PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Madmole, keep your axe, the shovel is a badass spear, greater range. plop a barb wire horizontal on the floor, and jab away. but the power attack is way off. the stab aimed at the head hits the head, but a power attack at the head hits the belly?

 
Love how the staff just conveniently ignore everytime someone brings up that using items is now on left click even tho the standard in the whole survival game genre is right click and its been right click in 7dtd from the start. Talk about changes nobody needed and that really mess up people's gameplay.
Several devs read these posts. Just because you don't like something does not mean we are going to change it. We have many testers who give us feedback every day and we play the game too. Generally, we do what seems best to us to make a successful game. Everyone has an opinion. My opinion is it is fine the way it is. We may change our minds as we experiment with the experimental. That is the development process.

 
So far I'm really enjoying Alpha 17--I love the new textures and the quests in particular, and I'm excited to try out the new vehicles when I progress to them. But there are two things that I find very frustrating:

1. I like parts of the new leveling system, but I really wish some of the skills would remain improvable by simply using them. It made me feel like I was working at continuous improvement; like it was natural growth.

Using points for everything just feels much slower and as a system, is less unique in comparison to most RPGs. I really loved the way that having some skills progress through action set 7D2D apart from the majority of level schemes.

I'd really like to see something in between the A16 system and the A17 system.

2. The stun effect is just a bit too disorienting. I understand that this is the point, but I'd like to see it toned down just a little bit--not eliminated. It's really uncomfortable to play through it.

 
Max your strength and mining related perks and install mods into a steel pickaxe. Make sure to power attack. I didn't even consider the faster fire rate perks which improve DPS and we don't have a full suite of mining mods yet so you can't maximize damage yet on pickaxes.
Thank you. I already did all of that so just need to wait for more mods to get implemented I guess. One specifically for block damage would be nice.

I didn't think about Flurry of Blows until you mentioned it, and thinking back I was thinking I noticed a difference with my club with that perk maxed out but not so much my pickaxe. So I did another test with and without it and sure enough, Flurry of Blows isn't currently affecting the pickaxe. Took 35 seconds to break open a gun safe with the best steel pickaxe without the perk at all, and maxed out.

Didn't think to try the fireaxe before I had already maxed out the perk, but I do remember feeling like it was a bit slow so this may be affecting it as well. Maybe everything except dedicated weapons?

 
Will have to say "Near Death Trauma" is a little harsh. 1 hour should be like 15 mins for the first one, then progress up from there.

 
So I'm running 2560x1440 res and 165 refresh + 85 FOV and have over 100 fps with graphics maxed out!
What Monitor do you have? Looking for a 32inch under $500. To play 7 days on! Currently Im using a big tv, But I want something better!

 
You are not alone. Some textures are a WIP i guess, that`s why i haven`t reported it.
It could also be texture streaming. This is a fairly new Unity feature and sometimes it takes a bit to load a close texture, when it should be loading those first.

 
HelloI have a problem: lack of loot. In the nests I find only feathers 1-2 pieces, but in other boxes and garbage bags there is nothing. Is this a bug or is it intended? 12 days I survive, random map,loot abundance 25%

Sorry for my English
Normal loot abundance is 100%, so the fact you only get 1/4 the amount of feathers would be correct.

 
MADMOLE, FATAAL, ANYONE

Any help coming for RWG maps...Gameservers.com cannot handle a RWG map above 6144. Even Navezgene is only 8144 in size. They CANNOT do a 12228 or the 16384 map size. The servers keep reverting back to the A16 config files. I assume its them , but can you guys do anything to help this???

Regards

OUCH

 
Madmole i have connection issues, multiplayer games take too long to connect. How i fix this?
- - - Updated - - -

Faatal i have some connection issues or kinda, multiplayer games keep on connecting but dont load. Any known problem like this? maybe you know about it.
Sorry, but I don't know. I've seen some people mention settings or could be a bug. Maybe RWG? Try Navezgane.

 
So, you uninstalled because they haven't fixed an issue before they put out the first patch to experimental? Did you expect them to wiggle their ears and the current build everyone already has installed just magically starts playing differently?
They've not to my knowledge acknowledged it as a big deal for controller players and have not said they were going to put it back at all yet. They only thing said (I believe) is that they didn't like the feel of it using kb/mouse so they removed it.

IMHO, they should just make it an option so kb/mouse players can disable it, because it IS a big deal for controller players. It took us years to get it put in properly, (using telltale's code from the ps4) and now its broken again.

In a tight situation, I can hear my stick grinding down trying to move and run at the same time.

If toggle crouch makes sense, I just don't understand why toggle run does not.

 
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I'm on day 4, first game on A17-E all default, died 2 times now.

Zombies are hard!

Fighting takes some getting used to, but is otherwise awesome.

All additions are great! Too many to write up, but will mention "QOL". I approve!

Graphics looks better than ever.

Menus, across the board, are great!

Quests are awesome! And very welcome.

I haven't had any bugs, and everything seems the run perfect. Better than ever in fact.

I'm having a blast. Thanks TFP :)

 
Mining feels TERRIBLE

As level 300, with all mining perks, level 6 Pickaxe.. Mining still only yields 3 stone per normal strike, and roughly 10 stone per power strike.

so I have a sprained leg and applied a splint and nothing changed.
You don't splint sprains, you splint only breaks.

Sprains = 5 mins long

Break = 1 hour

Splinted = 30 mins

 
A big THANKS! to TFP devs. This alpha was well worth the wait. My first impression is that I cannot believe how good everything looks and how smooth the game play is. I wasn't too excited for the new POIs but now I am obsessed with them. They look amazing and add a ton of depth to the game play. Zombies not having loot was a good move. I didn't think I would like that but I do now. The new skill tree is 1000% better IMO. And I now that I have the new stamina and health bar figure out I really like those too. My only complaints are there needs to be some balancing. I got an auger, sniper rifle, shotgun, hunting rifle, and compound bow on day one. Is there a way to prevent the higher end loot from dropping early on? Also my skill tree seems to focus 100% on stamina. In any other game I would add points to that later and build up health first, but stamina is so weak in the beginning that it holds everything else back. I'm not sure what to do about it other than add more items to the game to help boost it or just decrease it's decay.

To faatal specifically, you are like some wish granting demon that gives the person what they want but then adds in something they will regret. LOL You did an amazing job on the zombie AI. I was just expecting them to not spin in circles and make it over a block sometimes. I was inside a trader and a horde was outside banging trying to get in, by the time I got up to the wall they were climbing on top of each other and got in! WTF, that was awesome, very World War Z! And that vulture AI has got me so paranoid looking in all directions constantly. You are going to owe me so many new pairs of underwear. LOL Excellent job! Are you in charge of bandits and NPCs for the A18?

 
So I went to make a Bandolier, have all the materials it needs, snuck halfway across Diersville in the middle of the night to a functioning workbench, because the symbol says I need one... so I get there, go to workbench and THEN it shows me another need, which it did NOT show me until that point, so evidentally I need yet another perk just to make it??? I can't even figure out which perk, any ideas? Do we have to unlock the workbench just to use one? That would be hella ridiculous if so, I don't mind most of the added difficulty and locking of things in A17, loving it so far, but this just wasted a ton of my time and I can't even figure out what it is locked behind...

 
Actually, there was just a doorway, not a door (just an opening in a wall where a door could normally fit, but there was no door there).So there was basically this:

- - - - - -


- - Z - - -



x x X - x x



- - - - - -



- - - - P -





Where the Z was hitting the wall (X) between me (P) and him, where he could have just walked through the opening to the left of him. After he destroyed one of the wall blocks I could get a clear shot at him, and when it hit he proceeded to walk through the doorway.
I see. Sometimes they can get stuck on an edge, then get mad and smash. We also have some partial blocks not flagged properly, so they try to go through and get stuck, when the block next to them is open. I have a task to look at that issue.

 
Not sure if asked, but is the 4x4 supposed to damage the ramps on the bridges in Navezgane? Cause it does.
If supposed to, then yeah, this is really gonna limit the usage of the jeep, or we're going to have to repair the bridges.

(I'm gonna have to put in toll booths to raise revenue) heh.
We know it does, but no easy fix. I would like the bridges lowered so flat like a real bridge, but there were problems if moved down, so still on todo list.

 
In any type of map. When i want to join a game in multiplayer, the screen just keep loading, like it doesnt recognize it. Or maybe the game loads after a lot of time.

 
Title Changed alpha 17 gamestage calculation
The current gamestage calculation of alpha 17 is as follows.

gameStage = ( playerLevel + daysSurvived ) * gameDifficultyMultiplier.

I would like to increase the influence of daysSurvived on gameStage, but in the above calculation I can not MOD in XML.

so I hope that that will be modified as follows

gameStage = ( playerLevel * playerLevelDifficultyBonus + daysSurvived * daysAliveDifficultyBonus ) * gameDifficultyMultiplier.

Taking my preference as an example, make the following settings for the two newly added parameters.

playerLevelDifficultyBonus = 0.3

daysAliveDifficultyBonus = 11.0

https://7daystodie.com/forums/showthread.php?94648-Changed-alpha-17-gamestage-calculation&p=874691#post874691
In addition to the above

Please allow the following calculation to be ON / OFF with XML setting.

daysSurvivedcappedPlayerLevel ( true or false)

daysSurvived:

After this the daysAlive is capped.

It is low-capped at 0, high-capped at "your player level".

At player level 41 you can have a daysSurvived value anywhere from 0 to 41.

If the same player was level 10 and had survived 25 days and died 2x:

25 days - 2 x 2 (daysAliveChangeWhenKilled) = 21

Then daysAlive of 21 gets capped to player level so 10.

 
We know it does, but no easy fix. I would like the bridges lowered so flat like a real bridge, but there were problems if moved down, so still on todo list.
Why not just redo the ramp portions using the wedge tips and wedges instead of the 45's? Or will that still cause an issue?

 
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