PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I think it would be simple like if you go out of your landclaim area they attack the base structures and storage(and ultimately the land claim) .If you go into a landclaim area they attack players. I think this could be fun and simple even for MP like the 7 day hordes are tied to each player. If everybody lives in the same area there are that many more zombies that spawn to wreck ♥♥♥♥. If one players dead and claim destroyed the zombies could go after the next closest one. I feel this would make an amazing 7 day horde event and true tower defense. No running and hiding on horde night unless you don't care about all your supplies getting destroyed along with leaving your friends to die against that many more zombies ;) .
so, put down your landclaim, surround it with traps, keep your storage boxes out or in edge of lcb area and you are fine :)

idea is good, but how to get it work properly? in previous games i had 2 bases, one with bed, other with lcb and away from eachother at least 200 blocks. one used for horde defense, other for everyday living. with your idea, it could be that you stay in bed protected area, let most of z's die in traps around lcb and you may be lucky not to see any z at horde night. so i guess, horde must target player first. and for mp servers, z should not attack lcb area of player offline. otherwise some bases will be destroyed without chance to protect it. i know, logging out is always option for those, who do not want face the bm horde, but you can not make game to please everyone.

 
Dramatic much?
I never have problems with my stamina. Don't know what you're doing, but you're probably doing it wrong
i have problems with stamina until lvl 120 or so. i made for me armyboots with 60% stamina regain while running. just to try out xml options. i ever heard about xml files less than year ago, when started play 7d2d. and first time altered any in a17e. but i must say, having infinite running ability is not much fun. i prolly turn it down to 10% extra styam gain , while running.

my point is: if you want easy win game, you can do it for you, but you miss the fun of hard gameplay. i'm not as hardcore as Jax, but there must be some challenge.

for Omega-Factor, take your omega and other good health pills, make game to suit your needs and stop being so bitter. if me, completly dumb in IT and computing, can adjust xml files, then everyone can. just read the forums and you get good advice :)

edit: sorry Omega-Factor, i should not point to you. here is a lot more players, who want game being bit different. my post is adressed to all of them.

peace :)

 
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I will try again, I was sure my Machete was harvesting more from a boar then my Firexaxe - both T5 but that should not matter
You're mixing some things there.

If a fireaxe + perk harvests more than fireaxe without perk then the perk is working.

 
I think they’re working on making it so it will say what it actually is up to 150% and your max will stay glued to the right until it dips below 100%. At any rate, making it apparent that food and water can exceed the end of the bar is one of their tasks.
this is good. because there is no indication of what the MAX is. I don't know if I can wolf down 20 Meat Stew and know I did not waste any or not.

also I am good with 99% I figured it meant I am now below 100% :)

overall Stamina is a bit rough at the start - mostly because you have to figure out that balance between food/water levels and constantly applying bandages to keep that max HP up. a bit more refinement and feedback on what is actually needed would be nice.

IRL you are Thirsty or your are hungry or you are both. and the indications are clear and the remedy is pretty clear. I fear for most new players the game is not as clear as life :)

 
You're mixing some things there.
If a fireaxe + perk harvests more than fireaxe without perk then the perk is working.
I am French/Irish and an Engineer/Comp Sci. guy so I sometimes talk with the assumption you all know what I am saying and I think (sometimes) in French so that does not always help.

To clarify:

1. I have "The Huntsman" perk 1/5.

2. using a T5 Fireaxe (Iron) on one boar provides X meat/hides

3. using a T5 machete on another boar provides X+Y more meat/hides

so my take is that the Fireaxe does not yield same/similar as the machete. I tried this in Gracie house with all the boars.

Does that help?

 
1. I have "The Huntsman" perk 1/5.2. using a T5 Fireaxe (Iron) on one boar provides X meat/hides

3. using a T5 machete on another boar provides X+Y more meat/hides

so my take is that the Fireaxe does not yield same/similar as the machete. I tried this in Gracie house with all the boars.
Why should a fireaxe yield the same amount of meat as a machete? Try using those two tools IRL and you will come to a conclusion, that it's much, much harder to use an axe to butcher an animals carcass than using a machete if you want to get good slices of usable meat. It's common sense that a tool similar to a knife will yield more meat than something, that's meant for chopping through wood, more meat goes to waste with fireaxe than the more suited tool for the job, which in this situation is a machete.

And even if we don't look at common sense, logic or analogy IRL, they have to balance the game weapons, so that they perform differently, because what's the point of having a knife, machete and a fireaxe in the game if they will perform equally? They need to have different stats from a gameplay perspective above all else, otherwise the diversity is meaningless if the stats are the same or very similar.

P.S. Since I've seen quite a few Gordon Ramsay shows, I can add to that it's not only based on what tool you use, but the technique you use to cut the meat. If you don't know what the heck you are doing, you will produce more waste and less usable product than if you have a bit or more experience in cutting meat into usable portions.

 
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i have problems with stamina until lvl 120 or so. i made for me armyboots with 60% stamina regain while running. just to try out xml options. i ever heard about xml files less than year ago, when started play 7d2d. and first time altered any in a17e. but i must say, having infinite running ability is not much fun. i prolly turn it down to 10% extra styam gain , while running.my point is: if you want easy win game, you can do it for you, but you miss the fun of hard gameplay. i'm not as hardcore as Jax, but there must be some challenge.
Level 120? Wow, it would be really interesting to see how you play. For myself around level 20 and few perks I hardly notice stamina at all. 1200hp trees and boulders I'm not even close to being out of stamina. Even digging clay or sand constantly it feels like it takes a long time to run out. Only time I have to be careful is using the power attack to often on the Z's, but then it's only rarely. My boy even joined us for horde night and he's level 12 I think, ran around with the Z's and didn't seem to have any issues.

Guess that goes to show how different play styles sure effect the outcome or at least the perceived issue.

Curious do you buy any stamina related perks? Stay hydrated, because I've noticed that sure makes a difference.

Oh and I'm glad you found a way through XML changes to make it work for you. I wish more people would take the leap and try a few edits.

 
How long we have to wait for A17.1 ? F5 F5 F5 F5 F5 F5
Wait until next year ? TFP deserves some christmas/new years holiday too! :02.47-tranquillity:

For more info look here:

https://7daystodie.com/forums/showthread.php?102621-The-State-of-Alpha-17

The State of Alpha 17Hey Folks,

We hope everyone had a Merry Christmas. The Fun Pimps are taking a long-needed development break through New Year’s.

But not to worry we will be back to work after New Years and onto patching Alpha 17.

Alpha 17 is not perfect by any means but a big step forward towards the vision we have had for the game for a long time.

We have heard some valid concerns of the community and will be making needed adjustments to the game in the coming weeks along with bug fixes, optimizations and balance.

We are gathering data on a case by case basis, balancing and addressing the true problem areas most of which so far center around optimizations, stamina, balancing XP for all play styles, land claims, increasing zombie loot drop chance, zombie block damage, skill/perk balance and gating and random world gen improvements.

Cheers Richard
 
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I am French/Irish and an Engineer/Comp Sci. guy so I sometimes talk with the assumption you all know what I am saying and I think (sometimes) in French so that does not always help.
To clarify:

1. I have "The Huntsman" perk 1/5.

2. using a T5 Fireaxe (Iron) on one boar provides X meat/hides

3. using a T5 machete on another boar provides X+Y more meat/hides

so my take is that the Fireaxe does not yield same/similar as the machete. I tried this in Gracie house with all the boars.

Does that help?
Harvesting meat with different tools will result in different yields. This is by design.

For the sake of easy numbers, let's say a fireaxe (without perks) harvests 10 meat, and the machete harvests 20 meat.

With the perk, giving an extra 10%, a fireaxe should harvest 11 meat, and the machete should harvest 22 meat.

If you're saying that the fireaxe is still harvesting 10 meat, after buying the perk, then that is indeed a bug. On the other hand, if you're saying that a fireaxe still isn't harvesting as much as a machete, even with the perk, then that is by design.

Hope that is clear?

 
Not from what I see in items.xml Lonestar :( ;
<item name="meleeToolFireaxeIron">

<property name="Tags" value="knife,melee,medium,tool,perkDeepCuts,perkMotherLode"/>

---compared to---

<item name="meleeToolMachete">

<property name="Tags" value="knife,melee,light,weapon,meleeWeapon,perkDeepCuts,perkTheHuntsman"/>

so the description is not accurate it states any bladed item.
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(edit added comment by QA Tester-unholyjoe)


 


verified and reported


 


thanks
:)

 


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Well, that's an entirely different kind of issue. Words are important. ;)
Axes were and are included. I don't see why it should not work.
Original question was does the Huntsman Perk get -applied- to the Fireaxe.

Based on what I saw, and posted, from items.xml, the Huntsman Perk does _not_ currently get applied to the Fireaxe.

I think Lonestar was explaining that he experianced a difference in the amount of meat & hides harvested when using two different 'tools', and that led him to ask the question of whether the Huntsman Perk was being applied to the Fireaxe.

I don't believe he directly brought up whether or not a Machete & the Fireaxe _should_ harvest the same amount of meat & hides.

And from my reading of items.xml, they will _not_ harvest the same amounts, (which isn't the "issue");

Code:
"meleeToolFireaxeIron"
<passive_effect name="HarvestCount" operation="base_set" value=".35" tags="butcherHarvest"/>
Code:
"meleeToolMachete"
<passive_effect name="HarvestCount" operation="base_set" value=".5" tags="butcherHarvest"/>
The "issue" is that perkTheHuntsman is not in the "Tags" line for meleeToolFireaxeIron

-- hope that helps a bit :)

 
The "issue" is that perkTheHuntsman is not in the "Tags" line for meleeToolFireaxeIron

-- hope that helps a bit :)
i was just about to explain this miscommunications issue as well, thanks for getting it before me. :) and as i made comment.. it is reported.

 
I've never even tried using a fireaxe for meat, always just knives cause, you know, that's what I'd expect to use. So I'd never have caught that issue, lol.

 
How do quests in mp work right now?

I played with two friends yesterday and we could share and accept quests from traders, but not everyone could loot the item for the Fetch-quest.

Is it important who loots first?

I guess buried treasure will be strictly for one player?

 
How do quests in mp work right now?
I played with two friends yesterday and we could share and accept quests from traders, but not everyone could loot the item for the Fetch-quest.

Is it important who loots first?

I guess buried treasure will be strictly for one player?
There are multiple hidden loot containers, each player needs to find his own container. Everyone has a chest icon in the top hud that shows the direction to his container. And the chest icon has a not quite easy to spot down or up arrow if the container is lower or higher than the player

Buried treasure works with multiple loot containers too, but it may happen that the same loot container works for more than one person (fetch as well as buried trasure)

(Also, word of warning: Everyone has to go back to the trader BEFORE the one taking the quest logs out, otherwise they can't give back the quest. Maybe when he relogs it works again to give back the quest, but it surely could work better. And it happens that even the one who took the quest can't see the quest starting sign making the quest impossible to do)

 
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Put down the crack pipe, son.
What do you mean "midgame"? I was overheating on day 2 wearing one layer of clothing...
AFAIK it is deliberate that the desert is too hot for low level characters. Find the right clothes (and maybe 1-2 points in the appropriate perk) before you go there for longer times. For short visits just ignore the condition and drink more water.

Poncho for example isn't the best clothes against heat anymore, the duster for example is better against heat AND cold. Also stay inside buildings as often as possible (in reality people in aquatorial regions have concepts like the siesta to avoid being in the sun on midday

 
Why should a fireaxe yield the same amount of meat as a machete? Try using those two tools IRL and you will come to a conclusion, that it's much, much harder to use an axe to butcher an animals carcass than using a machete if you want to get good slices of usable meat. It's common sense that a tool similar to a knife will yield more meat than something, that's meant for chopping through wood, more meat goes to waste with fireaxe than the more suited tool for the job, which in this situation is a machete.
And even if we don't look at common sense, logic or analogy IRL, they have to balance the game weapons, so that they perform differently, because what's the point of having a knife, machete and a fireaxe in the game if they will perform equally? They need to have different stats from a gameplay perspective above all else, otherwise the diversity is meaningless if the stats are the same or very similar.

P.S. Since I've seen quite a few Gordon Ramsay shows, I can add to that it's not only based on what tool you use, but the technique you use to cut the meat. If you don't know what the heck you are doing, you will produce more waste and less usable product than if you have a bit or more experience in cutting meat into usable portions.
I am thinking you have never skinned an animal :)

I grew up in Northern Canada (about 100 miles north of Ottawa in Fort Coulonge, QB. we ran trap lines and we skinned a lot of animals. we used a combination of tools depending on the animal. small animals we used a knife and Ulu and a scraper. large animals we used a small axe with a wide blade like a Grasnfors Bruks hunter's axe. if you skinned a larger animal like a Deer/Moose/Bear you will know pulling the hide is a pain in the @$$. so having the back side of the axe to hammer down helps a lot. So Knife/Ulu on small animal and Ulu/axe or just a skinning axe on large animals.

the point I am getting at is the Axe has always yielded a fast harvest in A16 and it does in A17. the perk The Huntsman and the xml code indicated I should be able to get the same bonus if I have the perk with a knife/machete/axe.

- - - Updated - - -

Harvesting meat with different tools will result in different yields. This is by design.
For the sake of easy numbers, let's say a fireaxe (without perks) harvests 10 meat, and the machete harvests 20 meat.

With the perk, giving an extra 10%, a fireaxe should harvest 11 meat, and the machete should harvest 22 meat.

If you're saying that the fireaxe is still harvesting 10 meat, after buying the perk, then that is indeed a bug. On the other hand, if you're saying that a fireaxe still isn't harvesting as much as a machete, even with the perk, then that is by design.

Hope that is clear?

khzmusik your post makes sense and I can live with that. yes I could see a knife/machete harvest a higher count with or without the perk compared to an axe.

 
Probably mentioned before in this topic, but it's a bit much to read it all back...

Question 1:

Can TFP change how the crossbow works now? When I shoot now, I have to wait while it reloads, until I can use something else. I can select it, but it switches to it after it reloads the crossbow.

Very annoying when each second counts when 1 or more zombies come running towards you (especially when it takes forever to reload with the crossbow). I understand/wouldn't mind having to reload it when I select the crossbow again ofc.

And question(s) 2:

I want to turn a house into my base. Alot of these houses are used in quests. What's the danger if I choose such a house?

And is there a way ingame to know if a house can be used for a quest?

 
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