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madmole

Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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99% of realism is removed intentionally to make games fun. Heck we took a lot of flack for being too realistic in 17, stamina was realistic (forgiving for most couch potatoes tbh), it was grindy mining (hello, have you ever dug a hole in the dirt?), being encumbered, etc. Realism is great for animation and graphic reference but in game play it fails every argument. Stuff needs to feel somewhat realistic but when it started blocking having fun you have to abstract something that IS fun and balanced around everything else in the game.

 

Realistically a wood fence would keep the zombies out for years. Not fun.

 

 

 

I telling you people its the beard its too OP and needs a Nerf

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I've heard it takes 10 positives to wipe out one negative.

 

My teacher told me that you couldn't get a negative out of two positives and I said. "Yeah, right." ;)

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Should have added the extra homo disclaimer, but I'll take it anyway :)

 

Fixed it for you

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I will stick to my guns that the encounter system will do everything its meant to, which is sell the player into feeling like the world is teaming with zombies, without spawning guys that just sit there and eat cpu waiting for a player to stumble across them and count against maxalive. Your method (our old method) is careless and wasteful, we're doing something elegant we can control, and keep people at 60fps at all times. ONce the player leaves it despawns and we can send someone else an encounter. We can do mini blood moons in the near future, wandering traders, bandit patrols, wandering hordes, a few zombies eating a corpse, a damsel in distress, all game staged for the person we plan it for.

 

Nice! :)

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I'm 99% sure its coming Friday the 4th to Streamers. The 9 MF's I see look like they could be known shippables, and I have one I can fix in 10 minutes.

 

Do you have a list of these possibly shippable MF bugs? Just so that we can know what to expect if they do pass over into Experimental? :p (Sorry if this has been asked/answered already, I just woke up.)

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My teacher told me that you couldn't get a negative out of two positives and I said. "Yeah, right." ;)

"Tina is hot."

"Alicia is hot."

 

Two positives.

Now tell that to the girlfriend.

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"Tina is hot."

"Alicia is hot."

 

Two positives.

Now tell that to the girlfriend.

 

Which one?

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99% of realism is removed intentionally to make games fun. Heck we took a lot of flack for being too realistic in 17, stamina was realistic (forgiving for most couch potatoes tbh), it was grindy mining (hello, have you ever dug a hole in the dirt?), being encumbered, etc. Realism is great for animation and graphic reference but in game play it fails every argument. Stuff needs to feel somewhat realistic but when it started blocking having fun you have to abstract something that IS fun and balanced around everything else in the game.

 

Realistically a wood fence would keep the zombies out for years. Not fun.

 

Have any of the percentages changed in the books or perks?

 

Example, Magnum enforcer Vol. 1, you can do 5% more damage. That seems like a bit but translates to 1 maybe 2 more damage points.

 

Has that been changed at all? Seems like 15% would be more reasonable.

 

There are others like that too.

Edited by jab73180 (see edit history)

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I will stick to my guns that the encounter system will do everything its meant to, which is sell the player into feeling like the world is teaming with zombies, without spawning guys that just sit there and eat cpu waiting for a player to stumble across them and count against maxalive. Your method (our old method) is careless and wasteful, we're doing something elegant we can control, and keep people at 60fps at all times. ONce the player leaves it despawns and we can send someone else an encounter. We can do mini blood moons in the near future, wandering traders, bandit patrols, wandering hordes, a few zombies eating a corpse, a damsel in distress, all game staged for the person we plan it for.

 

Mm, guppy just duped you to share some more future info. Which btw sounds super sexy. 👍

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Oh I strongly disagree on that. Military based FPS is a prime example of where realism shines bright. The more real the better. Example check out "Ground Branch" and "Squad" two of the most realistic military sim games on the market right now. "Squad" being IMO the most realistic and accurate military sim every created. As far as 7D2D, realism not really needed all that much. :)

 

 

The Most REALISTIC Room Clearing Experience? - Ground Branch

 

 

Content warning for those that served in the military and have PTSD. Watch at your own disgression

 

US SUPERFOB Under HEAVY Mortar Fire - Squad Gameplay Alpha 9.6

 

Yeah, the dialogue of the 10 year olds just totally wrecked it for me

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"Tina is hot."

"Alicia is hot."

 

Two positives.

Now tell that to the girlfriend.

 

I did, now there are 4 integers on the X axis

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Oh I strongly disagree on that. Military based FPS is a prime example of where realism shines bright. The more real the better. Example check out "Ground Branch" and "Squad" two of the most realistic military sim games on the market right now. "Squad" being IMO the most realistic and accurate military sim every created.

 

Onward says Hi

 

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Yeah, the dialogue of the 10 year olds just totally wrecked it for me

 

Oh come on do not make up a story about "10 year olds dialogue". just admit you do not have a clue what they are saying because of all the military lingo use =P

Edited by ZombieSurvivor (see edit history)

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Do you have a list of these possibly shippable MF bugs? Just so that we can know what to expect if they do pass over into Experimental? :p (Sorry if this has been asked/answered already, I just woke up.)

 

No point in listing what should or could be gone in a week.

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Have any of the percentages changed in the books or perks?

 

Example, Magnum enforcer Vol. 1, you can do 5% more damage. That seems like a bit but translates to 1 maybe 2 more damage points.

 

Has that been changed at all? Seems like 15% would be more reasonable.

 

There are others like that too.

 

All damage boosts are not 10% instead of 5%.

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Mm, guppy just duped you to share some more future info. Which btw sounds super sexy. 👍

 

He could have just asked, and I already talked about it plenty. I think he's just stubborn and actually thinks poor fps and legacy spawn system is good for the game.

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He could have just asked, and I already talked about it plenty. I think he's just stubborn and actually thinks poor fps and legacy spawn system is good for the game.

 

No, I think zombies are good for a zombie game, and your poor performance argument still falls short because you allow a high zombie count on horde nights.

 

But I'm confident you will come around.

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I ended up settling on a 12x12 not counting the blade-trap moat. There's anywhere from four to six people playing in my group and we wanted something roomy but reasonably affordable material-wise. We've always managed to get the blade traps running by the day 14 bloodmoon since everyone is contributing. All I really need to do is make sure I'm able to craft them. I do wonder how long it will take to get this setup in A18, though. Getting that crucible is going to be key. I'll try to see if I can perk into it if we don't find a crucible schematic in a timely fashion.

 

 

 

Thanks! This was the latest evolution of our group's only base; our last game in preparation for Alpha 18. We like having something that works for crafting and hoardnight. I am a little concerned as to how easily the base will stand up to the later hoards in A18. I might have to sink the moat down another two tiles and plant a row of blade traps on the wall. The previous version of the base had that but it turned out to be overkill.

 

Here's some more shots.

[ATTACH=CONFIG]29188[/ATTACH]

That rabbit has been stuck in the basement since the last bloodmoon. We haven't named him/her yet.

 

Just finished watching madmoles latest video. We usually hold out in the basement during the bloodmoon and I'm now wondering if giving the entire crew spears would be a good way to save on ammo while still having enough reach against anything that makes it to the base wall.

I take it you fight the horde from below the base and run up that hatch if things go sideways? If they get past your blade traps and past your bars, they would be under your base with little way to defend it. Overall I like your design and would like to have an attached draw bridge someday on one of my bases and able to drive in to unload my truck easily.

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He could have just asked, and I already talked about it plenty. I think he's just stubborn and actually thinks poor fps and legacy spawn system is good for the game.

 

it's a trick don't give in... child psychology is his only weapon. :)

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