PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I wish item quality was still a thing. There's no wow factor after finding your 20th 2 mods shotgun. But, just imagine you randomly came across a lvl 600 5 mods sniper rifle. It would be amazing. And I'm not suggesting we bring back combining items in the workbenches, either.
Perhaps what is missing is varying wpn statistics (unmodded). For example finding a purple sniper with max dmg roll (450 to 550 dmg per shot)

Edit: havent played long enough to know if all purple snipers have the same dmg.

 
Thank you so much for all the wedge corners.

Has anyone pointed out that crouching used to lower your pov by about 0.6m and now it only lowers you by about 0.25m? It seems to make it much more difficult to melee zombies from atop a wall.

 
I think you get improved graphics when you buy the correct perk. :p
Yes, perception tree. I also read in the release notes wearing glasses also helps and that there is a magazine that Grant's improved graphics for 15 minutes. :p

 
for dedicated servers, they have to edit a specific line for the server to connect.This line:

Needs to be edited to this:

Notice this--> value="SteamNetworking"/


Was changed to this:
value=""/

 


Thank Guppy for the fix info!


 


I did this but it still either sits on 0% or connecting to server. I have tried multiple times, reinstalled it on the dedi but always the same result. The game works fine if i host it from my own computer, others can connect with no issues.

 
Vacation starts tomorrow. Gonna be a FunPimp like thanksgiving this year (talking about 7d2d with my brother over good food). :)
Maybe we will reenact the moment rick and Joel decided to make the game. :)
Ah! The Ceremony of Creation!

 
I did this but it still either sits on 0% or connecting to server. I have tried multiple times, reinstalled it on the dedi but always the same result. The game works fine if i host it from my own computer, others can connect with no issues.
Only thing I can offer is it does take a LOT of time to generate the world first.. I'm sitting at 40 minutes on default rgw size. it might still be generating the world.

 
Gazz In last update There was a coretemp change rate % that I could mess with as too give it a faster or more gradual difference in temp.

I can not seem to find this Now.

Seems like temperature is all hard numbers now.

Is that correct or is there a number I can change or do I have to Mod this back in myself?

NVM I found it weathersurvival Seems it is all set to 0 and missing many things from previous version.

Going to try and copy paste old into here and see what happens provably crash the game.

So I am correct it is all hard numbers now.

This is a bad idea at this stage of game unless it is meant for future use as to have seasons added over entire map.<<(Only reason I can see for it)

As it is now you can go from overheating on 1 single block to Instantaneously freezing on the block right next to it.

As it is now only way to prevent this is to carry around 2 different sets of clothing at all times.

How Is anyone to loot anything with an entire set of clothing taking up space in there inventory???

 
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After following this update from when 16 hit to now(which is a first for me) I was keen to jump in, today after jumping in I noticed my FPS count was halved(was only getting about 15 before so halved is not good). I lowered the last setting I could(lods) and tried to play but alas the game decided it was not to be, it kept freezing and never unfreezing, I couldn't fight a basic zombie and I never even got the chance to try and loot anything, so to say I am disappointed would be an understatement. I dunno if this build was never optimized or if you guys just did something or what but for me I won't be playing 7days again and its not because I don't want to its literally cause I can't. I hope something changes but after the delays and wait for this update I am worried it never will, if someone can tell me if the stable release won't have these issues I will be back but until then I am signing off :chargrined: so goodbye.

 
Thoughts:

Game is beautiful. Nicely done. I don't even miss the maple.

Map size is going to be fine. We're doing NAV ffs and have barely scratched the surface, and are on day 15 or so.

Perks and what's required is quite confusing; I didn't even know you could hover over some sections to get additional requirement info... so it's hard to tell WHY we can't build things, particularly like a mod recipe. I have everything, I'm at the workbench, and don't know why it says I don't know the recipe when I'm holding the recipe? That needs some tightening up.

Horde Nights: Still entirely beatable, but still fun. They path almost TOO well, and get tripped up in the larger pois, presumably because they're attacking all of those ♥♥♥♥ing useless sandbags and then having to re-calculate for the new weakest block. They did make the house unusable for the NEXT horde night though, so that's good.

Network jankiness: I suppose it's good that they can't hit you from "so far away" anymore (latency having caused them to appear farther than they actually were) but I'm not certain the new system of them teleporting to their current location is any better.

Progression: I don't mind the slow progression, it does make the first 3 days hard, which is good, but I wouldn't mind some stuff making more sense. Boiling an egg requires a perk? Weird. That kind of thing. I'm doing about 2 levels per day... definitely faster than my teammates, but I'm also the melee guy.

Teamwork: This version utilizes teamwork the most. We all have our roles and they fit nicely together, except that because as the main melee guy I'm getting the most XP, I'm having to help out with other roles because I have the points to do so. XP gains should be as fast for all of us IMO, even if some aren't necessarily killing it with zombie kills.

RWG: Looks like Nav to me. Nicely done.

Arrow Sticking: This really is a fun component. =) Everdeen!

Single LCB in multiplayer: This will kill open servers on later days when the fun building has commenced... PvP too.

Food/Water/Health/Stamina relation: I'm still not 100% sure wtf causes what. You can tell me 10 times that being full of food/water helps health/stam, but when it doesn't actually do it, I've no clue if it's a mechanic or bug.

Weapon Mods: I'm not sold on these being the ONLY reason to be happy to get a higher quality weapon... they're gated so much anyway, what's the point? I am glad they decided to allow mods to be removable.

Repair: I think I'm still on the same stone axe as day 1? Why make another? Oh no, wait, I had to when I started my quest chain.

Quest Chain: Really should front load ALL of those instead of putting them into a chain, so that we aren't wasting precious day 1 time doing so very little preparation for the night...

Trader Quests: The Digging one is nigh impossible, but does seem to pay the most, so... I guess? The Area Clearing one is weird, I couldn't always find the zombies to clear, even following the orange dots. I haven't done the Fetch one yet.

Snakes: These suck. When you're on higher ground and they're climbing up a slope to get you, they'll simply burrow into the ground and be impossible to hit. Still not a threat though.

Vultures: Loving them! You know they're above you, and you're in constant anticipation of whether or not they're going to come at you. They're easy to kill when they do though.

Zombie Bears: Still tanks, still janky anims (goes for all 4 legged's), and still no threat if you're above them.

Modability: 10/10.

 
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Played through the first 5 days in my game and so far nothing catastrophic has happened. All the updated textures look absolutely amazing. The only thing is the zombie spawning is alittle wacky.

 
Perhaps what is missing is varying wpn statistics (unmodded). For example finding a purple sniper with max dmg roll (450 to 550 dmg per shot)
Edit: havent played long enough to know if all purple snipers have the same dmg.
From what I’ve seen quality does not affect damage only durability and mod slots. I’d highly recommend that everyone look at the stats of all items and not make any assumptions. It looks like almost everything has changed.

That said TFP please update the stats and item descriptions to accurately reflect what items do. For example, there should really be a stat for the temperature effects drinks give. Having to switch between the item description and stats to figure out what items do is not a good player experience. Especially when the player knows that the item descriptions aren’t reliable.

 
Dead on day 3, taking on too many zombies for my level & skill. Happy me, that would've been easy in A16. Could do with a "wipe all stats on death" setting for us dead-is-deaders maybe, considering how long the maps take to load/generate.

 
Know what would be cool? A shove feature. You walk into a room, there's 4 sleepers that get up. You try to exit and a zombie comes from behind and pins you in: insta-death basically. If you could shove that zed out of the way....

 
Dead on day 3, taking on too many zombies for my level & skill. Happy me, that would've been easy in A16. Could do with a "wipe all stats on death" setting for us dead-is-deaders maybe, considering how long the maps take to load/generate.
I think u can start a new game on same map since u didnt see much of it. Select it like u select Navezgane. Then you dont need it to generate again.

 
When i try to host a dedicated server is says NAVESGANE even though i have set it to RWG? why is this?

what do i have to change "asdf" to for WorldGenSeed?

 
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I am pretty sure I'm not a fan with this update. My fears of it becoming far more arcadey were almost immediatly confirmed. Guns also seem completly useless with how strong bows are, how they're silent, and how you can recover ammo. Meanwhile I shot a pistol 8 times enough to kill two zombies, with headshots and had two minihordes literally spawn to the side of me.
Also the uncarvable zombies makes it kinda rough in the beginning tobegin training knives since there's no reliable way to get bones.
There are plenty of animals to get bones from. Kill a boar, probably the easiest, use your axe for three hits, get a bone , make a shiv, bob's your uncle. Stop stressing, the bow is your new best friend in early game. Late game maybe need an Ak, lol.

 
Got to play for an hour or so last night. Still on Day 1, and so far, I love what I am experiencing. I went over to the trader to knock out that part of the initial quest. Fought one or two Zeds along the way, no big deal. I get inside, and apparently three Zeds didn't like me being there, so they start beating on the front gate and won't go away. I finish my business inside and it's starting to get later in the day. So, I let them in and shut the door behind them. Cool...three Zeds later and now there is another batch at the front gate. This time I let them in but can't get the gate closed. Seven more Zeds all determined to eat my liver! Thankfully I had a few arrows, so I got on top of the trailer that the trader is in and commenced to making them pin cushions from above. I lost a few arrows that de-spawned because I was not able to get to them in time, but I survived my encounter. I managed to get home, a bedroll on the ground with campfire and storage chest in the middle of the street. Looking forward to setting up a hasty base when I get home today, as dusk is approaching on day 1. Definitely had me trapped for a few minutes inside the trader compound! Looking forward to more adventures as I have time to play. :)

 
Pimps put an ear on what Games4Kickz says at 20 minutes or so of his A17 Part 7 video.

The death penalty debuff can be too much punishing for new players and even for low/middle skilled veteran players.

Maybe a solution is to apply this kind of debuff only from warrior and up difficulty.

 
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