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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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It's fun (my mods parameters are up to 10) but the XP notification totally ruins any surprise. Hate that damn thing.

This "damn thing" allows players to understand that things like mining, upgrading, looting make sense. I'm sure it won't be displayed when the game gets gold. But it's necessary at this moment and your fight against this feature is a lost one.

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...New Dynamic Music System (DMS)

Its been in the works for a long time and the first version is finally here. We now have a dynamic music system that plays a variety of tracks and can combine them so you never hear the same song twice. Right now they only play during exploration or a non combat moments. Future updates will detect your threat level and introduce combat music. Users can disable the system entirely or define what percentage of the day music can play for and adjust the music volume.

 

@Madmole: While I, and many others, play with 7DtD music off I don't think DMS was a total waste of man hours. Yes, I tried the new stuff and still turned it off. If you've ever played State of Decay 2 for an extended period of time, you will notice a tremendous amount of effort and detail went into their ambient audio (environmental background noises - NOT music). I truly believe this new DMS could and should be re-purposed for a much wider variety of ambient audio in 7 Days to Die.

 

As far as music soundtracks, perhaps just save it for the gold edition and an OST joint venture with TFP and some instrumentals from professional musicians like these examples - check them out if you haven't already:

 

https://www.youtube.com/user/thedeadsouth4

https://www.youtube.com/user/theblackkeys

https://www.youtube.com/user/uncleluciusband

 

BTW, keep up the good work. Looking forward to what's next after A18e.

Edited by Cernwn (see edit history)

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This "damn thing" allows players to understand that things like mining, upgrading, looting make sense. I'm sure it won't be displayed when the game gets gold. But it's necessary at this moment and your fight against this feature is a lost one.

 

That "damn thing" is useless and ruins any surprise in the game. Is that zombie dead, can I turn my back? No, I didn't get an "hey buddy, it's dead, you're safe!" notification... There's this little blue line that's hardly visible in the hud if you really want to see XP gains.

 

- - - Updated - - -

 

I find the trick is to stealth up to them and give them a little nudge. if they rattle (like trash does), you can just pick them up like harvesting crops.

 

Yes that too. If you punch it at just the right angle, a diffuse menu comes up. I remember madmole showing it off in his videos.

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I haven't done an INT build yet as finding 100 hours of free time for each build is difficult but I will get to it eventually.

 

I can't wait to hear what your INT build ends up playing like once you get around to it.

 

I've got two saves where I'm running a pure INT build on each. One of them is on default settings where I play with a large co-op group. The other is a solo Insane/Nightmare Speed permadeath run.

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That "damn thing" is useless and ruins any surprise in the game. Is that zombie dead, can I turn my back? No, I didn't get an "hey buddy, it's dead, you're safe!" notification... There's this little blue line that's hardly visible in the hud if you really want to see XP gains.

I totally agree with that, I hate too the XP counter. But it's necessary for now. Without it you would have a thousend posts to explain how mining or building is worthless. XP counter stops the whinning. It's good for now. IF - note the caps - it's still there when the game goes gold, I'll join your team. Hope you've beers.

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That "damn thing" is useless and ruins any surprise in the game. Is that zombie dead, can I turn my back? No, I didn't get an "hey buddy, it's dead, you're safe!" notification... There's this little blue line that's hardly visible in the hud if you really want to see XP gains.

 

 

giphy.gif

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I really hope this is a joke. Just because you could repro doesn't mean it'll be an easy fix. And then you don't offer to explain how you've done it? TFP have asked for your help, that's what experimental is. Why don't you compile into a thread, have others confirm your findings, and then share that? Instead you come here spouting nonsense and refusing to actually help them.

 

I've been doing this a long time, thanks for your pointers but I'm good. Do not judge that which u know not about friend.

 

Edit: I could care less if its an easy fix, I dont do the programming for this game. only they would know, ask them. :)

Edited by ZombieSurvivor (see edit history)

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In that other thread I was only pointing out that the CURRENT slider for zombie rage is the difficulty slider and people should use it if they don't like rage.

 

No worries (sorry; I hate when people say "no worries", but it's apt and I mean it the nice way) you came off as crabbier than normal in that other thread, so I couldn't possibly resist here. :)

 

I like your "ideal options suite" (though I think "iOS" is already taken). I might choose to keep the current one, and then also have all the sliders (including an additional one for GS incremental rate) just so we can have a somewhat finite common framework to compare experiences . If that sounds like I want to eat my cake and have it too...well, maybe.

 

 

-Morloc

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I am really enjoying A18, I had completely forgotten about the random stats. (note to self look at the stats of my gear when I play tonight.) I haven't noticed any bugs yet that pulled me out of the game yet. I did notice if you put down a junk turrent to protect your base and keep exploring it will disappear after a while. I am playing pretty much the same way I did A17 so far with regarding the various attributes ( spreading out my points over several attributes.)

 

@Quantum Blue Very nice FAQ post!!!

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Talk about first person view lmao.

20191017170451-1.jpg20191017170103-1.jpg

Close your mouth when you're driving. Flies will come on your teeth and it's not a heroic moment.

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@madmole

 

are farmingplots the only way to place seeds or can still use the hoe to make farmingland outside our base.Is the hoe now useless???i wish we can have both plots for inside a base with farming-lights and for outside the good old farmingland with fertelizer.

 

greetings

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No. I mean test my blood moon grace period ability instead of Madmole’s or faatal’s.

 

im stupid lol i thought you said mine!

 

 

So do I. I should know better: it's Roland...

 

 

maybe they fixed it? cuz before the update all i did was mine and level up!

 

You can get lvls "easily" by mining only early game. What I'm talking about is a insane xp just using rebar + concrete: 480 xp, so 100 blocks 48k xp. Is way too much and that's a opinion coming from a builder/mining player. The problem is the multiplicative factor:

 

Flagstone >>>>>>>>>> Brick/Cobblestone = 120 xp

Brick/Cobblestone >>> Concrete = 240 xp

Rebar + Concrete >>>> Reinforced Concrete = 480 xp (I don't recall upgrading concrete to reinforced concrete is the same thing)

 

My underground wokshop is just a bunch of rebars (give or take, 1.2k rebars) because I don't want to lvl up this fast. A possible solution would be "additive" instead "multiplicative", so:

 

Flagstone >>>>>>>>>> Brick/Cobblestone = 120 xp

Brick/Cobblestone >>> Concrete = 240 xp

Rebar + Concrete >>>> Reinforced Concrete = 360 xp

 

Still a lot of xp (personally 100, 200, 300 xp would be better), but more palatable.

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@madmole

 

are farmingplots the only way to place seeds or can still use the hoe to make farmingland outside our base.Is the hoe now useless???i wish we can have both plots for inside a base with farming-lights and for outside the good old farmingland with fertelizer.

 

greetings

You need 20 gold bars to make a hoe. After that, surviving is a joke.

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Tables in some houses look like this :

 

20191017220251-1.jpg

 

That correct ?

 

 

 

Also, wouldn't it be a good idea when weapons and tools degrade that the overall damage should decrease a little bit to give us an incentive to repair ?

 

At the moment it makes no difference with a fully repaired item to an item that is almost broken.

 

I find stuff and just use it till its almost broken or I find another one and so far I have not needed once to craft anything... :apathy:

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Tables in some houses look like this :

 

20191017220251-1.jpg

 

That correct ?

 

 

 

Also, wouldn't it be a good idea when weapons and tools degrade that the overall damage should decrease a little bit to give us an incentive to repair ?

 

At the moment it makes no difference with a fully repaired item to an item that is almost broken.

 

I find stuff and just use it till its almost broken or I find another one and so far I have not needed once to craft anything... :apathy:

 

I think it just represents a table that was flipped over by a zombie or something.

 

There are already a few pretty good incentives to repair an item.

1) If the random stats are better than the stats of the items you usually find, you obviously want to keep that specific item and you will repair it. If you are not repairing, this either means you have been lucky to always find better items or you are ignoring the stats of the items.

2) Repaired items will sell for more dukes.

3) It's good to have a working spare of everything.

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Ok so I tested torches again for my guide. For anyone wondering, yes its still broke so torches give off no heat.

 

Yes they do but there is a catch. If you spawn them in via cheat menu it appears they never produce heat. So instead you have to craft them then run your test this way. It take a good while for them to start producing said heat though so it will appear they are bugged. I had to spend irl hours to test my dumb little modlet that makes it so torch and candle blocks produce no heat.

 

It took a long time to produce heat but once they did It was a lot (50 Torches on a new chunk).

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Yes they do but there is a catch. If you spawn them in via cheat menu it appears they never produce heat. So instead you have to craft them then run your test this way. It take a good while for them to start producing said heat though so it will appear they are bugged. I had to spend irl hours to test my dumb little modlet that makes it so torch and candle blocks produce no heat.

 

It took a long time to produce heat but once they did It was a lot (50 Torches on a new chunk).

 

No wonder so many videos on this subject are wrong!

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on the matter of hit box. that shirtless grey bastard

from the side, arrow hits just fine on a head shot. from the front, around neck level, the arrow went right through, from 3 feet away...

 

but the biggest problem is with crossbow bolts, look at the pic below, is their collider to far apart on bolts?

 

 

 

https://imgur.com/hdZsLks

Edited by wolfbain5 (see edit history)

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Roland is trolling. I have a higher post count so I am right. You use a hammer to pry the mine, not a wrench.

 

Guppy, stop trolling. It only works if you have the salvaging perk lvl 5 and a q6 hammer. I have 4k posts, I know what I'm talking about...

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