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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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There are big differences between bleeding and gun jamming. Firstly, bleeding is resolved with a bandage that is super easy to craft with materials that are super easy to obtain. Second, if you are bleeding, it’s because you were in control and made a mistake. The bleeding result may have been random, but allowing yourself to get hit is a mistake.

 

To keep things somewhat similar, I proposed making it so jamming can not occur unless your weapon is below 25%. When it jams, the gun can still be used after, you just lose the shot when it jammed. The chances of jamming escalates from that point as the weapon’s hp drops further. Basically, this puts you in control. If you go out with heavily damaged guns without repair kits, then it’s your fault. If your gun starts to jam, it is up to you to decide to take your chances and continue using it without repair. If you don’t pay attention that your gun is starting to jam, then it’s your fault.

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Straw man argument. Bleeding doesn't prevent you from playing the game. It does not stop gameplay. It forces you to address the issue, at some point, the same way sprained/broken legs, stuns, etc. do. It does not prevent you from moving, attacking, etc. Further, bleeding is avoidable, very easily. Gun jamming is a completely random element you have no control over. It is a gameplay breaking function that is unavoidable through skill. Temporary though it may be, it presents no challenge to overcome - merely tedium. The fact that you, and others, would enjoy such tedium is fine, but that doesn't make it good gameplay.

 

Edit:

Item degradation was removed for a reason, and it was a good decision. It introduces further tedium that is not needed. The purpose may be to control item economy, but the main effect would be to slow down gameplay, which appears to be the exact opposite of what they are trying to achieve - more fluid, engaging gameplay. Item economy is better balanced through other systems already in place - loot tables, traders, and tiers.

 

I explained myself well enough and stand by my comments. Agree to disagree. Strawman is the most overused term these days.

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There are big differences between bleeding and gun jamming. Firstly, bleeding is resolved with a bandage that is super easy to craft with materials that are super easy to obtain. Second, if you are bleeding, it’s because you were in control and made a mistake. The bleeding result may have been random, but allowing yourself to get hit is a mistake.

 

I don't even really care about gun jamming. It was Madmoles idea and I mearly said it was interesting. I don't want to become it's defender here on the forums, but you are really not understanding what i'm saying. You get hit, you bleed. Bandage. Done. You fire, you jam, use item to fix, Done.

 

Tell me again how much harder that is than using a bandage? Circumstances are slightly different but functionally they are the same.

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I like gun jamming, it realistically relates to item skill (gun maintainance) and gun level (product quality / age).

And gives tension, if you might have a jam at the wrong moment.

 

Maybe with a counter strategy for the player, such that the first bullet always fires.

-> making the player always check that the gun it fully loaded.

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I don't even really care about gun jamming. It was Madmoles idea and I mearly said it was interesting. I don't want to become it's defender here on the forums, but you are really not understanding what i'm saying. You get hit, you bleed. Bandage. Done. You fire, you jam, use item to fix, Done.

 

Tell me again how much harder that is than using a bandage? Circumstances are slightly different but functionally they are the same.

 

Well it’s not so much the action of resolving the situation, it’s that it is not fun having something bad guaranteed to happen to you randomly over and over again. I am saying gun jamming could be ok, not necessarily against it. If I have zero control over it, don’t want it at all.

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Can y'all devs please consider removing or delaying that damn dog/wolf attack squad that comes for you in the first few days? I cannot tell you how many times I've been strolling along or looting or something and I suddenly lose all my health to a pack of expertly trained silent ninja wolves flaying my skin off.

 

If I die during an early day, or hell, AT ALL, it's to a wild animal of some kind, and having the game send THREE extremely fast and powerful threats at you to murder you is not fun. You would not sent 3 homing ferals at the player just out and about midday, would you? At least make a global howl sound when they spawn in or something, they should not be so deadly AND completely unnoticeable until it's too late.

 

Yeah, when I played with my friend (who I got him to try Alpha 18) a week ago, when we spawned, we BOTH got our asses kicked by a dire wolf each spawning near us. We had no weapons, and the dire wolves eventually caught up to us and killed us both. Thankfully, we didn't lose the distance we traveled to get to each other because we quickly placed a bedroll each. But this was hilarious: a OP enemy on day 1 spawned for BOTH of us, when were really far away from each other. It was like the game trolled us.

 

MadMole, might want to look into it so these guys don't spawn on day 1.

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Go play Call of Duty, Battlefield, or Doom with random gun jamming. Go play Forza Motorsports or Grid with random engine stalling. Go play Super Mario Bros (1985) or Mega Man (1987) where the jump button is randomly disabled for 5 seconds. Then come back and tell me how "fun" and "exciting" it is to have the entire outcome of your playing determined by chance rather than skill. That's poor game design. That's a slot machine where there's a chance for it to punch you in the face.

 

well the S.T.A.L.K.E.R. series got "random" gun jamming - and its quite popular. it happens only on poor condition/low tier weapons tho (if i remember correctly).

 

and i think thats how 7days should handle it. low quality and low tier weapons would have a higher base chance 2 jam. durability also matters. so a blue t3 rifle would never jam at 75-100%, but at 1-10% basically every gun/car would jam more often than operate.

 

orange t1 guns could even jam at around 95% durability and be already heavily unreliable at around 30-50% and so on and so on...

 

EDIT: actually i think quality lvl should even affect base accuracy. let them nubz cry pls :tickled_pink:

Edited by Alpacko (see edit history)

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Yeah, when I played with my friend (who I got him to try Alpha 18) a week ago, when we spawned, we BOTH got our asses kicked by a dire wolf each spawning near us. We had no weapons, and the dire wolves eventually caught up to us and killed us both. Thankfully, we didn't lose the distance we traveled to get to each other because we quickly placed a bedroll each. But this was hilarious: a OP enemy on day 1 spawned for BOTH of us, when were really far away from each other. It was like the game trolled us.

 

MadMole, might want to look into it so these guys don't spawn on day 1.

 

If it was at night I think it is working as intended. There are even ferals at night on low gs levels.

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If it was at night I think it is working as intended. There are even ferals at night on low gs levels.

 

Actually, i got one on day 1 as well, around 16h. Adventurer, vanilla settings.

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Hey guys, it's okay to disagree but let's keep from dragging things into name calling no matter who said what 1st. Save both of you guys the time energy. Take it out on the zeds in game instead. 😎

 

- - - Updated - - -

 

anyone know what the update is for?

 

 

just got home

 

More guns....the orange through blue kind...😅

 

ooQUmyG.gif

 

https://7daystodie.com/forums/showthread.php?131112-Announcement-A18-b155-EXP

Edited by Laz Man (see edit history)

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Hey guys, it's okay to disagree but let's keep from dragging things into name calling no matter who said what 1st. Save both of you guys the time energy. Take it out on the zeds in game instead. ��

 

- - - Updated - - -

 

 

 

https://7daystodie.com/forums/showthread.php?131112-Announcement-A18-b155-EXP

 

It's cool thats the only response them two will ever get from me.

No one is name calling by the way. :)

Edited by ZombieSurvivor (see edit history)

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So what exactly does "Set POI culling to 1 for live build" mean?

 

I google searched it and got alot of stuff about stopping sleeper spawns in POIs, don't think that's what it is, and I didn't find anything searching here either.

 

Anybody feel like giving an answer at to what this means?

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Oh, I forgot to read that.

 

*reading*

 

Arrows have twice as much penetration....😅

 

sNep3rp.gif

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It's cool thats the only response them two will ever get from me.

 

and for that we are grateful :strawberry:

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Fight is over guys, don't make me come in there and split your spines in half with my hands...I mean, look at my avatar...I'M HUGE

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I'm not for or against weapon jamming / misfires but if it is added, then maybe a simple reload could unjam it. You would of course lose one round for each time it happens. To me that makes sense since you're crafting handmade rounds.

 

BTW, loving A18 right now. I can't wait to get home after work and start it up.

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Fight is over guys, don't make me come in there and split your spines in half with my hands...I mean, look at my avatar...I'M HUGE

 

giphy.gif

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