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.
So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?

So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?

No-one afraid this will drastically shorten the life-span of a game?

 
So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?

No-one afraid this will drastically shorten the life-span of a game?
Absolutely. But two things are preventing me from ranting on it.

1. I can (and definitely will) be modding that so it makes actual gameplay sense so its not a big deal to me. Im acting as if that particular change doesn't exist.

and

2. I've given up on thinking this game is ever intended to be a long term one with end game goals and achievements to work for. If anything modders are going to have to fill that role as is evident by the arcade like RPG system in place. So I'm sure getting a workbench on day one is all part of this new "we aren't an asian MMO" initiative they seem so worried about.

It would appear that the ones who kept saying things needed to be simpler and more beginner friendly were the ones who were taken into account with this entire new system. Modders have all the tools needed (hopefully) to bring the veteran players the long term gameplay that we have been looking for. So i'm over getting upset at anything found in the vanilla experience. The vanilla experience is one that will never be for me.

Now tell me I'm restricted to what I can do when it comes to modding, then we will revisit all of this.

 
Last edited by a moderator:
Absolutely. But two things are preventing me from ranting on it.
1. I can (and definitely will) be modding that so it makes actual gameplay sense so its not a big deal to me. Im acting as if that particular change doesn't exist.

and

2. I've given up on thinking this game is ever intended to be a long term one with end game goals and achievements to work for. If anything modders are going to have to fill that role as is evident by the arcade like RPG system in place. So I'm sure getting a workbench on day one is all part of this new "we aren't an asian MMO" initiative they seem so worried about.

It would appear that the ones who kept saying things needed to be simpler and more beginner friendly were the ones who were taken into account with this entire new system. Modders have all the tools needed (hopefully) to bring the veteran players the long term gameplay that we have been looking for. So i'm over getting upset at anything found in the vanilla experience. The vanilla experience is one that will never be for me.

Now tell me I'm restricted to what I can do when it comes to modding, then we will revisit all of this.
Yeah I fully agree with you there. Even though I'm personally not such a big fan of modding, I will definitely try to adjust those values if they are added as such. I'm just thinking about the majority of the people who do not want/know how/are not interested in modding, how such a change will affect them. I'm worried most of them will burn through A17 rather quickly.

 
Maybe you need to be able get things a bit quicker to help you deal with the improved AI? I dunno i reserve all opinion until i play A17.

 
So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?

No-one afraid this will drastically shorten the life-span of a game?
Well, then you have all skills to build this crafting stations - but you still need:

-Materials to build them

-Food to survive

-build a base/fortification

-you dont have the points to upgrade your weapon/armor or other skills

I guess in a team of 3-4 Players one could go that way, while the others do the rest. On singleplayer some people may set other priorities first, depending on their playstyle.

PS: I did read some different opinions already in this threat about choosing skills, and they were different. It will be only a problem if the majority of people start with this layout first, then a rearrangement would be nice.

But first we all have to test and see.

 
Last edited by a moderator:
Faatal, I have a suggestion. The hunting aspect of the game is fairly simple at the moment. I have few ideas to make it more interesting.

Arrows now stick to entities.

*Could there be a buff that when you hit a deer with an arrow and it starts running away, in the course of 30 sec it's runnig speed gradually slows from 100% down to 30%. It would simulate the phisical pain that slowly kicks in after the initial adrenaline rush is over. It would require decent amount of "tracking" (running after it) but eventually you could catch up with it and finish it off.

*Bullets are smaller and in a flesh tissue might not inflict so much pain. If you shoot a deer the same effect could occur but the speed would be reduced to only 60%. It would balance the fact that guns are faster shootin.

*In both cases there could be random chance of bleed out buff over the course of 1 min.

*It'd be cool if the heart and the head had fast kill hitboxes but otherwise one-shooting should never occur to keep things interesting.

*Is it possible to detect how many hits were required to kill the deer and based on that give less leather on harvest when it has more holes in it.

 
Faatal or Roland,

Any changes to xp gaining in A17? Will people still be able to mine af and uplevel a lot? Will the current xp gaining framework be maintained in A17? Thanks in advance!

 
Yeah I fully agree with you there. Even though I'm personally not such a big fan of modding, I will definitely try to adjust those values if they are added as such. I'm just thinking about the majority of the people who do not want/know how/are not interested in modding, how such a change will affect them. I'm worried most of them will burn through A17 rather quickly.
Believe you me I am VERy sympathetic to people who do not mod. I am thankful I love it so much, but I personally gave up fighting for anything I enjoy ever being a reality in vanilla. It has been made clear to me that my wants are definitely my own and that no one would ever buy any kind of game that I were to produce since my understanding of what the general public wants is out of touch with reality.

:noidea:

 
So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?

No-one afraid this will drastically shorten the life-span of a game?
Nope, no matter what the developers will do... 7d2d Forever. :smile-new:

I love playing vanilla with minor modding by myself. Never tried any mods by other players, I don't see any fun in them.

 
Near or far is determined by volume. Does the not volume not decrease for you as you move away from the source?
in a building you cant tell where the zombies are growling above or bottom or outside

 
Last edited by a moderator:
So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?

No-one afraid this will drastically shorten the life-span of a game?
Wow, didnt realize it was like that. Weapon Mods are the new shiny and end all be all. So an extended ammo clip will take 3 weeks in game and a quest with a miniboss - where as a workbench and forge will take a 5 minute tutorial.

 
How to make a forge and a Workbench in A17:

Step 1: Kill 5 or 6 deer. Or hope to find leather furniture (is the drop rate the same as A16?)

- Does the forge even have the same simple ingredients, or is it something more "realistic"? (Forges made from rocks can explode!)

Step 2: Make the forge.

Step 3: Enjoy trying to find everything you need for a Workbench as Gazz read the last 20 posts I'm sure. :)

 
Yeah I fully agree with you there. Even though I'm personally not such a big fan of modding, I will definitely try to adjust those values if they are added as such. I'm just thinking about the majority of the people who do not want/know how/are not interested in modding, how such a change will affect them. I'm worried most of them will burn through A17 rather quickly.
Whatever happens, A17e is called experimental because it is an experiment and we are the guinea pigs. If we burn too quickly through the content, they will adjust the rules (while the forum riots). If we get too powerful too fast they will adjust the rules (while the forum riots).

While I have doubts that getting an attribute and perk to max as a level 10 character can really be balanced, another part of me thinks it might work out.

For example it might work if the advantages you get from abilities and perks are only a third or half of the real maximum and the other half is provided by your equipment. And if whatever ability you try to max out (for example defense, stealth, a specific weapon...) always needs 4 perks from at least 2 attribute trees to really be "complete" in that ability.

Only playing A17 will tell.

So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?

No-one afraid this will drastically shorten the life-span of a game?
Does it? on my co-op server in A16 we have forge and workbench in a few in-game days. It made playing a little more comfortable, but the "power" gates were always the minibike, granite and steel. Definitely not the forge and the workbench.

Though minibike or granite seem not far away either in this perk tree, so there is a big question mark right there.

 
Last edited by a moderator:
do we still level up from mining and other activites other than killing zombies? since grinding was replaced with perks

Faatal or Roland,
Any changes to xp gaining in A17? Will people still be able to mine af and uplevel a lot? Will the current xp gaining framework be maintained in A17? Thanks in advance!
I clearly remember Roland saying that nothing changed in this regard from A16. Can't find the actual post though. EDIT: But here is a new post from him mentioning XP from farming: https://7daystodie.com/forums/showthread.php?91876-New-perk-system&p=860108&viewfull=1#post860108

Strange, the last 2 days this question came up a lot. Maybe a FAQ with questions like these would short cut many questions here.

 
Last edited by a moderator:
THIS!!! MM, you HAVE to make this happen!
Yesterday was leg day. I had meetings screw me out of leg day. Then at 11pm I had that tough choice, I can make it right, or skip leg day. I made it right. Now today its not leg day, thank god I only got 5 hours sleep. Sometimes when your crunching your mind is just geared to think about work.

 
Hi all,
I remember reading in this here thread that once purchased, perks will be set in stone and you'd have to make a new character and start over if you want to change something.

My question is: what if you mis-click for example? I know the obvious answer - "Don't mis-click!", but it happens, right?

Is a quest allowing you to regain(or unlearn) 1 perk point - which you can then spend on something else - a possibility? It's not re-speccing, but it would allow for some flexibility. Only if the system framework allows it, of course.
No we're not going to allow that. One perk or attribute you didn't want isn't going to be a big deal.

 
Whatever happens, A17e is called experimental because it is an experiment and we are the guinea pigs. If we burn too quickly through the content, they will adjust the rules (while the forum riots). If we get too powerful too fast they will adjust the rules (while the forum riots).
While I have doubts that getting an attribute and perk to max as a level 10 character can really be balanced, another part of me thinks it might work out.

For example it might work if the advantages you get from abilities and perks are only a third or half of the real maximum and the other half is provided by your equipment. And if whatever ability you try to max out (for example defense, stealth, a specific weapon...) always needs 4 perks from at least 2 attribute trees to really be "complete" in that ability.

Only playing A17 will tell.

Does it? on my co-op server in A16 we have forge and workbench in a few in-game days. It made playing a little more comfortable, but the "power" gates were always the minibike, granite and steel. Definitely not the forge and the workbench.

Though minibike or granite seem not far away either in this perk tree, so there is a big question mark right there.
Hehe yeah you are right.. We are a rioting bunch :p I'm just afraid (well.. fear is a big word) that by being able to create a forge and workbench after having only spent 6 points the longevity of a game gets affected in a rather negative way.

Of course, that's up to change like you said.

Edit: I can't recall granite being in the game? Might be that I have to take another look.. The geologist in me is intrigued!

 
Status
Not open for further replies.
Back
Top