PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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"7 Days to efficiency" would suck the fun out of it for me. All different playstyles, all different taste. Dont think the pimps can ever please everyone. Allthough they are trying their butts of to do so anyways.
Cheers
Why people tend to go always for the wrong part of the post?

Play the efficient way is my way, what's is wrong with the game is that a macro can be most efficient play style. Literally a trained bonobo can do it. Requires zero skills, zero thinking, you just need to hold LMB.

That is the important part, not how I play.

 
Why people tend to go always for the wrong part of the post?
Play the efficient way is my way, what's is wrong with the game is that a macro can be most efficient play style. Literally a trained bonobo can do it. Requires zero skills, zero thinking, you just need to hold LMB.

That is the important part, not how I play.
Then dont use a macro (or that playstyle for that matter)?

You have a choice you know?

Cheers

 
Why people tend to go always for the wrong part of the post?
Play the efficient way is my way, what's is wrong with the game is that a macro can be most efficient play style. Literally a trained bonobo can do it. Requires zero skills, zero thinking, you just need to hold LMB.

That is the important part, not how I play.
I'm curious, how would you develop the game to be more to your liking? You can already Screamer farm for all the XP in the world, you can mine for XP, you can abuse the trader for XP, you can reset horde night for XP, you can clear POIs for XP, you can quest for XP, ect.....

The game is geared for many different playstyles, just because you can play with a macro as you described, doesn't mean you have to, or should lol.

Heck, I could literally just sit in a base while a friend screamer farms close to me and get just as much XP, doesn't mean I will do that lmao.

 
I just installed the game again to see if I wanna play. I generated 5 seeds and gave up. Uninstalled again.

Any news on the RWG update?

 
I just installed the game again to see if I wanna play. I generated 5 seeds and gave up. Uninstalled again.
Any news on the RWG update?
No nothing yet. Here's to hoping 17.2 will contain some fixes.

Waiting on the update to start playing too.

 
I'm curious, how would you develop the game to be more to your liking? You can already Screamer farm for all the XP in the world, you can mine for XP, you can abuse the trader for XP, you can reset horde night for XP, you can clear POIs for XP, you can quest for XP, ect.....
The game is geared for many different playstyles, just because you can play with a macro as you described, doesn't mean you have to, or should lol.

Heck, I could literally just sit in a base while a friend screamer farms close to me and get just as much XP, doesn't mean I will do that lmao.
I believe devs intended way to play the game should be the most rewarding without completely shutdown alternative playstyles.

When they improve AI to make zombies more of a threat, add dungeons POIs I feel fighting them is probably the intended way. So that aspect should be more rewarded than just digging.

The way it is now you're more rewarded for doing boring and simple no brainer activities like mining, using the metal you got to craft tools and sell them to the trader.

Alternative ways should be viable, but not the overall best.

It's like everyone gets a participation trophy and that ultimately heavily diminishes the trophy value.

This video talks about it quite well

 
Other then the horrific roads in 16.1 RWG, what else do you see wrong?

I think TFP is trying to push us to use the Gyro instead of roads :) eventually we will parachute in from Gyros and the map will get smaller until no one is left... :)

 
I believe devs intended way to play the game should be the most rewarding without completely shutdown alternative playstyles.
When they improve AI to make zombies more of a threat, add dungeons POIs I feel fighting them is probably the intended way. So that aspect should be more rewarded than just digging.

The way it is now you're more rewarded for doing boring and simple no brainer activities like mining, using the metal you got to craft tools and sell them to the trader.

Alternative ways should be viable, but not the overall best.

It's like everyone gets a participation trophy and that ultimately heavily diminishes the trophy value.

This video talks about it quite well

I completely understand what your meaning is. I completely do not understand why you feel because there are other options that it somehow means that you cannot play the way you want to?

It may help to not look at it like a reward, or trophies, for playing the game. Just play the way you want to and have fun. That's what I did when I was upset with the path the game chose. Trust me, I complained about other features and ultimately realized that it didn't matter if I could still play the way I want to.

 
Other then the horrific roads in 16.1 RWG, what else do you see wrong?
I think TFP is trying to push us to use the Gyro instead of roads :) eventually we will parachute in from Gyros and the map will get smaller until no one is left... :)
The biggest issues was are seeing with the latest release aren't just the roads... endless spawns of the same poi next to each other for one.... we just found 8 junkyards next to each other separated by three water treatment plants, yet we haven''t come across one single gas station of any kind yet, or any of the skyscrapers.

Maps seem to be 50% wasteland, the ugliest and most dangerous biome of the lot.

I wasn't overly fond of the plains biome, but at least it wasn't wasteland. We need more biomes than what we have currently...several forest types, and wasteland should be no more than 20% of a map.. and there should be more destroyed buildings in the wasteland.. its pretty much empty right now with pois a mile apart, IF that. More decorations would help.

 
Other then the horrific roads in 16.1 RWG, what else do you see wrong?
I think TFP is trying to push us to use the Gyro instead of roads :) eventually we will parachute in from Gyros and the map will get smaller until no one is left... :)
7DTD turned into a BR game = insta uninstall for this guy lol

 
RWG Changes

I just installed the game again to see if I wanna play. I generated 5 seeds and gave up. Uninstalled again.
The biggest issues was are seeing with the latest release aren't just the roads... endless spawns of the same poi next to each other for one.... we just found 8 junkyards next to each other separated by three water treatment plants, yet we haven''t come across one single gas station of any kind yet, or any of the skyscrapers.
I've been looking into the xml files for the RWG and found the deverisity problems with buildings seem to be with the way they've been grouped and the number of buildings in a particular group. There also seems to be a bug within the probability generator within the group that also limits choice.

The following changes seem to correct a lot of the the problems. I've added a lot of max counts, extra buildings that make sense into the groups and adjusted the probability to get around what seems to be bugs within the generation.

It still leaves some similar issues with other buildings but it's much improved and playable now.

Sorry I've not made it into a mod but i've not had time to learn how to add new elements to a rule, only to edit edit existing ones, but that doesn't fix all the problems, so editing the xml was quicker.

Code:
rwgmixer.xml
	<prefab_rule name="industrialGroup">
		<prefab rule="skyscrapers" min_count="1" max_count="2" />
		<prefab rule="industrial_Bldgs" min_count="2" max_count="4" />
		<prefab rule="industrial_JunkyardsLots" max_count="4" />
		<prefab rule="industrial_MpWasteBldgs" max_count="4"/>
		<prefab rule="industrial_RubbleBldgs" max_count="4"/>
	</prefab_rule>
Code:
rwgmixer.xml
	<prefab_rule name="skyscrapers"> <!-- Downtown Zone Groups -->
		<prefab name="skyscraper_01" prob="0.2"/>
		<prefab name="skyscraper_02" prob="0.2"/>
		<prefab name="skyscraper_03" prob="0.2"/>
		<prefab name="skyscraper_04" prob="0.2"/>
	</prefab_rule>
Code:
rwgmixer.xml
	<prefab_rule name="industrial_Bldgs">  <!-- Industrial Zone Groups -->
		<prefab name="installation_red_mesa" prob="0.18"/>
		<prefab name="sawmill_01_snow" prob="0.18"/>
		<prefab name="utility_waterworks_01" prob="0.25"/>
		<prefab name="utility_electric_co_01" prob="0.25"/>
		<prefab name="utility_refinery_01" prob="0.25"/>
		<prefab name="factory_lg_01" prob="0.3"/>
		<prefab name="factory_lg_02" prob="0.3"/>
		<prefab rule="oldResidential_Garages" prob="0.3" max_count="1"/>
		<prefab name="parking_lot_01" prob="0.3" max_count="1"/>
		<prefab name="parking_garage_01" prob="0.3" max_count="1"/>      
		<prefab name="settlement_01" />
	</prefab_rule>
Code:
rwgmixer.xml
	<prefab_rule name="industrial_JunkyardsLots">
		<prefab name="vacant_lot_01" prob="0.18"/>
		<prefab name="vacant_lot_02" prob="0.18"/>
		<prefab name="vacant_lot_03" prob="0.18"/>
		<prefab name="vacant_lot_04" prob="0.18"/>
		<prefab name="mp_waste_sewer_hole_1" prob="0.18"/>
		<prefab name="utility_celltower_02" prob="0.19" max_count="1"/>
		<prefab name="utility_celltower_01" prob="0.2" max_count="1"/>
		<prefab name="army_barracks_01" prob="0.25" max_count="1"/>
		<prefab name="army_camp_01" prob="0.25" max_count="1"/>
		<prefab name="junkyard_lg_01" prob="0.3"/>
		<prefab name="junkyard_med_01" prob="0.3"/>
		<prefab name="parking_lot_01" prob="0.3" max_count="1"/>
		<prefab name="parking_garage_01" prob="0.3" max_count="1"/>
		<prefab name="prison_01" prob="0.17" max_count="1"/>
	</prefab_rule>
 
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Other then the horrific roads in 16.1 RWG, what else do you see wrong?
Thats the first sign of the main lore.

World war -> Zombievirus (Biological weapon that as sideeffect make Human more tasty) -> Terraforming by the aliens

(And my i guess you mean 17.1 ?)

 
Other then the horrific roads in 16.1 RWG, what else do you see wrong?
I think TFP is trying to push us to use the Gyro instead of roads :) eventually we will parachute in from Gyros and the map will get smaller until no one is left... :)

You can mod the game like Roland and I did:

View attachment 27479

Here we are, fighting for our very lives against the flying debris that was once a zombie vulture, you can see zombie bits on the sand. Let me tell you Day 1 can get real!

 
The problem with your argument is that users are complaining about almost everything. ANY change done by TFP can therefore be atrributed to users complaining. In the same paragraph you talk about them listening too much you complain about them not listening to complaints about end game (there have been lots of users complaining about end game)
Case in point: You say 2016 review, that was the time of A15. The next version, which you say has been about graphics, is Alpha16, which to my knowledge was about everything BUT graphics. I may be wrong, so please tell me what graphics focus you are talking about. See also an independent source on what A16 was about: https://www.greenmangaming.com/blog/7-days-die-whats-alpha-16-update/ . The only dedicated graphics stuff according to greenmangaming were a few new animal textures and the painting tool.

Generally TFP have shown that they implement features because they want them (you can ask a lot of forum users who spam their dissatisfaction with TFPs direction), but balance the features according to feedback. Which is one of three big reasons you do early access.

Aaah, so you want to play World of Zombiecraft! :cocksure:
Love getting snarky replies for having an opinion. Not sure why you are referencing a random game review website that says it got the information form this Forum, but ok.

Blocks and Building

Jail Cell door

Iron Bar block with outside, centre, and inside edge rotations

Outside corner stairs

Unified block system which allows for 24 rotations and texture alignment between blocks

Painting tool that will allow for multiple textures and colours for greater building variety

Bulletproof Glass

Rain Gutters

3d Ladders

World Generation

Distant Terrain 2.0 featuring distant POI’s

Socket System for POI’s and cities that mesh more naturally with the terrain

City districts for more organic city layouts with industrial, commercial, and residential zoning

Enhanced world previewer using the new LOD models of POI’s

More Character options

New beards

More hair styles

New clothing

You obviously havent played long enough to know that the early Front Runner Tek Server Admin Tool had an arena option. The airdop is a world event. Traders are NPC's. That's what Im referring to. Need more. Don't need someone to tell me go play another game just because you don't agree with me.

 
What is up with these roads? They seem smooth but are bumpy as can be if you try riding on them. In most places they are ok but some areas it's like trying to ride over jagged rock.

 
The idea of "the way the devs intend for the game to be played" is misguided. I think it's much more likely that the devs "intend" for the systems in the game to work a certain way, but beyond that they don't "intend" for us to play any particular way. They want to create a working world where we can go have fun by playing however we want to within the constraints of the world. My guess is they have a few "Hmm, never thought about that" moments as us trained bonobos figure out new and interesting ways to interact with the world they created.

It doesn't seem rational to find the most boring, macro-enabled way to earn in-game cash and then complain that such a thing exists. A rational person would ask herself "what do I enjoy doing in sandbox games with zombies in the mix?" and then try to go do that in the game. Hate the drudgery of mining? Alright, don't do that. And definitely don't set up a macro to do it for you and then complain that you were able to set up a macro to do this thing you hate.

 
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