PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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One thing that I did notice about the video is that Madmole had an item on his tool belt that was previously deleted from the game. Large stone block I think.
Is this coming back to the game?
Isn't that block in creative menu? If so that might explain it.

 
One thing that I did notice about the video is that Madmole had an item on his tool belt that was previously deleted from the game. Large stone block I think. Is this coming back to the game?
Was it removed in A16? Because in A15 I remember making something like that from the concrete mixer. Didn't seem like it had much appeal to it, however. Just was like a terrain block I think...

 
Love the new dungeon style houses! Kinda hope that not every house is like this though, honestly I feel like they should be less common than the standard smash 'n dash houses we have now. They should be a treat to come across with better than average loot. After all it'd make more sense that fewer houses would be loaded with loot and pallets of supplies anyway, and most would be abandoned and ransacked.
The idea being that most houses would be empty and already scavenged by survivors. Then we come across these dungeon houses that were used as bases by survivors and they got overrun by zombies hordes, and that's why there's so much stuff lying around.
yes hope they dont over due it....

 
I really like the level of detail that was put into the new houses. I also get why there are so many zombies. These are just to show how many different places that sleepers can spawn in these houses.

But what I don't get are two things.

First. The size of all of each house seems much bigger than what average people would have. Plus each house seems to be loaded up like a warehouse. While this looks cool. It does seem a lot for simple dwellings.

Second. Madmole talked about the grunge look. Making everything look dirty. I am not sure why this has to be that way. I mean if this happened soon after the conflict. You would think that you would find some areas that are not messed up and even look clean. Unless TFP's are going for the Fallout (wake up a hundred years after the fact) look.

 
If all Houses get more crates it should be no problem to reduce the droprates inside these crates.

So not that big issue i see there

 
I'd be happy to do one with totally made up answers based on my shaky memory and shoddy imagination; throw in my lack of intuitive insight and I'm sure I could answer ALL of y'alls questions.
You have my vote for Community Obfuscator!

 
On the topic of leveled loot, I agree with guppy that I don't really care for it. To me it's just an artificial way of creating a progression gap. It works in some rpg games that have more of a linear progression system, but in an open sandbox game it doesn't feel right.

I'd rather have loot be weighed more on the tiers instead. A tier of scrap metal tools between stone and iron would be a good start, and perhaps different tiers of crafting stations as well that are required for the highest tier item crafting.

 
Isn't that block in creative menu? If so that might explain it.

Was it removed in A16? Because in A15 I remember making something like that from the concrete mixer. Didn't seem like it had much appeal to it, however. Just was like a terrain block I think...
Thanks for the info. I will look into it.

 
Thanks for the info. I will look into it.
DM on then open creative menu, and choose the Dev icon (looks like computer and speakers on top left next to the search window), type the number 48 LOOTSTONEHELPER (only shows in dev section. also, item 1 Stone is still in game in the creative menu. :)

 
More travel paths are a good thing but lets not diminish the good here. All of these houses were previously so plain long overdue for an update. I would love every old prefab get the "skyscrapper" treatment.
Aaaaah, no. Texture update, definitely. More variety, definitely. But not every house should have a cramped one-way street linear path. But MM already said the old houses will still be there, so all good.

It is worth mentioning players will find ways to make multiple paths given this is a voxel game already. :)
No, that was already mentioned and it's beside the point. It isn't about short cuts, it is about looking more realistic and less set-up and it is about the advantage a labyrinth and multiple doors have over a single path with always one door.

A player who follows the path instead of making his own path (and lots of players including me will do this at least once in each prefab) will check out any room and all alternative paths anyway, because something to see, zombies and loot could be anywhere. So it doesn't shorten the experience at all, but you don't feel as much as a customer of a disney theme park anymore.

 
i dont love POIs that have a "predesigned" path.

But as a mix besides normal realistic POis i am not against it.

The shown houses look really great, and btw i allready saw weak points to bypass these pathes.

 
I am wondering if there will be changes in the houses and buildings in the other towns, Perishton and Gravestown. I figure the houses will be different, but what about the POIs, will there be changes in them also? I think it would be cool if you went into a POI, such as the gun store and there was a basement that had something like a coal chute in it. Some of those old buildings would have years ago used coal to heat and the chute would be there with nothing in it but some boxes, but behind one would be a zombie, or a crate that held some loot, or a door to another room that had crates with special loot in them. Or, it could be some empty boxes where they were tossed as they waited for trash pickup day. Empty pallets that we could break up for wood so the work of breaking into the room isn't for nothing; a bit of compensation. Nothing is more frustrating than fighting or working hard to get something and it be empty. The irradiated zombies for example. Stupid bullet or arrow sponges and no loot.

 
The 2nd house when he said I'll let you guess what that is on the first floor. When he loaded up he went through it to go outside and a zombie was in it lol

 
I want rakes or hoes to show up on the road and infields randomly. stepping on them causes a mild concussion.

PS: I am currently in Cancun for 8 days so most of my post will not be very productive.

PSS: Why does 7DTD not have a resort location on a beach? maybe even fishing dock/pier to go with the future Fishing features that you will build because of my subliminal messaging...

 
I want rakes or hoes to show up on the road and infields randomly. stepping on them causes a mild concussion.
PS: I am currently in Cancun for 8 days so most of my post will not be very productive.

PSS: Why does 7DTD not have a resort location on a beach? maybe even fishing dock/pier to go with the future Fishing features that you will build because of my subliminal messaging...
In Navesgane it does, on Spillway lake. There's a Fishing area in the middle of the pond, and a harbor, a marina called "Al's Marina" and a normal fishing hose near the lake. I lived there once, it was quite nice.

 
PSS: Why does 7DTD not have a resort location on a beach? maybe even fishing dock/pier to go with the future Fishing features that you will build because of my subliminal messaging...
There already are piers/fishing docks on the Navezgane map.

 
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