PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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"Zombie movement settings Nightmare speed"
oh dear god, what the f--k does this mean????
Sweet dreams!

Considering that 7 Days to Die hasn't even sold one ten of millions, I think you literally just made up a number to try to bolster your personal opinion.
Actually it's 3.5 trillions.

1 for every zombie killed in computer games.

 
It’s not the final intended version. Raising the other ways of getting xp is going to take longer. This is still experimental so you are witnessing several fixes and balances in progress.
Don’t worry. Gazz has a spreadsheet.
All praise the spreadsheet gods.

 
Actually it's 3.5 trillions.

1 for every zombie killed in computer games.
That's closer to one Billion Gagillion.

uoEYHCO.gif


 
Considering that 7 Days to Die hasn't even sold one ten of millions, I think you literally just made up a number to try to bolster your personal opinion.
I personally felt like we were leveling way too quickly, especially once we get better at killing zombies. It wasn't uncommon to level multiple times in a single game day when fighting zombies.
it was a joke.

TFP: I'm now discovering that you've removed the "end bonus" from harvesting that was present in b208. Like when I spend 15 minutes waiting on stamina regen to chop down a 1200 tree with a Level X stone axe (because it doesn't matter what level it is, it still does the same dmg), there is no more bonus on the final chop, which gave like 50-75 extra wood before. Is this intended? If so, why was it not on the patch notes, nor discussed at all?

 
Lowered Wandering Horde Count and increased delays between Wandering Hordes.
LUL

Meanwhile one of my best tracked downloads is the Increased Wilderness Spawns DL and the Increased Wandering Horde Modlet. There seems to be a disconnect going on here. And with lower zombie XP REDUCING wandering hordes may not be the best way to go here. Hopefully you guys snuck in some xp in other areas.
The process isn't complete yet Jax. The devs paused briefly what they were doing to get this new build out and now they will continue. So please don't pick out one change and treat it as the final product for anything in experimental. As I've tracked the feedback since wandering hordes were first released there are quite a few people who do find frequent huge hordes that constantly interrupt them in their repairs and fortifying to be annoying. So the disconnect isn't entirely true. The player base is multi-faceted and this change will be welcome to those who like it.

With this change the modlet for increasing horde size and frequency is STILL available for those who want it that way.

 
TFP: I'm now discovering that you've removed the "end bonus" from harvesting that was present in b208.
Oh my Gaaaawd are you serious?

v3RURPu.gif


What the hell are they drinking/smoking at the staff meeting that would possibly make them think this was a good idea?

Whoever is in charge of budgeting needs to get their cheap *ss on the phone and hire someone to explain to them why games like Candy Crush make 3 times the money!

This is disappointing.

 
it was a joke.
TFP: I'm now discovering that you've removed the "end bonus" from harvesting that was present in b208. Like when I spend 15 minutes waiting on stamina regen to chop down a 1200 tree with a Level X stone axe (because it doesn't matter what level it is, it still does the same dmg), there is no more bonus on the final chop, which gave like 50-75 extra wood before. Is this intended? If so, why was it not on the patch notes, nor discussed at all?
quick. Post it as a bug and see how they answer!

 
Oh my Gaaaawd are you serious?
What the hell are they drinking/smoking at the staff meeting that would possibly make them think this was a good idea?

Whoever is in charge of budgeting needs to get their cheap *ss on the phone and hire someone to explain to them why games like Candy Crush make 3 times the money!

This is disappointing.
Why? Didn't people want to keep A16 but with fancier graphics and better AI....?

 
For now. mid-development.

hence "opt-in".
Frankly though, since the reduced zombie XP is part of a whole of different XP balancing measures, I would not have applied it until the other tweaks also kicked in. Otherwise the progression speed is reduced and there's no testing for the whole package of XP rebalancing.

 
It’s not the final intended version. Raising the other ways of getting xp is going to take longer. This is still experimental so you are witnessing several fixes and balances in progress.
Don’t worry. Gazz has a spreadsheet.
I have to give "The Fun Pimps" this one. They did open up the "Experimental" part to all players of the game. I have to say this by itself was a huge leap forward for "The Fun Pimps" to allow players to experience the experimental phase of the game. Hello all players! They are releasing so far pretty consistent updates now as "Experimental". I am super happy that 7 Days to Die is moving in a progressive direction. Before A17 was released - it was over a year for any updates or positive feedback in moving forward for the game. All players should be happy that the "Developers" opened up "Experimental" to be played and tested by the users. TFP are making progress - Please don't blast them now, let them work their magic (they lost their magic and special powers for over a year, but hey - they are back now.)

TFP - Thank you for the frequent updates on the game - keep it up.

@Roland - How do I get 4 (four) green bars under my name? I got my 1 (one) green one back from a mishap in the past. *I made a public apology on here for my negative comments in the past - they were produced from lack of game updates... :) * Or something like that.

Paul

 
The process isn't complete yet Jax. The devs paused briefly what they were doing to get this new build out and now they will continue. So please don't pick out one change and treat it as the final product for anything in experimental. As I've tracked the feedback since wandering hordes were first released there are quite a few people who do find frequent huge hordes that constantly interrupt them in their repairs and fortifying to be annoying. So the disconnect isn't entirely true. The player base is multi-faceted and this change will be welcome to those who like it.
With this change the modlet for increasing horde size and frequency is STILL available for those who want it that way.
By no means am I treating it as the final build but its LULZ anyway. I know what experimental is all about. I also knew to expect it since well history and all kind of dictates which way balance tends to swing in these matters.

I have also seen a lot of feedback about the new quality system. Im wondering if there will be any focus on adjusting or tuning that as well or is that something that is locked in place, even if the community has been very vocal about those changes?

 
TFP: I'm now discovering that you've removed the "end bonus" from harvesting that was present in b208.
Oh. so that was fixed but I wasn't notified.

I need to update the block damage / harvest amounts for that. Heh

Still listed as open, though. The wonders of software development!

Also: I cannot see that happening at all. Are you just pulling my leg?

 
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Wow, the snark is REAL tonight with the "higher ups". Get ready Roland, just looking over these patch notes it seems that you guys are hitting all the wrong marks with the community for some reason.

Even though I don't agree personally with some of the communities complaints, it seems as if almost none of the concerns people have had this past week have even been addressed. XP spread, gun loot balances, zombie damages, quality indifference, anti building sentiment in perks. Not one of them addressed.

I keep hearing "Its Experimental, relax" but so far the path seems set in stone for the most part. Before you know it it's going to be "Its stable what can you do". Theres a lot of good stuff in there don't get me wrong, and by no means am I dismissing any work that has been done because its obvious they are working around the clock to fix things but we keep being told they are reading, they know what we want. Yet still.... nothing really changes for the most part.

 
We increased passive XP, so the net result is pretty much the same. Unless all you do is kill stuff you should level at the same speed as before, and passive / support role players aren't screwed.

 
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Frankly though, since the reduced zombie XP is part of a whole of different XP balancing measures, I would not have applied it until the other tweaks also kicked in. Otherwise the progression speed is reduced and there's no testing for the whole package of XP rebalancing.
There will be testing for the whole package once it is completed at a later stage of experimental. We aren't done. There will be more experimental updates to come. They absolutely are going to do whatever is on their task list and some things will get partially done at any given release. That is the way it is. You would have gone crazy this past year if you had access to the previous 220 builds...

 
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