Jump to content
madmole

Alpha 19 Dev Diary

Recommended Posts

6 minutes ago, MechanicalLens said:

This gives me confidence. You'll only need to spend several weeks in an actual apocalypse to master the world around you. 😎

Well you had better, or you going to be bandit toast really quick :)

Share this post


Link to post
Share on other sites
1 minute ago, Annihilatorza said:

Well you had better, or you going to be bandit toast really quick :)

One month I'm wearing a tinfoil hat, the next I have a crown above my head. ;)

Share this post


Link to post
Share on other sites
5 minutes ago, MechanicalLens said:

One month I'm wearing a tinfoil hat, the next I have a crown above my head. ;)

and a shotgun in your right hand :)

Share this post


Link to post
Share on other sites
18 hours ago, meganoth said:

If I understand this correctly, the exploit would be to move the LCB a bit after you hit the limit. By always building at the edge of the LCB's range you effectively eliminated the limit.

And no, it isn't a good counter to remove all decos above the limit if the LCB is removed 😉

 

The rule would be that player placed complex items can only exist within your land claim block area, if you remove it those items are replaced with trash. Its not a bad tradeoff considering the alternative is that you never get to see them at all. None of them are mandatory, they are just finishing touches.

 

There will always be trade offs and thats fine, it would be better to be able to place six hi res book shelves than none at all

  • Dislike 1

Share this post


Link to post
Share on other sites
2 hours ago, MechanicalLens said:
2 hours ago, Annihilatorza said:

and a shotgun in your right hand :)

I'm left-handed. :)

Correct. The right hand has a chainsaw attached.

 

 

2 hours ago, bloodmoth13 said:

The rule would be that player placed complex items can only exist within your land claim block area, if you remove it those items are replaced with trash. Its not a bad tradeoff considering the alternative is that you never get to see them at all. None of them are mandatory, they are just finishing touches.

 

There will always be trade offs and thats fine, it would be better to be able to place six hi res book shelves than none at all

You guys do realise that this is getting into the territory of weird and hard to enforce rules, right?

There is no need for a solution because there is no problem.

  • Like 3

Share this post


Link to post
Share on other sites
Posted (edited)
22 hours ago, madmole said:

The argument isn't if it is realistic or not. The questions are:
Will most players use this? No.

Will it cause performance issues? Yes.

Would it delay going gold, and already promised features? Yes.
Can it be easily modded? Yes.


So unless the answers are Yes, No, No (4th question doesn't matter to me) then the answer is probably always going to be no to x feature request.

I understand your point, but it is a bit of a stretch, espacially point one. 

If "most players" ust it is a criteria, you could just as well get rid of 75% of the weapons or more :=)

 

Edited by Noctoras (see edit history)

Share this post


Link to post
Share on other sites
3 hours ago, Gazz said:
5 hours ago, MechanicalLens said:
5 hours ago, Annihilatorza said:

and a shotgun in your right hand :)

I'm left-handed. :)

Correct. The right hand has a chainsaw attached.

Yeah! 😁

Spoiler

 

 

Share this post


Link to post
Share on other sites

Someoane nows when they gona update for the next build ? i have wrn hollow blocks on b173...maybe the next build i can play

Share this post


Link to post
Share on other sites
9 minutes ago, Roby94 said:

Someoane nows when they gona update for the next build ? i have wrn hollow blocks on b173...maybe the next build i can play

Yeah, no new build past week, maybe they are going stable this week.

Share this post


Link to post
Share on other sites
Posted (edited)
6 hours ago, EggsAisle said:

I was doing some quests/looting today, largely in the hopes of obtaining some robotics parts (which are by the way almost impossible to find compared to any other parts, not sure if that's intentional.) In the process, I wondered if the questing system might be fleshed out in such a way to tame the RNG just a touch. Something like:

 

30% (number is arbitrary) of quests have a more focused reward selection. It's not necessarily visible to the player, but the trader dialogue can append a little hint: "Go and beat up the zeds at house_modular_whatever. Come back when you're done and you can pick an old weapon I've got lying around in the back." Low-level quests might give you a choice between a spear and a pipe shotgun, higher-level quests might let you pick a sniper rifle or a steel sledgehammer. 

 

You could do this for weapons, tools, seeds, books, electrical stuff, medicine, recipes, construction stuff... you could even align it with the trader's specialty. And this focused reward system wouldn't necessarily apply to all quests, or even most. Maybe there's a cap of 1 per trader per day. But I feel like it could lead to some interesting choices, like "Do I take this quest that's just 300m away and hope for a good reward from the generic table, or do the quest that's 1.4km away but will give me a recipe?" And there's no guarantee that the recipes offered are new/unread, so unlucky is still unlucky. 

 

Thoughts?

It needs repeating: One big reason for the change of the loot tables is that normal zombies in the early game are outclassed by tier1 weapons. While stone age tier0 weapons are or should be a good match for normal zombies.

 

Many survival games start with the hero so weak he has to avoid fights and is only slowly getting more powerful. First of all in 7D2D the weak phase isn't so weak, at no time in the game do you need to walk away from a fight with a single zombie. And in earlier alphas and especially A18 your weak phase had a duration of half an hour (until you raided your first POI). That is obviously rushed for a game that is usually played for 35-50 hours per world. You can't just give a level 1 player a steel sledgehammer and expect him to still have a healthy respect for normal zombies.

 

The second consideration is that A19 has no variable difficulty for biomes, areas or POIs. A20 seems to get some of that and that would allow offering quests of varying difficulty. Without higher difficulty you can't just give higher rewards, who would be so dumb to select a low-tier quest when the high-tier quest isn't more difficult or dangerous. Even if it was 1.4km farther out.

 

 

Edited by meganoth (see edit history)

Share this post


Link to post
Share on other sites
Posted (edited)
51 minutes ago, lord_ahriman said:

Yeah, no new build past week, maybe they are going stable this week.

Maybe they fine tuning the last Build to release it out really soon, if all well then transcends to Stable Friday.... (maybe)    :)

Edited by Jay_ombie (see edit history)

Share this post


Link to post
Share on other sites
20 hours ago, Laz Man said:

Hi MM,

 

Thanks for the round tower design, I figured since everyone was doing castles I should at least start to try and make one too and see what happens.  I did run into a blending issue with this tower design and wood ramp blocks (roof) but it still came out okay.  I used paint so the blocks that didn't quite fit together aren't so obvious from a distance.  See image below. I highlighted red the voxel space where I couldnt find a block that  would blend well into the tower.

 

 

A20.0_2020-08-02_10-51-15.jpg

It looks really nice :) 

Share this post


Link to post
Share on other sites
Posted (edited)
52 minutes ago, Jay_ombie said:

Maybe they fine tuning the last Build to release it out really soon, if all well then transcends to Stable Friday

From what I understand Rick coordinates the build releases and he hasn't been well, maybe part of the delay. Hope you get better soon Rick! 

Edited by STyK_ (see edit history)

Share this post


Link to post
Share on other sites
4 minutes ago, STyK_ said:

From what I understand Rick coordinates the build releases and he hasn't been well, maybe part of the delay. Hope you get better soon Rick! 

what happened to rick?

Share this post


Link to post
Share on other sites
1 minute ago, Adam the Waster said:

what happened to rick?

Shingles in his ear, I can imagine it's pretty painful.

  • Sad 2

Share this post


Link to post
Share on other sites
Posted (edited)
3 minutes ago, STyK_ said:

Shingles in his ear, I can imagine it's pretty painful.

Oh no. hope he will get better! i hope there is something that can be done :( 

 

Wish you luck Rick and Madmole :( 

Edited by Adam the Waster (see edit history)

Share this post


Link to post
Share on other sites
3 hours ago, Noctoras said:

I understand your point, but it is a bit of a stretch, espacially point one. 

If "most players" ust it is a criteria, you could just as well get rid of 75% of the weapons or more :=)

I understand your point, but it is a bit of a stretch, espacially point one. 

If "most players" ust it is a criteria, you could just as well get rid of 75% of the weapons or more :=)

I think the point he is making is how they prioritize features.  Bandits for example is something most likely everyone will experience so it gets a higher priority.

 

Other things get a lower priority and may never get implemented due to not having enough time.

Share this post


Link to post
Share on other sites
Posted (edited)

We were talking about this other day, but someone on Reddit has a thread right now about the plant hitboxes thing. Definitely seems to be a really common issue as it gets mentioned quite a bit, the plant hitboxes might need another pass to see why they are so finnicky, it really does take a lot more attempts than it should to harvest a small garden, and then you have to go back through and repair all the damage you did trying to punch your plants

 

ufe3j5gx4qe51.jpg

 

 

 

 

Edited by Khalagar (see edit history)
  • Like 1
  • Haha 6

Share this post


Link to post
Share on other sites
On 8/1/2020 at 12:23 PM, cammel said:

@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

Everything is possible, but not likely. The level editors have access to a color and intensity slider box, but users could slow the FPS making the light too bright or look horrible, etc. I'm sure a modder can expose that at some point. It is generally a good design to keep things simple, the more stuff we add the more bugs and the further bandits and gold gets, stuff everyone can enjoy, not just fort enthusiasts like you and me.

 

On 8/1/2020 at 12:54 PM, Onarr said:

@madmole I really enjoy seeing other people builds, building techniques and defense designs. Would it be possible to create a sticky topic somewhere eg.: "Show us your builds" in General discussion. I kinda miss such a tread to gather inspiration for building new cool stuff and showing mine.

There is no need for a sticky, if people like it, and talk about it, it will stick itself.

On 8/1/2020 at 3:09 PM, FileMachete said:

I haven't looked at available paints/textures in a while, but all these posts about it made me remember the old Adobe blocks (A15?). I really liked the look of them, very soothing for some reason, and the 3(?) pale colors really complimented each other.

 

If it came down to a choice of a few 'fresh bright paints' or the Adobes, I'd vote for the adobes. :)

Yes I use those a lot and there are some woods that seem fairly nice yet, so it isn't impossible to have a fairly clean look.

Share this post


Link to post
Share on other sites
On 8/2/2020 at 3:43 AM, STyK_ said:

I noticed something while recording a test video. The time is set to when it happens, just listen for the hit connect sound when I line them up for the kill shot, there is none till I move closer. This is an old save from B169 but I believe it could be replicated. Feel free to watch the vultures nearly get me as well. 

 

Looked like fun! I liked how you cut the wood ladder down behind you making it impossible for them to reach your loot room. The only thing I don't like about the pistol build is finger fatigue on horde night, I'm looking forward to getting an SMG for my agility player for hordes.

On 8/2/2020 at 6:04 AM, bloodmoth13 said:

What if we had a limit of items per land claim block? i think you could solve a lot of problems by expanding what a land claim does, there are a ton of things you could add to land claims and remove from the open world if you wanted, some things are great for building and some of those same things are terrible for the open world (nerdpoling)

 

What if this, what if that. Every what if delays shipping, delays bandits, new player models, new special infected with cool behaviors.

  • Like 2

Share this post


Link to post
Share on other sites
23 hours ago, Phoenixshade35 said:

@madmole i had an odd idea for 2 perks to add as kinda more fun than functional.  What if we had a perk that the traders would stock more household items in their inventory, like fridges, stoves and the such, it could be inter intelligence, and maybe one under strength (or intelligence) that would unlock more additional blocks that can be built, or items that can be built?  I think some of the builders who don't go into the creative menu would like having those types of perks, just an idea i had as i do want more items i see in the world in my base naturally, i wouldn't mind even a mod for the wrench,ratchet,impact driver that would give a small chance to pick up the item your breaking instead of the materials.

I wouldn't clog up the perk tree with non survival oriented junk. Just go to CM and grab what you want, or mod a recipe in, or mod the trader inventory  done. If and when we possibly get the new shape menu in we can consider more decorative blocsk within there, but right now its just a mess and we're not adding more mess before we clean it up and at least unify the core materials. Every piece of clutter we add to the trader inventory is a good item not spawning, so players crafting a deco helper block is the only way I see it happening. Again the problem is framerate, if someone makes high poly coffee pot and spams it on servers, everyone suffers.

At the end of the day it isn't something I'm going to push when we're lacking core features. It might fall in at some point, but not in A20.

22 hours ago, Laz Man said:

Hi MM,

 

Thanks for the round tower design, I figured since everyone was doing castles I should at least start to try and make one too and see what happens.  I did run into a blending issue with this tower design and wood ramp blocks (roof) but it still came out okay.  I used paint so the blocks that didn't quite fit together aren't so obvious from a distance.  See image below. I highlighted red the voxel space where I couldnt find a block that  would blend well into the tower.

 

 

A20.0_2020-08-02_10-51-15.jpg

Yeah I wish we could just force two voxels in the same space. Who cares?

Share this post


Link to post
Share on other sites
7 minutes ago, madmole said:

Looked like fun! I liked how you cut the wood ladder down behind you making it impossible for them to reach your loot room. The only thing I don't like about the pistol build is finger fatigue on horde night, I'm looking forward to getting an SMG for my agility player for hordes.

Its what I'd do IRL, when I think they mite have breached that close to my ladder its time to cut it loose. I asked for a roll up ladder once upon a time and the idea was shot down so I found my own way, with no little effort if you notice that whole wall had to get moved back one block. I overacted though, looking at it later they actually didn't even get in, that spider zed was just sticking though the wall cause he could climb the ramp. I guess he can't fit though a one block opening. I should have just healed and went to the next room and will do next time once those window are converted to the bar hatch design.

 

Pistol would work better if I could find a good one or the parts but 25% loot is tough. Imaging that setup for fortitude build!

Share this post


Link to post
Share on other sites
16 hours ago, STyK_ said:

@madmole
My declaration of intent:
 

Once Alpha 19 Stable comes out I'll be doing an Insane, Nightmare all the time, Permadeath, 64 Zed Bloodmoon, 2hr day, no air drops, 25% loot, no loot respawn, no cheese, no nerd poll, play though called 'One Life.'  Navezgane. One man RP to make it interesting.
 

The goal is to sway the opinion on nerd polling as settings options are being looked into to discourage it. 
Also there have been talks about settings options for Permadeath or 'Dead is dead' as TFP refers to it but only a lite so many lives version. It would be sad if Permadeath finally became an option and ended at lite. So that's why settings are hardest of the hard, proof this can be done.
Lastly hopefully my building style and playstyle will encourage TFP to add an adjustable AI difficulty scroll bar so that the AI will be more destructive and just be less predictable due to pathing. 
Thanks for taking the time to read this. Like and subscribe if you like but that is not the goal at this time.
https://www.youtube.com/channel/UCbyaDG3CK5JvFDsEcAFfrPw

@madmole Would it make a better case if I did it on Random Gen? I picked Navezgane cause it's closer to a finish finished product and it will help with the RP part but if you guys think random gen is ready I can change it if you think it is too much of an advantage. I've already done Navezgane I'm pointing out, I'd be just providing you with the video evidence.

I'll post the first video when I get a good start on and then I'll stop posting vids on here after.

Whatever you do, do it for fun. I don't like Navezgane because I know where stuff is and that makes it super easy and removes the incentive to explore.

 

I don't think nerd polling is going anywhere. Why? Because you can build ladders, stairs, very easily. The amount of effort to "fix" something isn't worth it when there is another 50 ways to do it. Why gimp builders when it isn't going to gimp looters?

If something has lasted 19 alphas, it probably isn't going anywhere.

  • Like 2
  • Thanks 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...