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madmole

Alpha 19 Dev Diary

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13 minutes ago, Laz Man said:

Curious...did he ragdoll/stumble out of a closet and under the table before getting stuck that way? lol

I swear I whacked him with a sledge hammer he twirled like a graceful ballerina and some how fell through the floor. Then kind of was half in half out like.

 

robin-williams-12.jpg

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59 minutes ago, meganoth said:

 

All the time you were typing that message a red bar on top was telling you 😉

Thanks....wasn’t sure if exploits should publicly go there. I will post it as a normal bug report.

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4 hours ago, Laz Man said:

Hi Madmole, when do you think an A20 dev diary will open up?  Maybe when the 1st stable drops?  Curious what ammo the new prim weapons will use.

When? Really? When it's done of course!

4 hours ago, RhinoW said:

Will you be remaking models though? The marksman rifle, smg and even ak-47 look outdated as hell (and some of the sounds aswell).

Yes.

3 hours ago, Kattla said:

Is there a chance we can have a no-trader/no starting quest option? I know i can choose not to use them, but a little bird , it's mate and offspring told me the "choose not to" are sometimes worth the time to code out. Can't do worse then asking anyway.

It would be welcome to those among us preferring 7d2d as more of a survival game. A little step on the way at least.

No, traders will be a central part of the main quest.

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4 hours ago, madmole said:

If I can use tools for free (hello inconsistency) why bother with clubs and melee weapons? I'd just endlessly power attack everything with my wrench/axe.

7 Days is the only survival game with actual time management. In the other games the worst thing that happens if you do nothing is you might starve to death. Plus food use is tied to stamina regeneration. So the more you "do stuff" the more your food needs etc. In 7 days a horde is coming to kill you, so stamina use and time management are all part of that growth curve from dud to stud.

 

It is overcome with perks/food/drink so what is the problem? You can't have it now, instantly?

 

 

Vis-a-vis adding stamina costs to the auger and chainsaw. I hope that once this added and polished there will be still be a sense of progression and moving from "dud to stud". One of the nice things about the auger and chainsaw is that you don't have to worry about stamina. Making the auger and chainsaw similar or worse than steel tools would be a step backwards in my opinion. I think stamina issues early game make the game more enjoyable because those issues give you something to overcome. But you need to be given the ability to overcome them. I have no desire to struggle with stamina late game the same way I struggle early game. In my current game, I have 4 points in Sex-rex (the maximum) and run out of stamina chopping trees with a purple steel axe. This doesn't feel good or right to me. I'd much rather use the blue chainsaw I have. If the chainsaw ultimately costs the same amount of stamina or more than a steel tool why bother with it?  

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3 hours ago, MechanicalLens said:

Once stable hits that's actually what I'm going to do. I'll spawn into my world, mark my spawn location, bang out the starter quests, delete the "locate White River settlement" quest, destroy my placed upgraded wood frame/campfire, throw away everything I owned, head back to my spawn location, bring my starter equipment back to my toolbelt exactly how it was, roll the time back to 7 AM, log out, log back in, and start a brand new world with 4 free skill points, no starter quests (technically), and no known trader location. :)

Just cancel the starter quest. Forget the free points.

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2 minutes ago, madmole said:

Just cancel the starter quest. Forget the free points.

They're basically free regardless. I might do what you suggest, but at the end of the play I'll play how I want to play. :)

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3 hours ago, Blake_ said:

 

Hi @madmole, I'm having a blast with a19 despite the performance problems. 

 

Now, let's talk about my hammer :drum:. The hammer is useless as a weapon and therefore has no degradation when doing one of the 2 building tasks it's supposed to : upgrading (repairs degrade, but it's just 1 task and makes the hammer a little meh, while stone axes and nailguns have 2 or more actions that degrade) . Why does it have tiers then?

 

I'm ok with stone axes, hammers and nailguns never degrading with repairs because :

 

Stone axe: It's used for many other tasks like mining, harvesting and tree humping. It even has decent dps and a fearsome aura when crippling chances improve.

Nail gun: It can be used as a weapon that uses dirt cheap nails, which is awesome.

 

Hammer? : It only degrades when repairing and it's no good as a weapon. It would be awesome to have a "hammer head" mod that improves just the hammer's entity damage to a moderate point to compete with Miss Steel doubleaxe to some degree (I mean due to tier differences it could be a bit weaker, idk). Sounds like a "book unlock" at least. 

 

Suggestions:

 

1-Deleting hammer tiers. (I'd somehow hate that)

2-New hammer-specific mod from a book or schematic that increases entity damage. I'm talking about stuff in the line of: stun baton's repulsor mod or something just-for-the-hammer like that.


What do you think? Can we get something like that? Hammers not degrading is a little boring. 

A fully modded level 6 hammer is still very weak in combat.

 

 

Rewrite that in a simple one liner question and leave the game design, thoughts and opinions out of it and it would be more helpful and I might take the time to read it and answer it.

7 minutes ago, Kosmic Kerman said:

 

 

Vis-a-vis adding stamina costs to the auger and chainsaw. I hope that once this added and polished there will be still be a sense of progression and moving from "dud to stud". One of the nice things about the auger and chainsaw is that you don't have to worry about stamina. Making the auger and chainsaw similar or worse than steel tools would be a step backwards in my opinion. I think stamina issues early game make the game more enjoyable because those issues give you something to overcome. But you need to be given the ability to overcome them. I have no desire to struggle with stamina late game the same way I struggle early game. In my current game, I have 4 points in Sex-rex (the maximum) and run out of stamina chopping trees with a purple steel axe. This doesn't feel good or right to me. I'd much rather use the blue chainsaw I have. If the chainsaw ultimately costs the same amount of stamina or more than a steel tool why bother with it?  

Then that is probably bugged, there should be unlimited left click actions with all ranks of sex rex with even the worst heaviest of weapons. I don't think it is going to be worse than a steel tool, after all people invent tools to make a job easier, but it isn't going to be 100% free like now is the goal.

3 minutes ago, MechanicalLens said:

They're basically free regardless. I might do what you suggest, but at the end of the play I'll play how I want to play. :)

I'm just saying why go to all that work for 4 points? Just cancel and be free, like alpha 1.

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2 minutes ago, madmole said:

Rewrite that in a simple one liner question and leave the game design, thoughts and opinions out of it and it would be more helpful and I might take the time to read it and answer it.

In summary this is what they were saying:

 

- Hammer is very sub-par as a weapon. They want some sort of buff, either through mods or a direct buff in general.

- Hammer doesn't lose durability when upgrading blocks but the stone axe and nailgun do. An inconsistency that you might want to look at?

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30 minutes ago, madmole said:

 

No, traders will be a central part of the main quest.

Well Kattla, If you start a new game on difficulty NOMAD.. you get no quests I have found.

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Posted (edited)
14 minutes ago, madmole said:

I'm just saying why go to all that work for 4 points? Just cancel and be free, like alpha 1.

I don't have a solid answer for you right now, but what I will do when stable hits is in my first world I'll go as planned and in my next world I'll do what you suggest and I'll come back to you and report my preferences. I'm not one for hand-outs, but if someone is handed a free fish every day, they'd naturally resist giving that convenience up. I suppose one reason why I'd be inclined to follow the process I laid out is because I'd rather get the mining perks out of the way ASAP (which I do anyway) before I get to the "fun stuff". Hardly a compelling argument though I'd admit - you gotta work for what you want to earn. Tbh the more I double think this the less convinced of my method I become. *Processing...*

 

I suppose I'll just go with the old faithful method and force it upon myself and never look back. I did the same with deactivating loot respawn, and then I followed with disabling air drops entirely.

 

What was that you went on about a bit ago? How natural selection will realize us into less fragile beings? I see myself undergoing that metamorphosis now actually, albeit gradually.

Edited by MechanicalLens (see edit history)

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Hi Madmole, will sound effects be revisited before gold? Like e.g. the occasional odd dog bark in the blunderbuss firing sound?

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Posted (edited)

Can we get a handle on the iron hatch? or even an indication where the hinges are. The other hatches its easy to see the direction it will open.

 

Trying to replace and place hatches in my base, I needed 5 and I've made 10 because there is no consistency in placing them.

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

Can we get a handle on the iron hatch? or even an indication where the hinges are. The other hatches its easy to see the direction it will open.

 

Trying to replace and place hatches in my base, I needed 5 and I've made 10 because there is no consistency in placing them.

A hinge or handle would be nice.  For now the trick is remembering they always open away from the player on default rotation.

 

Also, the small square sheet is a helpful marker as well.

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Posted (edited)

@Laz ManI tried that. The first hatch placed just as you said but every other one after would try and place in the same direction as the last. When you take a stack of them and try and place them on holes facing different directions it seems to want to automatically place in the same direction you did the last one. I even took the stack off my belt to see if it would reset this but it didn't.

 

Even a finger hole would be enough.

Edited by STyK_
to be more clear (see edit history)

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I have just played couple of days  of A19, and I loved! Its much harder to gain resources, there is no option to find good tool or weapon stright away. I found sand in the forge, I guess its for the concrete mix but I am nothing close to that anyway. A lot of chickens and rabbits everywhere, I like that too! Its hard to find deer or wolf so far. Food is a treasure, I am buying all cans from trader and from vending machines - I love that, I can feel apocalypse now:) I am a bit confused with healing system though. After I had a too close fight with a zombie in the basement with a broken leg (of course in the horde night day) I have lost some health. I was trying to build the health with simple bandages, with painkillers, with food, with vitamins, and it looks like only passing time can help. Am I correct? If so I must admit I really like it, If it is possible to speed that up, but I just dont know how to do that - please help me then:) 

 

7dtd - gets better and better:) I would like to have more time to play it these days...

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56 minutes ago, STyK_ said:

Can we get a handle on the iron hatch? or even an indication where the hinges are. The other hatches its easy to see the direction it will open.

 

Trying to replace and place hatches in my base, I needed 5 and I've made 10 because there is no consistency in placing them.

 

28 minutes ago, Laz Man said:

A hinge or handle would be nice.  For now the trick is remembering they always open away from the player on default rotation.

 

Also, the small square sheet is a helpful marker as well.

YES please!!! I know the small square orients the hatch some way but I never remember which way and invariably place it wrong and have to tear it out and hope I get it right the next time.  Instead I've given up on placing iron hatches and just upgrade wood to iron.  More materials but at least I can get the hatch to open the way I want the first time.

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Posted (edited)
51 minutes ago, Amanitasec said:

I found sand in the forge, I guess its for the concrete mix but I am nothing close to that anyway

For Glass Jars, makes life just a little bit easier. 😉 Your welcome!

 

Don't sweat it man. When I started in A16 I thought the best way to make jars was to augar bullet proof glass. I also thought I could take on a bear with a chainsaw. 🤣 Good times.

Edited by STyK_ (see edit history)
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1 hour ago, STyK_ said:

Can we get a handle on the iron hatch? or even an indication where the hinges are. The other hatches its easy to see the direction it will open.

 

Trying to replace and place hatches in my base, I needed 5 and I've made 10 because there is no consistency in placing them.

A better visual clue would be appreciated but there is in fact an indication. The small square has a distinct orientation. I believe if it's located in the lower right-hand corner it will open away from you.

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1 hour ago, STyK_ said:

Can we get a handle on the iron hatch? or even an indication where the hinges are. The other hatches its easy to see the direction it will open.

 

Trying to replace and place hatches in my base, I needed 5 and I've made 10 because there is no consistency in placing them.

I agree, but in the meantime the solution I found is to place the wood hatch first and then upgrade it to the next tier having the iron one in my backpack. :juggle:

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47 minutes ago, Zarzthor said:

YES please!!! I know the small square orients the hatch some way but I never remember which way and invariably place it wrong

+1 for a handle on the hatch! FWIW, the way I've dealt with it is that unbroken side has the hinge. Three sides have some sort of overlapping patch piece, but one side is unbroken. That's the hinge side.

 

image.png.b52d84d95cd6c3626670874da5185e0d.png

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Posted (edited)
16 hours ago, FileMachete said:

Appreciate the info Faatal (and the effort). I probably wouldn't have mentioned anything except for the 'larger' 1/4 textures running a bit better than the smaller 1/8ths.

Thanks!

Load order, current VRAM use and then where the OS decided to put textures would make it somewhat random what is in VRAM vs system RAM.

 

----

 

Hopefully the disappearing backpack bug is now fixed. That was not easy to track down.

 

There was about a 5% chance, depending on when random chunk saves happen, that a newly dropped item would be lost when you teleported away, because its chunk might not save.

Edited by faatal (see edit history)
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On 12/4/2019 at 11:18 AM, madmole said:

 

We decided to go with more late game super weapons since America is chock full of hunting rifles, shotties and pistols.

Why do almost no video games ever portray 22 Long Rifle caliber weapons and ammo?  Is it because you can fit 300 rounds in a soda can? :)

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14 minutes ago, Vechs said:

Why do almost no video games ever portray 22 Long Rifle caliber weapons and ammo?  Is it because you can fit 300 rounds in a soda can? :)

Because it is small! you need big guns to kill Big bois!

 

And to compensate for something else;)

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3 hours ago, Loevgreen said:

Hi Madmole, will sound effects be revisited before gold? Like e.g. the occasional odd dog bark in the blunderbuss firing sound?

i love that sound.... i hope it stays. :)

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Posted (edited)
9 hours ago, madmole said:

Guys, stop with the gun nut talk, we aren't adding /changing any guns except primitive pipe weapons in the future.

@madmole

is it gonna be a flint-lock type of gun? 

or some salvaged DIY pipe guns 

or some re-imagine old school guns like a spencer repeating rifle

no more gun nut talk ☹️

 

Edited by BobbyLee298 (see edit history)

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