PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
So after starting up a17 and playing for abit, i literally had to quit after 10 min because i felt like throwing up. You guys taking out the fov slider has made the game unplayable for me. That was an extremely stupid decision to make that change.

 
Last edited by a moderator:
Bandit code is legacy code that has not been touched by anyone in over a year. I would not expect it to work at all.
That is a real shame. Adding in NPCs was the main reason I was going to start 7D2D modding.

Well, hopefully nothing that worked in A16 is broken now. I can at least experiment with pushing those limits, maybe.

 
A17.0_2018-11-30_17-30-15.jpg

Found this POI for Day7, had so much fun in it I've decided to make it home-camp. Having an absolute blast with A17 -- thank you Pimps! Need to lay out more spikes, and luckily a trader right next to me has a cement mixer so concrete blocks are going up. Those cars are rather tough for walls, and are rather cool for atmosphere. Dug myself an entrance/exit tunnel. Hitting gamestage 85 or so, no deaths so far; gonna see if the new difficulty can keep up with me ;)

 
Louie04k,

Can use console cmd " sg OptionsFieldOfViewNew XX " to set whatever value works for you. (make sure to have the New bit otherwise you're just changing an .ini file and not applying the value) {you'll need to do this each time you start game}

Can't recall if debug mode needs to be on or not (dm)?

Also not sure but for Servers/MP think there's an issue since you need access to the console.

Search this thread for OptionsFieldOfViewNew &/or OptionsFieldOfView for more info.

 
Would just like to say how much fun 17 has been for me and 3 of my friends. I host the games and they will join me, it's been great.

The melee combat is so much better then 16. Love the new arrow system . I do like that you do not have to loot the zombies every time you kill them. It's fun because you have to work at everything more to get to what you want. And deciding where to put points in your new skill system.

 
Feedback/balance issue: punishing me for wanting to mine and build? Single Player perspective.

I feel like a17 208 is punishing me for choosing to want to mine and build up my base. at first i felt like the game was encouraging us to slay and explore, and it is...but when i want to build, mine, and gather resources for the purpose of just wanting to build things, try a base early-mid game base, and so on...

i feel like i'm being forced to instead level exploration perks and other things. we don't get much of any XP for mining, building, upgrading, and i don't even get XP if i'm not watching the forge or workbench.

i just feel deceived, but the RPG like appearance of a loot system and skill tree, but in actuality there's doesn't seem to be much role play to it for those who aren't into the exploring and killing part.

in a16 i enjoyed tinkering and toying with base ideas, but to do that now i would have to do it in a forced, slow fashion. with resources inflated by slow swing times, low stamina, low efficiency to use the tools i make, and so on.

the a17 rental vending machines only sold 1 item out of an entire week on my SP game, which also kills role playing that aspect of the game as well. when i tested in my test world they sold much more often, not sure why.

 
Feedback/balance issue: punishing me for wanting to mine and build? Single Player perspective.
I feel like a17 208 is punishing me for choosing to want to mine and build up my base. at first i felt like the game was encouraging us to slay and explore, and it is...but when i want to build, mine, and gather resources for the purpose of just wanting to build things, try a base early-mid game base, and so on...

i feel like i'm being forced to instead level exploration perks and other things. we don't get much of any XP for mining, building, upgrading, and i don't even get XP if i'm not watching the forge or workbench.
I get a ton of XP from upgrading and building. I think it's just lower for wooden blocks, upgrading iron or concrete I see my XP going up by the tens of thousands.

 
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.
Replanting is gone, that's what changed - that's the decision I'm talking about. It was a task you had to perform, and couldn't do anything else while doing it.

It's now gone, ergo, a less fun game mechanic.

All the examples you list are things that could have been done in A16. Increase the crop:seed ratio. Remove fertilizer as an object in game and make seeds rarer as drops.

I get the changes were made to improve performance (no more SI calculations when the crop block is harvested/replanted); I just wish they would have come up with an improved farming minigame, and not what we have now...

-A

 
Sounds like from that, that you guys are basically tossing the old code and are planning on creating a newer up to date fancy code for bandits like how you guys rewrote the code for zeds for a17
I see no use for the old bandit code. They will just become an extension of the zombie/animal AI.

 
My adventures started in 14.7, when I discovered the UMA zombie. I set it up as a friendly zombie, even though it's textures were messed up lol. Then in A15 I got them to function in a limited sense. They roamed around, and attacked zombies and aggressive animals. When the new ai stuff came, and the ranged variants arived, I got them to wander and attack too. They even fired their weapons, but some things didnt work with them(crossbow, bow, shutgun using slugs). I gave them an NPCID so they could get hit and not give an error in the console too. Now, suddenly they dont move or attack though. Must be the new system...anyway, thanks for your reply
Oh yeah, and in A17 the zombies are skating and drifting around...I dont know what the cause is...just that if they are running(this happens to animals who want to kill something too). Basically, any time something wants to kill something and it runs after it..the run gets janked with drifts and strafing. I out ran a bear by just walking, due to the drifting and strafing lol. When they walk/move slow, they can path fine for the most part. This only happens if they pursue the target and run after it.
Was the server running over 20 FPS? Below that and velocities will start over shooting AI distance checks, since AI code and a lot of other code slows down below 20 FPS.

 
This is a epic update, way more than i anticipated. With that being said there was a couple things im not sure about. Was curious if anyone else agreed or knew of fixes in the works.

The new random gen really went down hill in my opinion. Always having desert and snow biomes spawning in specific areas just limits all the maps, especially with a biome being taken out. The roads even seem to be different, more predictable, always at an angle across the map. Im aware of a bug with skyscrapers and big cities that im sure they are working on. Its something thats certainly noticeable. I get not wanting desert next to snow but can it at least be taken back to a16 spawning till something better is put in to place? Im just not nearly excited about exploring as i was in the last update, to the point where i just havent been playing the game.

Id like some early level mods. Early game there is really no reason for me to care about quality of a weapon or armor.

I really dont like that schematics are used as an ingredient. If you want to make them harder to get then they can be a quest reward only or maybe you would need to collect pieces of a schematic or something. A schematic book of some sort would be pretty epic, you get the satisfactions of collecting them, but not the completion feeling when you get them. They kind of just vanish after use.

Vehicles seem... very slow, or is that just me?

 
Thats kind of the point of infections no? Hopefully the wink is sarcasm and not "dont worry guys faatal is here to make it easier for you"
b214 - Infections now buff loot chances. Go out and grab dem infectionz boiz.
Having an infection where you can't do anything is pointless. You would be better off dying, which is what I said to Gazz, "so I should kill myself" and indicated it should not do that.

 
What are these?

I found these things at a camp and am curious what they might be:

A17.0_2018-11-27_09-01-21.jpg

They look like huge green boars but not sure?

 
Replanting is gone, that's what changed - that's the decision I'm talking about. It was a task you had to perform, and couldn't do anything else while doing it.
That's was a rhetorical question that I answered immediately in the paragraph. So practically the most repetitious task was cut in half. The part of farming that isn't just grind is still there in a changed form.

All the examples you list are things that could have been done in A16. Increase the crop:seed ratio. Remove fertilizer as an object in game and make seeds rarer as drops.
Not really. Problem of A16 farming was that the "explosion" of seeds you could generate made food irrelevant in a few iterations of the farming clycle. Food scarcity on day 10, food bonanza on day 19. If you had 300 potatoes in your boxes, what's the use of more potatoes?

 
Last edited by a moderator:
This is a epic update, way more than i anticipated. With that being said there was a couple things im not sure about. Was curious if anyone else agreed or knew of fixes in the works.
The new random gen really went down hill in my opinion. Always having desert and snow biomes spawning in specific areas just limits all the maps, especially with a biome being taken out. The roads even seem to be different, more predictable, always at an angle across the map. Im aware of a bug with skyscrapers and big cities that im sure they are working on. Its something thats certainly noticeable. I get not wanting desert next to snow but can it at least be taken back to a16 spawning till something better is put in to place? Im just not nearly excited about exploring as i was in the last update, to the point where i just havent been playing the game.

Id like some early level mods. Early game there is really no reason for me to care about quality of a weapon or armor.

I really dont like that schematics are used as an ingredient. If you want to make them harder to get then they can be a quest reward only or maybe you would need to collect pieces of a schematic or something. A schematic book of some sort would be pretty epic, you get the satisfactions of collecting them, but not the completion feeling when you get them. They kind of just vanish after use.

Vehicles seem... very slow, or is that just me?
Yes, Random Gen worlds are garbage compared to A16.. and yes the vehicles are SLOW as crap, but that's easy to mod. I wonder why they are so slow. I mean is that the fix for them falling through the world? All this new vehicle code and they had to slow them to down to a crawl to get them to not fall through the ground?

 
View attachment 25922
Found this POI for Day7, had so much fun in it I've decided to make it home-camp. Having an absolute blast with A17 -- thank you Pimps! Need to lay out more spikes, and luckily a trader right next to me has a cement mixer so concrete blocks are going up. Those cars are rather tough for walls, and are rather cool for atmosphere. Dug myself an entrance/exit tunnel. Hitting gamestage 85 or so, no deaths so far; gonna see if the new difficulty can keep up with me ;)
Are you sure the cars don't explode if they are hit often enough?

 
Faatal: We ran into a weird pathing ai issue you might be able to address. We saw it repeatedly over and over again on a horde night, so we know its a "thing"

We were up on top of the mausoleum in the cemetary on day 14 horde night. After the zombies break down some wall sections, they climb up on the walls and run along the top of them trying to get to us.

Thats great, BUT something we didnt see in the last experimental, was when we hit one along the wall. We would see them fall down to the ground, but when they got back up, they were magically back up on the top of the wall, 3 blocks tall.

Either the fall off collision is wrong, or if they are knocked off they should repath back up to the point where they can access the wall again.

I didn't post this in a bug report, because its not so much a bug, as one of the plethora of pathing issues I'm sure you are looking at.

Day 14 horde night with two players felt balanced better now.

- - - Updated - - -

Are you sure the cars don't explode if they are hit often enough?
I think they will, because as I recall, some are wrenchable.

 
Status
Not open for further replies.
Back
Top