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Alpha 19 Dev Diary

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2 minutes ago, Gobarg said:

Ah... the sigh that you hear from your COOP partner, who has gone stealth, as you walk past and start blasting away with the "Buss"

And that is why I would never go stealth in a MP game of 7D2D, not when I'd always be raiding with trigger happy, shotgun blasting, grenade tossing super soldiers. 😛

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1 minute ago, FileMachete said:

Tech question on Blunderbuss & Shotguns.

 

How does the ray-cast pellet spread work exactly?

 

Do all pellets start clumped together at the barrels end, or do they start already spread out to the ray-cast number?

I.e. do they expand outward from centreline as they travel away from gun or not?

This isn't the right answer I'm sure but for me every pellet has a bloody mind of its own!

 

1 minute ago, MechanicalLens said:

And that is why I would never go stealth in a MP game of 7D2D, not when I'd always be raiding with trigger happy, shotgun blasting, grenade tossing super soldiers. 😛

Awww you can just call me Gobarg mate. ;)

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4 minutes ago, Gobarg said:

This isn't the right answer I'm sure but for me every pellet has a bloody mind of its own!

It would honestly be better if each shotgun pellet was homing and had infinite range. ;)

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5 hours ago, JCrook1028 said:

Snowberries have a use again in A19. Early game food. Smash em with your stone axe as you walk by and snack on them. It's pretty easy to gather 20 or so a day of not more without spending any extra time doing so. That's a couple of steaks worth of food for free. And yes I did mean to say WALK by, don't run 100% of the time and you won't need the massive amounts of food people are complaining about.

To be fair they could be good in Alpha 18 as an early-game food, but you had to spend 1 point in Iron Gut and 1 point in Living off the Land. This way you'd gather 2 snowberries per plant, and they'd have zero food poisoning chance. The main reason why my favorite place to be was the snowy biome haha. Seriously though SCREW lumberjacks! Their animations used to be so messed up in Alpha 18, you'd interrupt their flinch with a second attack all the time and cancel their flinching animation, giving them a free hit on you most of the time. Definitely glad that's been touched up on in Alpha 19

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Does the Cowboy Hat Modification remove the armor statistic of whatever helmet you put it into, or does it combine the existing armor stats with the new insulation stats?

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1 minute ago, Trunks_Budo said:

Does the Cowboy Hat Modification remove the armor statistic of whatever helmet you put it into, or does it combine the existing armor stats with the new insulation stats?

I don't believe so mate.

It just changes the cosmetic look of the helmet you put it into

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3 minutes ago, Gobarg said:

I don't believe so mate.

It just changes the cosmetic look of the helmet you put it into

Thanks for your help! I had a eureka moment too, I realized I could just check my armor rating on my stats page with and without the mod installed. Turns out you're right and you totally retain the armor rating, in addition to receiving the insulation bonus =D

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27 minutes ago, Trunks_Budo said:

Thanks for your help! I had a eureka moment too, I realized I could just check my armor rating on my stats page with and without the mod installed. Turns out you're right and you totally retain the armor rating, in addition to receiving the insulation bonus =D

ah "Eureka"  Ancient Greek for " Where's my towel?!"

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2 hours ago, bobross said:

I am NOT suggesting they rebalance the game around 5-10 hour players, and I don't know what I need to do to get that point across to people. I am providing feedback from a newish player who is frustrated with their game. I have gone out of my way to state I think that this will be net beneficial late game and am suggesting that MAYBE something pointing out that YOU NEED TO EAT HIGH END FOODS TO MINE EFFECTIVELY MIGHT BE A GOOD IDEA.

 

I've been gaming for 40 damned years now. I've done it the hard way, and there is a way to make it challenging without breaking new players as they walk in the door. I am not asking them to rebalance everything on the basis of Day 6 of a playthrough of a new Alpha. I am saying that, if they are balancing one system around the function of a completely DIFFERENT system, I think they need to do a better job of making that very clear to players.

 

I am not coming here asking for a fix, I'm providing the Pimps feedback. I've noticed in the past (like, when we were getting 17+ demolishers on a Day 21 horde night) that getting the idea that a problem exists through to Madmole's - ESPECIALLY when it's a problem in Multiplayer - requires additional effort because he doesn't play MP. This is obviously not to that level, but it'd be nice if some consideration of how much a minor alteration in food availability might impact a particular playstyle. It's balanced fine in SP, but when you've gotta feed 5 people out of the same rough area, balancing around food becomes problematic.

If it helps at all I can confirm that I have noticed that you have been asking for better communication about progression this whole time and people seem to be thinking you are criticizing the early game progression itself. I think it is because you shared the experience of your friend being so upset by trying to use the pickaxe that she crafted and couldn't use effectively and that kind of got in the minds of the readers. But, I do think that you are correct that something should warn new players that it is better to stay with the stone axe until they have the perks and potions to support the use of the iron and steel pickaxes.

 

And, despite being called derilect in your duty as a friend, I agree that the responsibility for educating new players really does fall upon the game.

It's good feedback.

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 a line or two in the description might work

Stone Axe - Lightweight primitive tool, low stamina drain.

iron tools - medium weight tool, Higher stamina drain

Steel tools - heavy mothers that take a day to swing and a good cough and wheeze between each stroke.

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1 hour ago, FileMachete said:

Tech question on Blunderbuss & Shotguns.

 

How does the ray-cast pellet spread work exactly?

 

Do all pellets start clumped together at the barrels end, or do they start already spread out to the ray-cast number?

I.e. do they expand outward from centreline as they travel away from gun or not?

I would hope so.

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Posted (edited)

Think we can get a confirmation message for removing quests? Easy to do on accident since share and remove are right next to each other.

Edited by Vintorez (see edit history)

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2 hours ago, Roland said:

If it helps at all I can confirm that I have noticed that you have been asking for better communication about progression this whole time and people seem to be thinking you are criticizing the early game progression itself. I think it is because you shared the experience of your friend being so upset by trying to use the pickaxe that she crafted and couldn't use effectively and that kind of got in the minds of the readers. But, I do think that you are correct that something should warn new players that it is better to stay with the stone axe until they have the perks and potions to support the use of the iron and steel pickaxes.

 

And, despite being called derilect in your duty as a friend, I agree that the responsibility for educating new players really does fall upon the game.

It's good feedback.

Yeah we will definitely let people know, probably with load screen tips and possibly in game journal tips, maybe even a stage 2 tutorial after you get a cooking pot, or forge.

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7 minutes ago, madmole said:

Yeah we will definitely let people know, probably with load screen tips and possibly in game journal tips, maybe even a stage 2 tutorial after you get a cooking pot, or forge.

Honestly, stage 2 tutorials would both be incredibly good and incredibly easy to overdo. I think the game would benefit dramatically overall though.

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12 minutes ago, madmole said:

Yeah we will definitely let people know, probably with load screen tips and possibly in game journal tips, maybe even a stage 2 tutorial after you get a cooking pot, or forge.

Maybe even a quest and/or pop up journal tip like the one in the end of tutorial quest?  Altho it would be annoying to get it while in combat...

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12 hours ago, MechanicalLens said:

¿Ahora soy solo yo, o dispararle a un animal vivo con una escopeta ya no diezma el cadáver del animal? He cazado un par de jabalíes con un barril doble recientemente y no he perdido carne de ninguno de ellos.

 

I thought the same thing. When I discovered that boars are no longer very friendly. I hit them with my blunderbuss and they didn't lose their hp. If your life haha

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I think I read a post that there was a janitor zombie in the works... or maybe I heard it in one of the A19 dev streams.
I'm all for new zombies, especially ones that will work well in the world and in the POIs.
Is there any chance of also adding a generic worker zombie?... something to fill up the factories and other industrial POIs instead of always constructions workers? I know it probably would be similar to the janitor, but perhaps there is some way to make them unique.
Something simple, like this...
 
assembly-line1.jpg.0aa9425c26a496cbd23d5daba72e5744.jpg

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I think a "Stamina Management" journal tip that unlocks when you acquire a metal tool would suffice. Could also add a line like "Metal tools are heavy and drain stamina quickly, eat and drink well for big jobs." to iron and steel tools.

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Posted (edited)

May I suggest a "reverse progression" for food with game stage.  Low GS the cabinets are filled with canned food and later it's mostly seeds, empty cans murky water.  Only shamway crates have the coveted canned food late game.

 

I prefer to play as a survival game, not a questing rpg so I play permadeath with no traders/vendors or airdrops and most food crates and shelves on day 1 are just empty jars and drinks.  It's really just luck to survive long enough that you can clear POIs quickly, get a farm up or find a weapon that allows you to hunt since deer cant viably be killed with the base bow.   With the current design I don't think it's possible for the average player to get enough food without supplementing it from vending machines and buried treasure quests.

 

Additionally an option to disable traders and vending machines the way you can disable airdrops would be nice.

Edited by Forgotten Memes (see edit history)
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1 hour ago, bobross said:

Honestly, stage 2 tutorials would both be incredibly good and incredibly easy to overdo. I think the game would benefit dramatically overall though.

Usability improvements, easing the learning curve are high priorities for us. That is why we added the loading screen tips to help teach people the game. We can probably get one in a patch about stamina since some people are having some trouble with it. It is pretty easy early game with stone tools and the adjustment to remove food poisoning and make the food buffs was done pretty recently, so we didn't have that tool tip.

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Nothing wrong with food, drink, stamina. Its relevant for the first time in ages and the whiners are out in force. You had stamina without a problem swinging a tool like Arnold, now its real. Deal. 

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1 hour ago, Laz Man said:

Maybe even a quest and/or pop up journal tip like the one in the end of tutorial quest?  Altho it would be annoying to get it while in combat...

Placing the campfire could activate it, or any action really.

50 minutes ago, AtomicUs5000 said:

I think I read a post that there was a janitor zombie in the works... or maybe I heard it in one of the A19 dev streams.
I'm all for new zombies, especially ones that will work well in the world and in the POIs.
Is there any chance of also adding a generic worker zombie?... something to fill up the factories and other industrial POIs instead of always constructions workers? I know it probably would be similar to the janitor, but perhaps there is some way to make them unique.
Something simple, like this...
 
assembly-line1.jpg.0aa9425c26a496cbd23d5daba72e5744.jpg

That is very similar to the janitor actually, and the janitor will be the base for the construction worker variant.

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54 minutes ago, AtomicUs5000 said:

perhaps there is some way to make them unique.

That way would NOT be to dress them all in blue overalls...

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5 hours ago, PoloPoPo said:

2)  In A19 that is completely different and I think this is a change for the worse. No matter what time, it never gets pitch-dark. Even without any lamps you find your way. 

 

I agree this needs to be tweaked.  Although it does get pitch black if you're in a mine.

 

The navizgane and random gen maps are terrible, the pregen maps are decent, here's pregen1 with the traders marked

7DtD-renderer.png

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6 minutes ago, Roland said:

That way would NOT be to dress them all in blue overalls...

I just meant unique from the janitor, not from each other.

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