PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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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.
You are absolutely correct. Body hits with melee still do fair amount of damage. It's still possible to consistently hit heads, just takes some practice. Even on ferals. Still would be nice to see some improvement.

 
Dude, go have sex (or masturbate). Your comments indicate that you are quite horny at the moment. :p
The only thing that can possibly satiate me is more patch notes. I tried the other suggestions several times (well , the 2nd one)

 
What if I told you that the game would be more fun without stamina? Take the blue pill and you stay in A17, where stopping every 30 seconds to catch your breath is part of the world. Take the red pill, and you discover all that you've been missing.
That would just make it where zombies become irrelevant. You sprint faster than running zombies so having no stamina would make it where you can just outrun them and consequently cause zombies to no longer be a threat.

 
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.
One thing we have to remember is that a lot of us here saying it will be better when it is balanced have hundreds, if not thousands, of hours into this game. TFP also have to keep a perspective of someone who just decided they wanted to play a zombie game and is playing one for the first time. I am a fair example of one way it could go. I hadn't really played a computer game in years before I played 7 Days. I had looked at a lot of DayZ vids which steered me towards 7 Days and I was intrigued. I got the game and I can tell you all the videos of gameplay I had watched had not prepared me for actual gameplay. I started playing in 11.x and am not even sure myself how I would have enjoyed 17 if it was where I started. I don't even know if it can be balanced enough so the lowest setting is easy enough for a raw beginner and the higher(est) setting is enough to satisfy a more hardcore veteran of it.

 
Is the "Heavy Metal" perk broken? I maxed out the perk but there isn't any noticeable difference, I'm a melee fighter and my #1 weapon is the sledge hammer since day 1.

 
As far as I know, radiated have same hp, but they also have ability to recover their health. It means that even 1k of steel bolts can be to few to kill them, if you would hit them 1 bolt per h. I dont know the exact regeneration ratio, but you can check this in xml files.
That's what I thought. Crossbow has been bad since forever with the 9-year delay when your character decides to start reloading the crossbow. I modded the delay lower in 16, but yeah just because it takes a thousand bolts to kill one on insane doesn't mean it should be nerfed, as I said it took less than 50 steel arrows as a level 1 to kill one.

 
they DO need a better headshot multiplier, a normal sleeper zed can eat a magnum shot to the head, get up, take another magnum shot to the head, fall down get up, take ANOTHER magnum shot to the head, MAYBE die, and then actually die on the 4th shot.
The default headshot multiplier is very low (1.5?) That's why we have 'BOOM! headshot' perk. If you make headshots deadly, you make that perk useless.

 
Just throwing out an idea...

How about reducing the sweet spot for a head-shot to just the brain stem, the Medulla Oblongata, the head-shot perk then increases the size of the sweet spot until it fills the entire skull.

 
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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.
It has to do with how it is implemented. Melee attacks use a raycast from player to the crosshair. Sure we could do fancy stuff with it following the head of the weapon and seeing what it hits, but then there would be other things to complain about, like why am I hitting blocks above me or next to me. Well, they were in the way of the weapon swing and we have limited choices of swinging anims. Pick up a baseball bat and try swinging it at imaginary zombies in your house and see all the stuff you would break instead.

 
It has to do with how it is implemented. Melee attacks use a raycast from player to the crosshair. Sure we could do fancy stuff with it following the head of the weapon and seeing what it hits, but then there would be other things to complain about, like why am I hitting blocks above me or next to me. Well, they were in the way of the weapon swing and we have limited choices of swinging anims. Pick up a baseball bat and try swinging it at imaginary zombies in your house and see all the stuff you would break instead.
wait for it... wait for it... :D :D

Edit: well... damn. where'd everybody go? i was certain this would get at -least- 1, 'I like that idea!' within 10 minutes :(

K, I'll do it.

Hey faatal, I actually kinda like that idea. Would have to use knives & pistols in tight quarters, it'd be great! :D

Edit2: this is perfect! https://www.youtube.com/watch?v=MbpeGOZpAVk

"alright, we'll look into that..." lmao :bounce:

 
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It has to do with how it is implemented. Melee attacks use a raycast from player to the crosshair. Sure we could do fancy stuff with it following the head of the weapon and seeing what it hits, but then there would be other things to complain about, like why am I hitting blocks above me or next to me. Well, they were in the way of the weapon swing and we have limited choices of swinging anims. Pick up a baseball bat and try swinging it at imaginary zombies in your house and see all the stuff you would break instead.
Yeah, I figured it used raycasts. But to be fair, using Unity, wouldn't it be fairly simple to make it so the raycasts only work on the block layer of the world, and have the colliders only work on the entity layer of the world? That way your swings to zombies don't hit blocks, while still using a collider. Of course, I've no idea what impact this would have performance-wise. Not that the current system bothers me; it forces you to be a little more careful about the aim.

 
Yeah, I figured it used raycasts. But to be fair, using Unity, wouldn't it be fairly simple to make it so the raycasts only work on the block layer of the world, and have the colliders only work on the entity layer of the world? That way your swings to zombies don't hit blocks, while still using a collider. Of course, I've no idea what impact this would have performance-wise. Not that the current system bothers me; it forces you to be a little more careful about the aim.
But weapon hits should also hit blocks. Like if I am trying to hit a block with a sledgehammer. Weapon ranges also often do not really match the animations. Games are full of smoke and mirrors and good enough. Features are often done in a way that is easy to implement, but still works.

 
But weapon hits should also hit blocks. Like if I am trying to hit a block with a sledgehammer. Weapon ranges also often do not really match the animations. Games are full of smoke and mirrors and good enough. Features are often done in a way that is easy to implement, but still works.
Totally agreed. Was just a suggestion in the spur of the moment. If raycasts affected the block layer, weapons would still hit blocks, as long as you'd be aiming at it with the crosshair. Of course, if you aim at stone and a zombie shows up at your side, it'd have to be handled... Either it only affects the one it hits first, or it hits both. D-d-d-double strike!

 
I love the idea of the zombie speed setting. Any chance we could get a resource harvest setting?
I don't think Harvest setting is needed, but maybe they can attach it to Loot Adundance setting itself. I usually keep it default, so they can attach that setting to harvesting as well.

 
Day 21 hoard was horrible with vultures. The vultures go so close to you that you can't shoot or strike them - I was kinda embedded into their bodies I guess.

Fishing should be added. Fishing pole, small boat, bait, tackle box, drying rack for fish, and alligators for the waters!

Paul

 
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