PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You can hide the XP bar easily via a modlet. I may have even put one out to do just that.However, the XP pop-out notification from my initial tests was not able to be done via XML only since it would also lose the Item Pickup notifications.
Yes, I think the only real way to get rid of that horrible, stupid, retarded "XP" pop-up is to edit the icon it's using and make it transparent.

 
So I did a BIG HOUSE poi crawl yesterday. Video should be up on sun or mon. OMFG lol.
I'm torn between anger at the difficulty, dismay at my feeling I'm not good enough and jubilation at the thrill of the danger. I'm also fighting the urge to break through walls to make the easier lol.

I kept reloading my shotgun when it was only a couple of rounds down, old CS habit. And it would make me super slow and almost got me killed more than once. Speaking of reloading why cant I attach my bandolier to my leg armor?

Anyways 10-20 ferals later, multiple football zombies and some vultures later I finished the place. I used about 50 shotgun shells and like 20 pistol rounds. Btw feral soldiers stuck when they don't drop gear anymore lol.

I also used too much healing. But I see my mistakes and will get better. I will also cheese any poi I have already defeated moving forward.

Also what perks would you all suggest for dungeon crawls? Melee does not seem doable tbh. Clubs are weak and axe is slow. So is the sledge hammer. You miss once your going to lose half your health. Also is the stay down perk worth it? Was told we already have like 50 knock down chance anyways.

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(edit added comment by QA Tester-unholyjoe)


 


there is currently a bug report on a dev's desk about issues with the bandolier. hang in there
:)




https://7daystodie.com/forums/showthread.php?85897-Shovel-spears&highlight=shovel+spears

 
Really do not understand why you all are complaining. I am ending day 2 and I am level 17!!! All I have done is clear out a few PoI's mine a little collect this and that yet to even go to the trader.
It's not that bad yes I found a greenie feral white in a building. Yes I killed it. Found a number of deals they are a pain but not the end of the world.

So by day 3 I'll have a bike..... by day 7 or 8 a mini bike how is this to slow paced. ? I am confused as hell.
On what settings are you lvl 17 D2? I thought I was doing decent hitting lvl 20 on 6 on Nomad 120 min days.

 
Farming is now "set it and forget it". The gameplay "challenge" in A16 was being forced to choose between making seeds and planting the crops or some other activity such as scavenging or hunting zeds.
Is it slower to get a large scale garden going now? I haven't had a chance to test it out, but probably. I do remember making or looting fertilizer took forever...

What you considered to be micromanagement, I considered to be making tactical gameplay choices; and while I don't think either system is a great mechanic, I do feel A16 was better than the current implementation.

-A
The tatical challenge to choose the activitiy is with all activities you can do in 7D2D: Do I go to the trader or first find more stuff to sell? Do I cook some food or go immediately out to cut wood?

So what changed? Farming time was cut in half. This doesn't change the decision making, it just means farming takes less time once your garden is done. Instead of hunting fertilizer you are hunting seeds themselves. Because 1 seed alone needs 5*3=15 days to generate another one, 2 seeds need only 2.5*3=7.5 days. 5 seeds need only 3 days. So checking traders or looking around for plants in the wild will occupy a farmer for a long time.

And then you have tactical decisions: You have 3 potato plants in your garden. You get a 4th plant even if you use one potato now for food and you might be very short on food. But if you keep it you would get a 5th plant in 6 days instead of 9.

 
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Also what perks would you all suggest for dungeon crawls? Melee does not seem doable tbh. Clubs are weak and axe is slow. So is the sledge hammer. You miss once your going to lose half your health. Also is the stay down perk worth it? Was told we already have like 50 knock down chance anyways.
I did some testing. "Stay down" is totally useless.

The final level guarantees thet you knock back down an enemy that you already knocked down and it only applies to the last enemy. It still takes as long to knock it down in the first place.

If there are other zombies around you can't keep beating the same one. On the other hand, when a zombie is alone you don't need the perk to defeat it. Maybe only against ONE!!! super hard feral, but that happens so rarely it's not worth tha points.

Melee is pretty bad at the moment. Once you start spawning ferals it's best to stay away from POIs you don't have abundant ammo and guns. I had a cop, a feral soldier and feral radiated cowboy in a barn @ day 9, default settings (airdrops off).

("stay down" also has a bug - after you knock down an enemy the buff triggers even when hitting the ground, it just keeps falling over)

 
Yes, I think the only real way to get rid of that horrible, stupid, retarded "XP" pop-up is to edit the icon it's using and make it transparent.
I actually like it. Its a bit "gameish", but its nice to be able to compare xp gain from group acivities, and the different zombie types.

I'm like to see the melee expanded with a perk for near miss partial hits if you are close enough, but the cross isn't on the zombie, and extra xp from specific types of kills.. like say a headshot give you more, a killing blow in the foot give you less.

Reward players not only killing more, but also reward them for precision as well.

Guns are great when you are being overwhelmed or on a horde night where they will know where you are anyway, but a lot of excitement comes from the melee in tight quarters now.

 
Guns are great when you are being overwhelmed or on a horde night where they will know where you are anyway, but a lot of excitement comes from the melee in tight quarters now.
Same, I am absolutley loving melee combat. I only used the sledge a few times in 16 and always loved my bow, but I am a firm melee freak now.

 
Any thoughts on the bleed perk? Why would you want to bleed a zombie when two heavy hits will kill it? How effective is the higher level AOE effects?

 
Just chewing on this but what do you guys think about the high likelyhood of knock-downs in melee?

Day 6 nomad, iron club, no mods, seems like 2/3 of the time a headshot puts em on their back.

For multiples in an enclosed space that makes it harder right?

Can't focus on one until dead since they've been knocked down.

So you hit the next one, then the first rears up and smacks you.

Basically I'm guessing the z's overall group damage dealt is higher; assuming their damage per swing isn't tied to their Health?

Not a complaint :) And I haven't figured out yet how much they get in each others way. So it might well be that say in a 1x2 tunnel only the one in front can hit you; so the knock-downs wouldn't be as telling? Just thinking on it :)

 
On what settings are you lvl 17 D2? I thought I was doing decent hitting lvl 20 on 6 on Nomad 120 min days.
He probably found the tree that never ends. The one that you can keep hitting forever and each hit gives you the final exp and wood.

 
I don't like 1. Not being able to harvest with the E button.

2. Not being able to upgrade to stainless steel anymore.

3. The buggy controls with the Gyrocopter. Everytime I start the game i have to reset my controls because the game reverts to the default settings. There should be separate controls for the Gyrocopter. It needs a Pitch and Yaw control because it is a flying machine.

4. The encumbrance system that makes me zombie bait. I always seem to be encumbered even when I have almost nothing in my inventory.

5. The zombies that spawn out of thin air now.

6. How headshots are not lethal and you can't blow zombies heads off anymore (that used to be one of the most fun things in the game).

7. How slow vehicles and pretty much every last thing I do in the game is. I feel like just another Zombie playing the game now.

8. The house layouts. Every house has a basement trap with water you can't get out of unless you use god mode and fly out of. I liked the old house layout much better. How can there be water in every basement? Why does every house even have a basement?

10. Many of the items have no description.

11. The 1-6 quality levels of the items and only 1 for others. Before I could strive to get better items, now it's just blah. No challenge here.

12. WAY WAY too many blueprints. Before there were a lot and once you used them you just ignored picking them up again, now there are just too many to deal with and you need them over and over. You guys just made the whole thing worse. Now I need 100 chests just for blueprints.

13. Night Vision Goggles are useless. Now they just make a weird tint but don't make anything near real night vision like something you might be able to see with.
This game is still an Alpha and they are still making changes and fixing bugs with every build. Take a deep breath and be patient most of your concerns will be addressed.

 
@Faatal
Unity question.

Whenever I assign rigidbody's to entities, they still don't ragdoll. I have both Gravity and Kinematic checked. Would you mind posting your Rigidbody Inspector screen?
Thats a bit personal ..no???

 
Same, I am absolutley loving melee combat. I only used the sledge a few times in 16 and always loved my bow, but I am a firm melee freak now.
i like melee against normal z's, but sledgehammer seems too slow. i have hard time to get timing right. i prefer club or fireaxe.

 
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