PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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A new player if going solo, needs to play on the easiest settings and 120 mins per day

and shortest night

and airdrops every day.

Might have a chance if they don't want to die a lot.

Multi-player (even 2) is much stronger.

Edit: Why Multi-player is far better:

Group up and don't stop killing zombies for the first 4 days, for a big boost to exp, as each player will have a multiple that a single play could get. (I.E. with the shared experience, 4 players could each have 4 times the exp).
Difficulty of enemies is keyed on your xp progress in A17 it seems ( please correct me if I'm wrong). I don't see rushing xp gain is making you better because you will be at a high level with difficult enemies but don't have the good gear and materials to defend yourself.

This strategy worked much better in A16 because there enemy difficulty increased constantly with time so getting xp fast gave you an advantage

 
It's funny; I'm blessed and get to watch modders still excitedly mod for a16, like manux and his boat mod...

ok the boat mod is friggin cool!!! I love the turret option and the bonus fishing and bait bucket. anyone know how the mod/no mod server list dashboard will look like in A17? I heard it was getting a complete overhaul? in RUST for example 1000s of players check out modded servers but 7DTD has always had the opposite problem.

 
I would say Yes do listen to them. We as old school 7dtd:ers get easely bored. But for new players having a too difficult entry level will make people stop playing and give bad reviews, which leads to less money for TFP to develop cool stuff for us old timers.
There are different setting of difficulty, so I don't see any problem with new player. Just lower the difficulty and play. When you know how to play game better, just increase difficulty.

When I first started playing 7d2d, I played on the default difficulty, but it was easy, so I changed it to survivalist. After that, I played all the alpha only on this difficulty.

With all this changes, playing on survivalist or other difficulties, you will finally feel that you are surviving in A17.

 
Alpha 17 First impressions

The game looks really cool right from the start. However, I did notice that when your go into the Pine forest biome from a darker one, that it gets really bright. But then it goes away. The effect looks the same as when you take a lot of damage and the screen seems to lose color and looks black and white. The fog makes it worse but again the effect goes away in a minute or two.

The zombies seem OP to me. I can understand that they are tuff but when they are walking around with four or five arrows sticking though there brain seems a bit excessive. I could see zombies walking around with arrows all over there body but not in the head. They seem more like boss fights rather than a zombie.

That and a club smashing there skull in. I understand that you start out with crappy weapons but a solid club to the head should be enough to stop anyone, dead or alive. The club has the feel of a wet noodle or a nerf toy.

What happened to the stun effect with zombies? They just get right back up as if they tripped or something.

Then that long arm reach they have is a bit crazy. I could understand that if you only had your fist but the club should give you twice the range but instead it feels like you don't even have the full reach of your arm while they can hit you much further away. I watched streamers constantly miss zombies while they took damage.

I do like the idea that zombies seem to come out of nowhere and hit you. That was funny.

https://clips.twitch.tv/BlueTardyHorseShadyLulu

 
That's good to hear. Hopefully it's addressed before A17 stable. Some players are forced to play on low settings. The bug fundamentally changes gameplay, especially for teammates who have different graphic settings in the same game.
Its fixed already, we just need to patch.

 
The problem now is, everybody will get iron tools at lvl 20. It's not much of a choice, it's a "must take" skill at 20.
This is definitely going to shake alot of people's worlds. It was interesting to watch kage848 in his stream have to come to a full stop to gather himself when he realized he couldn't rush to building a forge right way.

Right, wrong, or indifferent, the pimps are challenging us to approach the game differently to see if the experience is more fun and rewarding.

Instead of resisting all the changes, I encourage everyone to side table their worries for now and give it a try. I am certain TFPs will be watching and will tweak accordingly. At the very least, easy modding is also available for those who must absolutely play things a certain way (in regards to skills/abilities)

 
Yeah I got that. You can also become a great farmer or gunsmith :)
Question is can we mod it or is it hard coded?

Personally I think its breaking immersion to set out points. I rather make 100 clubs...yeah I said it :D
Not for me. I buy a perk then use that perk. Before I had the perk I was doing what that perk would require me to do anyway because thats how I am playing. When I buy my first blade perk I've probably already stabbed several zombies. When I buy my first master chef perk I've already cooked some charred meat. This lets you play how you want to play without jumping through artificial hoops.

 
It would be more intuitive the other way around though. Hydration should have a much more immediate effect on you.
I like that hunger is directly tied to your calorie consumption but I would not tie it to stamina. Let it just drop to 0% and then start taking max health away 1 point per minute. (That gives you 100 minutes to starve befory you die)

Dehydration could be the "max stamina" modifier. When you are dehydrated you are getting cramps and weakness rather fast.
I dunno, wasnt that the way it was before? If hunger didnt effect stamina, people will ignore food until they are almost starving (diminishing its importance). Will reserve my final opinion on this until after I try it out.

 
zombies seem to get up pretty fast?? it certainly doesn't feel realistic, imo :) no zomebie loot? hahaha fun pimps u crack a book me up. is there a way to have random times for a zombie to spring back from the um. undeaddead? or just go with a slower time? cheers, thanks for the update.
I personally like the faster stand up, the slower stand up made them far too easy to kill. Also, it seems more immersive.

 
@roland @development teamAre the black out versions of the 4x and 2x scopes just placed holders? Will the dual render scopes be in the stable release? I thought the 4x mad mole showed off in his video looked dope. Was super looking forward to using it
bump.

 
Any idea what time this alpha might drop? Or what time most alphas have? I ask so I know to call out of work Monday or Tuesday (work mornings)!

Apologies if this is the wrong thread for such a question or if it's already been addressed

 
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