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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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AFAIK he never explodes on his own. He smashes with his fists. We're still experimenting with him.

 

Ah ok. I think I get it now. This is working nearly the opposite of how I thought it would, but it actually makes sense.

If I don't want him to explode, I avoid hitting the sweet spot, but have to really focus on hitting the head multiple times or otherwise he is still going to deal a ton of base damage. If I do want him to explode (perhaps to wipe out a crowd of zombies), I shoot it.

If I do on accident... too bad.

 

I just have a couple thoughts though.

If I want him to explode, and shoot the target, there seems to be a delay of around 5 seconds. I do like this idea as this would give me time to get away if I hit it on accident. However, if I want him to explode on purpose, it would be nice to bypass the delay by hitting it 3 times, for example.

 

My other thought is a concern. Is it only shots from the player that triggers it? What happens with turrets? What happens with blade traps? What happens if the Demolisher is on fire? What about darts? Can other explosions trigger it? Can other zeds swinging trigger it? Can melee trigger it?

 

I would hope for shots, arrows, and melee from the player only to trigger it.

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Ah ok. I think I get it now. This is working nearly the opposite of how I thought it would, but it actually makes sense.

If I don't want him to explode, I avoid hitting the sweet spot, but have to really focus on hitting the head multiple times or otherwise he is still going to deal a ton of base damage. If I do want him to explode (perhaps to wipe out a crowd of zombies), I shoot it.

If I do on accident... too bad.

 

I just have a couple thoughts though.

If I want him to explode, and shoot the target, there seems to be a delay of around 5 seconds. I do like this idea as this would give me time to get away if I hit it on accident. However, if I want him to explode on purpose, it would be nice to bypass the delay by hitting it 3 times, for example.

 

My other thought is a concern. Is it only shots from the player that triggers it? What happens with turrets? What happens with blade traps? What happens if the Demolisher is on fire? What about darts? Can other explosions trigger it? Can other zeds swinging trigger it? Can melee trigger it?

 

I would hope for shots, arrows, and melee from the player only to trigger it.

 

Then don't use traps.

 

Speaking from the perspective of another player, I fail to see the issue here, or lack thereof. Madmole?

Edited by MechanicalLens (see edit history)

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AFAIK he never explodes on his own. He smashes with his fists. We're still experimenting with him.

 

This is helpful actually. Like the cop, if there is a way to prevent the explosion damage it will make a huge difference. Hopefully the 'sweet spot' to activate the bomb is not the entire chest area....

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man a str/fort build looks good

 

MadMole, how does an equal level stealth bow/crossbow player fare at that gs?

 

trying to see the balance for gun bunny and ninja styles of play

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Enjoy!!!!

 

Check out madmole defend his base on day 84 for some super crazy action, and get a first look at the demolisher zombie!

 

 

#7DaysToDie

 

giphy.gif

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This is helpful actually. Like the cop, if there is a way to prevent the explosion damage it will make a huge difference. Hopefully the 'sweet spot' to activate the bomb is not the entire chest area....

 

The sweet spot is a relatively small area on the right side of the chest, I believe. You can still kill demolishers with headshots though. Just be prepared to waste lots of ammo.

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Then don't use traps.

 

I don't think that's a good solution if it is the case that the Demolisher blows up because of them.

It just makes a whole slew of game mechanics pointless.

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I don't think that's a good solution if it is the case that the Demolisher blows up because of them.

It just makes a whole slew of game mechanics pointless.

 

If a demolisher explodes because one of your traps set them off, you lose. My opinion may be irrelevant on the matter as well, but I will nonetheless express it (so should you); my opinion has been made clear, I believe.

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Hi Madmole!

 

I really enjoyed your latest horde night (Day 84) video... Amazing stuff.

 

It would have been nice if you had done a follow up video showing the extent of the damage done to your base. I'm curious since it seems they dug up somewhere, so there must be considerable damage.

 

Thank for the videos, and best game ever!

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If a demolisher explodes because one of your traps set them off, you lose. My opinion may be irrelevant on the matter as well, but I will nonetheless express it (so should you); my opinion has been made clear, I believe.

 

Yes, as always... but all posts don't need additional posts to clarify that an opinion has been made.

 

I can find some value in saying if a trap sets it off, oh well. However, I don't think the value that the Demolisher adds to the game should override the gameplay value to be had with all of the traps available. If there were ways to strategically place traps such that they would affect the other zombies but not trigger the Demolisher, it would be a different story, but I doubt anything clever could be done. Might as well take the traps out of the game.

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Taser and Junk Turret, XP for traps. Guaranteed recipe unlocks, best with medicine.

 

That's rather sad and it looks like that won't be something I will invest in as a single player guy which saddens me.

 

I really didn't expect to be forced into another build.

 

You and others may say I'm not but with the monotonous tedium that accompanies very basic looting thanks to the annoying 'every house a dungeon' setup I will be left probably not playing the game very much at all.

 

Intelligence builds giving only mediocre 'middle of the road' items takes away a vast amount of the fun and the point of levelling for it. That, along with super nerfed exp and mixed builds, with little to no looting and the necessity of a rather strong base build to protect you from those hordes does not sound appealing enough to put my backside in my seat snd start this up.

 

The poster who mentioned what seems like appeasement of a smaller group of people who demand a bigger challenge, as well as another who pointed out the obvious need for a different setup for SP over MP, both had it exactly right about these decisions which impact everyone - and I don't think it's a wise idea.

 

I'd suggest:

 

The intelligence build guy who gets to make better gear has to suffer a long time without them unless he loots something good.

 

The strength and defense spec guy is built tanky enough to enjoy the possibility of great loot earlier game but wont enjoy the ability of being able to make his own good stuff later on should he lose his bag and weapond to zombies or other players.

 

That sounds a lot better than it is now, which is strength/def (or stealth) favours looters - and forces those who dont want to go into convoluted POIs to do so, and those who mine and grind for the grand ability to finally be able to craft 'average' products as a badly hit Int build - out of their chosen playstyle and into situations that impede, rather than enhance their gaming experience.

 

Note:

 

I just shed some tears of laughter among my metaphorical tears of sadness at the intelligence build guy who makes 'medium items' at the top of his game being referred to as a 'Quantum physicist.' 😂

Edited by Zombie_Jam
Comment cleanup (see edit history)

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Yes, as always... but all posts don't need additional posts to clarify that an opinion has been made.

 

I can find some value in saying if a trap sets it off, oh well. However, I don't think the value that the Demolisher adds to the game should override the gameplay value to be had with all of the traps available. If there were ways to strategically place traps such that they would affect the other zombies but not trigger the Demolisher, it would be a different story, but I doubt anything clever could be done. Might as well take the traps out of the game.

 

So if you have traps that are in harms way, it would behoove you to eliminate the threat (aka demolisher) before he can get within range of them. Or, make sure you headshot him to *not* set him off.

 

It seems like, on paper, a fair trade-off to me. I don't think it eliminates traps as a viable mechanic...

 

-A

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I wonder if a sea of gas barrels, a wall of cars, an exploding crossbow bolt, TNT, and an explosion from a demolisher will be enough to take out a Shotgun Messiah Factory. Can't wait to get testing.

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So if you have traps that are in harms way, it would behoove you to eliminate the threat (aka demolisher) before he can get within range of them. Or, make sure you headshot him to *not* set him off.

 

It seems like, on paper, a fair trade-off to me. I don't think it eliminates traps as a viable mechanic...

 

-A

Sounds good, and makes sense to me. I just need to clone myself so that while I am giving the Demolisher “100 head shots” coming from the North, my clone can also take care of the one coming from the South.

I will do it. For the sake of traps.

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Sounds good, and makes sense to me. I just need to clone myself so that while I am giving the Demolisher “100 head shots” coming from the North, my clone can also take care of the one coming from the South.

I will do it. For the sake of traps.

 

If you don't like the demolisher, just spawn in an instakill pistol from the dev menu. Just know that you will lose the respect from all other survivors (players). (I'm only teasing/joking around of course. :p No offense.)

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If you don't like the demolisher, just spawn in an instakill pistol from the dev menu. Just know that you will lose the respect from all other survivors (players). (I'm only teasing/joking around of course. :p No offense.)

 

I would lose respect for myself. I don’t know if I like it or not. If traps don’t always set them off, then they would easily be my favorite.

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I would lose respect for myself. I don’t know if I like it or not. If traps don’t always set them off, then they would easily be my favorite.

 

Loads of people despised the idea of radiated zombies for a long time. Perhaps the demolisher will become a staple of 7D2D in the same way, even if it's tweaked over the coming months/years like the original radiated cops/wights were.

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best for demolishers may be delaying terrain tactics. such as barbed wire to slow them down at a distance. then shoot him to explode when the other zeds pile on him. granted this will only work early in the nigh for as he explodes and takes some of the battle field control out, others would come in.

 

Just dont make demolishers too common, it would really detract from gameplay if every 5th one was a demolish in late game.

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best for demolishers may be delaying terrain tactics. such as barbed wire to slow them down at a distance. then shoot him to explode when the other zeds pile on him. granted this will only work early in the nigh for as he explodes and takes some of the battle field control out, others would come in.

 

Just dont make demolishers too common, it would really detract from gameplay if every 5th one was a demolish in late game.

 

Or you could have multiple rows of walls surrounding your base, serving as cannon fodder. Just pitching ideas.

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'Underground you should also think about having a second exit, always.'

 

There's the tyrrany I talked about. You are part of the problem, not the solution. You don't get to decide how I, or any fellow 7 Days players play our games. The same applies vice versa, I do not get to decide how you should play.

 

And there I thought I was just giving advice how digging zombies could be avoided in a pacifist run. Instead it seems I was demanding you to do this. :cocksure:

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They walk off higher ledges now

 

Sweet.

 

Oh you're mistaken; I'm not arguing that the old poi's were better, I'm arguing that their design is better to have as a majority. I don't need "Good loot" in every poi, so I'm happy to go into a normal house that has some standard day 1 junk (clothes, few cans of food, maybe a cooking pot) and call it a day.

 

That's in fact what I want.

 

I would *love* the dungeon poi's to have special loot I can't get anywhere else, to make them worth the effort, but do you know what I find when I go through those poi's? Clothes, some cans of food, and a cooking pot. Oh yeh and the occasional pile of goodies, certainly nothing I *need*.

 

And that finite selection of poi's? With the new dynamic block system, it doesn't have to be that way. They could literally have the interior of every building different, if they designed it from a different point of view. Why does a desk have to be limited to open vs closed? Why can't it be a nightstand, a bookcase, a trap, or even a wall?

 

More to the point though, why does EVERY house have dozens of these pallets inside of them? They're like onions in chinese food... they're cheap, and they fill up the plate.

 

There are just too many valid arguments against the amount of dungeon poi's. Thankfully TFP agrees with me on this one, and is adding more "generic" ones to the mix.

 

I would have nothing against throwing the old ones into the pool of POIs. But them being the majority? I don't agree. Any quota is wrong as old buildings become boring as fast or even faster as dungeon POIs and they surely would be a small minority of all buildings when 1.0 is here. The only good reason would be to have a much longer play time until you have seen all the new POI buildings by making them more scarce.

 

If we talk about the effort of going through a building it makes no sense to compare Higachi to a wood shack. If we compare an old residential house to the same size of new residential house, the difference in getting some loot out of them is not that big, especially if you ignore paths.

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That's rather sad and it looks like that won't be something I will invest in as a single player guy which saddens me.

 

I really didn't expect to be forced into another build.

 

You and others may say I'm not but with the monotonous tedium that accompanies very basic looting thanks to the annoying 'every house a dungeon' setup I will be left probably not playing the game very much at all.

 

Intelligence builds giving only mediocre 'middle of the road' items takes away a vast amount of the fun and the point of levelling for it. That, along with super nerfed exp and mixed builds, with little to no looting and the necessity of a rather strong base build to protect you from those hordes does not sound appealing enough to put my backside in my seat snd start this up.

 

The poster who mentioned what seems like appeasement of a smaller group of people who demand a bigger challenge, as well as another who pointed out the obvious need for a different setup for SP over MP, both had it exactly right about these decisions which impact everyone - and I don't think it's a wise idea.

 

I'd suggest:

 

The intelligence build guy who gets to make better gear has to suffer a long time without them unless he loots something good.

 

The strength and defense spec guy is built tanky enough to enjoy the possibility of great loot earlier game but wont enjoy the ability of being able to make his own good stuff later on should he lose his bag and weapond to zombies or other players.

 

That sounds a lot better than it is now, which is strength/def (or stealth) favours looters - and forces those who dont want to go into convoluted POIs to do so, and those who mine and grind for the grand ability to finally be able to craft 'average' products as a badly hit Int build - out of their chosen playstyle and into situations that impede, rather than enhance their gaming experience.

 

Note:

 

I just shed some tears of laughter among my metaphorical tears of sadness at the intelligence build guy who makes 'medium items' at the top of his game being referred to as a 'Quantum physicist.' 😂

 

You are over reacting based upon an A16/A17 reference point for how the game plays. Before you cry an entire river of mixed joy and sadness I suggest you stop worrying until you play it. I’ve played 2 weeks into the intelligence build and it is fun. I really like stun batons and “crafting mediocre” is still great when you don’t have to wait for randomness to smile on you.

 

All of the major builds are interesting and unique and worth doing five playthroughs to experience them.

 

I say this at the risk of being accused of dictating to you what you should do and forcing you to react in a different way to Madmole’s news than you wish to....

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Stating this for a friend...

 

Can we have some larger POI dungeons with multiple paths in the future? One more straight forward path with a crap ton of zombies to fight through, but also one (or more) paths that are more stealth compatible. It would be fun to fight through a few battles, but if ammo gets sucked up you can switch to the stealth route through part of it. I could see this being a thing for one of the Skyscraper POIs.

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best for demolishers may be delaying terrain tactics. such as barbed wire to slow them down at a distance. then shoot him to explode when the other zeds pile on him. granted this will only work early in the nigh for as he explodes and takes some of the battle field control out, others would come in.

 

Just dont make demolishers too common, it would really detract from gameplay if every 5th one was a demolish in late game.

 

... what I want to know is how people are going to crap themselves when they see their first Irradiated Demolisher.

 

:cower::miserable::crushed: ...:angel:

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