PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I found I need to delete all 7DTD/The Fun Pimp files from %appdata% and %programfiles% on my computer to get rid of ghost data. I try to avoid regedits, but sometimes I go through that and delete 7DTD related software keys to avoid problems. Hope that helps.
does doing that kill your current games? I have a solo save I'm trying to save, but I can't even find the file to move it for a backup...

 
I agree, the system did not reflect the freedom to create your favorite character class very well and I didn't like the lack of early game specialization. That said we've already changed it and are testing it for a release. Now to balance this attribute points scale in cost, something like 1,1,1,2,2,3,3,4,5,6. Don't quote me there, but you can max out one attribute roughly in your mid 30's but at the expense of having zero perks.
Here are is my portion of the release notes on it:

Changed: Attributes are no longer gated by your level. You can specialize very early game now but attributes cost more for the higher ranks. The goal is to allow players to specialize into classes early game, and be awesome at a few things and ok or poor at other things. Or you can be a jack of all trades, the choice is yours. With the costs of the higher attributes being steeper, players will probably want to specialize in one or two attributes and get the best perks in those attributes and late game there will be less god tier characters who have every perk unlocked. We are looking for feedback such as are there any exploits or severe imbalances with this new system.
Great change. The current system definitely encouraged generalization instead of specialization.

 
does doing that kill your current games? I have a solo save I'm trying to save, but I can't even find the file to move it for a backup...
Most likely. Hopefully someone that knows WAY more than me will step in and tell you how to do that.

 
https://www.collinsdictionary.com/images/thumb/bellows_6105727_250.jpg?version=3.1.195
<recipe name="toolBellows" count="1">

<ingredient name="resourceWood" count="6"/>

<ingredient name="resourceLeather" count="20"/>

<ingredient name="resourceMetalPipe" count="2"/>

<ingredient name="resourceDuctTape" count="5"/>

<ingredient name="resourceNail" count="5"/>

</recipe>
I always wondered why you didn't require nails for more recipes like the workbench and chemistry station...etc.

 
secondal attempt.this phone is about to be emedded in the wall

please, what does rng mean?

ok

looked it up

random number generation

ie chance

why dont we like chance?

if we are certain x will happen when we do action y then where is the surprise or that YES!!!! that comes when you get that widget you have been searching for

personally i would like to see far more intricate, staged recipes for the likes of guns and vehicles.

ingredients gated behind optional skills (not levels but progression in skill sets ok)

then if you happen to find them (YES!!) or buy them or make them then you get the cool toy.

remember, he who dies with the most toys wins

:-)
Chance is great, but sometimes it just REALLY sucks. When you need just one critical component to do something like a wrench to build a workbench, and you can't find one until day 42 in a dead is dead game in Ravenhearst (btw, thanks Jax!), that's why so many people are against it.

 
https://www.collinsdictionary.com/images/thumb/bellows_6105727_250.jpg?version=3.1.195
<recipe name="toolBellows" count="1">

<ingredient name="resourceWood" count="6"/>

<ingredient name="resourceLeather" count="20"/>

<ingredient name="resourceMetalPipe" count="2"/>

<ingredient name="resourceDuctTape" count="5"/>

<ingredient name="resourceNail" count="5"/>

</recipe>
Yay...more dumpster diving. :crushed:

So many of the recipes in the game rely too much on loot that's specific to just the trash bags. The bellows recipe you just posted makes sense. But, man - just look at the recipes overall - even end-game ones - and it's usually just the same type of loot you find in trash bags with maybe a few bars of steel added instead.

I know some people hate relying on RNG for core items like mini-bikes and forges - but I think at least the recipes for some unique items should only be found inside specific POIs. The only real thing we got going for us now is the mod schematics - but those are just most often found in book shelves and traders.

Anyway, if you look at the recipes for most items - the core list of what's most used in the game is:

Glue\Ductape\Bones - Garbage bags

Polymer - Garbage Bags, Wheels on Ground

Mechanical Parts - Cars, Disassemble items outside the POIs

Cloth - Garbage, Tents

--OR Things you can craft or mine (forged iron, steel, scrap iron, lead, etc)

^Those items should be found there..not disputing that. But, maybe more of the item recipes should include a few unique items here and there to provide incentive for looting the actual POIs..

Some of the most unique POI items in the game like the Tool-N-Die set are rarely even used. I think the game needs a little more things like that. I don't believe major game items HAVE to be locked behind those types of things - but just maybe a few more unique ones. Or maybe make some of the mods require some unique items found only in more dangerous POIs.

 
@madmole,
Will we ever see the return of our feet which were supposed to come back "in a few builds"?

That or can we please have a way to hold and lean over an edge for block placing, etc; like was opposed because we were going to get our feet back?
+1 to this

 
If you don't level up the hordes stay easy. The hordes do not get nasty until your game stage is high.
Thats fine if you are in a single player game.....what happens if you have a level 10, a level 40, and a level 60 on a server.....does everyone face level 60 hordes and zombies in POIS??? If all the players are in one general area around a trader..do the levels blend, take an average???

Are the zombies still leveled for each individual???

Regards

Ouch

 
Some of the most unique POI items in the game like the Tool-N-Die set are rarely even used. I think the game needs a little more things like that. I don't believe major game items HAVE to be locked behind those types of things - but just maybe a few more unique ones. Or maybe make some of the mods require some unique items found only in more dangerous POIs.
A workbench could require a Tool-N-Die set as an ingredient. That sounds like fun. =P

 
@Madmole or whomever is in charge of this:

I know we're in experimental, so don't take this as me whining and complaining, just curiosity: What is the plan for building tools and their upgrading/repairing speed?

With the new build (b221) it looks like stone axe and hammer speed were restored to pre A17 speeds.

However the nailgun's speed is significantly reduced. It is now just a tad faster than a hammer.

Definitely not optimal, imo.

Trying to think what direction this is going to go, I figured you want to add mods to speed it up?

What I see so far:

Hammer:

There are 2 mods for hammers that either increase damage or stun chance. Both in no way influence upgrade/repair speed. You can also still not add both the weighted head and structural brace together on the same hammer. (I'm sure that bug is reported.)

Nailgun:

Looks like you can add the trigger mods to a nail gun, but they do nothing at all to the repair/upgrade speeds.

Instead they seem to apply to shooting nails, but only in a very buggy way where the ammo counter gets all messed up and the gun will still only shoot one nail – which never hits a thing to begin with.

I'm fine with the concept of mods improving tools, but please take actual building into consideration, not just damage to Zs.

I would also be fine with a perk that increases building speed somehow.

Just give us something lol. Right now it takes almost double the time to upgrade anything. And that's with the nailgun now. It's anything but enjoyable, there is no flow to building under these circumstances.

 
Thanks Jax, I somehow only see your supportive posts :)
And somehow my negatives. I'm the yin to his yang. :)

BTW, did a day 14 by myself standing on top of a trailer... And I didn't die! Came close, but it was so dark I couldn't see, loving the lighting!

...was switching between the flashlight and my bow shooting into what I hoped was a mass of zeds...

So many missed arrows to pick up the next morning...

Very fun, gamestages felt balanced. But I did mod my trickle to 50 though.

Build is really coming together.

 
I always wondered why you didn't require nails for more recipes like the workbench and chemistry station...etc.
We added khelldon's mod to require nails for non stackable frames ... Total game changer, I hope the pimps consider it. Gotta tear apart blocks to get bent nails, or hope for a loot drop.

 
threading holes for bolts and creating threads on bolts. re-threading if threads are messed up. :)
Most mechanics call it a tap and die set. The tap cuts the thread in a hole so bolts can be screwed in as joe said and the die cuts the threads on a rod or bolt.

In my exp dies are used mostly for re-threading existing bolts.

 
Sand yield: haven't seen mentioned? With Mother Lode-2 and Iron Shovel 9 Sand per block, 2 swings. 11 Sand for 3 swings using Stone Shovel. Also -no- XP for harvesting Sand. Sand = top layer in Desert biome.

---

Base build: curious what peeps thoughts are on this one, should this work?



Horde began, z's came to base of 'stairs', started jumping up on spikes. I'm sniping them. Seemed as soon as the first step spike broke they started after supports. Rather than continuing on up what was now a 'cheaper' path? .... Damn it!@&%^$# fer cryin out loud. Just figured out what I did wrong... son of a B****!

Once they broke that spike on top of the first 'up' block, the path became -2-blocks-TALL. So very high cost, and they changed over to taking out supports.

Welp, hope this saves someone some trouble :) (I'll be over here in the corner w the dunce hat mumbling to myself...)

After day 14 horde



was inside when collapse happened, missed haybales, broke leg, made it into water, swam out into lake. Sniped zeds below me until horde ended; only had one vulture hit me while floating. Lesson learned, don't go down w the ship. Also learned that going for a swim allows easy cheesing of horde.
 
Sand yield: haven't seen mentioned? With Mother Lode-2 and Iron Shovel 9 Sand per block, 2 swings. 11 Sand for 3 swings using Stone Shovel. Also -no- XP for harvesting Sand. Sand = top layer in Desert biome.
Thar be fractions! The more swings the more likely you won’t lose resources due to fractions. But the more time you spend harvesting.

 
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