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Alpha 19 Dev Diary


madmole

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11 hours ago, faatal said:

Spawn 'randomness' is from the name you chose for the world. Pick another name or add some numbers to it.

So in a multiplayer world everyone is spawning at the same place ? Or how is spawning handled there ? Would be nice to know if it could rotate. Like if you do a PVP server and have 8 different spawnpoints you want the first 8 players on a different spot each.

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2 hours ago, beHypE said:

Imo mines could use a slight rework. I came across a new POI and saw a lootbox, jumped on a Dumpster that should have allowed me to jump over the wall only to find out... there were mines on that tiny wall. Instant death. 

 

It's not even a big deal, and that's the issue. I died so fast and out of nowhere that I shrugged thinking "what a ridiculously cheesy death", and kept going. I honestly think getting one-shot by a landmine is an unfun mechanic. It would have felt wayyy more punishing but also way more fair if it had let me live with a sliver of health, with a broken leg and maybe a broken arm. "Hey, you're crippled because you didn't pay attention, but we didn't just one shot you". 

 

I know, explosion damage reduction from heavy armor is a thing. I simply think it should reduce the crit chance / allow for a sprained leg instead of a broken one, and reduce damage; but I don't like the fact I can go from 100 to 0 with one careless step, it's simply unfun.

Then don't walk on land mines lol. Don't jump over fences without looking on the other side, etc. If we remove every lethal threat in the game and pad it then you won't ever feel at risk which is a core pillar to a good survival game. We've even added a delay so if you are quick you can reduce the damage. I haven't been killed by any mines for a while and it isn't when I set them off, it is when a zombie sets one off and I was too close. Also if they aren't lethal early game you won't have any sense of reward surviving one later game when you know that exact same move would have killed you if not for your increased hp pool from leveling and your armor resistance.

And just think about what you are asking. It isn't a bear trap, or a nail sticking out of a board it is a land mine.

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9 minutes ago, madmole said:

And just think about what you are asking. It isn't a bear trap, or a nail sticking out of a board it is a land mine.

Bear traps sounds like a cool idea. Perhaps not cool for the bear though.

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2 hours ago, bobross said:

Not Gazz, but if you right-click, ADS toggles on. If you right-click-and-hold, it goes into ADS until you release the right mouse button. Otherwise pretty much the same.

 

EDIT: And I see Roland beat me to the punch. Reading fail on my part.

 

I don't recall ever seeing a journal entry, I just sort of stumbled across it early on because I've always stealthed POIs.

It is a poor feature that will be better as an optional toggle. By default it will just be hold the zoom button once the fix is in, like every other good shooter. Then it is impossible to be stuck in zoom and you cannot run away from a zombie because you are stuck in zoom and don't even know it, like for a pistol that has a very small FOV zoom it is hard to tell why you can't run, am I crouched, am I zoomed? You are getting tagged by a zombie. Auto reload is crap too, if I want to reload I'll press fire on an empty or press R to actually reload when I want to, so I'm not stuck moving slow or forced to change weapons to get out of my slow movement speed state, because being able to move when you need to is key to survival in combat.

 

 

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13 minutes ago, madmole said:

Then don't walk on land mines lol. Don't jump over fences without looking on the other side, etc. If we remove every lethal threat in the game and pad it then you won't ever feel at risk which is a core pillar to a good survival game. We've even added a delay so if you are quick you can reduce the damage. I haven't been killed by any mines for a while and it isn't when I set them off, it is when a zombie sets one off and I was too close. Also if they aren't lethal early game you won't have any sense of reward surviving one later game when you know that exact same move would have killed you if not for your increased hp pool from leveling and your armor resistance.

And just think about what you are asking. It isn't a bear trap, or a nail sticking out of a board it is a land mine.

It just feels bad is all i'm saying. It doesn't have to be lethal to give you a "oh @%$*#!" moment, I actually would have been happy while way more annoyed with a broken leg rather than a death. I doubt many noobs walking over a hub cap will think it's nice that they are getting killed instantly without any warning, especially since it doesn't even explode properly in your own death anim. Suddenly you're just gone.

 

Realism seems to be one hell of a concern when it fits the argument... but maybe indeed, filling the world with bear traps would be better...

Edited by beHypE (see edit history)
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2 hours ago, STyK_ said:

I'm not asking for easy, I want it hard. I'm playing on masochist settings, I know you can't turn up the hardest difficulty so it should be hard. Is it supposed to be beat-able though? Cause when it comes down to 'you need this and this or you don't have a chance' the odds become slim or not at all. If people are cheating to beat it, though modded servers to manipulate pathing or nerd polling to stay off the ground is that where the difficulty should be? I'm going to do it anyway but others won't.

Well the cherry on top of my difficulty is permadeath and to be honest I always go for the face. To get that close with the knife and hope to cripple, it either works or I'm dead but thats where I'm at right now so I'll try it if he catches me off guard.

This next time around I'm just going to keep putting the points I make into agility and deep cuts till its lvl 3 with 15% slow. Also abandon trader missions if I see him.

You just need to be creative and pick your battles until you are ready to fight. Shall we make the first rank of bare knuckle boxing good enough to go against nightmare zeds? No, you hide from them, loot garbage and do whatever you can to level up until you are ready to fight them.

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1 hour ago, STyK_ said:

I'm trying to take it as far as it will go. I'm guessing you've beat it then? How did you go about it? What settings? Did you cheat or cheese it? Do you have vids of it. Some insight from someone who's beat it the way it currently is would be useful. Have you tried it or just trolling?

 

You play on the hardest settings. You talk about mods in order to beat it. But you also talk about permadeath. That is a choice you are making the game doesn't offer that (at least as of now unless I missed something) so you are picking to start over when you die not the game. The game technically keeps going. So basically you are modding if you think about it. So not sure what you wanting when you are adding to the game that isn't an option. But you want balancing that will effect other difficulties? I mean I get what you are wanting but at the same time I don't know. 

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2 hours ago, beHypE said:

Imo mines could use a slight rework. I came across a new POI and saw a lootbox, jumped on a Dumpster that should have allowed me to jump over the wall only to find out... there were mines on that tiny wall. Instant death. 

 

It's not even a big deal, and that's the issue. I died so fast and out of nowhere that I shrugged thinking "what a ridiculously cheesy death", and kept going. I honestly think getting one-shot by a landmine is an unfun mechanic. It would have felt wayyy more punishing but also way more fair if it had let me live with a sliver of health, with a broken leg and maybe a broken arm. "Hey, you're crippled because you didn't pay attention, but we didn't just one shot you". 

 

I know, explosion damage reduction from heavy armor is a thing. I simply think it should reduce the crit chance / allow for a sprained leg instead of a broken one, and reduce damage; but I don't like the fact I can go from 100 to 0 with one careless step, it's simply unfun.

I use to feel the same way you did but not anymore and here is why.

 

1) A few of the mine types would instant kill a player wearing full steal armor in A18.  They fixed this in A19 and is no longer the case.

 

2) There is a perk that gives players more time to avoid mines after stepped on.

 

3) There is a book that allows a player to step on a mine without triggering it

 

4) Mines can be shot/exploded.

 

As long as the player has a chance to see the mine beforehand to avoid/destroy it then it's fine. 

 

Cheesy deaths for me are the ones I feel the player has no way to avoid/overcome (e.g. quiet dog packs of the past).

 

Mines has multiple ways to overcome now.  FYI, I saw the same trap setup you did (Joey's carlot) but saw the hubcap mines when I jumped on the dumpster and didnt die to them.

 

LazMan - 1 POI Designers - 0

😎

Edited by Laz Man (see edit history)
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3 minutes ago, beHypE said:

It just feels bad is all i'm saying. It doesn't have to be lethal to give you a "oh @%$*#!" moment, I actually would have been happy while way more annoyed with a broken leg rather than a death. I doubt many noobs walking over a hub cap will think it's nice that they are getting killed instantly without any warning, especially since it doesn't even explode properly in your own death anim. Suddenly you're just gone.

 

Realism seems to be one hell of a concern when it fits the argument... but maybe indeed, filling the world with bear traps would be better...

It is supposed to feel bad. I can't force people to watch where they are going when playing a survival game. I bet you look down the next time you jump over a fence though. I have no sympathy for people noobs or vets making poor choices. The fun is surviving the harsh unforgiving world. We might make them beep before they blow and add a disarm mechanic at some point, giving players a better chance to react, or make them stand out more, etc.

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7 minutes ago, Laz Man said:

 

 

Mines has multiple ways to overcome now.  FYI, I saw the same trap setup you did (Joey's carlot) but saw the hubcap mines when I jumped on the dumpster and didnt die to them.

 

LazMan - 1 POI Designers - 0

😎

hell i only die from landmind from

 

A: my own if i just made a minefeild

 

and B: in the wasteland!

 

 

but i like landminds the way they are (allthough it would be nice if there was a military land mind that blows up like a grenade and also adds some fire)

 

5 minutes ago, madmole said:

 The fun is surviving the harsh unforgiving world. We might make them beep before they blow and add a disarm mechanic at some point, giving players a better chance to react, or make them stand out more, etc.

hell i would like it if it was more harsh!

 

ISS for weather like Frostbite, bruns, Heat stroke, etc

Radiation in water, some POIs and even biomes

more ways to get sick, Dysentery is a joke 

Feral zombies can get you infected faster!

more special zombies!

 

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21 minutes ago, madmole said:

Auto reload is crap too, if I want to reload I'll press fire on an empty or press R to actually reload when I want to

Yes indeed. What are your thoughts about loading Magazines and then swapping an empty Mag for a full or partially full one?

 

Not for 7dtd #1, but the other games you guys are working on, or just in general.

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18 minutes ago, FileMachete said:

Yes indeed. What are your thoughts about loading Magazines and then swapping an empty Mag for a full or partially full one?

 

Not for 7dtd #1, but the other games you guys are working on, or just in general.

Nothing I'd want to play.

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37 minutes ago, madmole said:

It is a poor feature that will be better as an optional toggle. By default it will just be hold the zoom button once the fix is in, like every other good shooter. Then it is impossible to be stuck in zoom and you cannot run away from a zombie because you are stuck in zoom and don't even know it, like for a pistol that has a very small FOV zoom it is hard to tell why you can't run, am I crouched, am I zoomed? You are getting tagged by a zombie. Auto reload is crap too, if I want to reload I'll press fire on an empty or press R to actually reload when I want to, so I'm not stuck moving slow or forced to change weapons to get out of my slow movement speed state, because being able to move when you need to is key to survival in combat.

 

 

Um. To be totally honest, I've never had that issue at all, because if I get surprised by something coming up behind me and attacking when I'm shooting, I'm automatically going to sprint away, not just walk. And sprint removes you from ADS when you do it. If anything, the only thing that ever trips me up in ADS as a toggle is that you can't jump - when you try to, nothing happens. But not having to go back into ADS manually when you're stealth clearing a room is really nice honestly. 

 

As for auto-reload being crap, sure... unless it's a single-shot weapon. in which case, as I think I said previously, the FIRST thing you're going to do is knock another arrow/quarrel or drop another round in your rifle. Not doing so is a great way to end up dead. I'd at least like it to be a toggle as well - auto-reload for single-shot weapons, that is.

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39 minutes ago, madmole said:

It is supposed to feel bad. I can't force people to watch where they are going when playing a survival game. I bet you look down the next time you jump over a fence though. I have no sympathy for people noobs or vets making poor choices. The fun is surviving the harsh unforgiving world. We might make them beep before they blow and add a disarm mechanic at some point, giving players a better chance to react, or make them stand out more, etc.

Just don't make it so that zombies will be able to disarm them. ;)

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7 minutes ago, crazywildfire said:

 

You play on the hardest settings. You talk about mods in order to beat it. But you also talk about permadeath. That is a choice you are making the game doesn't offer that (at least as of now unless I missed something) so you are picking to start over when you die not the game. The game technically keeps going. So basically you are modding if you think about it. So not sure what you wanting when you are adding to the game that isn't an option. But you want balancing that will effect other difficulties? I mean I get what you are wanting but at the same time I don't know. 

I'm on singleplayer and not on a server, when I die I delete the game and start over, a whole new world every time. That being said I am playing Navezgane because I need some control to beable to pin point what needs to be done to get though the early game on this difficulty so knowing where things are helps. Eventually once I've figured out the 'path though the chaos' and when it is ready I'll play on random gen and do the same thing.

 

I play singleplayer not on servers because on servers its easier to manipulate the zeds pathing because of lag and servers can be modded to exploit this and their reach. So I'm not saying I'm doing this but people are and its because its to hard. I personally want it harder even to the point where you almost need other people, I don't use frames for nerd polling or to get to places I can't jump and try not to build anywhere but my base and I refuse to take advantage of the pathing with my base build. No matter how hard it is because its a game their needs to be a 'path though the chaos,' it needs to beable to be beaten. Maybe 25% loot is to low to beable to do this but nobodys going to know unless someone gets the balls to try.

 

What I'm wanting is the path though the chaos to be more clear not just dependent on RNG not for me the masochist but so other people can even try and attempted to do this without resorting to cheating.

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23 minutes ago, bobross said:

As for auto-reload being crap, sure... unless it's a single-shot weapon. in which case, as I think I said previously, the FIRST thing you're going to do is knock another arrow/quarrel or drop another round in your rifle. Not doing so is a great way to end up dead. I'd at least like it to be a toggle as well - auto-reload for single-shot weapons, that is.

It's especially the single shot weapons that must not auto-reload because some of them have substantial reload times.

For those, auto-reload was really bad but it got fixed.

Edited by Gazz (see edit history)
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2 minutes ago, Gazz said:

It's especially the single shot weapons that must not auto-reload because some of them have substantial reload times.

For those, auto-reload was really bad but it got fixed.

Back then! you used you're mind to put the bullet in the hunting rifle!

 

like this!

Spoiler

You can make pepperoni pizza levitate : shittysuperpowers

 

Edited by Adam the Waster (see edit history)
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1 hour ago, madmole said:

You just need to be creative and pick your battles until you are ready to fight. Shall we make the first rank of bare knuckle boxing good enough to go against nightmare zeds? No, you hide from them, loot garbage and do whatever you can to level up until you are ready to fight them.

All of this. On my last no-trader run (banned from even entering the trader compounds), I played with always nightmare speed. Besides looting garbage, you can take your picks at open garages, exposed kitchens, etc. in houses that had a wall blown off, quickly/quietly rummage through loot and gtfo once things start waking up. It really makes an interesting gameplay. No you won't be killing that many zombies at the start, but if you're crafty you can get up to speed by day 4 - 5 and start taking out some POIs and houses. Wake some zeds up? Run through a door to a previously okay room, close the door, put wood bars over it; open the door and whamo. Lots of little creative tricks :)

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27 minutes ago, STyK_ said:

I'm on singleplayer and not on a server, when I die I delete the game and start over, a whole new world every time. That being said I am playing Navezgane because I need some control to beable to pin point what needs to be done to get though the early game on this difficulty so knowing where things are helps. Eventually once I've figured out the 'path though the chaos' and when it is ready I'll play on random gen and do the same thing.

 

I play singleplayer not on servers because on servers its easier to manipulate the zeds pathing because of lag and servers can be modded to exploit this and their reach. So I'm not saying I'm doing this but people are and its because its to hard. I personally want it harder even to the point where you almost need other people, I don't use frames for nerd polling or to get to places I can't jump and try not to build anywhere but my base and I refuse to take advantage of the pathing with my base build. No matter how hard it is because its a game their needs to be a 'path though the chaos,' it needs to beable to be beaten. Maybe 25% loot is to low to beable to do this but nobodys going to know unless someone gets the balls to try.

 

What I'm wanting is the path though the chaos to be more clear not just dependent on RNG not for me the masochist but so other people can even try and attempted to do this without resorting to cheating.

To be clear, it isn't our job to solve that, that is the players. How they do it could be 1000 different ways, that is the beauty of open world games with lots of perks and objects. You don't need rank x of y perk, you need to do whatever it is you need to do to survive. Build melee cages every 20 meters, rig your area with land mines, use spikes for miles, whatever works for YOU in a way YOU enjoy.

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3 minutes ago, Laz Man said:

I wonder if they will ever fix the 2 shell reload for the pump...I must admit I have gotten use to reloading ~9 shells with the animation of 2 for some time now.  I might actually miss that if they do fix it lol...

i think they did that for ease, At least its not like GTA where you load one shell and you're ready!

 

 

maybe they could add a clip? then they could get rid of that stupid mod "the shotgun tube" it seems like a waste sense you can only uses it for one gun!

New Semi-Auto & Pump Shotguns from Black Aces Tactical | RECOIL

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