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madmole

Alpha 19 Dev Diary

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@madmole Me and most ppl I know, love the building aspects of this game. I always play in PVE cause I like build, just craft and build. And I miss very much recipes and paintings textures.

To be honest, I am very gratefull what TFP did in the last versions of the game, the R to change block shape is superb and very functional. The extra shapes to storage box too. But I miss more doors, specially dual doors (I can build dual door using 2 single doors, but they not will work as a one door and not will open in opposite sides.).

We want more doors, glass doors, commercial doors recipes and house doors. Medical forniture, medical beds too, they already exist in the game, all TFP need to do is create recipes. And we cant forgot the electrical lamps, we want more styles.

We want clean paintings textures, almost all the ones we have in the game looks like deteriorated. When I paint with blue, I dont want a deteriorated blue, I want a clean and neat blue texture.


I know our characters live in a post-apocalyptic world, but we are survivors and we are rebuilding the world, or at least we want play in this role. Like an RPG. Every time I played this game, I have played in PVE servers and aways shared my base. I aways build hotels or villages and let others players live with me, or near me, creating enormous communities. And we all, builders, miss forniture, doors, lamps and clean painting textures.

That's why I get your attention. I am bored of looking for good mods to fill that aspect of the game. I know you and your team already have much work to do, if you cant add more painting textures for now, please, add recipes to already existing forniture in the game. Or at least, put more forniture options to sell in the trader, like the air conditioners what we already have!

Very thank you for your attention.

Stay safe and well. 😊

 

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1 hour ago, madmole said:

Another random solution:

Take quest, reset POI right away, if vacant.
Land claim like traders (invulnerable) for 48 hours.

Player has to get there in that time to activate the quest, which turns off invulnerability.

Exactly what I thought of. I'd love to see that or something similar implemented. Every time I hit that bouncing exclamation point and the POI resets I die a bit inside haha.

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1 hour ago, madmole said:

Those arches look awesome, what are those block names?

*Opens Bag of Tricks*

 

Since you asked... :)

 

 

A20.0_2020-07-31_23-07-31.jpg

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Could we get those trimboards as recipes in a future update?

 

I love playing with the burning barrels as building items. Goofin around a rocket engine for a rocket-themed outpost using them 😛

 

 

 

RocketEngine.jpg

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3 hours ago, MechanicalLens said:

No, I meant that someone found a way to revive the hatch elevator using the hatch elevator and a garage door at their feet.

Apologies if I'm not supposed to post this here. If not, then at least in my defense, TFP can look at it themselves and decide if they want to patch it out or not.

 

 

I posted this design here on forums a couple months ago, but fully automatic & no jumping required. I even have floor selection 😁 

 

 

 

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15 hours ago, madmole said:

I'm not a fan of inconsistencies. So at my base I can magically place a frame under my feet, but lose this ability elsewhere? Most people don't even use a claim so it would become a hidden feature.

Eh, id think of it less as an inconsistency and more a perk for building in your land claim area. Its like not being able to pick up workbenches in the open world vs ones you place personally in your land claim zone.

 

That is a possible solution to nerdpoling though, there will be a number of possible solutions to consider if you want to remove it in the open world to stop players getting to the end loot without earning it. There have been a number of other solutions like temporarily scaling loot based on zombie kills (my other idea) which would nerf nerdpolilng but it might not be so intuitive, or make zombies drop special keys which has its own issues.

 

At the end of the day, whatever solution you pick will have some other consequences. I think my solution works, having different building rules for different areas isnt a terrible idea, and we have land claims to differentiate different areas.

 

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@madmole I have to say that I am absolutely loving the stun repulsor mod on the stun baton. Every time it goes off and the zed goes flying, I start giggling.

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7 hours ago, Laz Man said:

Something new ive been experimenting with (not sure if new or if im late to the party) are the incline and narrow wedge blocks.  Just type narrow or incline into the CM and let your imagination run wild (may need to toggle dev filter for some). :) 

 

Edit:  Also forgot about all the different sized "gable" blocks.  here is the arch design I did for my A19 Church POI (Tier 2 Quest)

 

 

 

 

Arches.jpg

Awesome, thanks for the info. I'll take a look today. Building looks great btw.

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TFP did not "break the hatch elevator".

 

Bugs that glitch you into the world geometry must be fixed. It's as simple as that.

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Posted (edited)

Then just replace it with something that does the same thing since the engine can clearly handle it and there's so much demand for it. Delay the "fix" until then 🙃

Edited by Khalagar (see edit history)
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So I hear there is a patch coming soon and my world mite brake going though another update as this save was started B169. Tried to do a video but my captures come out looking really fuzzy and I can't figure out why forsure. My guess is because I'm playing on a TV and my resolution is different causing issues, I can't put my finger on it, adjusting the options in quality isn't doing anything. I'm running a 1080 ti so it should be working. Upload is good enough to stream but I don't think that would be any better. Sucks cause now I can't do the no cheese base demo horde night or the no nerd poll playthough if it looks like that. You wouldn't see anything half the time.

 

I figured atleast the poi guys could see what I did flipping their work. Its missing all the toys I intended as I'm on the verge of advanced engineering, needed that crucible. Lots of blade traps on the outside walls and in each room, electric fence on the inside of the walls, back boards to splash the mollie on throwing though the hatches, and the second portion of the wall going around the front did not get finished. The pics don't include the tunnel system or hiddin hatch to get in the base though them. You get the idea though, each room is its own defense point with the ability to fall back to another and if they take a room the roofs are gone so you can mollie them while they're all piled in the room. 3 stage defense from any direction. Fight at the walls, fall back to the rooms/Mini bunker, fall back to the roof.

 

Incase your wondering, the zeds don't even consider the tunnel system unless you stay down there.

Spoiler

Base_1.thumb.png.3892aba04f758bec73b58312530153c5.pngbase_2.thumb.png.b993d413f4d8789f99cfe0b632977f60.pngbase_3.thumb.png.f76a12a7ba81997b87233a1ec12fd32c.pngbase_4.thumb.png.94462b09993d8c4bba2904c066eeccc9.pngbase_5.thumb.png.0e4ffee14dac773a86c5f2b0e938babd.pngbase_6.thumb.png.5717fb8ed28e01d9fe1582a967fc284a.pngbase_7.thumb.png.5dc4f9429e756be57fac974a6137f939.pngbase_8.thumb.png.0fc38cb7ea0023b35021c0a999aa12be.pngBase_9.thumb.png.0991e5e64eecbd26ae860a5191858a96.pngbase_10.thumb.png.fcdbe87f4ed617f4ad105017e3aac4f0.png

 

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Posted (edited)
3 hours ago, Jost Amman said:

That's a nice base, though personally I like more "compact" ones lol

It would be easier, I've always done this base or the shamway sized equivalent though. I do appreciate the walls and new design. Used to be easier, slows you down when you can't find all the parts for the augar. 25% loot definitely took its toll, all my gear was either made, quest rewards, or I bought it.

 

My big plan for the time of the demos was to space blade traps and landmines around inside the walls for once they breached and beable to kite them around the compound shooting them and throwing contact grenades and mollies from the top of the inside wall. End game would have the wall divided in to 5x5 rooms with a blade trap in the middle. So basically the design for the roof less rooms but everywhere.

 

I'll admit this base would be better for a small group but I have fun.

 

Edit: For the poi guys, those concrete pad walkways are a pain in the $%^. Its probably by design though. 

Edited by STyK_ (see edit history)
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With my friends, in our first MP game of Alpha 19, we built this Castle :):

 

Castle Base !

 

We were pretty happy of the construction features, but it could be cool to consider adding a couple of things :

* more paint textures, wallpapers, etc...

* consider adding features to put some as favorites, or group them into categories, something like that,

* the old windows in previous alphas were cool, the new window is not as good as they look dirty => more window styles please !

* if this could be possible to paint doors, hatches, and other fixtures, that could be great (see in attached video how our doors of the rooms look like...),

* it would be awesome, if instead of having a bedroll in our bedroom, we could select the built bed as a respawn point.

* toilets, beds, etc ... that are brand newly crafted should not be looking dirty and old, ideally.

Some ideas for consideration :).

 

 

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9 hours ago, Biscoitoso said:

@madmole Me and most ppl I know, love the building aspects of this game. I always play in PVE cause I like build, just craft and build. And I miss very much recipes and paintings textures.

To be honest, I am very gratefull what TFP did in the last versions of the game, the R to change block shape is superb and very functional. The extra shapes to storage box too. But I miss more doors, specially dual doors (I can build dual door using 2 single doors, but they not will work as a one door and not will open in opposite sides.).

We want more doors, glass doors, commercial doors recipes and house doors. Medical forniture, medical beds too, they already exist in the game, all TFP need to do is create recipes. And we cant forgot the electrical lamps, we want more styles.

We want clean paintings textures, almost all the ones we have in the game looks like deteriorated. When I paint with blue, I dont want a deteriorated blue, I want a clean and neat blue texture.


I know our characters live in a post-apocalyptic world, but we are survivors and we are rebuilding the world, or at least we want play in this role. Like an RPG. Every time I played this game, I have played in PVE servers and aways shared my base. I aways build hotels or villages and let others players live with me, or near me, creating enormous communities. And we all, builders, miss forniture, doors, lamps and clean painting textures.

That's why I get your attention. I am bored of looking for good mods to fill that aspect of the game. I know you and your team already have much work to do, if you cant add more painting textures for now, please, add recipes to already existing forniture in the game. Or at least, put more forniture options to sell in the trader, like the air conditioners what we already have!

Very thank you for your attention.

Stay safe and well. 😊

 

What you want is a simple mod. It just doesn't make sense for a survivor to make a nice glass door, or to waste non streaming texture space on clean textures that would look severely out of place when used. We are talking about a technology that would allow us to clean up some of the textures then use an overlay or damage decal to add the random destruction to the textures, or at least allow tinting. Not sure if any of that will happen. We do want double doors for everyone, but it won't be a nice commercial door (mod it) it will be something crude a survivor might make.

9 hours ago, Laz Man said:

*Opens Bag of Tricks*

 

Since you asked... :)

 

 

A20.0_2020-07-31_23-07-31.jpg

Oh damn I didn't even recognize my own work, I made all those shapes. For some reason I thought the glass was a plate behind it and we had arches without that glass, which was what I was wanting to make awesome looking  bridges with 3 meter arches under them. I might not have made the arch 3m cnr though, I bet Brad did that one.

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1 hour ago, SolutOdka said:

With my friends, in our first MP game of Alpha 19, we built this Castle :):

 

Castle Base !

 

We were pretty happy of the construction features, but it could be cool to consider adding a couple of things :

* more paint textures, wallpapers, etc...

* consider adding features to put some as favorites, or group them into categories, something like that,

* the old windows in previous alphas were cool, the new window is not as good as they look dirty => more window styles please !

* if this could be possible to paint doors, hatches, and other fixtures, that could be great (see in attached video how our doors of the rooms look like...),

* it would be awesome, if instead of having a bedroll in our bedroom, we could select the built bed as a respawn point.

* toilets, beds, etc ... that are brand newly crafted should not be looking dirty and old, ideally.

Some ideas for consideration :).

 

 

Cool base tour!

We definitely need some clean wood framed windows.
I always thought the big beds worked, but there does need to be room for a player to spawn so maybe that is why.

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13 minutes ago, madmole said:

 

Oh damn I didn't even recognize my own work, I made all those shapes. For some reason I thought the glass was a plate behind it and we had arches without that glass, which was what I was wanting to make awesome looking  bridges with 3 meter arches under them. I might not have made the arch 3m cnr though, I bet Brad did that one.

...I'll take that as a compliment :)

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10 minutes ago, madmole said:

What you want is a simple mod. It just doesn't make sense for a survivor to make a nice glass door, or to waste non streaming texture space on clean textures that would look severely out of place when used. We are talking about a technology that would allow us to clean up some of the textures then use an overlay or damage decal to add the random destruction to the textures, or at least allow tinting. Not sure if any of that will happen. We do want double doors for everyone, but it won't be a nice commercial door (mod it) it will be something crude a survivor might make.

Any chance of making it so modders can add additional paint textures? (As far as I know it's still not possible, but i could be wrong)

 

That way you guys can continue concentrating on what you do ... and the modders that are giving us pretty furniture (thank you guys very much) can also maybe give us more pretty paint options. :) 

 

Although the idea of being able to undestroy the existing paints is also nice ... then you could have levels of pretty or not so pretty.

 

Not that I don't love the paints we have now and agree they fit very nicely with the death and doom atmosphere ... but choices aren't bad, right?

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11 hours ago, madmole said:

Another random solution:
Take quest, reset POI right away, if vacant.
Land claim like traders (invulnerable) for 48 hours.

Player has to get there in that time to activate the quest, which turns off invulnerability.

 

MadMole

I had a thought regarding this.

If it can be enacted then you can actually set any/every POI to potentially be a sweep N clear, or fetch quest.

Less repeated poi calls.

 

Depending on quest level of difficulty, "Tiers" then Tier 5 or an ultra tier can be assigned to something like

the apartment building where the dogs are in the basement. And a random Horde night Gamestage can be

added to or replace the default spawn.

 

I imagine, entering a building, with unknown level and type of
entitity classes, entering this a player would need plenty of
resources at the ready. To build makeshift fortification on the fly.

 

Do you barricade yourself in a room and take your chances that the zombies wont come through the ceiling

or tear the floor from under you?
Gotta remember they also attack support structures. Do you run and bash and gun and potentially run out of ammo?
Don't forget the bombers.

 

Time and tide are against you twice. First for the quest, and second because another horde is coming on the 7th day.

It would inspire some teamwork and quick thinking.

 

Benefits, Not mandatory can be added as a special choice unlocked after surviving the first horde , Provides potential to increase xp and well earned loot bags, And greater rewards "earned" from the trader upon completion.

 

Since it can be made as difficult as you want, The quest can be divided into quarter completions, so if it cant be completed

at least something is earned.

 

Potential placement for non immersion breaking, certain plots of land with nothing on them can be Trader land claim blocked, and only set the poi of choice during quest time, after ejection,have it removed. Ejecting player far enough away not to see the change.

 

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1 hour ago, madmole said:

What you want is a simple mod. It just doesn't make sense for a survivor to make a nice glass door, or to waste non streaming texture space on clean textures that would look severely out of place when used. We are talking about a technology that would allow us to clean up some of the textures then use an overlay or damage decal to add the random destruction to the textures, or at least allow tinting. Not sure if any of that will happen. We do want double doors for everyone, but it won't be a nice commercial door (mod it) it will be something crude a survivor might make.

I understand your point of view, but its dont have any solid foundation. Because this game dont follow the reallity. In a reallity based game: your argument is OK. In a game like 7D2D it is not ok. It is not fair you let a character without any equipament fall from a skycraper without any damage just because it have ate a candy, and dont let players like me have a glass door.

We builders are a good % of your public, and customers as well, most players who play in PVE servers, play because they like build. I know a lot of guys what just play in creative. The game will not lose its "survival post apocalyptic charm" if you add some fancy decorative items and painting textures. They will be options to the ones who want use. If you doubt it, just open a voting and ask to your players: "Have the game need more decorative items?" - Yes / No. And see whats happen.

"Mod it" => What I can do if dont know how to mod? Or what I can do if dont found any mod for what I want? And what I can do if the modding community just dont answer my request?

If TFP already have very much work, then dont need creat new items, just creat recipes for the already existing ones or add to trader, like commercial doors.

Thanks for your attention.

Stay safe and well.

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Posted (edited)
16 minutes ago, Biscoitoso said:

It is not fair you let a character without any equipament fall from a skycraper without any damage just because it have ate a candy, and dont let players like me have a glass door.

I agree I would have rather got a make shift parachute. I believe candy was meant to be an easy fix to a lot of things the players where asking for at the expense of realism/emersion. Its their vison though. We're all at their mercy.

Edited by STyK_ (see edit history)
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12 hours ago, madmole said:

Another random solution:
Take quest, reset POI right away, if vacant.
Land claim like traders (invulnerable) for 48 hours.

Player has to get there in that time to activate the quest, which turns off invulnerability.

I can live with this one. It might not be perfect, but it's close enough for my taste.
I would prefer a real time timer on that though... so that this duration is the same whether the game is set to 2 hr days or 10 minute days.

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Posted (edited)

@madmoleWould it be possible to make player crafted lights have a dimmer switch built in, so players can set the brightness of the light? This way you can make each rooms lighting unique.

 

A19.0_2020-07-31_01-11-42.thumb.jpg.a5aabf8b4c9b2214afcd09b3dac76d21.jpg

 

Top pic is default 3.0

 

Bottom pic is 2.5

 

A19.0_2020-07-31_01-12-13.thumb.jpg.1a10aef4419eee71e2c6629f55b5408f.jpg

 

lighting is better at lower intensity

 

A19.0_2020-08-01_14-30-22.thumb.jpg.9f716ddee40c48a2bac011ff35af3dab.jpg

 

Another example

Edited by cammel (see edit history)
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