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Burrfly

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Posts posted by Burrfly

  1. Hey Roland,

    Amazing stories :)

    I'm sooooo excited for alpha 20. But I am of course willing to wait until it's ready for experimental. Last tuesday (a week ago) you said that you will update the alpha 20 dev diary's first post that week. So I got super excited for some news. When were you planning to do this?

  2. 42 minutes ago, dcsobral said:

    I saw yesterday that Night of the Dead introduced electrical traps, including a couple of kinetic traps I've wished for in 7d2d since alpha 16, literally, and something that has always been a pet peeve of my for their lack in 7d2d: AND, OR and XOR gates. I've grudgingly accepted no new electrical traps, but I still dearly want some of that gating and I hope this might be revisited before going gold.

     

    Chained triggers are equivalent to an OR gate, but there is no OR gate for switches. Triggers with relays between them and switches are equivalent to an AND gate. There's no equivalent to a XOR gate, or a NOT, and that severely limits what can be done. 

    Do you mean these kind of electrical logic gates?
     spacer.png
    That indeed is really cool. Could add a lot of features to electrical systems indeed.

  3. 5 hours ago, faatal said:

    Wandering hordes should not be changed. They are random, so perhaps you are just randomly getting none.

    Wow, okay, then I was completely wrong. Thank you for your answer, it's really nice that it hasn't been removed then. 

  4. @faatal why aren't there anymore wandering hordes? That really really made the game a lot of fun. I remember in one of my first playthroughs and it was night and I got outside my base and a RUNNING horde of zombies came towards me and I was scared as heck but it was so cool to also encounter wandering hordes it made it also a challenge.

  5. 31 minutes ago, faatal said:

    Not likely. It may be even worse this time around with the huge amount of new blocks and all the RWG changes. Fixes to those types of features during experimental will often require restarts.

    Thank you for your answer. I'm just really excited xD

     

    Are you able to give a tiny little thingy about how far in the progress of alpha 20 the team is at? If not, then of course that's okay

  6. 35 minutes ago, meilodasreh said:

    Suggestion: try to not completely set your mind that it is oversimplified.

    They try to make it less complex for several reasons that seem to make sense.

    If it turns out that it really is oversimplified (meaning less funny/playable/immersive/[insert positive adjective of your choice here],

    it might be changed back, or onward to another yet-to-be-developed state.

     

    For now, don't be too worried, wait 'til release and give it a fair chance.

     

    And I think I speak for an even bigger part of the commmunity than you 🤪

     

    Me too

    Thankyou for that kind reply, I will wait for release

  7. I must get this out, because otherwise I'm gonna cry. @madmole I love almost all the upcoming changes for alpha 20, except 1 thing, which I'm really really sad about.

     

    Why oversimplify the build path? I remember my very first playthrough of this game in alpha 16. I made a wooden base and I was so excited when I found out I could upgrade the wooden blocks, which I could upgrade again, and again. And it shook me and made me super curious to what I could upgrade it to after. It also does make sense in an apocalyptic world that you can reinforce your building with some iron (for example on the wooden block).

     

    I can understand why the blocks going poof when destroyed is better, that's okay, but I'm very sorry: this oversimplification of the upgrade path literally ruins my excitement for alpha 20.

     

    And I think I speak for a big part of the community...

     

    I love this game, but this must be the worst way of simplifying... the complexity is what it made interesting, especially for new players that had to discover all the amazing gameplay features.. :(

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