiting our bag space and requiring, very limited, skill points to get that bag space back? Please let me know if i'm missing something?

Now I'll admit I haven't played alpha 17 obviously but this concern is more than justified based off everything TFP have said.

The squeaky wheel gets the grease, that was proven with the removal of the zombie hp bars. Well I'm squeaking.

Please don't regard this post as hostile. I'm sure I'll love alpha 17 either way. Just voicing my concerns.
Currently you start the game with 40 slots (including the toolbelt). In A17 you will start the game with 35 slots (including the toolbelt). By spending 3 points you will gain six slots and already be above what you are used to and the rest will be gravy. This is largely a preference issue and TFP can't solve for all preferences other than making the xmls available which they have.

MY preference would be to start out with only the top row available and then progress from there. Allowing 3 rows at the start is too much imho. Players should have to resort to using strategic stashes at the start until they progress to larger sizes. I also think a nice alternative would have been to purchase slots at the trader to represent buying a larger pack. That would free up skill points for other things as well. I'm likely going to learn how to mod the locked inventory slots so I can start at a much leaner inventory count and then change the number of slots that each point of strength will unlock so I can still get to the top if I wish. Others may want to change it so you start with more or maybe even start with the max if they don't enjoy inventory management and then they wouldn't even have to spend points in that area. I think TFP chose a good middle ground.

Can I just throw in my two cents here? As for me, i'm more MP rather than SP, and imho zombie hp bars were nice. First of all, from the beginning of the game it's very important to understand, how strong Z is, because nobody wants to waste time on strong bosses with axe and 5 arrows. But later, when you have good firearms, you and your server friends just want some fun killing stronger Z and getting better loot (on most servers there are customizable Z, so you can't learn all of the stats). So, imho, it will be perfect if devs give us a switchable option of zombie hp bars, so everyone will configure the game as he wants himself.

PS. Sorry for bad English, doing my best to explain

pps. Kage848, nice videos :cocksure:
The HP bars for enemies are still implemented in the game as of now. If you go into debug mode they are there for every enemy. Now they might change this but I think they probably won't as it is a really useful tool for development. We will have to wait until people who know what they're doing take a look but it might be an extremely simple toggle to get them to appear again during normal play.

I do have to put in a plug, however, for my own preferences once again... Having played both ways it is much better without them. TFP have made changes such that all the cheesy ways that allowed you to know for sure that a zombie was finally dead are gone. You literally have no idea if it is going to stand back up or maybe take a swing at you if you come up close to bash its head a few more times. It is very creepy and one of my favorite differences between pre-A17 and post-A17.

So to recap, you can press F1, type dm, and then ESC and play your game with HP bars if you want, possibly be able to mod them in, or play it like a survival horror game and just wonder if that zombie you "killed" behind you might possibly be standing up right now....

To be fair, the people on this forum represent the die-hard gamers with most of them having over at least 250 hours of gameplay. They do not want this HP bar because it would break immersion.

However they forget that 90% still plays a game, not a Zombie Killer Simulator
To be really fair, that 90% are usually happy to just play whatever automatically downloads onto their computer and consider playing a game in any way other than how the developers intended it as sacrilege....

@Roland , please . can you check the bosses (legendary biker, worker ,animal boss grace , etc) if they are just pool of health or they have different effects . can they jump higher , can they spit fire :D . running in speed of bullet , etc ;D
Nothing will be revealed about bosses. You will have to experience them for yourself. That is all.

I agree on the fact that limiting the skills and perks, you can get, isn't good. TFP justified this by saying that it forces the player to make choices. Do I want to play like this? Or do I want to play like that? Here is why I think that this is wrong.
In Skyrim, one of the most famous games in the world, you can maximize everything, there is no restriction. I played more than one game as different characters, one for example as an archer, one mage, one warrior.. also, guess what, I played one as a mixture of everything, and I enjoyed it. I won't be able to do this in A17 (unless I mod it, which I will do). So they will not force us in any more vary gameplay. They will just limit our choices.

Having no cap allows you to play as A, B or C, or everything. Having a cap only allows you to play as A, B or C. You are not enhancing gameplay, you are restricting it.
Here is the error in this argument. Just the knowledge that you can eventually get everything eliminates choices due to the fact that gamers will always gravitate to the most efficient and preferred pathway. They will always get their same favorites first because there is zero risk and they can get what they consider the lesser perks later on if they feel like it. Compare that to a game where there are several great choices but you can only be strongest in 3 of them and average in 4 but you are really curious how the game plays with some of those 4 maxed out. That means the next time you play because you know you can't have it all you will choose from the second set and settle for being average in the first set.

The knowledge that you can't get everything also makes each choice a more considered and tougher choice. Why spend more than a moment's thought on what you purchase if you can purchase everything eventually? Games with tough and interesting choices are better than games with weak or uninteresting choices and choosing (A or B) is always more interesting than (A then B) or (B then A).

Finally, this game is not, imo, about being the ultimate superman survivor. It is about surviving against the world presented by the game and having some weakness that you must deal with while surviving make the game way more interesting than having no weaknesses. Some people play with the creative menu enabled and have fun but I can't play that way. Giving myself a sniper rifle with five stacks of ammo is fun at first but it gets boring fast.

Again this is a preference issue so nobody is wrong about how they like to play. Thankfully the devs have given us the means to redesign it for varying play preferences.

 
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