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Alpha 20 Dev Diary


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22 hours ago, Adam the Waster said:

I am Dummy thicc and the clap of my Butt cheeks are destroying your base walls :D
https://twitter.com/7DaystoDie/status/1382359396924071939

Looking pretty cool but... why does he have a Western revolver? idc It looks great. i want to see what the feral and the spider zombie look like :D
ImageImage

 

Anywho know what software TfP to make characters models? i was thinking how much time it takes to create one zombie and maybe try to make  some zombie models 😅

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13 hours ago, wolfbain5 said:

@madmole how does feral sense work in regards to stealth? does it shorten up the range? completely negate stealth play?

Stealth still works. Feral sense is basically zombie hearing and seeing x2.5, which is mod-able in xml and may be tweaked before release.

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Good afternoon (?) @faatal. I have a bunch of déjà vu questions for you. 

 

1- Is a20 playable to some extent and/or did you have time to test/play it a bit these past few days for your own purposes ?  Any highlight will be appreciated .

 

2-What are you working on at the moment ?

 

3- Do you know what the target/intended features for 19.5 ( that were ported from a20) are ? 

 

4- Something you can share about interesting stuff from other departments/teams ? Anything will do ( things like new art team stuff info, RWG info, new features,  a new wig for Prime, Roland's last Pi number findings...etc).

 

5- Can you name a feature that you really want to do (for 7dtd) and you wish you had the time for it , either current alpha or future ones ?

 

 

 

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36 minutes ago, Blake_ said:

1- Is a20 playable to some extent and/or did you have time to test/play it a bit these past few days for your own purposes ?  Any highlight will be appreciated .

Very playable. I played it briefly last week to test feral sense. All the normal stuff works fine, just some features like the block shape UI update are in flux.

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On 13/4/2021 at 19:44, madmole said:

¡Probé el sentido salvaje con zombies corriendo durante el día y fue intenso! En realidad, hay muchos más zombis en el mundo de lo que la gente piensa, venían por mí de todas partes. Tuve que reparar mi club varias veces, había tantos, y realmente tienes que controlar el ritmo de tus batallas. Estaba jugando al muerto está muerto y llegó la noche y estaba en una casa y de repente un turista gordo, un motociclista y Arlene irrumpieron en la puerta de mi baño, así que salí corriendo, corrí alrededor de una bonita piscina luchando contra ellos y simplemente maté a Arlene y entró un lobo la pelea y acabó conmigo a pesar de que lo golpeé dos veces en la cabeza, simplemente no tenía la energía para mantener el ritmo.

Incluso en el trote me recordó más a los muertos vivientes donde huyes y de alguna manera estos zombis lentos siguen llegando. Es una gran característica que creo que le gustará a la gente. Los zombis simplemente no ven ni oyen muy lejos, por lo que se aprovecha de eso y probablemente aprovecha a casi todos los zombis que están ahí fuera para atacarlo. Me recordó a los alfas anteriores donde había más zombis porque era simplemente luchar o correr sin parar.

 

Sounds beautiful!!!, Is something going to change about the sound? I say because today I´m  three meters from a sleeper and he doesn´t know that I am disarming a car with a lot of noise, or breaking a bed etc. It is quite shocking that we feel it very high and the Z doesn´t even know. 😬

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2 hours ago, GoldsharkROU said:

 

Sounds beautiful!!!, Is something going to change about the sound? I say because today I´m  three meters from a sleeper and he doesn´t know that I am disarming a car with a lot of noise, or breaking a bed etc. It is quite shocking that we feel it very high and the Z doesn´t even know. 😬

By design, sleepers are passive and won't hear sounds until you enter their sleeper volume, because we don't want large sections of a POI being awake and bashing through stuff before you get there. POI designers can group sleeper volumes to help with what you describe, so a debug screenshot using shift+f11 of where you are at would let us see what POI(s) has the issue. We have a ton of POIs, many made before we could group volumes, so there are probably many places where it could be improved.

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10 hours ago, bdubyah said:

So what's the current shape of the improved RWG? Any chance it'll be more flexible with bigger POIs? And maybe the min/max limits on POIs in the mixer actually working?

i just hope that option for city selector does mean bigger and more cities.. sometimes i make a new world and hardly find anything good.. (mostly the small ones)

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On 4/13/2021 at 5:44 PM, madmole said:

night time came and I was in a house and suddenly a fat tourist and biker and arlene stormed my bathroom door so I bailed

 

Yessss

 

I really hope there's some more features to bring back that "new to the game" horror. I still vividly remember the first time I played the game and was holed up in a PoI absolutely TERRIFIED at the sounds of the zombies outside the walls trying to find me as I cooked my meat and light was shining through the windows because I didn't cover them up well enough etc. They of course ripped through the walls while I was crapping my pants and trying to hide on the stairs and break the stairs so they couldn't chase me up. Literally spent every night in that crappy half ripped down PoI crouch walking and hiding in absolute terror

 

Now days I just go do quests at night  even with running zombies since they just don't seem to aggro or group up in enough numbers to be a major threat even early game. They just don't seem to have anywhere near the aggro radius they used to even when I've got forges and campfires going in what should be open sight

 

Honestly, I would really like if there was just a feature to make the zombie senses SUPER sharp at night. It would be great if nights were absolutely horrifying and dangerous to go out in.

 

Gimme dem roaming hordes that spawn in massively increased frequency at night and can sense noise / heatmap / cooking meat from hundreds of blocks away. Mini horde night every night!

Edited by Khalagar (see edit history)
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The last weekend I started a new world with a friend and used the Nitrogen World Generator and created a only Wasteland Map with a small Snow and Desert Biome. And damn was it horrifying to play. I LOVE IT!!! The wasteland feels like real survival and finally the world isn't epty there. You always need to expect the worst. Walk into a mine or a dog follows you or the damn bears :D

We had so much fun and Now I got a question for the RWG.

Will it be a bit more complex like the nitrogen generator? Like create bigger cities and towns. Cause Vanilla RWG always feels too empty. Also I wish there would be an only Wasteland option cause the forests are too boring for players with 1000+ hours :D

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6 hours ago, Diragor said:

The last weekend I started a new world with a friend and used the Nitrogen World Generator and created a only Wasteland Map with a small Snow and Desert Biome. And damn was it horrifying to play. I LOVE IT!!! The wasteland feels like real survival and finally the world isn't epty there. You always need to expect the worst. Walk into a mine or a dog follows you or the damn bears :D

We had so much fun and Now I got a question for the RWG.

Will it be a bit more complex like the nitrogen generator? Like create bigger cities and towns. Cause Vanilla RWG always feels too empty. Also I wish there would be an only Wasteland option cause the forests are too boring for players with 1000+ hours :D

 

With the new biome adapted loot modifiers, there will be a reward to going to the wasteland (or any other biome than forest) early so experienced do have a reason to go other than self-made challenge.

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14 hours ago, Khalagar said:

 

Yessss

 

I really hope there's some more features to bring back that "new to the game" horror. I still vividly remember the first time I played the game and was holed up in a PoI absolutely TERRIFIED at the sounds of the zombies outside the walls trying to find me as I cooked my meat and light was shining through the windows because I didn't cover them up well enough etc. They of course ripped through the walls while I was crapping my pants and trying to hide on the stairs and break the stairs so they couldn't chase me up. Literally spent every night in that crappy half ripped down PoI crouch walking and hiding in absolute terror

 

Now days I just go do quests at night  even with running zombies since they just don't seem to aggro or group up in enough numbers to be a major threat even early game. They just don't seem to have anywhere near the aggro radius they used to even when I've got forges and campfires going in what should be open sight

 

Honestly, I would really like if there was just a feature to make the zombie senses SUPER sharp at night. It would be great if nights were absolutely horrifying and dangerous to go out in.

 

Gimme dem roaming hordes that spawn in massively increased frequency at night and can sense noise / heatmap / cooking meat from hundreds of blocks away. Mini horde night every night!

yes, yes to all of this, though i still don't like to go out at night...

 

On 4/15/2021 at 3:56 PM, faatal said:

Stealth still works. Feral sense is basically zombie hearing and seeing x2.5, which is mod-able in xml and may be tweaked before release.

yeah something where i don't have to go play Geek squad to have fun! keep it up!

 

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2 hours ago, Adam the Waster said:

yes, yes to all of this, though i still don't like to go out at night...

I step aside here also. Still afraid of going out at night, but when I do it's "meh...what exactly was I afraid of...it's all the same as during days but only with dark background".

Well not actually, because there's a lot more direwolves and serious animal stuff spawning around, but considering zombies...well they're just faster XP-points because they run into my sledge instead of walking towards it.

I don't even know if I'm fair here because I have towards 700h ingame now (which does make me not being a total noob anymore around here in the forum), and I forgot how terribly frightening my first touch (nights) with the game felt.

But does this really have a point?

Should I increase difficulty? Maybe.

Should I reconsider my mind trying to include/compare first-time players with the same knowledge I gained with my "hundreds of hours" of experience? Definitely.

What does this lead to?

Everything you're good at becomes somehow easy for you.

I pull my hat to the devs that they try to consider every playstyle and every level of experience the player has, and try (doing good as far as I can see) to adapt for everyone.

 

Khalagar and Adam have a point...the game seems to have become too easy over time.

But is it the game getting "lame", or is it us becoming better at what we do?

We know all the - also not-so-obvious - game mechanics, so we as experienced players have that advantage that "noobs" can't even see.

 

Nights should be terrifying again, I would love...but what would it mean for beginners?

I recently had a short discussion with Promethean Winchester here (which I now understand better than initially), he also has a point.

 

So to conclude this:

I have great confidence in what efforts were taken considering difficulty chosen by the devs.

Make A20 great again. (A19.5 would be apprechiated too if being released by...let's say now 😁)

 

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It might be cool if the sneak attack weapons had a chance to cause a blinding condition, on headshot, based on your "from the shadows" skill. 

 

Then the blinding condition could cause you to do full or partial sneak attack damage. 

 

Would make the sneak skill more valuable during horde night, or situations where stealth does not work. 

 

Might be too strong, or not worth screwing with though. 

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3 minutes ago, pregnable said:

It might be cool if the sneak attack weapons had a chance to cause a blinding condition, on headshot, based on your "from the shadows" skill. 

 

Then the blinding condition could cause you to do full or partial sneak attack damage. 

 

Would make the sneak skill more valuable during horde night, or situations where stealth does not work. 

 

Might be too strong, or not worth screwing with though. 

I think this is a cool idea. Imagine blinded Zeds going aggro at random environment after you hit them and they perform revenge at whatever they get in touch to...maybe a wall, a tree, or even a fellow Zed, which might lead into a "Zombie-hits-Zombie-aggro-brawl-bubble" if you do it right. 👍

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