PC v1.x Developer Diary

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More pictures courtesy of Dollishdes's pax streams on twitch.

Looks like the old loading screen with some old zombie models remains. Looks like the inventory item lock hasn't been changed either, which is kind of diappointing since its a bit awkward. but its still a while before summer.

Honestly, I was kind of hoping for more gameplay changes. But I guess stuff could change as we approach summer. The key racks by doors are still a thing, they still seem to be locked (open), and you can't pick them but I still hope for a lockpicking overhaul, and a removal of some weird/jank aspects, like doors being stuck in an open state after grabbing the key. Still no zombie body looting, looks like it won't be returning, sadly (I'm probably the only person who cares about this, but I think it'd be nice.

Still think it'd be cool if the game got back some of its scarier/immersive elements, like the raw meat attracting zombies system. Looks like furniture items such as cabinets and appliances still become un-interactable after looting, so still a bit of an annoyance for house refurbishers, but I think I saw some cabinets staying interactable after looting? So, there's a chance, but I only saw that with someone reading a magazine in a cabinet, so it might be different from taking all the items. Seems like mostly a visual update outside of armor changes, at least from what I've been able to see, but this could change in the coming months.

I haven't seen any footage with the new pigs, boars look the same.

Not sure if interior lighting has been improved. Some shots make it look like it has, hopefully the sudden darkness in rooms with open windows or massive holes in the walls goes away, or at least gets improved.

Could only get that one screenshot of the skill screen, not sure if anything's changed.

Blood moons menu looks pretty standard. Has a store, so microtransactions? Oof.

Once again, sorry for the quality.

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The key racks by doors are still a thing, they still seem to be locked (open), and you can't pick them but I still hope for a lockpicking overhaul, and a removal of some weird/jank aspects, like doors being stuck in an open state after grabbing the key.


We have a new function that allows locked doors open by triggers to be switched to the unlock state afterwards.

Not all applicable POIs have been updated with this yet.  It will also be a case by case thing since depending on the use case.

 
We have a new function that allows locked doors open by triggers to be switched to the unlock state afterwards.

Not all applicable POIs have been updated with this yet.  It will also be a case by case thing since depending on the use case.
That's good. It's just a small thing that gets to me sometimes. Espescially if I want to use a locked open door as my entrance. I'd honestly prefer if it was just unlocked from the get go in every case, but that's just me. I also just think it hurts immersion/intuitiveness a little, since you'd expect the door to just be unlocked when you grab the key, but for now, they just magically open as soon as you grab the key without even touching the door.

 
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A storm is on the horizon.

If I understand correctly, we PC people will get an A22 experimental build, and then, when it's stable, the consoles will get it.

If that's the case, The Fun Pimps should get ready for a storm of complaints from the console crowd. Why is the PC getting it first? Bla bla bla... Boo hoo hoo!

We are used to backlash from the console community but, In my view, it will fill the X platform with negative comments.

With all that said, I'm happy that the game is getting a proper console release; everyone should play 7 Days to Die, not just PC / Mac / Linux owners.

Any thoughts or comments on this?

 
What about Lock picking to open doors?
Not aware of any plans to add that in but maybe in the future.

A storm is on the horizon.

If I understand correctly, we PC people will get an A22 experimental build, and then, when it's stable, the consoles will get it.

If that's the case, The Fun Pimps should get ready for a storm of complaints from the console crowd. Why is the PC getting it first? Bla bla bla... Boo hoo hoo!

We are used to backlash from the console community but, In my view, it will fill the X platform with negative comments.

With all that said, I'm happy that the game is getting a proper console release; everyone should play 7 Days to Die, not just PC / Mac / Linux owners.

Any thoughts or comments on this?


Experimental build for the consoles?  I would imagine most console players would prefer a stable version after waiting as long as they have.

 
What about Lock picking to open doors?
+1 from me here, really hope we get this at some point. Would make lockpicking a lot more fun, and would let us go through pois in a less linear manner. Maybe make it exclusive to certain types of doors, or make it upgrade as you level up lockpicking, maybe starting with wooden doors and progressing from there. it'd be cool to pick garage doors even though that makes no sense, since garage doors have an absurd amount of hp usually.

 
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I only want lockpicking expanded in the game if we get a proper minigame for it or something. I don't need more opportunities to sit there twiddling my thumbs watching a timer count down. And yes, I know there's a mod for that... 😂

 
I think if they want to make it so you can unlock doors, they need to redo lockpicking.  Right now, you can go through 10-20 lockpicks on one container of you have bad luck.  I'm not about to waste time and lockpicks on a door the way it is now.  It is far easier and generally faster to break down the door.  And since noise doesn't matter for waking up zombies, there is no real value in lockpicking a door right now.

 
...Still no zombie body looting, looks like it won't be returning, sadly (I'm probably the only person who cares about this, but I think it'd be nice.

...Not sure if interior lighting has been improved. Some shots make it look like it has, hopefully the sudden darkness in rooms with open windows or massive holes in the walls goes away, or at least gets improved.
No plans to add back zombie looting. I find it tedious.

Block ambient occlusion has returned, so interiors are darker separate from ambient light. We still change the ambient light for indoor/outdoor, but subtle.

 
I only want lockpicking expanded in the game if we get a proper minigame for it or something. I don't need more opportunities to sit there twiddling my thumbs watching a timer count down. And yes, I know there's a mod for that... 😂
I'm not really a fan of the lockpicking mini games as seen in games like Skyrim.  They are fine in a game where you don't pick many locks, but when almost every POI has at least one locked chest and potentially multiple safes, it would get old really fast.

For a game like this, I'd prefer to use the method of not being able to unlock something if you don't have enough skill but once you do have enough skill, you can unlock that level lock every time.  Better than Skyrim style where you can get lucky and unlock a max level lock on the first try with basically no skill if you luck out in where you place the lockpick.

Lockpicks can be single use to not make lockpicks last forever with max skill.

 
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No plans to add back zombie looting. I find it tedious.

Block ambient occlusion has returned, so interiors are darker separate from ambient light. We still change the ambient light for indoor/outdoor, but subtle.
Yeah, good point. It probably is tedious. I guess the only reason I liked it was due to immersion, since I'm not a huge fan of loot bags, but given the larger zombie counts, it definitely would be a bit annoying, sorry. I don't know how to explain why I like it. I guess its just a mechanic I've always liked. Also made it rewarding for killing certain enemies with contextual equipment, like how I believe you used to be able to kill lumberjack zombies for axes. I always thought that was neat.

That's good to see. looking forward to it. Thank you! 😃

 
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I guess its just a mechanic I've always liked. Also made it rewarding for killing certain enemies with contextual equipment, like how I believe you used to be able to kill lumberjack zombies for axes. I always thought that was neat.
That was my favorite part as well. Made you hunt specific enemies. I don't necessarily hate the loot bag system they use now, but I do hate how cookie cutter the loot bag contents are. Just go watch Glock's current series to see what I mean. I think the only reason more people don't complain is how rare the bags are normally.

 
I'm not really a fan of the lockpicking mini games as seen in games like Skyrim.  They are fine in a game where you don't pick many locks, but when almost every POI has at least one locked chest and potentially multiple safes, it would get old really fast.

For a game like this, I'd prefer to use the method of not being able to unlock something if you don't have enough skill but once you do have enough skill, you can unlock that level lock every time.  Better than Skyrim style where you can get lucky and unlock a max level lock on the first try with basically no skill if you luck out in where you place the lockpick.

Lockpicks can be single use to not make lockpicks last forever with max skill.


I agree, I hate mini-games with a vengeance.

The only thing I have to critizise about the lockpick system is that investing many points into it does not feel useful. Even fully specced it takes a long time and feels not much faster than unspecced. And in contrast the shotgun or pickaxe of a fully specced strength player seems as fast as a fully specced lockpick, but the points invested in the pickaxe seem to be better invested as the pickaxe has more uses.

 
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I like the new method as I can quickly tell if I looted some of the containers.  If you don’t want it that way, it is easy to modify it to stay as containers


I like it too, though I do wish it was possible to put something into empty cabinets and then have the doors appear closed. That is, reverse the current process, maybe with an ALT-click to signal the desire to swap the block from empty to full and create an inventory. It isn't an important thing though.

What about Lock picking to open doors?


I'd be for that. Most doors aren't even a significant barrier for a stone axe. By the time I'm picking locks an iron pick is tearing them up. It means some POIs being used as bases by players can keep nice looking doors rather than having to replace a nice door with a rough wooden one.

 
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