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madmole

Alpha 19 Dev Diary

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1 hour ago, Gazz said:

No worries.

Feedback that perk A or B is the one must-have perk in the game while perk or attribute D and E are completely useless to anyone - that kind of nonsense can safely be ignored because we know for a fact that this is false.

 

What you see with every such post (rather treatise) is that everything is tailored to an extremely specific play style. With that in mind it actually makes sense.

Is perk A or B super critical for this play style? I don't doubt it.

What I doubt is that every single player will want to play this exact same way. We hear all the time that they do not...

That's reassuring to know.

 

I also think the new telemetry thing will help you further more, it was a smart move to add it.

You just have to be careful to not read "too much" from it. 😉

1 hour ago, Forgotten Memes said:

This is because problems often don't reveal themselves except in extreme situations.   Many people imagine themselves to be in decent shape, but would be wholly incapable of running even a half marathon.  Likewise by playing on insane difficulty the vast differences in the viability of weapons becomes painfully clear without the need to run the numbers.  If you're a roleplayer making cool buildings in creative mode game balance is irrelevant.  

I disagree.

 

If you fine-tune a car for F1 racing you can't use the same car for rallying.

That's the same for 7DTD, if they listen too much to some extremes they'll probably end up messing the average gamers.

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27 minutes ago, Jost Amman said:

 

 

If you fine-tune a car for F1 racing you can't use the same car for rallying.

That's the same for 7DTD, if they listen too much to some extremes they'll probably end up messing the average gamers.

This. Exactly.

Where can I vote for this post alone become a sticky. With tag "please read this before complaining about aspect XYZ of the game is too *insert lamentation here* considering my playstyle"

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3 minutes ago, Perlin_Worm said:

My victory garden and I take issue with the term "noob trap" :classic_angry:

 

 

#NoobLivesMatter

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3 minutes ago, Adam the Waster said:

#Noob&ProMatter

#AirshipsMatter

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1 hour ago, Jost Amman said:

 

I disagree.

 

If you fine-tune a car for F1 racing you can't use the same car for rallying.

That's the same for 7DTD, if they listen too much to some extremes they'll probably end up messing the average gamers.

i agree but like many games

 

it needs to a perfect balance

 

you don't want to push away new players but you also don't want to push away old player!

 

And i have hope TFP will do it. they listen! while i would like to see cougars in the forest and desert, that will be hash for noobs.

1 minute ago, Aldranon said:

#AirshipsMatter

press f for the Joke blimp!

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8 hours ago, Roland said:

Madmole is a roleplayer through and through....lol

 

If anything I do it to break the monotony of 15k hours of play. Life is all about overcoming obstacles and I take great joy in optimizing my time or how I approach tasks. And the only way to improve is to try something different. How I handle problems in my 50's is a lot different than how I would handle them in my 20's or 30's. That starts to open doors to role playing if you think about it.

Take it down to game play, I like to be able to do things different ways in games. For me when a player sees a problem and starts to wonder if they can do this or that, you have done a great job. Because most games there is one way to do things. I don't think all should be equally easy, but I like the option to do it differently. So you can bash open a container with a sledge, harvest it with a wrench, mine it with a pickaxe, blow it open with C4, breaching round from a shotgun, etc. Give players some freedom to do it their way.

Of course mining will always feel like the most efficient way for people because they are so familiar with it, and it has many uses. But for me, even though I was a miner I took great joy in using the breaching rounds because it was new. Lock picking can be fun too. But it isn't about the most efficient way, it is about doing it YOUR way. It is rewarding to try an idea and have it work out for you. I don't care if it is the best way, it works for me.

 

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@madmole loving the perks and perk placement so far. There's some perks that i've maxed that i dont normally do (like the mining ones). Leveling is definitely slowing down, currently lvl 79 (d59, 5156 kills, gs 164, still only 2 deaths, 120min days). My perks thus far without equipment:

Per (3/10) - 3/5 Lucky Looter

Str (6/10) - 3/4 Sex Tyr - 1/5 M. Chef - 5/5 Miner & Motherlode

Fort (8/10) - 4/5 M. Gunner - 2/3 Living off land - 2/5 Healing factor

Agi (7/10) - 4/5 Archery - 2/4 Parkour

Int (7/10) - 4/5 Better Barter - 4/4 Daring Adventurer - 4/5 Adv Engine - 2/5 Grease Monkey

 

Am finding that questing is requiring more into my bow/sneak since I love to stealth play/kill my way thru a POI. And the radiated aren't too keen on dying to headshots the way i'm specc'd right now (t5 compound bow - polymer string, cripple 'em, and rad remover mods - 46 range dmg before mods). Tryin to stay away from t5 quests unless I've got absolutely nothin to do/accomplish which is few and far between since I'm the main miner for my group. The others don't mind mining and will do if they have to it's just that I like to do it more than they do and we barter. Another Alpha first for our group is the start of player economy, I set up vending machines for my services they give me the "brass" I need for my bullets haha. With the need/desire for a lot of the perks scattered across all 5 trees, assessing which perks will take priority is definitely apparent, creating early game specialization. I could see this as an issue in single player games more than MP. Maybe allowing the trader quests to reward skill point(s) could be a thing.

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7 hours ago, Roland said:

Stealth players are going to be somewhat weaker on horde night. I bet they are still adequate to the challenge. I bet they could sneak into a large building and knock out the stairs and ride out most horde nights hiding on the top floor and never engaging the zombies-- ie being stealthy. Could anyone do that without spending the points? Sure, but then the cool kids who did spend the points get the benefits which work for most situations during the next full six days and nights.

Says the guy who might not have tried it fully?

Run and gun, who needs a base? Go run through a crowd slitting throats and watch them bleed out or smg them and laugh while running and reloading. As long as you have coffee or cardio you are fine. Jump 3 meters onto ledges you make to catch your breath, etc. Is it the most DPS beast build? Hell no, but it is a breath of fresh air.

That was the whole intent of the perk system, to give replay value trying new builds out, experimenting and make teams that augment each other in MP.

6 hours ago, beHypE said:

Ranzera and Khalagar you should consider opening a pro players only discord server. You both seem to have solved the game so well I wonder why you keep wasting your time spilling your knowledge all over us noobs. 

 

That being said you need to get together and discuss Run n Gun, because one of you thinks the game can't be played without it and the other one thinks it's a waste. Who's boss? 

 

Serious question : does power attacking zeds in the grills with knuckles avoid being affected by the new critical debuffs like it does for infection? 

It blocks infection but you can still get a crit.

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8 minutes ago, Adam the Waster said:

@madmole

 

 

are there any thing else coming into the Next patch thats interesting?

Junk Drone... 😁

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Just now, Jost Amman said:

Junk Drone... 😁

im mostly looking into changes and other stuff (like the animals)

 

but that too. but that seems more like a A19.1, 2 , 3 or 1777

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10 hours ago, faatal said:

Changed: Blade trap hits don't prime the demolition zombie.

 

Darts apply their damage directly, so they were fine.

Does this mean darts will prime the demo, but only if they hit his upper body and he is turned towards the dart trap? Or does it mean they won't prime him at all?

 

 

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16 minutes ago, meganoth said:

Does this mean darts will prime the demo, but only if they hit his upper body and he is turned towards the dart trap? Or does it mean they won't prime him at all?

 

 

they dont prime.

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Sounds like blade traps got a nice boost.  Should make base building alittle more varied in the late game.

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6 hours ago, Forgotten Memes said:

 Human psy@%$*#!gy dictates that most people will gravitate towards the easiest path to rewards.   People will use cheats and exploits knowing they're just making the game less fun for themselves.    It's the task of a good game developer to make the fun parts compelling and rewarding.

People have different intrinsic motivators. Not everyone finds the same things rewarding. This is not complicated. Not everyone feels the need to min-max games or rush progression. Some people do and I have no problem with that. But "some people" are not all people nor are they most people. Roland's beef having moderated this forum forever is that there are no shortage of people who complain about the game not being fun when the reason for it not being fun is not the game's fault. 

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3 minutes ago, Laz Man said:

Sounds like blade traps got a nice boost.  Should make base building alittle more varied in the late game.

bruh i basically only use blade traps. and shock wires

 

dart traps to me are very situational but i don't hate them, Turrets are ok but i like to use Junk turret due to cost

 

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Posted (edited)

I dont base build for the first 3 weeks. I sacrifice buildings til then. I start my week with some questing for the first 3 days, the rest I spend mining. why? because I like designing bases that shred horde nights. Intellect/ str builds are a must for this type of play as I use a lot of stone and sand, and dart traps need a lot of iron.

 

I have done base build playthroughs without mining, and went pure salvage and questing with better barter and bought all the mats, but that ended up being alot slower as traders really dont have much in the way of supplies to do that with. I rarely put points into weapon skills for the first 4 weeks. I dont even craft em past the initial intro quests. I find them quite easily.

 

I do however invest into stealth. fetch quests? quick easy, sneak in sneak out, head shot with a bow or crossbow or silenced 9mm. even in t5 quests. I have woken up zombie that way. moved over 3 blocks and stood stock still while they got up. and they couldnt find me, killing them with a 2nd sneak attack. stealth does take investment. but with no weapon skills and a crossbow? not much of a problem.

 

edit: so far I have 3 major base designs that work well. the birdcage, the cattle chute, and now, the ziqqurat.

4 minutes ago, Adam the Waster said:

bruh i basically only use blade traps. and shock wires

 

dart traps to me are very situational but i don't hate them, Turrets are ok but i like to use Junk turret due to cost

 

dart traps dont prime demos, junk turrets do

Edited by wolfbain5 (see edit history)
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Posted (edited)

Any plans to change the current blunderbuss model? Considering it's supposed to be a "look, it's technically a gun!" weapon, it seems strange to have an actual forged-for-purpose pirate boomstick model.

 

It'd feel more suitable if it was literally like an iron pipe banded to a stick, with a match on a tension spring swinging against the matchbox into a flash pan.

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

Any plans to change the current blunderbuss model? Considering it's supposed to be a "look, it's technically a gun!" weapon, it seems strange to have an actual forged-for-purpose pirate-@%$*#! boomstick model.

 

It'd feel more suitable if it was literally like an iron pipe banded to a stick, with a match on a tension spring swinging against the matchbox into a flash pan.

I'd like a primitive hunting rifle done. a musket would be a nice addition to the stone age.

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2 minutes ago, Vintorez said:

Any plans to change the current blunderbuss model? Considering it's supposed to be a "look, it's technically a gun!" weapon, it seems strange to have an actual forged-for-purpose pirate-@%$*#! boomstick model.

 

It'd feel more suitable if it was literally like an iron pipe banded to a stick, with a match on a tension spring swinging against the matchbox into a flash pan.

Looks pretty good enough for its job.

4 minutes ago, wolfbain5 said:

I'd like a primitive hunting rifle done. a musket would be a nice addition to the stone age.

This could be a good solution for longer range, while coping to survive to next era, those more rabbits that they will add, cannot be left just like that out there.

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Posted (edited)
8 minutes ago, wolfbain5 said:

I'd like a primitive hunting rifle done. a musket would be a nice addition to the stone age.

heck add them all!

 

Musket = Marksman good range, better damage then Blunderbuss but slow reload

 

Flintlock = Gunslinger = ok range, lowish damage but quick reload

 

Revolving rifle = AR: Fine damage, ok range, slow reload and holds 6 shots.

 

 

 

and maybe a change with the bow so its not left out!

 

Maybe able to fire 3 arrows? or a "Lung piercing ability"  where it causes bleed, and lows a target down

Edited by Adam the Waster (see edit history)

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Posted (edited)

Btw, so far game goes really good, really have no complains or something, just testing things and tactics till stable and it is hell of a fun. 

Can`t wait for the next update. 

Edited by beerfly (see edit history)

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