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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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So mess up your own game !!

From the game about building, it turned out an action

and that one is a curve. . Dubin kills with 3 hits, and the AK-47 submachine gun does the same with three hits. I am from an AK-47 machine gun, I could shoot enemies through a car, and there was no damp place left from them! And what's in the game !?

5% increased damage! And what is not at 0.0005? :) Autoamt at least 50%. (they do it in mods)

Return the game about building where the hammer is normal.

You are doing everything to lose, all the best that was obtained with such difficulty!

 

I feel like Google translate was heavily involved in this post.

 

Also, trader to trader quests sound good. Especially if each trader has a sort of category of supplies they specialize in. "Doctor trader needs to reinforce their defenses, take this package from the electronics trader so they can set up some automated defenses." etc.

 

Maybe even have it so you can only perform those quests to traders you've already found, or could buy their location from another vendor.

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QUESTS:

 

CAN WE GET A QUEST THAT HAS A PLAYER DELIVER A TRADER PACKAGE TO ANOTHER TRADER?

 

This would be useful in discovering other traders, especially larger maps.

 

What do you all think? Shouldnt be too hard to impliment for the pimps?

 

This is a awesome idea. Gets new players to other traders in vanilla since they don't know were the traders are which has the added benefit of getting them to explore more. This would be a great help to everyone on random worlds since you only know where the initial trader is, unless you look at the xml.

 

I'm playing a random and so far haven't found another trader yet.

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Ghost. I’d wait a week or 2 17.3 is pretty close and it should help balance and make game better overall. A18 couple months away

 

Thank you!

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I know release dates aren’t given anymore, but I’m just looking for the overall temperature in the room.

 

Thanks!

-Ghost

 

Its sort of sweaty.

 

Welcome to the forums :)

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QUESTS:

 

CAN WE GET A QUEST THAT HAS A PLAYER DELIVER A TRADER PACKAGE TO ANOTHER TRADER?

 

This would be useful in discovering other traders, especially larger maps.

 

What do you all think? Shouldnt be too hard to impliment for the pimps?

 

Great idea.

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♥♥♥♥. Did not notice that. Thanks MM.

 

 

One last thing then I promise I won't bother anymore....I found it hard to read journal entries as I was looking around for what I needed for the iron tools. Just throwing it out there it might be easier for peeps to read if everything wasn't CAPS :tickled_pink:

 

All the text is being reworked. Most of it is in mixed case now. I think some of the titles will stay uppercase.

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There is so much potential to future "Quest" aspect of the game.

 

"The Bandit Boss out at (location) is causing trouble. Git out there and see that he stops breathing". (kill specific Mob at location)

 

"One of our Couriers got himself busted up pretty bad at (location). Go out there and fetch the package. Bring the Courier back too as a bonus. Put him down if he has turned".

 

"One of our Radio transmitters has stopped working. Go to (location) clear out any hostiles and place (Quest item) at Quest marker."

 

Just ideas to expand upon the current "Fetch and or Clear" we currently have.

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<snipped for space>

 

There are only ever about seven different missions you can do... ever. The three examples of quests you gave other than "fetch and clear" are just variations of fetch and/or clear with a different backstory. The obvious exception being the escort mission and they're problematic unless you have really good NPC AI.

 

Right idea, bad example :-)

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I am expecting to find Chocolate Rabbits in the wild (except desert there will melt) and all nest to have a chance to contain a painted egg that give special skills like Admin Flight for 30 min :)

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In regards to quest, I'd want all POI's to be eligible for every tier. Rather than how it right now where, a simple cabin is available for tier one quests. Since in my case, as I only play on an MP and am subject to the RWG maps, the only tier 5 quest locations I get now are apartment buildings. Or we could instead have a dialoge with the trader and tell him that we only want to do certain tier quests.

 

Now as for new quests, there aren't much that could be added without making variations of them. Some I would want to see are:

 


  • Escort quest, maybe not actually escorting since AI would have to be worked on. Instead I'm thinking the escortable NPC could be interacted with and just for game-mechanics only, you'd put them in your inventory. So, just imagine you are carrying them to the trader.


  • Lost and Found quest, you'd be sent to a location to find an item. However, there will be no marker telling you if you're near the item or not so you would have to search everything in the location.


  • Gather resources could be a muti-step quest.


  • Defend a location for x amount of waves.

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There is so much potential to future "Quest" aspect of the game.

 

I just now had an idea for a new quest type.

 

Right now each trader spawns with all the "crafting helpers" (forge, workbench, cement mixer, chem station) but with some chance of them being destroyed.

 

So, I propose "fixer upper" quests. Let's say the trader's workbench is broken. The trader gives the player a quest to gather or loot all the items one would need in order to build the workbench, even if the player is not at a level to make one themselves.

 

The quest reward would be the fact that the workbench at the trader is functional and usable.

 

If TFP wanted to be consistent, they could have all of the "crafting helpers" be destroyed initially, and only able to be repaired using these quests.

 

I think TFP would have to implement this themselves, because I don't think it is possible to "repair" a trader's workbench through modding. But perhaps there is a way that I don't know about.

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You know... why aren't there lootable versions of the metal shelfs? Like surely, there would still be some leftover and somewhat old canned beans forgotten there.

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Escort quest, maybe not actually escorting since AI would have to be worked on. Instead I'm thinking the escortable NPC could be interacted with and just for game-mechanics only, you'd put them in your inventory. So, just imagine you are carrying them to the trader.

 

So what you are suggesting is actually a delivery, a delivery to a trader, of an item that you can take into your inventory.

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So what you are suggesting is actually a delivery, a delivery to a trader, of an item that you can take into your inventory.

 

I mean to be fair isn't an escort quest just another way of delivering a person? So, yes it is indeed a delivery quest in another name. However, again if the AI does become workable for actually being able to have an NPC actually follow you and be escorted then it would be a proper escort quest. Now what I want is a fetch quest to find a lost bunny and bringing it back to the trader.

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I just now had an idea for a new quest type.

 

Right now each trader spawns with all the "crafting helpers" (forge, workbench, cement mixer, chem station) but with some chance of them being destroyed.

 

So, I propose "fixer upper" quests. Let's say the trader's workbench is broken. The trader gives the player a quest to gather or loot all the items one would need in order to build the workbench, even if the player is not at a level to make one themselves.

 

The quest reward would be the fact that the workbench at the trader is functional and usable.

 

If TFP wanted to be consistent, they could have all of the "crafting helpers" be destroyed initially, and only able to be repaired using these quests.

 

I think TFP would have to implement this themselves, because I don't think it is possible to "repair" a trader's workbench through modding. But perhaps there is a way that I don't know about.

 

Actually, I believe someone proposed a much more fleshed out version of this in the A17 thread, even the trader POI upgrading as you bring back materials in further quests. That brought up the issues of how, if, and when the POI could be changed, and having that propagate to all players if playing on a server.

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Lol please no escort quests. In every single open world RPG I have played they have sucked. The NPC is always slow, gets stuck or gets killed by friendly fire. Having to walk or even jog 1km+ with a NPC is just a nightmare. Speaking of friendly fire it would suck if the NPC you ate rescuing accidentally kills you while they defend themselves lol.

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Actually, I believe someone proposed a much more fleshed out version of this in the A17 thread, even the trader POI upgrading as you bring back materials in further quests. That brought up the issues of how, if, and when the POI could be changed, and having that propagate to all players if playing on a server.

 

I remember that, I was the one who (incorrectly) thought it was impossible to swap POIs in and out.

 

You bring up a good point. This wouldn't be quite that bad - it's just flipping a switch from "destroyed" to "working", and there wouldn't need to be any swaps since both versions use the same model.

 

But I didn't think about the MP aspect of it - if, say, one player repaired it while another was in the process of looting it. Those sorts of race conditions can be worked out technically (they happen with any resource shared between players, like chests). But perhaps there won't be a way to easily solve it that is also fun to play.

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So probably no chance of bandits on this one?

 

I do like the new guns you're adding. All it needs now is a flame thrower and maybe a grenade launcher.

 

To be honest I hope when bandits are put in there is a option to shut them off in the modded options section. I've played mods with bandits, they are not fun when you drop all your loot. Especally with how things tend to spawn in the middle of no where in an area that you already cleared... Speaking of... Is that getting fixed at all? I mean if I don't see any zombies after going around in a 360 from my position one just shouldn't suddendly be hitting me in the back when there was Just not nothing there a second ago. Most of my deaths are usually due to this happening, they spawn behind me early game, I get stuned then dead even though I just cleared it out and there shouldn't have been anything nearby. A lot of the problems with bandits with mods, is the bandits weapons raycast, so once they aim at you and pull the trigger you have 0 chance to dodge.

 

The spawn mechanism in 7dtd have always bugged me, stuff spawning out of thin air, in a cleared space, same spawns in every poi, same zombies in every poi as once your past a certan gamestage, all you get is rad ferals (it should be like loot imo a chance for those to spawn but never guarnteed). I'd also like to see randomized poi spawns, for the small/medium ones, where there is a chance for nothing to spawn or a random number from 0 to whatever the limit is for that poi. Big ones like a hospital or a gun factory should have a randomized number as well, maybe starting from the current amount they can have halfed, to the max they can have.

 

Lastly i'd like a "drop nothing on death" setting added to what you drop on death, I feel the debuff is enough of a penalty atm, and body runs suck no one likes them.

Edited by Scyris (see edit history)

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QUESTS:

 

CAN WE GET A QUEST THAT HAS A PLAYER DELIVER A TRADER PACKAGE TO ANOTHER TRADER?

 

This would be useful in discovering other traders, especially larger maps.

 

What do you all think? Shouldnt be too hard to impliment for the pimps?

 

+ 1 on this. It is really nice having some direction on where the traders are as they are fundamental in game play now.

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I mean to be fair isn't an escort quest just another way of delivering a person? So, yes it is indeed a delivery quest in another name. However, again if the AI does become workable for actually being able to have an NPC actually follow you and be escorted then it would be a proper escort quest. Now what I want is a fetch quest to find a lost bunny and bringing it back to the trader.

 

Makes no sense to call it an escort mission. Making a delivery quest is simple, clean and makes sense.

 

As far as followers, I am fairly certain that the devs have directly stated this is not going to happen. This has been bandied about for awhile and outright rejected because the massive pathing issues that would cause in an environment that the player can alter so completely.

 

- - - Updated - - -

 

Lastly i'd like a "drop nothing on death" setting added to what you drop on death, I feel the debuff is enough of a penalty atm, and body runs suck no one likes them.

?

 

this is already an option.

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Possibly, those are easy to do, but I'm not sure how powerful starter weapons should be.

 

I would settle for powerful enough that you do not skip over them entirely. I have never in like 1000 hours of game time made a blunderbuss.

It is a waste of resources that could be used for making bullets for real guns, which by the way are a dime a dozen to find.

 

I like the addition of the ghillie suit, but it is kind of limited usefulness in a game where you cannot go prone, are you going to add the ability to go prone? Will it work to help you hide/break line of sight with zombies or is it strictly fluff?

 

What about adding the sliding jail doors back in? Those were one of my favorites for base building.

 

What about adding back in some kind of "wellness system" so that eating higher quality food is worthwhile again?

 

Is the zombie AI still going to be FUBAR?

 

There are 3 types of dismemberment. For heads you have your chance to take off the head of a perfectly healthy zombie causing instant death. A powerful ability to have. Gained through perks/mods/items/whatever. Then you have cosmetic dismemberment when you either kill a zombie by reducing his health to 0 or hit one that is already dead. In A18, 30%+ of zombies you kill with a head shot will dismember their head indicating they are dead. No different that seeing blood when they die or hearing a death sound effect. Cosmetic.

 

Currently if you kill an animal with a decapitation perk the corpse disappears and you get no ability to harvest, can you confirm this bug and fix it?

Edited by Grue
Saving space. (see edit history)

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Lastly i'd like a "drop nothing on death" setting added to what you drop on death, I feel the debuff is enough of a penalty atm, and body runs suck no one likes them.

 

?

 

this is already an option.

 

It is only an option if you have a mod that makes it an option. Unless it is an option for multiplayer as I only play single player. The drop on death options are everything, backpack, or tool belt.

 

EDIT - Is bolded.

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