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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Here's some news fresh from today:

 

Madmole changed the Bountiful Harvest Perk name to Mother Lode so it wouldn't be confusing (It increases your gains when mining)

Madmole changed Living off the Land Perk to only increase crop gains (removed animal harvesting)

Madmole added Huntsman Perk to increase gains from hunting animals

 

 

Madmole said he is about done with the perk system.

 

Speaking of which, us peasants in the European Union don't know fertilizer about weapons, and because of that we dont know if automatic weapons is for pistols only, or ak47 only, or rifles and snipers, or if Dead shot is for all weapons, or for sniper rifles only, or for guys with poop throwers only ....etc.

 

Questions:

 

1-So is there a specific father perk description in each weapon in case we invest -say- in automatic weapons wanting to use pistols by mistake?.

 

2-Or are weapons divided into clear types and are the names of each category used in the perk system to describe them like in 16.4?

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LOL. Technically, Roland, you're still right. Your comment was that English is the most internationally spoken language, and it is. It's an established language in 106 countries, compared to 37 for Chinese and 31 for Spanish.

 

https://www.weforum.org/agenda/2018/02/chart-of-the-day-these-are-the-world-s-most-spoken-languages/

 

https://www.weforum.org/agenda/2016/12/these-are-the-most-powerful-languages-in-the-world

 

On behalf of the British people I'd just like to say... sorry about that.

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Without displaying any pro or anti energy I would just state that posting in English is the rule of this forum. As moderators we must know the content of posts and to expect us to run every non-English post through google translate in order to do our job is an unrealistic expectation. English is not better than any other language but it is the most internationally used language and it is therefore the common language of this forum. Please, run your non-English post through translation before submitting it to the forum. That will help the moderation team and it will make sure that all participants in the conversation know what is going on.

 

ma usun, et inglise keel pole enim kasutatud keel. mandariini (hiina dialekt) ja hispaania on rohkem kasutusel. mis puutub eesti keelde, siis see on vنga

vنhe levinud.

 

sorry about posting in foreign language. also i did not do research, so later posts from Gazz and Trolland and some others may correct me :p

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Sleepers will not spawn in front of you. That has been fixed.

Walking outside of a POI and then going back inside will not reset the number of sleepers there. However, it may shuffle the positions of the remaining sleepers so when you go back inside the one you remember being in one spot may well be gone and in a new spot but the number will reduce to zero once you've finished them all off. That has been fixed.

Cop explosions count as a kill and will reduce the sleeper count so no more eternal cop respawns. That has been fixed.

Sleepers are no long one-shot kills (at least in the beginning with the weaponry you have). That has been fixed.

Sleepers are not all just out in the open. Many are hidden and can be surprising.

Animals can now be sleepers.

Sleepers wake up better when there is light or noise nearby so stealth is required and firing a gun will wake up all nearby sleepers.

Sleepers have been optimized so that there can be more outside wandering zombies than there were in A16.

Lullabies work on awakened Sleepers

Some sleepers will enter a REM phase and have dreams

The whole sleeper feature is 100% better than it was.

 

Roland, you forgot the best stuff. There, fixed it.

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gyrocoptors cant hover. they are not helicopters they do not VTOL. The rotor is not powered and acts the same way as the wing of a Cessna, they take off and land just like a GA aircraft. landing on a roof with a gyro would be impossible unless your roof is as long as a runway!

 

 

This is pretty damn close to a hover!

Good enough to land a friend on a rooftop from a two seater gyro. Damn tricky for the pilot though when the passenger drops off I expect lol. But doable in a pinch. :crazy:
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No lie. You definitely can put enough distance between yourself and a running zombie to wrench a landmine and strip it of all harvestable mats before the zombie reaches you.

 

OMG, that opens up a new and exciting dimension to the game! OK that sounded like a commercial, BUT:

 

No Armor +

Max Stealth +

Max Parkour +

Max stamina perks +

Max ranged weapons.

 

Not my first play through character maybe and a bit advanced play style, but this character would be so fun for many people also quite powerful and a great survivor!

 

Thanks Roland for the good news confirmation! :D

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@Gazz or others in the loop.

Awhile back you and Kinyajuu had a quick little banter on here, while discussing some of the new systems features that are being put in place, one of which was possibly adding a timer?! into the mix with the new system. So, just wondering if anything became of adding a Timer? or was it just future talk beyond A17?

There are definitely timers in the game.

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Sleepers will not spawn in front of you. That has been fixed.

Walking outside of a POI and then going back inside will not reset the number of sleepers there. However, it may shuffle the positions of the remaining sleepers so when you go back inside the one you remember being in one spot may well be gone and in a new spot but the number will reduce to zero once you've finished them all off. That has been fixed.

 

So the problem where zombies respawn upon re-entering has been fixed, but in its place is another mechanism by which a zombie might be located in the same position as where you've killed a previous one? Isn't that other mechanism thus causing the exact same problem..?

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So the problem where zombies respawn upon re-entering has been fixed, but in its place is another mechanism by which a zombie might be located in the same position as where you've killed a previous one? Isn't that other mechanism thus causing the exact same problem..?

 

Not at all. Picture a house that has 1 big room with 10 zs. You kill 9 but the one next to the fridge was a radiated flying vulture cop so he tries to rape you. You go away say 100 blocks. You reenter the house BUT -in a16.4 b8- you will find all 10 zs again. In a17 you find only the cop and he MIGHT be next to the fridge again. You kill the cop and done, house is clear. I don't see the problem. Are you the problem? I have issues too!

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Its more like.. you enter a POI and try to kill the first sleeper you come across. You succeed and after that you leave the POI for whatever reason. You re-enter, and you find another sleeper at the same location. Yes, it will be a different one, and yes, the total amount of sleepers in the volume is reduced, and yes, there's a chance that might happen, not a guarantee. But will it awefully look like that sleeper has just respawned to the average player?

 

Or how about you re-entering the previously cleared room in the POI and all of a sudden there are new, 'rotated' sleepers there. Will that not feel like the respawning sleepers problem plaguing a16.4?

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Actually Chinese isn't a language, and many nations use English as their intentional language to communicate, possible hang over from Empire days. Mainly it just makes mods life easier, so is good manners plus that way everyone who wants to comment knows which language to translate into when they want to comment.

Personally it is why I generally cut some slack to those comments that appear to be badly worded or somewhat blunt as google translate ain't fantastic with irony or sarcasm.

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Walking outside of a POI and then going back inside will not reset the number of sleepers there. However, it may shuffle the positions of the remaining sleepers so when you go back inside the one you remember being in one spot may well be gone and in a new spot but the number will reduce to zero once you've finished them all off. That has been fixed.

 

I see a possible exploit there.

If the first room is a big open room with good exit, you can kill every zombie in it, run away from the house and back to get them to spawn back to the first room where it is easier to fight them.

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If you ask me, halloween is a perfect time for... you kow, remembering the dead and having some deadly conversations;)

 

Halloween has zombie connotations to it and it would be great for TFP on a marketing angle. But maybe its too good of an idea... and too scary to actually play 7 Days to Die on Halloween...

 

Yup, much, much to scary... and amazing.

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