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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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Faatal, Madmole, Roland, etc...

I made a 20-minute video showing some awesome stuff but also some bugs.

 

First the good stuff:

Map size is 16384x16384

The game was played in 2560x1440 resolution

The refresh rate is 165 (as seen on the upper right side of the screen)

FPS were 55-60+ for most of the video (as seen on the upper left side of the screen)

 

 

Now for the bugs, I've time-stamped them:

 

Vid link:

 

Bugs:

2:11 - wolf and zombies spawn in

4:51 - really bad terrain generation

5:59 - bad terrain generation

6:32 - floating house

7:08 - suicidal deer (not a big deal kinda funny but immersion breaking)

12:16-12:31 - where did this guy come from? I guess it is possible I didn't see him...

15:45 - did my gaze linger there for a microsecond too long? =)

16:50 - notice there are no sleepers alongside the building (important for upcoming timestamp)

17:15-17:18 - I bleed out because TFPs decided to swap the use key (trolls!)

17:18 - Don't fall when dead

17:50 - the building I mentioned in 16:50, clearly see sleepers appearing 10 feet away from me when I go back for my stuff

18:26 - one of the sleepers blows herself up hitting a car, the other sleeper still sleeping vanishes as I get closer

 

All in all, really like the job you guys did with A17e!

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Artists are planning plants improvement for A17+. Probably some ground textures too.

 

Is the basic grass texture part of this? One thing I disliked about 7D2D generally was the whole "cross-hatch" look of the grass and many of the plants (like cotton). I wouldn't think it would be too difficult to fix, since not all plants look like that.

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Some feedback about the difficulty. As someone who's played this game for quite a while I don't want the pre-A17 difficulty (or lack thereof) to return however I DO feel that some things should be toned down a bit as it feels ridiculously difficult early game from what I've played so far.

 

Things I think need balancing:

-Bleed rates: Right now it feels like 90% of the time you get hit by anything you start to bleed. Not only is this unrealistic it detracts from the game as a whole since most of your time is spent bandaging unless you're really good at not getting hit, which even the best players will get hit sometimes.

-Traps: From what I'm noticing the spike traps (wood spikes specifically) don't seem to be slowing down zombies at all, not sure if this is working as intended or not because the description does state that they're supposed to slow them. If it is slowing them it's so minimal as to not even make any difference, either this needs to be fixed if not working correctly or imo it should be tweaked if it is working correctly.

-Early game weapon damage: Don't get me wrong with this one, I don't think that things should return to A16 levels where 200 quality (or as it is now quality 2) bow could one-shot some zombies but I do feel that weapons in general should be buffed at least a little bit. I'm not sure how it is with perks and gun attachments because I haven't had too much time to play yet and haven't gotten that far, but I do feel the weapons need higher base damage without perks or attachments.

 

All of these things are just from my experience so far and as I've said I haven't played too much yet so take them with a grain of salt, they're just some things to take into consideration.

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Ah, I put some pants on, that worked, am no longer encumbered by the cold. Lol, well upgraded from strawpants to bluejeans, but it seems to have been enough of a difference. Well, so far I have answered my two only forum questions by playing a few more minutes after posting... I'll try not to do that anymore. However the Quest Marker disappearing visually, even though it was still there, is a valid bug.

 

Just had one of my quest markers do this to me. I am running some little UI modlets, three of the Relxix ones. Because of the modlets I wasn't going to say anything but I saw this so I thought I would conditionly confirm this happening.

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Sorry for some reason it won't let me post a screen shot but here are my settings:

 

DISPLAY:

 

Resolution 1920 x 1080 (16:9)

Fullscreen Yes

Vsync Off

Gamma 57%

...

 

My gamma setting is at 38%. I deleted my A16 preferences and it seems that was a good idea.

 

 

Do you know why i cant sell pistols at trader? I have like 10 pistols but i couldnt sell any to trader. My trader had now 3 restocks, but still cant sell it.

 

If the trader has already 3 of the same item in his inventory he won't buy that item (That was the case in A16 at least)

 

I am loving the game but here are my issues so far some have stated as well.

#1 Zeds spawning out of no where right on me ( issue from another alpha)

#2 When repairing stuff in inventory it dont tell you what it requires to repair.

#3 Can you change perks so the ones gated states whats required to unlock it? It dont state what level or number of perks elsewhere are needed to unlock it.

#4 Sleepers spawning way to late in buildings, clear a room loot something and turn around and there are zeds back in spots I know I cleared (happened in another alpha as well)

I know its experimental not being critical just letting you know, keep up the great work.

 

#2 There is a button at the top right that switches between stats and text description. Repair item is described in the text. It really should be a stat though

 

#3 Hover over the lock icon on the right side and you will be informed. Developers already said they will change the visibilty of this

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Can someone explain how Bleed works from Zombies?

 

Every 2nd or 3rd hit, I get Bleeding.

 

Level 300, day 12. Cheating with creative to test everything.

 

Is bleed % seriously linked as a scaling sense of difficulty?

 

- - - Updated - - -

 

Can you post a picture of your video settings? Sounds like it is set to 1/8 textures. If you watched any of the streams there’s proof that the graphics are better in A17.

 

He probably has the bleed filter stuck on lol

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Some feedback about the difficulty. As someone who's played this game for quite a while I don't want the pre-A17 difficulty (or lack thereof) to return however I DO feel that some things should be toned down a bit as it feels ridiculously difficult early game from what I've played so far.

 

Things I think need balancing:

-Bleed rates: Right now it feels like 90% of the time you get hit by anything you start to bleed. Not only is this unrealistic it detracts from the game as a whole since most of your time is spent bandaging unless you're really good at not getting hit, which even the best players will get hit sometimes.

-Traps: From what I'm noticing the spike traps (wood spikes specifically) don't seem to be slowing down zombies at all, not sure if this is working as intended or not because the description does state that they're supposed to slow them. If it is slowing them it's so minimal as to not even make any difference, either this needs to be fixed if not working correctly or imo it should be tweaked if it is working correctly.

-Early game weapon damage: Don't get me wrong with this one, I don't think that things should return to A16 levels where 200 quality (or as it is now quality 2) bow could one-shot some zombies but I do feel that weapons in general should be buffed at least a little bit. I'm not sure how it is with perks and gun attachments because I haven't had too much time to play yet and haven't gotten that far, but I do feel the weapons need higher base damage without perks or attachments.

 

All of these things are just from my experience so far and as I've said I haven't played too much yet so take them with a grain of salt, they're just some things to take into consideration.

 

EVERYTHING when it comes to melee devices sucks right now. Level 300, all perks, level 6 pickaxe and I hit for 3 stone with it. Wooden walls take forever to take down.

 

Block damage scaling is borked this iteration.

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Faatal, you mentioned arrows hitting targets made noise, does that mean they can be used as distractions?

 

No, since the noise is coming from you. Distractions would make sense, but design might not like that method of dealing with zombies.

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- Zombies and Vultures seem to teleport a few centimeters multiple times when walking, like it's stuttering. The animation is there but they are not really moving their spot smoothly. Doesn't happen all the time, but when it does it affects every creature. I think it's maybe on the server..

 

The teleporting seems to be the new sign of network lag (in A16 it was distant hits from zombies)

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You do know even on a smaller bridge a center pillar system is not unheard of. That would fix it for sure.

 

Does not have to do with supports, but how it looked in Navazgane at all the locations where bridges are at. That is what I was told, so I didn't see it.

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No, since the noise is coming from you. Distractions would make sense, but design might not like that method of dealing with zombies.

 

You can hit/break a distant window....won't the zombies be attracted to the glass shattering noise?

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Gonna be honest, don't like the new quality system. I much prefer the system of A16, having to build up your gun and your items to good levels and the ability to combine items to repair them and make them better. It felt like a steady progression and was very satisfying to build up a gun from grey to pink. This new system feels like it's just dumbed down and waaaaay to generous. I started next to a Shotgun Messiah, I have four pistols, three AKs, three SMGs, three shotguns and a sniper rifle... Also about fifty compound bows. I did have a lots of ammo but the ammo vanishing bug (where modifying and/or reloading causes ammo to vanish) saw to that.

 

Also, not sure if this was intentional, if so then... Why? But randomly generating a map causes up to half or a quarter of the map to be completely empty. No streets, no dirt roads, no POIs, nothing. Also, they do the dirt roads now form long streets? I also agree with the majority, tone down the bleeding, vultures and dogs.

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not liking the fact that it takes me with tools about 10 shots to take out a brick wall when the weakest zed on horde night breaks it in 4 and the fatman can 1 shot it. and on first horde night. does not bode well further on when they hit even harder.

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I've probably played 6-7 hours now with a few friends. I'm enjoying the game a lot -- it's challenging, the new skill system is very good.

 

I feel somewhat stuck that I can't yet build a forge. I need intellect level 4 which requires level 20 and I'm only at level 10 or 11 now -- I have killed around 100 zombies and my party members around 120 all together. I kind of feel that in order to progress I need to grind zombies for a while to get xp.

 

I wanted to grow a farm since I have found that food is more scarce, however until I can make a forge I can't make an iron hoe to make the fertile ground.

 

Suggestion:

 

If it's not intentional (to prevent farming early on), perhaps a stone hoe could be added to the game to allow for early farming? I learned the skill to make seeds early on, and I've found a few, but I can't do anything with them right now.

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FAATAL ! This new AI is nuts. I was up in my attic base at night and ran my forge, went in next room to look out window when I heard breaking noise, turned around to see a MFing cop standing in the other room staring at the forge. Somehow he didn't see me, ate a full clip of my sniper to the back of head, but of course that brought in the neighborhood from gunshot noise. All weaved their way through house up to me like it was no biggie. Holy damn, well, so much for working at night, I'll finally make my workbench in the morning, after I change my dang underpants. Bravo you guys, the game is so much more challenging now, that was scary af.

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Is there a way to switch to map editor mode with α17?

 

More specifically, Z, J, BackSpace, G, L, K, X, ← ↓ → ↑, Ctr C, Ctr V, Shift G, Shift MouseClick, E .... etc

 

I am looking for ways to activate all the operations of these keyboards.

 

Check this thread; I'm thinking most of the cmds are the same.

 

https://7daystodie.com/forums/showthread.php?47459-Unlocking-In-Game-Prefab-Editor-(Terrain-Tools)-dll-mod

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