PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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In the patch notes we can read:

Changed

- Reduced zombie kill XP

Is this balanced by increase XP from other sources like mining or crafting?

 
Table saw model is too small... it looks like a children's toy than a proper woodcutting equipment. It looks out of place compared to all other game workstations. It should be at least 0.5 blocks higher than it is and occupy 1x1x1 meter space fully. It looks OK when you're standing on 1/2 slabs.
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I gotta be honest, this kinda looks like the size of my small table saw at home.

 
In the patch notes we can read:Changed

- Reduced zombie kill XP

Is this balanced by increase XP from other sources like mining or crafting?
According to the big man himself:

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.
 
Hubby figured out what was happening with the hatches having to be opened twice in b208. If you leave the hatch open and leave the chunk, the game resets the doors graphics to closed and changes the collision to closed even though they were left open (or something like that) So when we return home and try to activate what we see as a closed hatch, it plays the sound and nothing appears to happen in game when in reality it is "closing" the hatch and we have to activate it again to open it. I think that is as clear as mud.

Pardon that I have no understanding of states and collisions or if I am stating what everyone already figured out.

 
That may mean it’s not working as intended. Jog was supposed to be faster than the old walk speed. It will vary by zombie though. It would be best to test with one of the faster zombies like q-ball or businessman.
Yes. According to my tests, I think the settings should be :

1) slowly walk

2) walk

3) jog

4) run

5) hung on your ass.

But whatever : it works.

 
I haven’t been keeping up, except for checking YouTube, but have any other devs been providing video updates/gameplay presentations other than Joel’s channel, less than 2 months ago?

The last thing he posted were the attribute videos. Wondering if there’s any more..

 
I haven’t been keeping up, except for checking YouTube, but have any other devs been providing video updates/gameplay presentations other than Joel’s channel, less than 2 months ago?
The last thing he posted were the attribute videos. Wondering if there’s any more..
No developer video, and not needed as they just release 3rd public experimental, and few more will come. So go ahead and play it yourself.. or want streamer video if you really need to see ..

 
Yes. According to my tests, I think the settings should be : 1) slowly walk

2) walk

3) jog

4) run

5) hung on your ass.

But whatever : it works.
I just tested the new speeds. I tested the walk/jog speeds with a bunch of the different zombies.

* Walk - seems slightly slower than the old walk

* Jog - seems slightly faster than the old walk. You are still significantly faster back pedaling than the zombies.

* Run - is in between old walk and old run. The zombies move slightly faster than you can back pedal. Since the zombies rarely run in a straight line you can keep your distance for a good amount of time just back pedaling (may vary between zombies I tested with feral arlene).

* Sprint and Nightmare - The player is still faster than the zombies in both run speeds. With the zombies set to sprint the player can easily outpace the zombies and put a lot of distance between the player and the zombie. You'll have time for multiple bow shots after each run. With the zombies set to nightmare, the player is faster but will only have a chance for one two bow shots.

I was hoping that jog would make wandering hordes more dangerous but it doesn't seem like it will. Jog seemed too slow to create any additional pressure and run seems a little too fast for the day walk/night run experience. I think the speed of everything except maybe nightmare should be increased. Walk should be jog, jog should be a little slower than run, run should be a little slower than sprint, and sprint should be increased.

 
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Inside a cave near bedrock it's as bright as on the surface without any light sources, when outside it is daytime and bright... the light from the sun bleeds through and the tunnels are too bright... they should be pitch black like when it's at night time

With gamma 40%:

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With gamma 0%:

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Video settings:

EE7by7F.png


 
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Inside a cave near bedrock it's as bright as on the surface without any light sources, when outside it is daytime and bright... the light from the sun bleeds through and the tunnels are too bright... they should be pitch black like when it's at night time
Did you try shadow distance settings: 'far'?

 
Whenever I start a new Navezgane game, there is a yellow line in console:WRN Loaded world file from different version: 'Alpha 17 (b172)'

Happened in b208 too.

I wonder if my game got all the new prefabs from the new builds.

Yes, I deleted saves and started new.
World data is split between the saves folder and a subfolder in your 7daystodie main directory (I think it was in ".../Data/Worlds/" aka "...\Data\Worlds"). Navezgane world data should be updated cleanly by steam but RNG worlds might stay around after an update.

This should work: delete everything in /data/Worlds and then use steams "Verify integrity of game".

My takeaway from this is that they spent a lot of time designing the new dungeon Poi's and they want those to be the primary zed kills. By pushing players into the handcrafted encounters they have an easier time controlling progression. As a solo player it is a pain to work through more than 2 or 3 poi's in a day following the intended path.
I don't think quests are needed for player progression. XP and quest reward is nice but not overpowered considering I usually have to run a kilometre to the quest location instead of raiding something nearby. And considering such a dungeon POI has stuff in there that is easily 4 times as good as the quest reward.

 
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I remember one or 2 versions the Feral had TELEPORT, at least that was what it looked like. you would see him down the street and turn to run and he was IN YOUR FACE.

 
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