PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Not all containers have the same kind of loot list. You'd have to be more specific.
Gazz... It does not matter what the loot list is.If I set the loot percentage to 100% the fact is that 25% will when searched have absolutely nothing in them.
If it does not matter then name one such container.

Right now you are using a lot of words to provide no trackable information.

 
Alpha 17 now uses nearly 4gb of my graphics card memory 2 more gigs than alpha 16 wow
You are welcome?

Were you planning to use the gfx card memory for something else while you are playing? =)

 
There is apparently a setting to not drop anything on death. When set on a dedi the UI shows 4 instead any text in the connection window. Is this a hidden feature?

 
Not looking to move stuff around, but if there's a door, yeh, I wanna be able to open/close it.
Right now, I can loot a poi pretty quickly, despite the "hidden" sleepers (rafters, cupboards, false floors, been there, seen it, got the t-shirt) because it's so easy to spot a loot container that might actually contain stuff.

The change was dumb. They could have left it as-is; I don't recall seeing anyone complain about it before.
Your right, I dont remember seeing anyone complain. However, the look makes the world feel more lived in.

Also, I'm sure the change required relatively less dev time to complete as it was probably just a graphics/modeling task.

Could it be more immersive and interactable? Sure it can but at what cost/trade off?

If I had to guess, the art guys probably had time in their schedule for the task so they decided to do it so they were not left sitting around doing nothing.

Perhaps lazy development to you. Efficient and value add time spent to me.

 
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?
Then your concerned more with a balancing issue? What would feel right to you? 25% POIs with rafter/cupboard zombies? 10%.

I agree it may feel alittle cheesy at times but it's not as bad as what we had before (zombies that just spawned and destroyed stuff until they see you). Although not perfect, What we have now is still an improvement.

 
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.
Considering the nicer loot when you get to the "end" of a dungeon POI, I think the amount of zeds is needed right now.

Maybe what's missing is just a better balance of dungeon POIs to normal POIs so the scavenging doesnt feel as linear. Or a POI variation system where there are 4 different variations of the same POI and the game only picks one variation per town/city.

For example, a motel chain with 4 different variations. You would expect to see many of these scattered in the world but the experience should vary some from each other.

 
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Then your concerned more with a balancing issue? What would feel right to you? 25% POIs with rafter/cupboard zombies? 10%.
I agree it may feel alittle cheesy at times but it's not as bad as what we had before (zombies that just spawned and destroyed stuff until they see you). Although not perfect, What we have now is still an improvement.
Maybe half of the ambush zombies we have now.

The problem is that if a jump scare happens often enough you get used to it and plan accordingly, the jump no longer scares you.

This is what I'm seeing with the ambush zombies. I'm expecting an ambush, I prepare for an ambush, I am ambushed, my anti-ambush behaviour is reinforced with positive conditioning... I prepare for another ambush. At no point do I let my guard down so that I can actually be ambushed.

 
And Pierce Brosnan...the best Bond.
*runs away*
giphy.gif


 
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.
Well for me I can only tell you my own opinion on this matter.

First let me say "I have been playing 7dtd and following everything since alpha 1."

There used to be a clear road map of what the game was going to be and where it was going and it was updating a lot more frequently back then.

It seems that in the past 4-5 alphas that this road map has been lost and the vision along with it.

I will now list the reasons why I personally feel this way.

#1 The removal of Original Ideas and things in the game which made it Unique and stand out from other games.(this has been a constant)

#2 The cloning of different aspects of many other games at the times of them being popular showing up in this game.(I'm sure you see similarities in each version which you can relate to titles that were popular at the time)

#3 The changing of everything in the game to only throwing it all out and change everything again.(If they have a roadmap just stick with it and improve the systems put in place instead of rewriting them each version.)

#4 The dumbing down of certain aspects of the game in order to IDK please some people.(This kind of goes hand and hand with the removal of things #1)

#5 the imbalance of materials to blocks to harvesting to building etc.(How can you continue to make a game and properly balance it if you haven't even agreed on what the basic blocks cost and give back when it is all over the place)

#6 Pushing level Gating (No one liked it the last time they did it and they still do not. Just because they thought they would be clever and have it here to Act like they removed it when in fact it is still there maybe not according to actual levels gating it but having to spend the points for levels to put into the new level gate known as strength intelligence etc.)

#7 The extremely long waits between versions and than the months of updates before we can actually get to the final playable version.(No one likes waiting a year or more before seeing any change.... Sure MM puts out pictures of things they are working on....

But if I were to send pictures to my Customers/clients of what I wanted to happen or see in the future and have them wait a year before I actually did it and it was broken or did not work. Well I would not have customers or a job for that matter.

It is not excepted in other business practices... but here it is okay? I say NO)

#8 The only thing that has improved consistently are the graphics. (Unfortunately I believe this is also a big reason for #1 and #4, There are plenty of games that have come out that I will continue to play for a long long time . not because of the graphics but because of the game play. I will give you an example SUNSET GAMES creators of FTL and most recently Into the Breach.... both have Pixel graphics with a ton of indepth game play and replayability)

I can list more A lot more but I can see why some people are just annoyed or not that interested anymore.

 
Am I the only one to just realize that there is a new garage door in the game ^^ (I triggered it by accident...) :

 
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Your right, I dont remember seeing anyone complain. However, the look makes the world feel more lived in.
Also, I'm sure the change required relatively less dev time to complete as it was probably just a graphics/modeling task.

Could it be more immersive and interactable? Sure it can but at what cost/trade off?

If I had to guess, the art guys probably had time in their schedule for the task so they decided to do it so they were not left sitting around doing nothing.

Perhaps lazy development to you. Efficient and value add time spent to me.
The lazy part is they're optimizing by making the world static, instead of actually optimizing. Sure, more blocks makes the world look better. More interactive blocks, makes the world more world like.

 
It would be a long game with just that plot, no need to stretch things out. Because to fight the aliens you will need a large groups and somehow get advanced weapons and armor to fight them on a even footing. That's enough for a part 1 and a part 2 or 3 even! :D
I remember talk of actually adding in Aliens... I ca't remember how it came about?

I know there used to be a sound in the game which seemed a lot like a alien craft flying by. I am not sure if it was a sound glitch or what but I do remember there being talk of aliens

Whether it was a joke because it was a sound glitch or if it was not a glitch and they were going to introduce them because of Enderman in Minecraft IDK.

I do remember another discussion of there actually being a story driven type thing found in books and notes etc.

I also remember TFP saying their Zombies were Unique and were controlled by some sort of Necromancer at around that time.

I think that may have come up because of the freeaky whispering you would hear from time to time.

Alas these sounds are gone and the Zombies as far as know... The most recent thing they said was that the zombies came about because of radiation.

 
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