PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Is there anyone here that ENJOYS randomgen more than previous versions? The terrain is more natural, there are mountains, burned out sections of towns (though I still question how things can be on fire 150 years later), and the graphics are simply amazing. The only thing IMO they need to fix is roads and transitions into other biomes and RWG would be perfect. The only 'wishlist' I'd have for RWG is:
I'm pretty much in agreement. I love the random gen for the mixed patches of terrian. Having bits of wastland or burnt biomes really gives the apocalyptic feel.

If they fixed the roads, the duplicate POI's and the lack of water it would be perfect for me.

 
2) Stop comparing it to Alpha 16, it's not Alpha 16, it's an entirely new game.
Stop telling us not to. It's not an entirely new game. If it was, then this would be Alpha 1.

What I, and most will do if there is some aspect of Alpha 17 that we do not like, is voice our opinion. We do this for at least three reasons:

1) That is the purpose of testing alpha versions.

2) The forum is a place to voice our opinions.

3) Good or bad, TFP values our feedback.

 
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Anyone else in the same boat? Have any thoughts or suggestions? If nobody else finds this a problem, then maybe I just need to alter my play style.
The broken rwg gives you plenty of a poi for nighttime work.....grab one of the cell tower compounds. They are well protected with iron bars, there are only 3-5 zombies present and if you spend the night wrenching all the computer sections, you get around 5K dollars for what you get...maybe more depending on buffs. Bonus is you can always find a dozen or more in each town. If you can grab a condiminium and clear it before night, you can spend the night or many nights if solo, stripping the place of all things valuable and get a nice supply of canned food and water. These are just 2 poi's I like to do at night. A regular house just won't keep you busy all night.

 
Including Roland it seems. Not trying to re-open a can of worms, but if you want the background, here you go.
This sarcastic response likely comes from another thread about A17.2E RWG, titled "just when you thought it couldn't get any worse..."

In that thread, Roland said (or admitted) that A17.2 experimental was deliberately released with RWG so broken, that you (TFP) asked your own internal QA team not to bother testing it. So it wasn't even close to being ready for testing publicly.
Yes, under great pressure I admitted that the devs weren't ready for bug reports on RWG at that time. It was such a horrible slip up that Madmole himself posted the same thing, himself, as recently as last week in response to people posting bugs about RWG in the official bug thread.

I'm pretty sure we're not looking to collect any RWG bugs since we have a brand new RWG we're working on.
What you fail to realize is that the devs themselves often test the game using.......Navezgane and whenever RWG is out of commission internally the testers and the devs use Navezgane since it is a perfectly viable environment for testing the game.

His defense of that move was that it didn't have to be ready for testing publicly, because experimental releases are not public releases. So don't complain, and if you can't handle it, go back to stable. That response didn't sit well with a lot of folks (including, especially, me).
No. I was not defending the move. The defense of the move is that since the developers maintained a perfectly viable Navezgane world for collecting the type of testing that they wanted it was perfectly acceptable to release an experimental build with RWG being non-functional. In fact, there were whole alphas without any RWG at all and I believe my first 500 hours in the game came solely from playing the only option available-- Navezgane.

My suggested coping mechanism for others (including, especially, you) was to opt out of experimental and go back to stable. Experimental is always voluntary which means that while testing and reporting and helping is appreciated, whining and ranting and scolding the devs is not.

Experimental releases are public in the sense that anyone who has purchased early access can choose to opt in and participate but it is different than regular releases that go out to everyone and automatically update their files to the new version. The reason experimental is even released is so that people will help out in those areas indicated by the devs and not so they can just play and then complain that their toy isn't working.

As a proof of the fact that in the developers' minds there is a difference for what is acceptable in experimental vs general stable public release they reverted the highly unpopular A17.2 experimental version of RWG which created either an island or huge bodies of water and no cities (the one you were vehemently complaining about and criticizing TFP for releasing to experimental) back to A17.1 which was still not ideal but (and here's the kicker so pay attention) it was what the general public was already playing and used to and the version in which they already had worlds generated-- so they felt that it was the best solution. See? Experimental one way. Public Stable release another way.

But, on to the positives: From Mad Mole's Twitter updates, it looks like the work Kin is doing will make RWG better than it's ever been. Hopefully it is ready in time for an A17 release.
Which is also what I and others have been saying this entire time since A17 came out. It is a work in progress. The current situation is not the intended final situation. It is being worked on.

Glad you're on board now. :)

Also, now that I finally stole a seed that produces a playable RWG world
And this is due in large part to the fact that the stable public version is different than the experimental version. Thank you for your feedback. It was part of what convinced the developers to revert RWG back to what it was in 17.1 before releasing A17.2 to the stable branch.

/so many worms

 
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Oh and to help with XP gain, give each town a name and give the player a small amount of XP for discovering it.
No Man's Land...? ;)

We should get to name zombie types we discover as well!

 
I can say with 74% confidence that 99.2% of us understand exactly what Experimental releases are for, and what types of feedback are appropriate and not childish.

Roland is a sissy puss.

No, wait, Sisyphus. That looks better.

 
roland pls record vido of u pushing rock up hill pls??//
I would but recording me teaching math to high school students requires parent release forms. It is a very similar rock though.

 
I would but recording me teaching math to high school students requires parent release forms. It is a very similar rock though.
I had a completely gorgeous single young lady teaching me advanced math for awhile, let me tell you, that was the hardest time I had learning... math. :)

 
I had a completely gorgeous single young lady teaching me advanced math for awhile, let me tell you, that was the hardest time I had learning... math. :)
I'm tempted to continue the math puns but that would be pandering to the lowest common denominator among us.

 
I myself finding the RWG amusing and with low expectations for this kind of landscape generation at the moment it's providing a hell of a lot of fun driving about.

I find strange mountain spikes and cork screw roads which begs me for a moment wondering am I on an alien world in NoMansSky or in 7 Days haha. Either way I am captivated and it doesn't distrupt from otherwise such a great game.

Like everyone else the RWG will just get better and that's a joy to know as my fun will just escalate accordingly.

Mean while I am enjoying the mods the awesome people out there have released already and makes this great game into an awesome one.

 
I've been playing on a map I created with the much maligned 17.2 b20 and it's been an absolute blast. Great variety of POI's and towns, admittedly it took three or four seeds before I found this one but this one is a keeper.

Haven't tried a new map on b27 yet, will probably wait for the next update as I've still got plenty of exploring to do on my current playthrough.

 
I am not going to reopen the original conversation (and regret even bringing it up again). But I do find this tidbit interesting:

they reverted the highly unpopular A17.2 experimental version of RWG
I was not aware they did this. I am only now noticing the single patch note about it in A17.2E B27 (from A17.2E B20): "Ruleset for 17.1 RWG is used again."

I'm sure this will make a lot of folks happy, especially those who want to use Magoli's Compo Pack.

On the other hand, I personally don't care either way that they did this. I was not specifically unhappy with A17.2E B20 RWG, but with RWG throughout all of A17 (including A17.1 and A17.0 stable).

Not that anyone should care, but this is what I had to say about A17 RWG:

https://7daystodie.com/forums/showthread.php?109608-RWG-Just-When-you-think-it-can-t-get-any-worse&p=946357#post946357

All of those issues have been present throughout all A17 versions, at least in my limited experience (and in my casual reading of the bug reports).

But as I said there, and will say again: TFP have made RWG a high priority, and we shouldn't count RWG out yet. At that time Madmole hadn't yet posted WIP pics of RWG. Now that he has, I have even more confidence it will, when finished, be great.

Also:

Is there anyone here that ENJOYS randomgen more than previous versions? The terrain is more natural, there are mountains, burned out sections of towns (though I still question how things can be on fire 150 years later), and the graphics are simply amazing.
In terms of current A17 RWG, I obviously disagree. But as for the graphics - 100% agree with you, A17 is miles beyond A16.

Hint: if you turn down your resolution you don't even have to mess with anything else like draw distance. I'm playing on a mid-level card from a few years ago, and can play with all settings maxed out.

I also think it's great that TFP recently added an option to turn off texture streaming. It didn't make any difference in my case, but I've seen a few posts from others where it did.

On the subject of significant positive changes:

The recently added blood moon frequency settings are a game changer. I'm trying a new playthrough style right now, and in addition to other changes, I have blood moon settings that are both incredibly infrequent and incredibly random. I think it's set to a base two weeks with a random offset of seven days (maybe both are even higher, can't remember now).

I love what this does to the game. Blood moons are no longer something you can reliably plan for. You don't know when they're coming, so they're like a sword of Damocles hanging over your head. Plus, since they're so far apart, the blood moons themselves are perceived as being far more destructive when they finally do arrive. You can't judge one blood moon by the previous, since your game stage has increased so much in that time.

One frustration I've had with 7D2D (and most non-plotted games generally) is that it's difficult to find a way to keep players invested at higher levels. The game is pushing you towards surviving better, and by the time you've "won" the game, it gets boring.

I'm trying to see if infrequent blood moons counteract this, and so far I think they will help tremendously. Say you set blood moons to the absolute rarest they can be. When they're not happening the player is lulled into a sense of false security, and when the blood moon finally hits, now your entire work is gone and your base destroyed, and you have to almost start over.

As a comparison, it's like blood moons create the early seasons of TWD. First you set up camp in the woods - and at the end of the "season" that camp is destroyed. Next, you set up in Hershel's farm - and at the end of that "season" it's destroyed. Next you set up in a prison... and you can see where this is going.

Hopefully TFP will get NPCs into the game before the first beta (though it sounds unlikely). If this happens you'll have the ability to not just play a zombie survival crafting game, but create player narratives and world-building that will rival TWD. Or, given TWD's latest seasons, probably surpass it.

 
Not that anyone should care, but this is what I had to say about A17 RWG:

https://7daystodie.com/forums/showthread.php?109608-RWG-Just-When-you-think-it-can-t-get-any-worse&p=946357#post946357

All of those issues have been present throughout all A17 versions, at least in my limited experience (and in my casual reading of the bug reports).
I'm not going to defend how bad RWG is at the moment, as there are some easy fixes TFP should have added to improve things, especially in POI distribution.

May I ask if you've looked for a mod or tried to fix problem yourself. There are a few mods that change the landscape generation and adjust the POI distribution to a point where you don't notice a lot of the problems you're talking about. I'm not saying it gets rid of the problems completely or that TFP should not have made some of these fixes earlier rather that waiting for a larger overhaul but it does make the game play well again.

 
Theres always been RWG not spawning something in correct I had an issue too with a water village although it looked cool so now its like a little venice.

If it helps... Since testing the crap out of map generations with the ability to set a size. I have noticed they tend to work out best if done in multiplications of the minimum value.

 
Lol. Roland. Madmole please will you put advanced back into the drawbridge it made lovely castle doors also some of the old textures look worse now like redwood. thanks for the raft and scope for xbow. asked for in 14. obviously a popular request. just need my screamer with the nurses hat a pinny for Halloween then that is me made-up.

thanks Ari

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Lol. Roland. Madmole please will you put advanced back into the drawbridge it made lovely castle doors also some of the old textures look worse now like redwood. thanks for the raft and scope for xbow. I remeber I asked for these in 14. obviously a popular request and not in there because of my request alone. Now I just need my screamer with the nurses hat a pinny for Halloween then that is me made-up. Especially if she has dual vocales both her own and that of the schoolgirl

thanks Ari

 
Sharing is caring!

I've been playing on a map I created with the much maligned 17.2 b20 and it's been an absolute blast. Great variety of POI's and towns, admittedly it took three or four seeds before I found this one but this one is a keeper.
Haven't tried a new map on b27 yet, will probably wait for the next update as I've still got plenty of exploring to do on my current playthrough.
Please share fellow traveler! BFE isn't to bad.

 
Lol. Roland. Madmole please will you put advanced back into the drawbridge it made lovely castle doors also some of the old textures look worse now like redwood. thanks for the raft and scope for xbow. asked for in 14. obviously a popular request. just need my screamer with the nurses hat a pinny for Halloween then that is me made-up.
thanks Ari

- - - Updated - - -

Lol. Roland. Madmole please will you put advanced back into the drawbridge it made lovely castle doors also some of the old textures look worse now like redwood. thanks for the raft and scope for xbow. I remeber I asked for these in 14. obviously a popular request and not in there because of my request alone. Now I just need my screamer with the nurses hat a pinny for Halloween then that is me made-up. Especially if she has dual vocales both her own and that of the schoolgirl

thanks Ari
I just edited the xml to fix the drawbridge. No idea why they changed it.

(blocks.xml changed onlysimplerotations to false, and it's back to normal)

 
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