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madmole

Alpha 20 Dev Diary

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@Survager  the number of times I have already found the trader that the quest sends me to is quite high .  you dont need quests to find traders. i usually find them while exploring and scouting for a nice location for a base.

 

Edited by spud42 (see edit history)

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12 hours ago, madmole said:

Well think if everything has quality, and there's at least 10 sets of outfits how long it might take to actually find a full set. There is a cowboy hat, but it is part of a specific outfit. The skull cap is the lumberjack hat. A lot of the stuff we have now will sort of be there in some fashion, but everything has meaning to it now instead of everything useless except for steel or military armor. There might be a fair amount of choice deciding what outfit best works for your build, or strong desire to collect a full legendary miner outfit.

As long as some customization is allowed. :) Otherwise I'll dearly miss my matt black outfit of a black cowboy hat, black leather duster, black shirt, etc. 

Then again, it's just for roleplaying purposes, so no biggie. Currently in A19 (A18 included) I wear my appropriate armor and clothing whenever I'm out and about, while a further 20% of the time I'm chillaxing at home wearing whatever attire that I desire at the time. For example, the outfit I described above:

 

7_Days_To_Die_2020-10-29_11_30_41_PM.thumb.png.fb3e90f42c2a38106e81819c4c5b18a9.png

 

(Disclaimer: I made it clear that I was going to add the image above at a later time via an edit.)

 

Also @madmole When the introduction of outfits replacing the old, conventional armor/clothing, what are your plans regarding the Savage Country POI's? (i.e. the clothing stores.) If they remain the same, I suspect they could become very coveted POI's that a large portion of players would save up and loot later on in the game with a higher gamestage/lootstage to acquire as many high-tier outfit pieces as possible, and it is certainly plausible that they'd always find what they're looking for. (Ex. Need some specific footwear? Shoe racks have you covered.) With this being said, do you think any drastic changes will be made to said POI's, such as many of these racks of clothing becoming non-interactable? If you say it's too early to speak, I get that, but I definitely think it's something to keep in mind.

Edited by MechanicalLens (see edit history)

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In regards to the power restore quests, does this mean there could be a chance to repair generator banks and battery banks in pois that are existing for say someone wanting to live there and kinda do a repair to live type playthrough? im just curious

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21 hours ago, Blake_ said:

@faatal , are you doing the walking sleepers ? They seem ok, as long as they have the "attack block" behaviour disabled until player detection, of course.

Probably.

 

How they react to volume triggers will depend on what the designers want.

15 hours ago, JasonX said:

If bandits are proving so hard, why not let the community help out with the modelling, animations and coding? Surely there is some assets or source code that can be released, or some problem statement that we can help brainstorm around.  

Bandits have not been proven to be anything, since no code work has been done on them yet. It is a scheduling issue, since we have many other things we would rather work on before them.

 

I think the artists have done some work on their part and they will handle it just fine.

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32 minutes ago, faatal said:

It is a scheduling issue,

If scheduling is proving so hard, why not let the community help out with the baby sitting, errand running, and cleaning? Surely there is some calendar or spreadsheet that can be released, or some projected date that we can help brainstorm around.

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3 minutes ago, Roland said:

If scheduling is proving so hard, why not let the community help out with the baby sitting, errand running, and cleaning? Surely there is some calendar or spreadsheet that can be released, or some projected date that we can help brainstorm around.

don't leave me with the baby.

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5 hours ago, madmole said:

 The game is exactly as we described it on the kickstarter 7 years ago, but your interpretation of what those features might look like and play like is different than ours. Magical food? Dude food is magic IRL. You can cure diseases with the proper food, coffee gives you buffs in real life, etc. Ours is gamey so it makes sense to players. What is candy is really drugs, or drugs packaged in candy bags. Future drugs, set in a future game. It isn't that hard to believe.

UMA will be gone and no UMA code will work. If you want to add new zombies you model and texture them just like we do.

 

No, the game isn't interpreted by you guys as kickstarter nor steam described . Fully destroyable can only be interpreted as "Fully destroyable". And you guys are still cheaping out on the feature. I have faith in you though. Respawning is always easy to implement. 

 

A system that blocks the trader features and makes him/she fight/warn you if you build too close and an "active quest" restoring system for dead traders/ quest givers into the newly respawned ones ? Not so easy to implement though.

Edited by Blake_ (see edit history)

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8 hours ago, SnowDog1942 said:

@madmoleSo the downside I am seeing of this new clothing/armor thing is that my brain will want to always switch sets depending on my activity.   I'm gonna go chop trees.. gotta find my lumberjack clothes and put those on.  I'm going to mine for a while.. Gotta go find my mining outfit and put that one. etc etc etc.   Im going to want to constantly switch outfits depending on what I am doing.. its micromanagement that is not fun, but would help your play.. a lot.

That's a minmaxer creating problems for himself. ;)

Most players don't need to reach 100% in every conceivable stat in order to play the game.

 

5 hours ago, hiemfire said:

@madmole is a radiation resistant lining mod something you guys are considering?

Of course... once radiation is part of the gameplay.

 

1 hour ago, Blake_ said:

No, the game isn't interpreted by you guys as kickstarter nor steam described . Fully destroyable can only be interpreted as "Fully destroyable". And you guys are still cheaping out on the feature. I have faith in you though. Respawning is always easy to implement.

We're not going to remove bedrock which is the vast majority of indestructible blocks in the game.

Traders make up less than 0.5% of the map.

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

That's a minmaxer creating problems for himself. ;)

Most players don't need to reach 100% in every conceivable stat in order to play the game.

I'm not a minmaxer, but I definitely will be keeping sets of armor. At least one for mining and one for looting. I can't imagine it being that difficult to manage. What would be cool though is a wardrobe container that holds one of each item. Go in, click on a single button and it swaps everything with your current set.
 

Edited by AtomicUs5000 (see edit history)
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20 minutes ago, AtomicUs5000 said:

I'm not a minmaxer, but I definitely will be keeping sets of armor. At least one for mining and one for looting. I can't imagine it being that difficult to manage. What would be cool though is a wardrobe container that holds one of each item. Go in, click on a single button and it swaps everything with your current set.

Are you out of your mind?? You can't do that! That would be MAGIC!!! :eek2:

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Regarding the biome difficulty, I hope to see certain loot that is required to get from different biomes. Need a certain upgrade or item to finish that recipe? Better make a day trip to the desert.

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55 minutes ago, Gazz said:

We're not going to remove bedrock which is the vast majority of indestructible blocks in the game.

Traders make up less than 0.5% of the map.

I ain't counting bedrock as a problem. That's a tech limit.

 

Traders are not a tech limit and therefore negatively impact gameplay features (they can delay and nullify wandering hordes, partially protect against hordes and affect creativity due to building constraints in the area)  . And so will main story undestroyable features/entities. I'm just saying... it can be fixed with proper coding exactly as I said in the previous post. Not easily, but definitely not as difficult or time consuming as, say, a shape menu system. Properly done it would improve gameplay and wouldn't affect quests, trading or rewards in the slightest.

 

That said, I understand that there are bigger fishes to fry at the moment.

Edited by Blake_ (see edit history)
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Oh, I know. =P

 

It's just neither broken nor a gameplay problem so kinda low priority.

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1 hour ago, Gazz said:

Oh, I know. =P

 

It's just neither broken nor a gameplay problem so kinda low priority.

Nonetheless, perhaps reducing the protected areas around traders could be something [low priority] for consideration? It isn't uncommon for POI's beside or in front of them to be partially protected, or at least the ground around them. For example, in my personal world I was going to place a wall three blocks in front of the house I'm staying in to protect from screamers/wandering hordes, but because I'm living in front of the trader my limit is 2 blocks from the walls of the house out front.

Edit: Nevermind, it's a protected chunk. My bad. 😛 Ignore the post above.

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I saw the indoors darkening effect in the stream. Any chance this gets taken out?

 

It really feel more like a bug than a feature. You can see clearly what's inside a store and after 2 steps your screen dims to complete black. And if the POI has some areas where you go in and out a lot or there's a hole in the roof, your bightness keeps waving up and down.

 

I don't believe it adds much to the game, rather takes away and feels like something is broken in the lighting tech.

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2 hours ago, Gazz said:

That's a minmaxer creating problems for himself. ;)

Most players don't need to reach 100% in every conceivable stat in order to play the game.

 

I totally get what you are saying and ive never considered myself the min/maxer type.  I guess if the bonuses are too good it may affect non min/maxer types as well by being too good to pass up.  
 

There are min/maxers that will do ANYTHING to be more efficient,  but on the opposite end of the spectrum there are gameplay mechanics that encourage tedius micromanagement because they are too good to pass up.  Im NOT saying this is how  it will play out, its just a thought on a possible downside.

 

If jumping in place was was boring and  tedius but healed you — would you accuse people of being a min maxer when they did it? :)
 

By the way I do think the new system sounds interesting and Im looking forward to it in action.  

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40 minutes ago, SnowDog1942 said:

I totally get what you are saying and ive never considered myself the min/maxer type.  I guess if the bonuses are too good it may affect non min/maxer types as well by being too good to pass up.  
 

There are min/maxers that will do ANYTHING to be more efficient,  but on the opposite end of the spectrum there are gameplay mechanics that encourage tedius micromanagement because they are too good to pass up.  Im NOT saying this is how  it will play out, its just a thought on a possible downside.

 

If jumping in place was was boring and  tedius but healed you — would you accuse people of being a min maxer when they did it? :)
 

By the way I do think the new system sounds interesting and Im looking forward to it in action.  

Oh I will be switching clothes like crazy. Call me what you want. This new system doesn't let any piece of wearable be completely useless for any situation , which is good.

Are you sure you aren't going to suggest a sensual type of clothing for the pool? 

 

49 minutes ago, MechanicalLens said:

Edit: Nevermind, it's a protected chunk. My bad. 😛 Ignore the post above.

Yeah, it is. Someday, though. Someday. 

Edited by Blake_ (see edit history)
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Clothing sets for what you plan to do, well, you kinda have that IRL, so don't see a problem for it in game, nor switching to them for the activity.

 

Mining: hard hat. boots. derp.

Farming, chopping etc.

 

Zed killing? Guns. Lotsa guns.   (or  Big f'n guns..  too small.  oh yeah..)

 

If the set bonus are worth it, yep I'll be switching.  (no diff than having coffee for mining, or beer for punchypunch time)

:D

 

(could use a pitchfork for the farmer.  just for the screenshots)   😛

 

 

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2 hours ago, SnowDog1942 said:

There are min/maxers that will do ANYTHING to be more efficient,  but on the opposite end of the spectrum there are gameplay mechanics that encourage tedius micromanagement because they are too good to pass up.  Im NOT saying this is how  it will play out, its just a thought on a possible downside.

Yes, obviously.

The proposed bonuses seem... really good... but that's just the first pitch. AFAIK no balancing has yet been done in the greater context of all the perks and assorted buffs.

 

We certainly don't want to get back to the Barbie Dressing Game of earlier alphas.

 

Could also have something like a set bonus cooldown.

Sure, you can switch gear anytime but any gear switch disables all these bonuses for 10-15 minutes. Constant switching would not be beneficial.

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

Clothing sets for what you plan to do, well, you kinda have that IRL, so don't see a problem for it in game, nor switching to them for the activity.

IRL, you change clothes for an activity that might take hours.   Since time is so condensed in the game, you might be changing outfits every 10-20 minutes which would get a bit tedious.   I'm certainly willing to see how it plays, but my initial thought is that it seems a little too micromanage-y

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May sound far fetched but I think having some sort of water/sea/lake creatures would be really sick. Since I already fear water in games as it is but having something that can scare/kill you then that would add a new aspect to the water within the game. It would be cool to see this at some point within the game. Just curious since I could not watch the stream and I am busy at the moment when would the Alpha20 be out roughly?

 

I really love what you guys are adding to the game. Thank you so much 😀😄

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6 hours ago, furion nightstalker said:

a old school push mower like this would be nice  

mower.jpg

Whats with yall and lawn mowers? 

Do it the American way, Explosives 

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