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madmole

Alpha 19 Dev Diary

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21 minutes ago, MechanicalLens said:

I can't wait until most animal spawns are nerfed again. This is my 6th bear in about an hour of play.

 

7_Days_To_Die_2020-07-12_2_39_15_PM.thumb.png.607abcac2732cab84dc966f1a4949452.png

 

You mean back to normal. I'm not gonna lie, I wanted a little bit more animals because I'm a heavy miner, but not the entire zoo.

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1 hour ago, max2k said:

Ther is no random stat range any longer they have all the same stats based quality level.

You may have gotten that impression because stone tools don't have random stats (they never had AFAIK). In XML there still is the random range of plus/minus 15%.

 

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12 minutes ago, Khalagar said:

I don't really understand why people want the world to be a barren empty wasteland again, I for one really like seeing the bears and would be happy if their aggro range was increased. Living bears basically don't aggro even when you boop into them with a car, their aggro range is so small.

 

More things moving in the world = more things to see and interact with

 

It's Skyrim with Mods vs Breath of the Wild, I hated BoTW because it was just 50 miles of empty plains and trees with like 3 enemies per square mile. I like the forests being full of deer and bears and wolves, and the meat is nice since cooking was basically a meme  before.

 

You can't make anything  worth a crap with just meat, but it's the base ingredient in everything, so having lots of meat means chefs can actually use their perks to make food, and people without chef perks are still walking around starving, wasting 150 meat a day on grilled meat / charred meat so they can fill half a hunger bar up.

 

Mad Mole was right that food is some of the best healing in the game. The high end food heals more than pain killers and healing bandages do. A LOT more, stuff like Sham Chowder heals like 80 health, so people who don't invest in healing perks don't get healing food either. 

 

The changes I'd want are actually for bears to be more aggressive so they can be early game bosses that make you change your play style and run away screaming, and for schematics to get nerfed. Every single item in the game shouldn't have a schematic. Basic food like Grilled Meat and *maybe* Bacon and Eggs should get schematics, but the higher tier foods should be perk only, so there's more reason to actually pick the perks

  

 

I don't have the example armors on me since I sell the bad ones, but next time I get some I'll take a screen shot. It happens a lot for me, almost every piece of armor I get  will have 1-2 point difference armor values even if it's the same level. I actually went from Level 6 Steel Chest to Level 5 Steel Chest because it had 2 point higher armor value

 

Agreed, animal spawns were too low before. But now it seems like a giant zoo's worth of fauna just broke loose. In an hour of gameplay I came cross 6 bears, 11 dire wolves, and over a dozen regular wolves. Imo bears should be rare spawns, but not virtually non-existent like they were before. Wolves and Dire Wolves shouldn't be showing up every 5 minutes either.

 

Personally I think it would be cool if zombie spawns were increased in towns and predator spawns were increased in the wilderness, allowing the player to decide early game where to settle down and which threat was greatest to them, but I know that's not going to happen. Still, In Pimps We Trust. :)

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31 minutes ago, Laz Man said:

You can try disabling/toggling distant POI meshes via the "pois" console command but I dont know if that only changes things for the admin or everyone on the server.

thanks, will try it next time it pops up. happens every time we play. on all our machines, potato or not

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8 minutes ago, wolfbain5 said:

thanks, will try it next time it pops up. happens every time we play. on all our machines, potato or not

Are you running a nitro map or RWG?  There might be a correlation with POI density...just a wild guess.

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Posted (edited)

both. vanilla until 2 days ago. been happening since exp release tho

 

edit: new maps each time

Edited by wolfbain5 (see edit history)

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Posted (edited)
32 minutes ago, MechanicalLens said:

So this is wonderful. My game crashed and my character files were wiped. -_- Time to restart afterall.

Thanos Avengers GIF - Thanos Avengers InfinityWar - Discover ...

i wished there was a way to fix it!

Edited by Adam the Waster (see edit history)

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Posted (edited)
34 minutes ago, Adam the Waster said:

Thanos Avengers GIF - Thanos Avengers InfinityWar - Discover ...

i wished there was a way to fix it!

I'm going through my horde night footage and I'm trying to restore my character to the way they were. There will be some inconsistencies though.

 

Edit: Figured it out.

 

Double Edit: Back To T1 trader quests. -_-

Edited by MechanicalLens (see edit history)

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B163: is it normal that bucks and zombies happily stroll together like best pals? 🤨

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Posted (edited)
1 hour ago, MechanicalLens said:

Personally I think it would be cool if zombie spawns were increased in towns and predator spawns were increased in the wilderness, allowing the player to decide early game where to settle down and which threat was greatest to them, but I know that's not going to happen. Still, In Pimps We Trust. :)

I kinda agree with this, and then also I don't. It feels more realistic on paper, then again the loot is in the cities and the zombies are easier to deal with than the predators. I also think the tech just isn't there yet to differenciate between towns and wilderness.

 

I started playing with the b163 and I'm currently on day 6 with 90min days. There are currently too many predators, and it's definitely too hard early on unless you're a veteran. I've done the math I think is correct in a thread in General Discussion, and basically in b157 the spawn chance of a predator was 0.47% per chunk, and now it is 4%, with a much bigger percentage of hard predators. 

 

But then again, I like the added tension it brings to the table. Let's face it, during the day there was actually no threat before you encounter ferals, and by then you're usually well equipped for a single zombie running at you anyways. Now, the game has me being focused, but only, and here's the cool part, when I explore. The respawn delay is high enough so that I can clear the surroundings of my base, or even a city, and be good for a while - hopefully enough to be in next the "tier" loot wise when the respawn begins. And if I take on a quest that happens to be far apart, it's not just a "run there and be done about it", but more of a "let's be cautious on the way". I like it.

 

I hope they won't nerf daytime spawns too hard. Spawning more wolves  than direwolves and bears early game, and halving the total number of animal spawns would feel like nice balance to me. Making daytime virtually safe again by almost only spawning animals during night time exploration, and making them respawn on a way shorter cycle would both ruin the early game sense of imminent danger and the ability to "clear" an area for a decent amount of time.

 

On a side note, adding some speedy but normal versions of zombies that spawn 5-10% of the time would make for a nice change of pace once in a while. Unless you play on always run, there's no better feeling than encountering a wandering horde for the juicy xp, and that is a problem.

 

EDIT : Forgot to add that I really like Ezed's input on adding more parts to the early game, so that it feels like you're getting closer to a decent gun. In a sense, decoupling AK-47 / Assault rifle parts / M60 parts would make sense with the new progression system, even though it's one hell of a clutter.

Edited by beHypE (see edit history)

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Posted (edited)

Any plans to reduce the size of the sniper rifle? It doesn't do anywhere near enough damage to warrant the size (which looks ridiculous anyway) and takes up way too much of the screen in my opinion.

Edited by Gromit (see edit history)
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7 hours ago, Jeffny said:

hello

 

bug or engine weakness?

 

thanks

 

ps: why the barbwire and the fonctionnal jail door are removed?

A19.0_2020-07-12_18-39-32.jpg

A19.0_2020-07-12_18-39-55.jpg

You mean that distant terrain (in your case the POI) doesn't update after being altered? Yes, game limitation, hopefully will be fixed post gold.

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12 minutes ago, beHypE said:

kinda agree with this, and then also I don't. It feels more realistic on paper, then again the loot is in the cities and the zombies are easier to deal with than the predators. I also think the tech just isn't there yet to differenciate between towns and wilderness.

It is allot less realistic than you realize. The lower a city's population the fewer threats there are to animals. The fewer threats, the more likely they are to move into an area. Scavengers and prey animals first as they forage around (garbage, lawns, shrubs, medians, and trees no longer being trimmed/taken to a central location are a huge food source for herbivores and smaller omnivores), though scavenging animals are already endemic to municipal areas (no mater how hard people try, rats and roaches among others still thrive). Predator's follow the prey... 

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4 hours ago, insaneroy said:

So no chance of a more flyable gyrocopter.

 

Nope. If anything it needs to be much harder to fly. Git gud.

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1 minute ago, madmole said:

Nope. If anything it needs to be much harder to fly. Git gud.

this is why i love joel! lol

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2 hours ago, lord_ahriman said:

 

You mean back to normal. I'm not gonna lie, I wanted a little bit more animals because I'm a heavy miner, but not the entire zoo.

I've been working all weekend on this. I think I have it pretty good now. It might be even subjectively harder than it was before. So now, in an upcoming version there are a fair amount of rabbits and chickens and rare big game, but the chance respawns every day. So if you dedicate time to hunting, you can feed yourself, where before there was plenty on day 1 or so then it was dry for 3 weeks. So for MP people can hunt and get food, but you are getting a chicken here, a rabbit there. I haven't seen a stag or pig yet, but I also haven't been actively hunting, just doing quests and killing what I can in between quests.

Sorry for the rushed version you guys got. What seems good looking at what spawned flying round in the editor is completely different than playing the game for 3-4 hours.

46 minutes ago, Gromit said:

Any plans to reduce the size of the sniper rifle? It doesn't do anywhere near enough damage to warrant the size (which looks ridiculous anyway) and takes up way too much of the screen in my opinion.

That is being worked on.

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1 hour ago, hiemfire said:

It is allot less realistic than you realize. The lower a city's population the fewer threats there are to animals. The fewer threats, the more likely they are to move into an area. Scavengers and prey animals first as they forage around (garbage, lawns, shrubs, medians, and trees no longer being trimmed/taken to a central location are a huge food source for herbivores and smaller omnivores), though scavenging animals are already endemic to municipal areas (no mater how hard people try, rats and roaches among others still thrive). Predator's follow the prey... 

Bears don't live side by side with other bears... Wolf packs have clearly defined borders they defend to the death also. Don't even try saying this is based on realism. that's just not true.

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Posted (edited)
4 minutes ago, Khalagar said:

Why are 3 painkillers even a reward option for a T5 quest. . .

 

0lq2CvV.jpg

Better question. Why was a T6 steel club available for a T4 quest? (Don't have the picture though.)

 

Also, those are AWFUL rewards for a T5 quest. AWFUL.

Edited by MechanicalLens (see edit history)

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31 minutes ago, madmole said:


Sorry for the rushed version you guys got. What seems good looking at what spawned flying round in the editor is completely different than playing the game for 3-4 hours.

 

Lol, it only took 5 minutes in each of my two games to see the problem. Glad it is being fixed tho. I've cut it down in my games already.

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3 hours ago, MechanicalLens said:

Agreed, animal spawns were too low before. But now it seems like a giant zoo's worth of fauna just broke loose. In an hour of gameplay I came cross 6 bears, 11 dire wolves, and over a dozen regular wolves. Imo bears should be rare spawns, but not virtually non-existent like they were before. Wolves and Dire Wolves shouldn't be showing up every 5 minutes either.

 

Personally I think it would be cool if zombie spawns were increased in towns and predator spawns were increased in the wilderness, allowing the player to decide early game where to settle down and which threat was greatest to them, but I know that's not going to happen. Still, In Pimps We Trust. :)

Can confirm, lol. Started out with a dire wolf just outside my base, then another one and two bears, all within a few blocks.

I mean, I don't mind thanks to my Desert Vulture and the pile of meat it got me... buuuut, I'd be all kinds of nope otherwise since it's only day 7(is a lvl 1 DV I spent all my dukes on, worth it!), even with that badass gun they don't go down easy. Odds are I'd be all kinds of dead otherwise, so consider my approval temporary and biased.

I'm sure you'll adjust it, again, is fun in the meantime. Experiencing this balancing act is why I enjoy experimental.

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2 minutes ago, JCrook1028 said:

Bears don't live side by side with other bears... Wolf packs have clearly defined borders they defend to the death also. Don't even try saying this is based on realism. that's just not true.

My comment was directed at it being said that it would be unrealistic for predators to be in towns and cities, which is wrong.

Bears share territory and it isn't unusual to find them "hanging" out or working together to get at something. Wolf pack territory size depends on availability of food and the number of pack members. In both cases a town or city could exist overlapping several territories...

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