PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Do you have any information for us about how skill points work now?
We can see from the latest Twitter pics that all the skills now only cost one point each, and there's a hierarchy of stat -> group -> skill.

When it comes to spending our points, are there dependencies (e.g. can't buy a skill higher than its group or can't buy a group higher than its stat)?

What about level dependencies for buying skills? Are some of them (or some levels of them) locked behind character level?
I hate to say as it might still be in flux but as of right now everything costs one point. I don’t believe there are any perks that are gated behind a specific player level. You do have to purchase lower perks in a tree to get to the higher ones. The organization is just that as far as I can tell and there doesn’t seem to be any double gates of having to spend to a certain level in an attribute in order to be able to progress higher in the associated perk.

I know you earn 5 skill points for doing the tutorial quest and then one skill point each level earned. I think you might get another one for finding the trader. So that is about 206 points? With about 250 perks and 10 ranks in 5 attributes we’ll be able to spend around 206 points out of the 300 ways to spend them.

That’s what I know now....until things keep changing over the next week or two as Madmole continues to work on it.

 
I’m am liking the look of the new skill system. One point per level makes it so much more simple and clean. Before sometimes you would end up will 2 spare point that would make sense to spend.

 
I hate to say as it might still be in flux but as of right now everything costs one point. I don’t believe there are any perks that are gated behind a specific player level. You do have to purchase lower perks in a tree to get to the higher ones. The organization is just that as far as I can tell and there doesn’t seem to be any double gates of having to spend to a certain level in an attribute in order to be able to progress higher in the associated perk.
I know you earn 5 skill points for doing the tutorial quest and then one skill point each level earned. I think you might get another one for finding the trader. So that is about 206 points? With about 250 perks and 10 ranks in 5 attributes we’ll be able to spend around 206 points out of the 300 ways to spend them.

That’s what I know now....until things keep changing over the next week or two as Madmole continues to work on it.
Thanks for the info Roland. :)

Also that's for sorting out the developer post. This makes for better reading.

 
Sooo...any date for when A17 is released...or just w8 and guess?
Nope because when they are planning on releasing it they have to figure out if they going to use our dating system or use the dating system that will be used at time which will be Stardate 1207.3

 
I hate to say as it might still be in flux but as of right now everything costs one point. I don’t believe there are any perks that are gated behind a specific player level. You do have to purchase lower perks in a tree to get to the higher ones. The organization is just that as far as I can tell and there doesn’t seem to be any double gates of having to spend to a certain level in an attribute in order to be able to progress higher in the associated perk.
I know you earn 5 skill points for doing the tutorial quest and then one skill point each level earned. I think you might get another one for finding the trader. So that is about 206 points? With about 250 perks and 10 ranks in 5 attributes we’ll be able to spend around 206 points out of the 300 ways to spend them.

That’s what I know now....until things keep changing over the next week or two as Madmole continues to work on it.
i do hope there is a perk point reset so we can change trees

 
I figure a17e will drop in a few weeks, because I just started up a new game and server for some new friends playing. As soon as we get a base setup and get minibikes and the game gets gud, a17 will knock on our doors and I'll have to wipe.. lol!

 
I figure a17e will drop in a few weeks, because I just started up a new game and server for some new friends playing. As soon as we get a base setup and get minibikes and the game gets gud, a17 will knock on our doors and I'll have to wipe.. lol!
That's fine with me. One group's misfortune is my good fortune (of course long as no one gets hurt, lol)

 
the update will not be done before 2 weeks MINIMUM
Yeah I'm thinking the same.

Everytime there is a little glimpse of what is being worked on or whats left to do I'm a bit surprised since I keep thinking they are in the wrap up and polish phase not the still need to implement and test major mechanics phase.

 
So my last official 7 days lan party with people from my work is 10/13. If a17 is released before then, ill be buying a long over due lottery ticket lol. If its not released before then, I want to try some mods. Can anyone recommend a good one for 5 hours play? Are they easy to install? We had 15 players on vanilla the last time. Now we're looking at 10 or less.

How far along are we with those bugs?

 
So my last official 7 days lan party with people from my work is 10/13. If a17 is released before then, ill be buying a long over due lottery ticket lol. If its not released before then, I want to try some mods. Can anyone recommend a good one for 5 hours play? Are they easy to install? We had 15 players on vanilla the last time. Now we're looking at 10 or less.
How far along are we with those bugs?
My favorite mods are Valmod and Undead Legacy.

I would not recommend Undead legacy for such a short play period.

 
Nope because when they are planning on releasing it they have to figure out if they going to use our dating system or use the dating system that will be used at time which will be Stardate 1207.3
as i said before they need to have in list whats needs to be done before they release a17 and whats done green whats need to be done in red

 
I don't think that any mod for 7DTD is designed for only 5hours of play.

Valmod is good if you want to stick close to vanilla, my personal fav right now is Darkness Falls.

 
You are describing Beta not Alpha. If your definition of Alpha was correct what would Beta be for?
I'm going to pull from wiki because it's one of the first few links. However most of the first page results (with 1 or 2 outlyers) on google search + what I've learned from talking with other devs seems to largely match up with this.

Alpha

See also: Alpha release

Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished. A game in alpha is feature complete, that is, game is playable and contains all the major features. These features may be further revised based on testing and feedback. Additional small, new features may be added, similarly planned, but unimplemented features may be dropped. Programmers focus mainly on finishing the codebase, rather than implementing additions. Alpha occurs eight to ten months before code release, but this can vary significantly based on the scope of content and assets any given game has.

Beta

See also: Beta release

Beta is feature and asset complete version of the game, when only bugs are being fixed. This version contains no bugs that prevent the game from being shippable. No changes are made to the game features, assets, or code. Beta occurs two to three months before code release.

No, the vehicle physics were ripped out and replaced the same as the skills/buffs. You just happen to like the vehicle changes so it's okay. You don't like the look of the new skills so you are grasping at straws for a reason they shouldn't have been touched.
Okay, you clearly can't see the difference. I doubt explaining it will help, but I'm gonna give it a bash anyways.

What they did with the vehicles gives us something that is largely the same. Yes, it was ripped out, polished up and even replaced in some regards. But a Minibike in A17 is the same as a minibike in A16. Why am I using that as an example? Because it's the only consistent thing between both alpahs.

The skill system? Totally different layout, only a few of the 0-5 perks from A16 seem to be present, most other things appear to be outright removed. THAT is the problem I have. From the few screenshots we've seen, roughly 75% of the current skill system is just not there for no logical reason that I can see other than "That's how TFP want it."

Which isn't a very good answer at this stage of development.

Now please stop making assumptions.

 
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