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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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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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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:

 

with a headwind like that then a Cessna would look like it was hovering too. lol

ok so in a pinch you can land. maybe 1 piece maybe many..lol BUT how are you going to get enough speed to take off????

 

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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?

 

 

If you can use it to hurt somebody it is automatically a weapon. A sharpened stick could be a weapon for example, but they got removed from the game so as far as 7 Days to Die is concerned everything from a stone shovel to a rocket launcher is an automatic weapon.

 

I'm glad I could clear some of that up for you.

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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.

 

It’s a game. If players want to exploit it they will. Moreover, if someone is willing to waste time entering and leaving a building over and over and over and over to try and force a spawn in one room, so be it. Most people will enter a building and clear the zombies they see. If they get overwhelmed they might exit.

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There are definitely timers in the game.

 

So we'll be able to make our own timer triggers?

Like: (example)

days 1-6 zeds can only infect you with infection1

days 7-13 zeds can only infect you with infection2

day 14 the infection level switches again and zeds can only infect you with infection3

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So we'll be able to make our own timer triggers?

Like: (example)

days 1-6 zeds can only infect you with infection1

days 7-13 zeds can only infect you with infection2

day 14 the infection level switches again and zeds can only infect you with infection3

 

*looking nervous* uhm, Tin? are you already thinking of making The Devil's Eden even more scary tuff?

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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..?

 

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.

 

Absolutely agree. That design is very exploitable, unless you make sleepers spawn in each and every one of their previous location or maybe allow them to also rotate within a "never seen by the player" spot in the POI. It is not the exact same problem as before though. But shall not be this way.

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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.

 

Does that mean the streamers will get A17E "soon"? (couldn't resist) :)

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Though the release was feauture locked months ago. What’s with all the new features and perks that are still getting added to the release?

 

The upgrade to the attributes / progression system has been on the list of features for A17 for months. I would surmise that they have only been working on it in earnest recently due to the need to finish the underlying code and buff systems first. Therefore your point is kind of moot.

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Though the release was feauture locked months ago. What’s with all the new features and perks that are still getting added to the release?

 

An individual perk is not considered the feature. The feature is the perk system that allows perks to be added changed. They aren’t adding any new vehicles but they are still adding things like cargo space and balancing their relative speeds etc.

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The zombie horde is an integral part of the design.

 

You can nerf it into oblivion with a mod if that's your thing. That doesn't bother me at all.

 

Apart from that you don't get to decide when they come for tasty you.

Disclaimer: This zombie game may contain zombies. User experience may change while getting eaten by zombies.

 

As uneasy this will make some feel, I welcome the challenge. My hope Is this next iteration will not be beatable by some cheesy AI exploit. (Hide under 1 block of dirt, hide on upper floor of buildings with no defense). I know this is a daunting task in a voxel game. I hope you guys are closer.

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