PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You can protect a Area, but once done its not again editable
(Not sure, maybe it was vanilla or coppis mod that allow this)

maybe its easyer to make a Bunker and spawn a Trader in it
It's easy enough to remove trader protection, if that's what you want.

 
So whats the arrow in the path of a heart all about ?

cvLeDLn.jpg


Also the text on bus, i cant make it out?
Looks like someone misspelled BOGUS

 
an Endgame to a sandbox is tricky, as by definition its non linear. However I think a good alternative would be to include the restart as an in game option that makes sense. For example- You build you base, get to the "boredom factor", however there is still a government structure holding on (thats where the supply crates come from). They have seen your progress and want you to "tame" another area for repopulation. Once you get that quest option in a crate, you can activate it, go to a designated Evac, the game then refreshes (random seed?) and you respawn with some random gear in crates (plus what was on your toolbelt).How many starting points for refugees can you build?
As a player who likes exploration, I would love a mode like this! One nice thing about this idea is it could open up the random world generator to more extremes, like surviving a week in an all-snow world. Choosing what's most important to bring with you, not knowing what's ahead, would be really interesting.

From a game immersion perspective and visual perspective, the bedrock indestructible traders always seemed kinda silly. Now, with turrets, it wouldn't really matter as much. The walls would effectively be actively defended, even if only by decoration. So would make more sense why they traders never seemed to have to worry about blood moon and such.
I recommend reducing the indestructible protected zone to the trader's trailer itself. It's the ideal option so long as protection is necessary, as the trailer is already in place as a strong-looking, self-contained, well-defined area within the trader's base.

Maybe airdrops wouldn't start falling until you do some kind of action at a cell tower or radio dish. Something to let whoever is dropping supplies know you're alive.
I think that would really hurt their purpose. The most important airdrop is the very first one, that comes on Day 4 by default. On that day, the stuff in the crate is typically high value, even life saving for you. But by the time you've advanced enough to start operating electronics or machinery, you barely care what's in the airdrops anymore.

 
As a player who likes exploration, I would love a mode like this! One nice thing about this idea is it could open up the random world generator to more extremes, like surviving a week in an all-snow world. Choosing what's most important to bring with you, not knowing what's ahead, would be really interesting.

I think that would really hurt their purpose. The most important airdrop is the very first one, that comes on Day 4 by default. On that day, the stuff in the crate is typically high value, even life saving for you. But by the time you've advanced enough to start operating electronics or machinery, you barely care what's in the airdrops anymore.
I moved mine from 4 to 7th day. never actually tried default for air drop, seemed too easy.

btw I am giving up my worship of the RNGesus. half the cars in Navezgane are gone, scrapped out. only found 3 motors. I shall now see if I can sacrifice Trader Rekt to Lootsifer and see if I get better drops from cars. usually dont have this prob.

 
As a player who likes exploration, I would love a mode like this!
I would like a Naveszgane with 4 "Entrances" if you folow such a path you can move to a other Randommap (and return)

On Multiplayer your savegame would be send to a other server (if Both are (by the admins with a password) connected )

Means Navezgane for Bases and RWG for nomads, but would need cooperating servers

 
That new trader base looks cool but... Realistically it's not really going to look like that is it? That would be a lot of junk items added. My wish list is more zombie types, more weapons and firearms, hazmat suits that work.

My idea for the radiation zone is that it has a lot of cities and POIs in it and you are far more likely to find better loot and rare loot... However it's super dam dangerous. All the zombies are feral, the streets are filled with walkers and buildings filled with sleepers, dog, and vultures are common as are radioactive zombies. Maybe even add zombie wolves and dire wolves to this are specifically along with some other unique zeds. I kind of miss cities actually being well... dangerous and creepy, they don't even have the creepy atmosphere now.

Also a better creative mode which includes instant block breaking and zoning, so we can control what spawns where and what loot you can get and how many spawn. With a world and POI sharing system. I wanna create a realistic looking city with sewers and subway systems.

Also, zombie fireman that swings an axe, zombie riot police and swat zombie. With the military and swat zombies carrying guns which they haphazardly fire like in Resident Evil 6. Putrid exploding zombies, they don't do as much damage as cops but they always run. They are horribly bloated with their guts visible.

I would say check this out for zombie ideas http://www.vgamerz.com/dying-light-meet-your-enemies-all-zombie-types/

 
I'd lay off on the major zeds FOR NOW, the hulk and irradiated bullet sponges are already pushing it. come back to this part again later.

We are gonna have bandits and raiders as well. This is a major source of endgame badness that hasn't been tapped yet. they will be armed, hopefully have really good ai, clever ploys for breaching bases and stealing from our supplies. They should have the good loots that they have been out collecting. major defenses done gradually over time.

with no story, throwing out more zed types is just well... crappy. get the story done so we see where this stuff is coming from. It is time to progress. we got the zombies, bring out the rest of the world.

You hired new programmers, artists, ai and world builders,. Who is the story writer?

you have the flavor, it is time to start adding depth to the game.

edit: btw I say this with over 4700 hours played. so... much love, wanting more

 
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What I fear is that it'll just turn out like most zombie games where the focus on the zombies is lost and it just becomes a bandit shooter.

 
What I fear is that it'll just turn out like most zombie games where the focus on the zombies is lost and it just becomes a bandit shooter.
well, it is only supposed to be part zombie. survival, explorer, sandbox, builder. and bandits were in the original goals. no set main focus, just various threats.

Tho a slight zed revamp on timing would be nice. I know it is called 7Days to Die, but thought that was originally how long the infection took to kill us. I would rather have a monthly blood moon, with the old randomness of not knowing if you will be hit by a roaming horde some nights.

Night time biggest threat would always be zeds, but daytime? unless it is always feral, bandits would be the bigger threat. each having their own slot to fill.

 
What I fear is that it'll just turn out like most zombie games where the focus on the zombies is lost and it just becomes a bandit shooter.
Personally I hope the Bandit thing becomes more of the mobile threat. So when you're out cruising around, you may get run up on by bandits or hit a bandit roadblock. Especially nasty if TFP makes more vehicles, like cars and trucks. Where off roading isn't as simple.

 
Personally I hope the Bandit thing becomes more of the mobile threat. So when you're out cruising around, you may get run up on by bandits or hit a bandit roadblock. Especially nasty if TFP makes more vehicles, like cars and trucks. Where off roading isn't as simple.
Unless the road block was hidden around the corner of a hill or building. You would see it a long way off and plan accordingly.

Either by planning a way to clear it or avoiding it entirely.

 
Unless the road block was hidden around the corner of a hill or building. You would see it a long way off and plan accordingly.
Either by planning a way to clear it or avoiding it entirely.
same could be said of most situations in a game. but those pitfall traps are in for a reason, that and paint. hmmm, freeway bridges need to be put in as well.

 
What I don't understand is why people would rather have a zed only world instead of one that feels like a living breathing world with zeds and a few survivors and some of those survivors are good, some are neutral, and some are nasty.

 
What I don't understand is why people would rather have a zed only world instead of one that feels like a living breathing world with zeds and a few survivors and some of those survivors are good, some are neutral, and some are nasty.
They want to be the best.

Its easyer if you are alone !

Hi hi
 
What I don't understand is why people would rather have a zed only world instead of one that feels like a living breathing world with zeds and a few survivors and some of those survivors are good, some are neutral, and some are nasty.
I would be good with that.

But anyway. I guess that some people like to focus on the zombie horror thing. Like there the last person on Earth or something.

I mean that's what this game seems like in single player. Well other than the supply plane ofc. It's like your having to survive on your own.

Adding bandits would change all that. Your no longer alone.

Plus you have to worry about people shooting at you and being able to chase you, even in the day time, in groups, pack behavior. Rather than a single zombie or a group of them stumbling after you.

Plus bandits think differently. Zombies are only after one thing. To feed. Bandits will try to kill you to get your loot. That means that they will try to steal your bike or loot your base. Even when the player wasn't there. Like MP.

I don't know what it is but I still think that Alpha 9.3 was the best. That's when I started playing the game. There is just something about that version that is really cool.

 
I don't know what it is but I still think that Alpha 9.3 was the best. That's when I started playing the game. There is just something about that version that is really cool.
Well I think that anyone who is still here after all this time is not the average rage quitting player. We kept playing even when getting killed until we figured out how to survive in the world. That process of discovery can never be duplicated again. Every Alpha after the first one is just the same thing with some new aspects. You will never be able to return, though, to the coolness factor of those first couple of days when you were trying to figure everything out and everything was new and unfamiliar.

Alpha 6 was my first time... :tickled_pink:

 
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