PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I'd go so far as to say the base stats such as strength, perception and fortitude should all be "learning by doing" even if the perks must still be bought with points.

I said that exact thing a couple hundred pages back. Just doesn't seem "fluent" enough progression wise if you have to spend 6 points on a base stat just so you could buy 2 levels of a perk. I know they have to slow down progression somehow, but I think it would feel much better if, let's say, you leveled your strength by mining and running and such. Would feel more natural.

 
Another thing that's been mentioned before is turn the resolution down a step or two. Can make a big difference for now during experimental, until TFP get a chance to optimize it more.

Lowering the resolution a couple of notches improved my fps from like 25 to 50, and I'm on an old system so it's worth a try.

 
Okay here is video which suggest we should change game name from "7 Days to Die" to "7th Day reward"


Hope the AI will be further improved so this tactic with slopes isn't possible anymore. Imagine if zombies jumped on metal railings and held on to them. Now that would be a nice surprise.

We need some new special infected :) .

 
Anyone knows if headshot skill is working only with range weapons, or is it affecting also melee ones? If only a range weapons, then it means that all kind of range weapons, guns and bows/crossbows?

 
Anyone knows if headshot skill is working only with range weapons, or is it affecting also melee ones? If only a range weapons, then it means that all kind of range weapons, guns and bows/crossbows?
Ranged only, per the xml file. It will affect anything with the "Ranged" tag, which includes all guns, bows, and the crossbow, but not thrown items or the nailgun.

 
Ranged only, per the xml file. It will affect anything with the "Ranged" tag, which includes all guns, bows, and the crossbow, but not thrown items or the nailgun.
Hmm, fail me...

I've leveled up the increased head damage, but I mostly do melee. Weird it only works for ranged? Oh well...

 
There's a perk in Strength tree for melee head damage, Skull Crusher.

Not sure if there's a console command in a17 to respec perks, but in a16 u can give self xp, new build is coming in next few days anyway and you've put in the effort to level up, have fun we won't tell,

giveselfxp 5000 (or any other number)

 
yeah skills aren't that clear but some have already changed in description

In the first build I too thought those perks would affect all weapons, as I also thought the increased power attack damage would affect blocks. You know the perk that increases power attack below the strength attribute? that one, it's only for entities.

Of course later knowing all the perks it started to make more sense, but a quick look early may be deceiving.

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On the topic of unbreakable bases, I have a mod in mind and I'm just waiting for the new release to see if any of the "balance" changes will be towards monsters. My idea is to make enemies more unique instead of just having different pools of hp. While working on these I realized how little damage cops do to blocks (it's reaaaaally low) and that their spits don't go through the bars. Currently I'm between two solutions for this: one is to make the spit go through it, it's realistic that most would reach you. My favourite solution however is to make those spits deal bonus damage to metal, sort of a corrosive substance.

 
Are all the "Devs broke their promises" people ready to pounce on Saturday and then again on Tuesday...?
Before I decide about a career change, may I ask if we can use pitchforks or tar and feathers? Do insults give XP? Does daring adventurer perk give more choices on forum bans?

I said that exact thing a couple hundred pages back. Just doesn't seem "fluent" enough progression wise if you have to spend 6 points on a base stat just so you could buy 2 levels of a perk. I know they have to slow down progression somehow, but I think it would feel much better if, let's say, you leveled your strength by mining and running and such. Would feel more natural.
Lets also mention the downside. You see some zombies and instead of playing the game and using the most advantageous attack you are tempted to play the meta-game of using the attack that levels whatever you need at the moment.

PS: Since attributes give quite substantial bonuses as well I don't think of it as a waste to put points into them.

 
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Lets also mention the downside. You see some zombies and instead of playing the game and using the most advantageous attack you are tempted to play the meta-game of using the attack that levels whatever you need at the moment.

PS: Since attributes give quite substantial bonuses as well I don't think of it as a waste to put points into them.
It does make it feel as though you're paying for a perk twice though.

If I wanted to get better at shotguns I'd shoot something with a shotgun until I got better. I'm not really getting the "meta-gaming" argument, I would call it "common sense".

 
It does make it feel as though you're paying for a perk twice though.
If I wanted to get better at shotguns I'd shoot something with a shotgun until I got better. I'm not really getting the "meta-gaming" argument, I would call it "common sense".
Not only that but it is being used to cover up a flaw in the weapons and tools system.

If the default is to go out and kill with a bow so that you can gain perks to put into shotguns and use it then I would say what wrong with shotguns that you do not use it right off the bat.

Every weapon group should be viable. If some feel the need to use a spiked club to gain the fastest points in bows then look at the entire system and pinpoint its flaws. It also makes little sense. Having weapon specific perks is fine, but the overall stats on the weapon should be dictated through use of that weapon. After that all the modifiers can be purchased.

Let's look at tools. All of us have to mercilessly chop trees. Our skills in cutting trees SHOULD be off the charts. We probably do it more than killing zeds yet going out to kill zeds is the best way to make constructing and mining better. That makes zero logical sense, both from a realistic point of view and even a gameplay one.

Why am i not the tree master when i have over 5000 wood in my box?

 
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Hope the AI will be further improved so this tactic with slopes isn't possible anymore. Imagine if zombies jumped on metal railings and held on to them. Now that would be a nice surprise.
We need some new special infected :) .
actually I don't want it to improve, Zed are difficult on Horde night, only if you have guts to make that base work than only it benefits you. Saw Kage's video and his base didn't work like this.

 
I can't agree with you more on this, Jax. I really do dislike that they got away from using a skill to get better with said skill. Now it's like "hey, you wanna become more proficient busting up blocks? Just kill zombies and you will be the best miner around!" I have to say that even though the old skill system needed work, this new iteration is "meh" at best. By "meh" I mean super simplified and underwhelming when skills are achieved. With that being said, this is the first alpha that I have played to roughly day 11 and was bored to tears, hoping that modders like yourself make things much better.

 
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