PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
if the developers implement the sliding bars to adjust in the menu of creation of maps:
1- The exp that the zombies give

2-The amount of biome that will generate

3-Quantity of minerals

4-Frequency in which the wandering hordes appear or attack

5-Number of Rivers on the map

6-Frequency in which one is thirsty or hungry (the skills help the same)

with which you can adjust all this with a slider in the create worlds menu, you will end the headaches of the developers and the casual or veteran players will not have anything to complain about anymore

That is going to be a nightmare for modders to balance. Maybe that's the point? If so, and if there are going to be multiple lines of duplicate code in xmls marked with symbols to note a difficulty setting I guess I would rather know now before sacrificing more time to a hobby that has no real future.

 
Last edited by a moderator:
So, I was in the watery basement of a POI, and in order to get out of the crater, I had to place some frames to jump on. I placed one just below the level of the floor, and behold, a zombie spawned on top of it.

Just, you know, saying...

 
So, I was in the watery basement of a POI, and in order to get out of the crater, I had to place some frames to jump on. I placed one just below the level of the floor, and behold, a zombie spawned on top of it.
Just, you know, saying...
Zombie transporter FTW

 
So, I was in the watery basement of a POI, and in order to get out of the crater, I had to place some frames to jump on. I placed one just below the level of the floor, and behold, a zombie spawned on top of it.
Just, you know, saying...
I think I know what causes this. When you make a POI, you can place spawner blocks underwater, but they won't spawn. The addition of a frame above the water probably triggered the availability of a spawn location.

 
Let me preface this by saying I have over 200 hours in game ----

This alpha was ugly. My game experience started with having a clunky experience. I went in my first standard house POI - and there are THIRTY - I counted... sleeping zombies inside. 4 of which were jumpscares. I am good at this game and can handle myself, but in all reality there are at MOST 8 people living in a house... and that is pushing it. Please TURN OFF sleeping zombies until you can get spawning fixed... It KILLS the immersion of the game. And I know a lot of people are going to say I am bad and get gud, but this is just bad. I can handle the rest of the game, but at least make it fun and not annoying.

 
Does A17.1 address:

1. high level (Radiated) zombies showing up in T1 quest or for low level players clearing a house/POI or questing?

2. on MP servers most low level players log out during BM because they are not worth the wreckage. in A16 at least they could hide in a hole or someplace. Zombies in almost all movies/games did not totally destroy everything to get to you like 7DTD, there needs to be better balance/tuning for low level players.

3. I am a builder as are many of my friends, its about building and dealing with zombies. now with A17 its more like you need to handle zombies in order to get to a level 40+ to build anything decent. Builders have suffered immensely in the areas of XP and gates. I would suggest more tuning and less gates for builders such as better resource XP (17.1?) getting to Iron tools and basic cooking like boiled eggs in cans and tea in cans would be nice.

these are my two cents.

 
Let me preface this by saying I have over 200 hours in game ---- This alpha was ugly. My game experience started with having a clunky experience. I went in my first standard house POI - and there are THIRTY - I counted... sleeping zombies inside. 4 of which were jumpscares. I am good at this game and can handle myself, but in all reality there are at MOST 8 people living in a house... and that is pushing it. Please TURN OFF sleeping zombies until you can get spawning fixed... It KILLS the immersion of the game. And I know a lot of people are going to say I am bad and get gud, but this is just bad. I can handle the rest of the game, but at least make it fun and not annoying.
I agree that they went overboard in what seems like every poi is overloaded with zeds, but ppl also tend to congregate together during emergencies. So for me personally, It doesn't break any immersion for me, in finding some poi's being loaded up with zeds at times.. just not the majority of them.

I also would rather have a lot of sleeper zeds to deal with, for the now, then none at all. Having no sleepers in poi's at all, would be more immersion breaking, then having too many imo.

 
I agree that they went overboard in what seems like every poi is overloaded with zeds, but ppl also tend to congregate together during emergencies. So for me personally, It doesn't break any immersion for me, in finding some poi's being loaded up with zeds at times.. just not the majority of them. I also would rather have a lot of sleeper zeds to deal with, for the now, then none at all. Having no sleepers in poi's at all, would be more immersion breaking, then having too many imo.
Reasonable and believable explanation.

 
I disagree. I think with the upcoming options for blood moon frequency, player, zombie and blood moon zombie block damage, xp slider combined with the new run/walk settings we'll be able to attract the minecraft builder casual and the hardcore survival gurus. PVP will be more viable than ever too.
@Joel - What are XP Sliders? also does upcoming mean 17.1 or further down the road?

like it or not, 7dtd is a MP game. players love to play with others and players want to play on servers that are busy and have all the options like Diff 3-4 (Warrior/Survivalist) and have a mix of builders and crafters and HC players working on zombie killing. so I can't make zombies walk or risk the eco system we have. IMO A16 was great for the mixed mod MP servers but yes it was easy.

the new crafting/tier system is great, I am not a fan of gates but I can live with them. I just don't like the fact that level 1 to 40 is really a grind to get to the point where I can make something worth calling home and also still have to log out or go elsewhere so BM zombies don't destroy it.

 
Reasonable and believable explanation.
As long as you forget that the mindless hungry zombies seem to have enough smarts to get inside a house, lock themselves in a cupboard or hide up in the rafters, and wait like a particularly smelly spider waiting for a fly. Last I checked zombies are not usually described as ambush predators.

Why are all of these zombies waiting in houses instead of out on the street looking for food? Extrapolating random movement over the terrain would lead to conclusion that there should be far more zombies wandering around the streets than sitting at home having a nap.

From a purely game mechanic perspective it does seem a little overdone, especially at lower levels.

 
As long as you forget that the mindless hungry zombies seem to have enough smarts to get inside a house, lock themselves in a cupboard or hide up in the rafters, and wait like a particularly smelly spider waiting for a fly. Last I checked zombies are not usually described as ambush predators.
Why are all of these zombies waiting in houses instead of out on the street looking for food? Extrapolating random movement over the terrain would lead to conclusion that there should be far more zombies wandering around the streets than sitting at home having a nap.

From a purely game mechanic perspective it does seem a little overdone, especially at lower levels.
Not sure. A lot zombies traditionally hibernate when they go too long unsuccessfully finding food. So them being there still doesn't bother me. For the closet and rafter zombies though, I cannot come up with anything logical. If they were there before turning, they would break out or jump down right after to find food.

EDIT: Can be solved by having zombies hanging by ropes from rafters (suicide)... and your presence makes them struggle enough to break the rope. This would be bad as a sleeper spawn though, because those respawn and it would be really dumb if a zombie on a rope showed up in a POI you've already been to.

 
Last edited by a moderator:
As long as you forget that the mindless hungry zombies seem to have enough smarts to get inside a house, lock themselves in a cupboard or hide up in the rafters, and wait like a particularly smelly spider waiting for a fly. Last I checked zombies are not usually described as ambush predators.
Why are all of these zombies waiting in houses instead of out on the street looking for food? Extrapolating random movement over the terrain would lead to conclusion that there should be far more zombies wandering around the streets than sitting at home having a nap.

From a purely game mechanic perspective it does seem a little overdone, especially at lower levels.
Person is attacked and gets infected but doesn't know it at the time.

Scared, confused, and gripped with fear, they board the doors and windows.

Still the growing fear just won't let up, they find and go to what they think is a better safe-space (closet/attic/basement) trying to distance themselves from the horror.. they die.

As they reanimate, they don't have enough stimuli from the living, so they stay in their space.

A living being enters the place, the living being gets close enough to zeds location and stimulates its "need to feed"..

 
Nobody caaaaaares. This isn't your journal.
Looks like you cared enough to reply.

But seriously, I hope TFP do care to a certain degree about these ratings. I'm sure they will stick to their guns, and they should, but these grades must make them scratch behind their ears.

 
Person is attacked and gets infected but doesn't know it at the time.Scared, confused, and gripped with fear, they board the doors and windows.

Still the growing fear just won't let up, they find and go to what they think is a better safe-space (closet/attic/basement) trying to distance themselves from the horror.. they die.

As they reanimate, they don't have enough stimuli from the living, so they stay in their space.

A living being enters the place, the living being gets close enough to zeds location and stimulates its "need to feed"..
It's not the logic I'm disagreeing with, it's the frequency. That would explain one or two but half a dozen in every POI?

 
It's not the logic I'm disagreeing with, it's the frequency. That would explain one or two but half a dozen in every POI?
Oh, I agree they are over doing it, but I think it's mostly a bug.

Last time I checked during the A17experimental, the emptyChance="", nor the count="" was working like it should, but I haven't checked it for A17.1e yet.

If they fixed it, then I hope they tone it down. If they haven't fixed it yet, I hope they do soon.

 
I do like the idea behind the sleeper volumes and how they are used to spawn zombies at their spawn locations. It makes POI building a lot of fun and not very difficult. However, I am thinking that perhaps they need to add single-use spawners in POIs. Once activated, the spawner destroys itself and can never be used again for the duration of the game. Either that, or add an extra xml attribute to the spawner that represents whether or not the spawner is recycled. Then, replace many of the sleeper spawns with these.

 
It was full of loot too? I am not cheating one back in. I am asking for it to be fixed.
Then post a bug report. Your first post is in no way helps anyone. Not you, not TFP.

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top