PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You are seasoned players. Imagine how this difficulty goes down with new players, the target group they try to acquire by the steam sessions....
Not following, did you maybe mean "Imagine how this difficulty goes UP with new players" ?

 
It wouldn't be that bad if at least the hitboxes were not THAT NOSENSE. Let's player "Games4Kicks" demonstrated that in a rather didactic way:

The hitboxes for Arrows and molotov coctails are so insanely wide, they correspond to full blocks. You have no chance to shoot around a corner or over some cover.

On the other hand, the hitboxes of literally every tool including clubs are so insanely thin, you have to accurately aim at the eye of the enemy to get a chance of a hit, even when swashing over the entire screen with a power attack.

If the programmers are unable to write code that calculates a hit based on actual movement of melee weapons, they should AT LEAST make the hitboxes of those weapons match the potential hitspace on power moves (thus a 3 x 2 x 1 qm MultiBlock)! But actually, you should be able to expect the programmers to do their jobs. Calculating hits is nowhere near a mystery!

If all that were too much to expect, as the absolute very minimal level they should switch the hitboxes of arrows/coctails with those of melee weapons!

 
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It wouldn't be that bad if at least the hitboxes were not THAT NOSENSE. Let's player "Games4Kicks" demonstrated that in a rather didactic way:
The hitboxes for Arrows and molotov coctails are so insanely wide, they correspond to full blocks. You have no chance to shoot around a corner or over some cover.

On the other hand, the hitboxes of literally every tool including clubs are so insanely thin, you have to accurately aim at the eye of the enemy to get a chance of a hit, even when swashing over the entire screen with a power attack.

If the programmers are unable to write code that calculates a hit based on actual movement of melee weapons, they should AT LEAST make the hitboxes of those weapons match the potential hitspace on power moves (thus a 3 x 2 x 1 qm MultiBlock)! But actually, you should be able to expect the programmers to do their jobs. Calculating hits is nowhere near a mystery!
Yeah, hitboxes are really ridicolous atm. THe swing of the weapon should hit the target if it is in the middle of the movement instead of hitting only the center of the crosshair. I think they are unable or they have too unexperted people to make a decent melee combat system.

 
Does anyone knows what's up with the desert ground stability? It looks to me that some ground blocks around resources instead of being terrSandStone ending up being terrDesertGround?

Too bad F3 doesn't show ground blocks.

 
It wouldn't be that bad if at least the hitboxes were not THAT NOSENSE. Let's player "Games4Kicks" demonstrated that in a rather didactic way:
The hitboxes for Arrows and molotov coctails are so insanely wide, they correspond to full blocks. You have no chance to shoot around a corner or over some cover.

On the other hand, the hitboxes of literally every tool including clubs are so insanely thin, you have to accurately aim at the eye of the enemy to get a chance of a hit, even when swashing over the entire screen with a power attack.

If the programmers are unable to write code that calculates a hit based on actual movement of melee weapons, they should AT LEAST make the hitboxes of those weapons match the potential hitspace on power moves (thus a 3 x 2 x 1 qm MultiBlock)! But actually, you should be able to expect the programmers to do their jobs. Calculating hits is nowhere near a mystery!

If all that were too much to expect, as the absolute very minimal level they should switch the hitboxes of arrows/coctails with those of melee weapons!
I don't think it has anything to do with programming skill; it's a design decision. It's not the hitbox that's the problem, it's simply that to hit an enemy, your crosshair has to be on the enemy at the time that the blow lands, madmole explained this before a17 was released. When you know this, hitting is actually not hard. I can melee without issues.

I wouldn't mind them making it work via collider so that the entire swing can hit, but since that would also make hitting way more easier, perhaps they'd have to rebalance something.

 
Gazz,
I was checking out mouse steering and I discovered that you can "free look" when you hold down RMB. Now I prefer mouse steering :)

BUT

It would be nice to use AD turning while "free look" is on (RMB held down).
I was thininking the exact same thing. It is a real pain to have to LMB before going to free look mode (which also resets the camera view) just so I can steer.

It also seems to take 2-3 cycles of clicking LMB to get back to the default steering. Possibly a bug there.

 
I don't think it has anything to do with programming skill; it's a design decision. It's not the hitbox that's the problem, it's simply that to hit an enemy, your crosshair has to be on the enemy at the time that the blow lands, madmole explained this before a17 was released. When you know this, hitting is actually not hard. I can melee without issues.
I wouldn't mind them making it work via collider so that the entire swing can hit, but since that would also make hitting way more easier, perhaps they'd have to rebalance something.
I'd like to see the swings where the crosshairs aren't quite on the zombie (maybe in an armpit or next to the ear) still register as a weak hit if the weapon passes through the zombie's space. The way it is now melee combat is better than before, but still a bit silly at times. I've chosen to dance with 7th hordes in melee in a17e and I hardly ever did that willingly in previous alphas.

- - - Updated - - -

Speaking of "like to see" it feels like each increase of the Strength perk should give an inventory unencumbered slot, in addition to what pack mule would give. You're stronger; you can lug more around. Maybe shift pack mule's slot bonus down to accommodate, but at the same time have pack mule reduce the move penalty slightly when you are encumbered?

 
Melee definitely needs some improvement. As-is zombies move their heads left to right like it weighs nothing. Add abrupt turns and jumps and it's nearly impossible to hit their heads. To compensate for this, registering a hit on a swing arc would help. At least until animations can be reworked.

 
VEHICLE STORAGE
Is there any vehicle storage or has that been removed? The minibike you could put a basket on it and it would give you some storage. Is there a mod for this or is it coming and it hasn't been implemented?
Only the owner can access it (the one who put a lock on it).

 
VEHICLE STORAGE
Is there any vehicle storage or has that been removed? The minibike you could put a basket on it and it would give you some storage. Is there a mod for this or is it coming and it hasn't been implemented?
If someone else put down the vehicle for you (or you found it) it will not show storage, nor can you pick it up and put it in your pocket or several other options that come with the vehicle being "yours".

Have whoever built it pick it up, put it in a box for you, then you place it in your bar and put it out on the ground. At that point, when you hit and hold E, it will give you all of your options...

At least that's how we have been doing it. No more leaving the minibike outside. It's in a secure chest in the base...Or in my bar on servers where you get to keep what is in your bar on death :cocksure:

 
Not following, did you maybe mean "Imagine how this difficulty goes UP with new players" ?
Sorry, English is my 2nd language and albeit I usually can get my point across, it seems that I messed up this time. My point was that players new to 7D2D might find the current setup too difficult or frustrating to even explore all this game has to offer. I might be wrong, though.

 
Sorry, English is my 2nd language and albeit I usually can get my point across, it seems that I messed up this time. My point was that players new to 7D2D might find the current setup too difficult or frustrating to even explore all this game has to offer. I might be wrong, though.
This is why a better balancing and new settings are coming ;)

It is part of developement and you are on the front seat to watch how it happens. Experimental is a nice time to know this game and see how Pimps are going on the right way.

 
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Sorry, English is my 2nd language and albeit I usually can get my point across, it seems that I messed up this time. My point was that players new to 7D2D might find the current setup too difficult or frustrating to even explore all this game has to offer. I might be wrong, though.
No worries here my friend :)

I often feel like English is my 3rd or 4th language when I'm trying to convey an idea; and it's my only one :( __ :D

 
It wouldn't be that bad if at least the hitboxes were not THAT NOSENSE. Let's player "Games4Kicks" demonstrated that in a rather didactic way:
The hitboxes for Arrows and molotov coctails are so insanely wide, they correspond to full blocks. You have no chance to shoot around a corner or over some cover.

On the other hand, the hitboxes of literally every tool including clubs are so insanely thin, you have to accurately aim at the eye of the enemy to get a chance of a hit, even when swashing over the entire screen with a power attack.

If the programmers are unable to write code that calculates a hit based on actual movement of melee weapons, they should AT LEAST make the hitboxes of those weapons match the potential hitspace on power moves (thus a 3 x 2 x 1 qm MultiBlock)! But actually, you should be able to expect the programmers to do their jobs. Calculating hits is nowhere near a mystery!

If all that were too much to expect, as the absolute very minimal level they should switch the hitboxes of arrows/coctails with those of melee weapons!
Odd....I have far less hitbox problems in A17 than I did in A16. I find it much easier to both melee and shoot arrows. Simply put the x on the target and it works.

*shrugs*

 
Melee definitely needs some improvement. As-is zombies move their heads left to right like it weighs nothing. Add abrupt turns and jumps and it's nearly impossible to hit their heads. To compensate for this, registering a hit on a swing arc would help. At least until animations can be reworked.
You don't always have to aim for their heads, though. I get that people are used to the easy a16 zombies, but the fact that heads are now harder to hit in melee is not a bad change, IMO. If you're in a pinch and need a safe shot, aim for the center mass. I've barely had any problems in melee at all.

 
Inconsistent Reloading behavior.

Bow/Compound Bow: when zoomed in both automatically reload & stay zoomed in for next shot.

-- Expected and preferred behavior, for me.

Marksman: when zoomed in will not auto reload. Nor does 'R' do anything when zoomed in.

After manually un-zooming sometimes it will auto reload, other times not.

-- Would be fine if either rifle automatically un-zoomed then reloaded after firing of last round in magazine, & stayed un-zoomed until manual R-Click; or, preferred, after last round fired in mag, un-zoom, reload, re-zoom.

Magnum Pistol: non-zoomed. fire all 6 rounds & nothing happens, until you click to fire again, then it reloads.

-- this feels quite odd. would prefer it automatically reload after firing 6, as it used to I believe.

Couple other oddities:

Unable to mousewheel to other toolbelt slots when zoomed in holding Bow/Compound Bow.

Fyi. Nailgun both during & after bloodmoon horde was having issues recognizing that the block it was aimed at had changed.

-- while continualy holding down RMB to repair and then shifting aim to another damaged block it generally failed to recognize the new block. Releasing then re-depressing RMB worked.

>> Quite likely my potato is a major contributor to this. Only mentioning as a note. Wouldn't have bothered if it had only happened during BM yet it continued even after 06:00, frame rates in the 30s. In comparison I don't recall this happening in A16.

 
Wow all I can say is that I really love a17. Things are working well for me except for a couple of little funnies. I was on my bike and got stuck in the wedge between dirt and a concrete block. My bike "bucked" me off and then kept going in the same block, digging itself down to rock before stopping.

The other was that I was on day 9 and I put a bunch of torches around a poi I was rebuilding. I went to get my supply drop and when I returned all of the torches had moved about half a block north leaving some of them hanging in mid-air and others in a wall.

Haven't had any other issues but I am playing on a lower setting then most since I am not as expert at this game as most seem to be. The building is where a lot of my entertainment comes from.

 
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