PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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yup agreed. a15 unplayable for my arthritic hands... a16 proper controller support opened a world of awesomeness... a17 back to uplayable with no run toogle on left thumbstick :(
agreed bring back toggle run plz I can deal with anything but not this
 
Some great points here. The part about the slow speed of the fists and stone axe. Jesus, it's infuriating how delayed the swings are. That's will no doubt get fixed. You know, there is a part of me that wishes many of the changes didn't happen. I like the graphics, new AI system, and perk system (when working). I even like the new POIs, but once you have done one, you've done all those like it which for the first time is fun, but then the dungeons simply because predictable. I think variety in buildings was needed, to keep things fresh. This has been somewhat achieved. In short, A16.4 was loved by many, if the only thing that had of improved was an upgrade to the Unity engine, without the added systems, I would have been delighted!!


This if first iteration of it. it's going to be tuned fine until alpha 17 officially comes out. There are skills to improve attack speed tough. everything feels weaker but can be improved beyond what used to be. so you'll find late game easier i believe.

 
Magazines are kinda disappointing at the moment. The buffs are kinda boring for the most part and dont last long. And the idea that you would read a magazine but then forget everything you learned 30 mins later is counterintuitive to A16 when you would read an entire book and learn the recipe forever.

 
i went underground to do some mining today. sand seems to miss SI. it collapses too easy. it was weak but still ok in a16. now only 1 wide tunnel comes down together with ore blocks inside sand area.

 
I am not sure if this is the right place to put this, but as a modder I have some requests:

Currently, outside of buffs, progress and quests, which all allow name_key="" etc, there is no way to give modded items a proper name and description.

I suggest either adding either a <property name_key="" /> to all xml, looking for a Localization.txt in the mod folder and appending it to the main,

Or, in the theme of A17, adding the following effects:

<passive_effect name="Name" value="My Name in English" param1="My name in French"... />

<passive_effect name="Description" value="My Desc in English" param1="My Desc in French"... />

<passive_effect name="Tooltip" value="Hello!" param1="Bonjour!"... />

You could even make it tiered!

Just an idea.

 
@faatal and TFP, I'm really enjoying the physics of the bicycle. I upped the jump force from 4 to 4.5 and just spent 20 minutes driving around bunny hopping, doing wheelies and stoppies, and side hopping. Great fun!

 
Magazines are kinda disappointing at the moment. The buffs are kinda boring for the most part and dont last long. And the idea that you would read a magazine but then forget everything you learned 30 mins later is counterintuitive to A16 when you would read an entire book and learn the recipe forever.
this thing only exists to let you craft things where you didn't skill. the goal is to make any skill build viable. i find it to be a good idea

 
DEVELOPPERS,

This build is plainly amazing. I've been watching over this game for years but this build makes me want to play it.

Few points :

-Ai is better than last iteration. It can be improved off course. Zombies need to have hard times finding you when underground or in the air. Just for the sake of realism. Otherwise they do fine. Ragdoll is the thing which makes fiighting fun.

- XP need to tuned up when it comes down to doing other things han killing zombies, otherwise i won't skill up any other skills than combat early game to farm XP. Make avoiding combat viable somehow.

-Prefabs and moddings gets amazing thanks to you.

Lots of love from switzerland for this full upgrading of an utmost ambitious idea of a game.

 
Magazines are kinda disappointing at the moment. The buffs are kinda boring for the most part and dont last long. And the idea that you would read a magazine but then forget everything you learned 30 mins later is counterintuitive to A16 when you would read an entire book and learn the recipe forever.
I thought I'd be the only one who didn't see the point. I've been dumping them in storage and ignoring them.

 
I see. You can't power-attack with the stone axe though, and that's the only mining tool I have right now. I guess this perk is only valuable for mid-game then, when you can craft iron tools.<snip>
Iron Tools unlocks at Lvl-20 which I've hit around day 8-9; Lvl-20 also unlocks the Forge.

{though I imagine lots of folks are hitting 20 by day 5. I've been doing tons of mats grinding to attempt a self built blood moon tower}

Also you can build Iron Tools in your backpack, no Work Bench needed, which is great.

I've been unlucky finding working stations but in both playthroughs the Traitor has had 50-60 Forged Iron for sale, enough for an axe & pick. And I'd upgrade to an Iron Fireaxe 1st, then an Iron Pickaxe. The Fireaxe is a really good melee weapon imo. The Iron Pickaxe allows a power attack, and, I'm pretty sure (at least it looks like it to me), it benefits from Flurry of Blows, even though the Fireaxe -doesn't- :(

As far as shovels go, unless mods become much more common then the only difference between Stone/Iron/Steel is Durability. And I've actually started to just leave the Iron Shovel at home. If you're out and decide to dig something just make a stone shovel and scrap when done. The backpack slots are too valuable to me to 'waste' on always packing a non-disposable Iron/Steel shovel.

Edit: I was lucky and bought a T1 Fireaxe on day 3, which I happily proceeded to use with abandon, forgetting I needed Forged Iron to repair with. So bear that in mind :)

 
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Does anyone know if it's intended (or a bug) for Zombies Never Run to also apply to 7th nights now?
In previous alphas, zombies always ran on the blood moon horde regardless of your choice, but now it's respecting that setting. I don't remember seeing anything about whether it was an intentional change or not.
Nope, never run means never run, same as it was in A16. If you had different results you were bugged. Other than ferals and other specials like football players that always run no matter what.

 
@Faatal a friend and I are discussing lockpicking and such. is it possible to somehow code in a property for blocks to have a locked and unlocked state that we can flip? nothing like it in the xml's so wondering where it is stored?

 
What can be thought for later :

-add more water and maybe fire interaction.

- add new AI "mode" on top of what is here. Make them react differently on cases being reported by players.

Improve electricity and add railtracks or such. make a copy of roads for some things that go through map. The map needs more to it. random events or such.

Keep up with the positvism !

 
- XP need to tuned up when it comes down to doing other things han killing zombies, otherwise i won't skill up any other skills than combat early game to farm XP. Make avoiding combat viable somehow.

Lots of love from switzerland for this full upgrading of an utmost ambitious idea of a game.
I'm actually lvl 59, currently day 21. I have very very little in combat and not having any issues at all. Mainly in for all the crafting, strength for harvesting only, and fortitude for the natural hp regen, water, food. I've had no issues at all with xp, personally, have done very few POIs. Most xp is from wandering hordes, the few POIs I've been in, and then lots and lots of building.

 
The new leveling system is pretty lackluster. I like the new stats and perks being tied to them but one point per level seems underwhelming for an accomplishment. A few ideas I had would be to bring back the old base proficiency system eg construction tools while having those define how effective you are with them and award more perk points per level but have the cost raise per rank so as not to get all the perks early on but still able to buy perks that will help you early on in the game.

 
Sry to be rude & post again but I need to follow up on my earlier post about Stamina

( https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=880514&viewfull=1#post880514 )

which basically argues that Water & Food should be flipped in how they effect Stamina.

Bacon & Eggs give +36 to 'food', and even though I'd swear someone mentioned that food could over-saturate, it doesn't. I've triple checked.

Since Stamina is used for basically everything now giving up more than a 1/3 of your pool is pretty noticible.

Additionally it looks like all the 'high quality' foods provide similar 'large' +food numbers, so we're left with a fairly ugly choice;

either waste food (via over eating or making lower quality, less bang for the buck things like Charred Meat) or majority of the time put up with that blue bar being less than 'full'.

Now I may be wrong about this due to the Attribute that increases the Stamina pool size in +10 increments.

If -that- +10, +20, etc. ignores the fullness by the same amount then we can buy our way out of the choice above.

But I don't think it works that way.

Haven't bought that Attribute in this playthrough and had just a bit of experiance with it in previous before b199 came out.

{By the above what I'm trying to descibe is _if_ buying the Attribute so your Stamina is +10, so max of 110, _and_ that meant that with Fullness at -90- you still had a full 110 Stamina, then cool.}

 
Currently you get to level 300, so 305 perk points total. I don't even think we have that many perks so you can get them all.
304. You start at level 1, discovering trader doesn't give you 1 point anymore. so you go up 299 levels +5 points.

At level 300 you have exactly 26 free points with every point invested (I tested it in creative the other day, I think that's the number).

The highest useful level you can go is around 274. That's cool, it has some margin for future perks.

 
The new leveling system is pretty lackluster. I like the new stats and perks being tied to them but one point per level seems underwhelming for an accomplishment. A few ideas I had would be to bring back the old base proficiency system eg construction tools while having those define how effective you are with them and award more perk points per level but have the cost raise per rank so as not to get all the perks early on but still able to buy perks that will help you early on in the game.
Idk, I like it, I know everyone has their own opinions about it. I love it because every time I level, I can't decide what I want to do, so makes me have to plan. The old "use" based system I no longer like (I was skeptic from it changing to perks though at first). I didn't want to sit there and repeatedly do something to lvl it. I like that I can get xp other ways and still inc it. Also hated the fact of the cloth/armor skill was always broken for me in the sense that you don't want to be hit, but to lvl it, you had to be attacked, made no sense. I do wish mods were somewhat easier to get, because I'm day 21 in, and have yet to find any mods that I can use, even everything that's dropped is for stuff I don't have. And yeah, I'm 2 in Yeah Science. So all my stuff is all quality of 4, but still doing the same damage (weapon wise) as I was day 1 with quality 1 stuff. I almost don't see it being worth worrying about how many mod slots for that fact, that by the time I get anything I can use, I'll probably have quality 6 items and still have no mods.

I'm looking forward to things being added in throughout experimental, loving the game though.

 
is anyone having issues with multiplayer? for strange reasons i try to join and despite saying that im connected to the server, the game never loads, keeps on the message of "connecting to..." when i want to join dedicated server. and in peer to peer, the game loads the data but the map never starts...also i see some servers with a ping of -1 i need help please!

 
is anyone having issues with multiplayer? for strange reasons i try to join and despite saying that im connected to the server, the game never loads, keeps on the message of "connecting to..." when i want to join dedicated server. and in peer to peer, the game loads the data but the map never starts...also i see some servers with a ping of -1 i need help please!
It's a known issue. They are currently working on it. Don't know when it will be 100% fixed though.

 
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