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Alpha 18 Dev Diary!!


madmole

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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Indeed, and that's why I mention if AI was worked on it could be called a proper escort quest and not simply another variation of a fetch quest as is in-game already. Though I do wonder, maybe instead they could somehow implement the zombie AI to an NPC and set it to be friendly. @faatal The NPC would also have to invulnerable like the current NPC trader so one doesn't automatically fail it if the zombies attack. So, what I'm thinking IF an escort quest were to somehow be implemented. It'd be like this:

 

 

1) Go to the trader for the quest.

2) Head to the quest location

3) Find the NPC that would be in some sort of safe room with no zombies around.

4) Interact with them and have them follow you out of the room and have more dialogue telling them where to go. NPC will then magically disappear to simulate that they've gone to the safety of the tracer compound.

5) Return back to the trader and turn in-quest.

 

Why make them invulnerable? Wouldn't the whole point of paying you to escort them be that they need protection?

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The problem is some other player on the same server would have access to the repaired workstations and not be able to do those same quests. To break them so some other guy can do the quest again doesn't make a lot of sense.

 

@MADMOLE

Would be an interesting idea if, after the quest is completed, you would be able to access the "forge hud" directly through the trader rather then altering the actual model at the poi and "pay" him for its use, (this way it's character dependant and everyone can do the quests) and this could work for chem stations too and cooking! (although i'm not sure how it'd work for workbenches)

 

So if you had some extra coin but you didn't have... lets say.. calipers, you would put all resources you wanted into the forge as per usual, but instead of using wood for fuel you would use casino tokens! (maybe the benefit of this is that everything smelts and forges faster)

 

Essentially this would be like renting his professional forge services.

just brainstorming! i know you guys are busy with more important stuff :)

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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.

 

Yes this is why I said no to followers, if AAA companies have a hard time pulling it off with static worlds, imagine how hard it would be to look convincing and be bug free in a fully destroyable game.

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Why make them invulnerable? Wouldn't the whole point of paying you to escort them be that they need protection?

 

To ensure that the quest NPC doesn't magically die while you're clearing out the POI. Imagine, you do an escort quest and get there. but then immediately get quest failed because zombies somehow manage to breach the safe room and kill the NPC before you even have a chance to reach that room. Again, the way I would implement it is that the IF an escort quest were to be done, you'd clear out the POI of zombies and head to the NPC safe room. Then they would FOLLOW you to the ENTRANCEWAY OF THE POI or simply out of the SAFE ROOM. Upon then you could interact with said NPC and tell him where to go from there and how to stay safe while doing so. Then YOU (player character), return back to the trader to turn in the quest.

 

Of course, the NPC doesn't have to be invulnerable but it just gives a whole lot of complications, especially if playing on an MP server.

 

Especially, with how RWG is right now. Some players would get the bad luck of having to escort an NPC 4 km to the nearest trader, and I don't think players would like that. Plus, that not all the roads are flat and smooth. And then if using a vehicle that justs add even more complications. Would the NPC be able to get into a vehicle? Would they simply follow the player and do it like Skyrim, where they'll force teleport to you?

 

Of course, my original thought was to make it a convoluted deliver quest. Where instead you would be sent to a POI, find the NPC. Interact with it to put them in your inventory then return to the trader. Now as I said multiple times already if the AI is worked on to solve all those issues then yes, it could then become an actual proper escort quest.

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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.

I've never seen this bug. Until someone can submit a video showing this, its not going to get fixed. I say people are not looking behind couches, in the corner behind a cupboard, at the ceiling to see if there is a hole there, or even behind them to see if someone followed them in. Someone please show a video of this.

 

I do know that zombies will now return to their original sleeping spot. I'm not sure this is an improvement but those people who leave who think they cleared a room might not be confused now. Before they would sleep in any random spot after the player leaves so this confused some people thinking they cleared an area.

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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?

 

 

 

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?

No prone is planned. We can buff your stealth against zombies in the ghillie suit a bit. I don't know why jail doors got broke and I"m not sure they can be brought back easily. I do want some more doors for players.

Food has lots of new buffs and potential that is more interesting than wellness.

Describe FUBAR? I think A1-16 was fubar, now it is really great pathing and much improved.

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I have been wondering about something:

 

It has been said that the goal is to NOT create death cycles. In A16 when you died the zombies in the area would de-spawn. So when you went back to your bag it was relatively clear.

 

With the new dungeon POIs (which I love) and the new AO I have experienced, more than once, some scenarios that are decidedly death cycle invoking.

 

You enter a house and fall through the floor into the basement.

Every Zombie in the place wakes up (which is understandable)

You can't get out of the basement so you die. (again, understandable)

You spawn in and go to retrieve your bag, which is in a basement of a house with all those zombies just waiting to gank you again.

 

I think this would be pretty disheartening to a new player and would feel impossible to get their bag back. It felt that way to me and I am not a new player by any means. I think if the focus is on the new player experience ( which I am totally on board with), then this should be looked at.

 

This, of course, is all just my 2 cents and has an implied IMHO. Thank you for your time and efforts,

 

Caz

I think there are ways out of these basements without building. We could mention in the tutorial frames are useful for navigating out of wells and collapsed basements etc.

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Personally I love those tough backpack recovery quests when they occur. To fix it for noobs I would say add in the option of “drop nothing” and make that default. I’m happy to switch over to “drop everything” so I can still have those situations come up in my game.

 

Rust you drop everything no matter what and there is no marker, just a corpse for a bit then a small green hard to see backpack after that. Its brutal, but losing your stuff forever is common in most survival games and should be expected from time to time. Ark at least has a beam coming out of it but thats also like a beacon for everyone unless your the only one who sees it, I'm not sure.

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No prone is planned. We can buff your stealth against zombies in the ghillie suit a bit. I don't know why jail doors got broke and I"m not sure they can be brought back easily. I do want some more doors for players.

Food has lots of new buffs and potential that is more interesting than wellness.

Describe FUBAR? I think A1-16 was fubar, now it is really great pathing and much improved.

 

Navy Term FUBAR = ♥♥♥♥ed Up Beyond All Recognition

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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?

 

Harvested a deer and boar after decapitating the heads. I can also still harvest after dismemberment hits on a corpse.

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@madmole.

 

For me 7D2D is more than a simple game, it's a real toolbox and we play thousand hours on it. You've had prefabs editors, characters editors etc, and, have you think about add a quest maker system ? I don't know how name it. At this time, i work on a questmod, with chapter (to create a large story), it's a little hard for me, but while i make my job i thinking about a general quest mod. Of course, this tool will be "gadget" but when i see the prefabs editor i tell me that 7daystodie can be a beautiful game and a beautiful toolbox. Maybe more a ModMaker like bethesda? i don't know. And other question specialy for A18, will you fix women trader voice? Not realy important but talking to a girl who has old drunker voice is a little bit special Kappa.

Sorry for my english !

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Cant you just do a unique id, so the person who did the quest can use it but the person who has not cant? therefor a quest giving a "perk" of using the workstation, could do that with other things as well

 

Not without a bunch of work. Its a block which is part of the world. One version is the broken one the other is the fixed one. I don't see any value in it either, you can craft your own work bench, unless you like to play as a nomad?

 

The right way to do it would be to just have random events that break them again, and if its broken, sure a fix it quest would be first come first serve.

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Rust you drop everything no matter what and there is no marker, just a corpse for a bit then a small green hard to see backpack after that. Its brutal, but losing your stuff forever is common in most survival games and should be expected from time to time. Ark at least has a beam coming out of it but thats also like a beacon for everyone unless your the only one who sees it, I'm not sure.

 

Only you see the beacon in Ark. But still, same as with 7 days to die, getting to said backpack is the hardest part... you died for a reason and mostly that reason is still there :p So I think it's fine as it is, the marker is handy and often hard to get back to.

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@madmole Are you considering to bring back the magazines for the firearms ? It was awesome back in A4-A5 with them. Also it would be more cool and realistic. You can also do magazine pounch equipment for the body armor in order to carry more magazines, just like in real life. IMO it will really fit in the current state of the game

 

Thanks :)

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Navy Term FUBAR = ♥♥♥♥ed Up Beyond All Recognition

 

Well duh, anyone born before 2000 should probably knows what fubar means. :) I remember when Kurt Russell coined the phrase.

 

What I meant why does he think the zombies AI is fubar?

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What about dogs in minecraft?

 

Minecraft's pathing is one of the biggest sources of lag in the game. It also cheats by teleporting pets that get too far away (not far at all) or can't path for whatever reason.

 

I wouldn't be surprised if 7DtD gets tameable wolves via mods...more surprised if it didn't...but it's a huge amount of effort to do it well.

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Only you see the beacon in Ark. But still, same as with 7 days to die, getting to said backpack is the hardest part... you died for a reason and mostly that reason is still there :p So I think it's fine as it is, the marker is handy and often hard to get back to.

 

Backup gear, backup bases, spare vehicles... its all being prepared for bad crap that happens, and not making stupid choices to begin with. I was playing Rust with my son over the weekend, I wanted to see all the new stuff they added in the last 2 years since I played and it was his toxic random ideas that kept getting me killed. "Lets fight this helicopter" yeah ok, maybe after we have an armored base and some rocket launchers and high caliber guns. "Lets fly this gyro we found home" oh have you flown before? Because those things are touchy, one wrong turn and boom, we're dead walking for 10 minutes lol.

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@madmole Are you considering to bring back the magazines for the firearms ? It was awesome back in A4-A5 with them. Also it would be more cool and realistic. You can also do magazine pounch equipment for the body armor in order to carry more magazines, just like in real life. IMO it will really fit in the current state of the game

 

Thanks :)

 

No it was only there because we did't have the ability to display an ammo count or something weird, I don't remember exactly but we didn't like them. It was just a limitation of the minecraft like engine we got when we partnered with Chris.

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https://en.wikipedia.org/wiki/List_of_military_slang_terms

 

Looks like fubar is from WWII.

 

Weird that the wikipedia list doesn't include, "lifer". That was already widely known & used in the early 80's.

I remember walking the motorpool on a Friday afternoon with the battalion Command Sergeant Major (I'd been temp assigned as his driver) when a paper coffee cup rolled by (windy). I looked at the cup then looked at the CSM. He was giving me the eye, so I ran and fetched it. Came back and made the mistake of muttering, "damn lifer juice..". CSM says, "What did you say!" Me = "err... mumble mumble..." CSM, "WHaT IS 'LiFer Juice' Sergeant!?" I try to get away with, "Coffee Sergeant Major. Coffee." CSM <glaring>, "and lifer...?" Me (thinking oh crap!), "Well, that's a Lazy Incompetent F+++er Expecting Retirement, Sergeant Major."

...

we walk a bit more

...

CSM casually says, "I like coffee."

...

couple more steps

...

CSM, "have since Viet Nam."

...

me dying by inches

...

CSM, "Am I a lifer?"

...

Me, some incoherent babbling...

---

Next morning I report to the CSM, ask if he has anything for me, 'not right now'. Me, "I'll head out and do a PMCS then.". I'm a few steps from freedom, across most of the headquarters office space and I hear the CSM, quite loudly say, "Machete, get me a fresh cup of lifer juce before you leave!"

Dead silence for two seconds then the Colonel starts laughing and everyone else starts.

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