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Alpha 19 Dev Diary


madmole

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11 minutes ago, MechanicalLens said:

Again, I'm not arguing for or against it, that's not the point here; I'm just making an observation. :) I edited my comment above detailing three such examples.

Yeah, the radius hints are great.  Could work the same for notes, key cards, fobs, etc, giving you a hint of which room(s) contain the needed pieces to open the safe.

Edited by irongamer (see edit history)
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Just now, MechanicalLens said:

And so it seems that we have reached a bridge in this discussion. To keep things consistent, a singular keycard or a series of keycodes would need to be easy enough to find and, if current trends continue, they would probably have arrows pointing towards them. At that point, does it matter which one TFP could pick? I argue... not really. ;)

Yeah, the main strength of the original idea was the promotion of exploring a POI more fully, prompting more zed encounters, and the additional satisfaction of finding something.

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i mean, sure i understand that there is a bunch of people that want a zombies apocalypse to be 100% realistic, with food spoilage, no nerd poling, etc. but there are mods for that.

 

i agree 100% with you saying that nerd poling is a problem if you want it to be a problem, i cant see that being an issue, its not a race, you are not affected if other players want to get fast loot let em be with it, it's up to each individual after all should they choose to make their own game more difficult or realistic by not allowing themselves to place frames.

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12 minutes ago, irongamer said:

Yeah, the main strength of the original idea was the promotion of exploring a POI more fully, prompting more zed encounters, and the additional satisfaction of finding something.

Unless you're a min/maxer lol

(not me)

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Perhaps this was answered already, but in the previous stream I noticed infection rate going down, not up and infection started at 3%. Are %’s random? Will infections stack? Will infection rates begin to increase instead of decrease if severe enough?

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I've played games where nerd polling was removed, and although it certainly makes building more interesting, it also removes all cheesiness associated with nerd polling.  

 

The change to building wasn't so dramatic that it causes frustration or chaos, it just made you think differently and approach problems with the idea you needed to solve them, not just cheese around them.

 

It's not game breaking, and is actually quite fun. 

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54 minutes ago, Eighmy_Lupin said:

Unless they give us some sort of scaffolding, like Minecraft currently has, nerd polling has to stay or building will be ruined. 

 

The scaffolding in minecraft really isnt any different than nerd polling.

Naw you just have to build differently.  You have to think/plan it out. 

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7 minutes ago, MechanicalLens said:

If you want to build differently, you already can. Just don't nerdpole, it is as simple as that.

Imagine if it was proposed that jumping has to be removed because a tiny minority of people abuse it in a way that wasn't intended (and don't affect anyone else but themselves and anyone mimicking them). You could argue, "Well, you now have to use your brain. Use ladders, use ramps using the shape menu." But the sole question here would be... "Why"?

 

But again, it's all up to TFP. If they find it justifiable to remove a mechanic because 1% of people abuse it and use it in a way that wasn't intended, then *shrugs* so be it.

Well the answer to 'why' is simple.

 

The game used to be complicated, you had to think more, and was fun.  It is now linear, has cartoon arrows telling you what to do and is less fun.

 

Mind you, I'm not advocating the pimps remove nerd polling; I no longer care... but to believe "building will be ruined" is simply incorrect. 

 

Remember when everyone was wondering why you couldn't just build blocks that float in the air like you could in Minecraft, and that physics "ruined" building?  

 

It's like that. 

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The person I quoted said it. 

Oh, and tfp is going to get backlash no matter what they do.  Either from the few of us that still haven't moved on or from the console crowd that likes the easier gameplay.

 

Tfp should do what is right for them.  

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1 hour ago, MechanicalLens said:

Regarding of your opinion of the game, it's neither wrong nor is it right. It's your opinion, and I'm sorry that it's no longer as enjoyable to you as it used to be. (No, I am not being sarcastic there. It genuinely sucks when a game evolves into something that you had not paid for.)

I really like that you said this cause it can be spun right around, the game evolving being taking out nerd poling. I also get it, its been in the game so long you can't even visualize it without it. It would make everything harder, is that a bad thing? 

Edited by STyK_ (see edit history)
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4 minutes ago, MechanicalLens said:

Whatever man, I'm not discussing this any further. All this will turn into, and has turned into, is newer player vs older player, hardcore vs "person who likes easy games", I've seen it all before and I'm just going to take a leave. We'll see what TFP do about it though.

I made the account on here in October, I've owned the game and read stuff on here since alpha 15, just never had a reason to get on. Devs saying they are going to release the game soon will do that. Thanks though for the low blow where it clearly doesn't matter.

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8 minutes ago, MechanicalLens said:

Or simply ignore it. 😛 I for one will completely ignore candy. I'm putting them in the same category as air drops. But to each their own.

Usually I m-word to add new content; even the changes I make are to add new challenges.  The way I see it, candy isn't a problem, but I'll probably add a balance for it.  Thanks to tfp I could add in diabetes if I wanted. :)

 

...but it'll probably be addiction. 

 

...use your air drops as an example.  Instead of removing or ignoring them, add a challenge.  Zombies/bandits beat you there, whatever.  Definitely remove any cartoon icons. 

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On 6/19/2020 at 11:01 PM, Guppys Fur said:

 

Mr. Mole, any plans/thoughts on raising the price for the Candys?
Obviously i need to play A19 to judge properly, but those candys sound WAY to overpowered to me for that little price.

Sure, 100 Dukes is an amount for Low Level Players to think about, but after level 20 or so?

 

IF the Economy didnt further change too much, lots guys i played with ended up with ten of thousands of duke coins level 20+ and would be able to munch on those Candys all day long.

 

Just a bit worried for Mid- and Lategame balance

There just isn't that much stock for it to be munched on all day. At most I've had 2 or 3 saved up by day 30.

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J.C.'s Channel, did a great segue from A18 to the upcoming A19. 

 

 

If you haven't been current with his A18 stream, it might be a bit confusing, but you can see one of his massive structures he's famous for building.

 

TFP should hire him for the story-line, he could probably come up with a dozen of them!  

Edited by Aldranon
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3 hours ago, MechanicalLens said:

Meanwhile, it has just clicked in my brain that sledgehammers are now the only weapons in 7D2D that don't have their own dedicated volume series.

They don't really "need" them, though.  Sledges are already good as-is and simply get bonkers with the correct perks/mods.

 

That said, in no way am I opposed to TFP adding a magazine series for sledgehammers.  I'm thinking they have other things to tackle of more importance...admittedly that's purely speculation on my part.

 

What could such a book series entail?  The typical durability cost reduction seems meh; sledges last for days already.  Damage increase book would probably be among them since the others get such a thing.  That stam refill bonus that Batter Up confers to clubs/bats would be broken on sledge.  I think it would be fun to see an attack speed increase for x seconds after a kill; it'd murder a stam bar without some good consumable buffs (coffee and beer come to mind) but could be absolutely wild cleaving through a horde of zombies.  Perhaps hitting a block with a power attack creates a shockwave that staggers nearby zombies...yeah, I know, I'm ripping ideas right out of other games I've played, heh.

 

Edit:  That second idea would be redundant seeing that you get AoE knockdown starting at rank 3 of the sledge perk

Edited by Kazgrel (see edit history)
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34 minutes ago, MechanicalLens said:

Volume 1: Sledgehammer use speed increased by 5%

Volume 2: Sledgehammers degrade 20% slower

Volume 3: Sledgehammers have a 5% increased chance to stun an opponent

Volume 4: Glancing blows with sledgehammers deal an additional 5% damage

Volume 5: Sledgehammers use 5% less stamina

Volume 6: You can dual wield sledgehammers

Volume 7: Sledgehammers deal an additional 5% damage to doors and safes

 

Set bonus: Sledgehammers one-shot everything.

 

;)

That's fine and all, but comparing those to something like the book series that fist weapons/unarmed is getting in A19 and it's a bit underwhelming.

 

I'm going to go with fist weapons/brawling in my first A19 build as my melee option simply due to how beefy that new book series is for them.  I'll probably be on guns for horde nights anyway, so why not have a bit of fun when out looting by drinking beer and punching zombies 🙂

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