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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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I actually like that idea. It would be awesome to have a skill perk or two that you can put points in to do something to your base to increase durability. I'm not sure how it would be done, it makes my head hurt thinking about it .... but that would be an awesome skill.

 

Edit: and after rereading, that wasn't what was meant by the original poster. But I still like my idea. :D

 

I like this idea too... it could be performed using that same method used to copy your build to add to another world. Instead of copying what is in the area selected being saved, it could up the damage needed to break the blocks. Maybe make the area of effect smaller for lower levels and increase from there. Not a bad idea at all

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I think lot drops from zombies is about 4 times more common now. I have one point in the lot park, and in two gas stations, I have all the parts for a mini bike on day 4, plus an extra engine and battery.

 

Imho, it would make more sense if they were bike parts, and the bike recipe unlock was a lower tier.

 

Not looking a gift horse in the mouth, ...and u could have been very lucky, but progress development wise, I should be unlocking a bike long before a minibike.

 

Another thought about melee that would make it more realistic, can we get a partial shot on them if we are close enough, but miss a direct hit? Maybe half as much damage or so? That would be more realistic, ...and allow the zombies to be tougher, but give us another tool in fighting.

 

Also, did zombies become a easier to kill, or did I adapt to the new system already?

 

I seem to be killing then on nomad a lot easier than last week.

 

My theory on the missing skyscrapers... until they can complete the building interior culling, they are too hard a hit performance wise, so they pulled them temporarily.

 

#scrapergate

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Feedback: Add carts for hauling loot early game.

 

Lack of better inventory hauling options before the mid-game feels forced, and even if it's intentional it feels...i find it frustrating more than i find it challenging.

 

I do have a middle-ground though.

 

Carts. Sometime during the early game the player is able to craft or find a cart that they can push/pull. Even making the carts they find at marts usable for this purpose (randomize if they're broken or not, like you do with workbenches and such).

 

When the player is pulling/pushing the cart they sprint at a slower speed while moving the cart, and take 5 seconds to free themselves should they be attacked. Making it dangerous to use at night or while pvp/dogs/ferals are nearby as they'll be an easy target. The major upside is that the player can haul their loot over medium/long distances without having to move at a snails pace.

 

Add wooden carts that the player can craft at workbenches or saw tables, and give them a chance to find not broken grocery carts at marts and such. This encourages the player to explore for those workbenches or to find locations that have carts.

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Can anyone confirm: concrete blocks still "no sell price"?

 

Concrete ID#403 = 10 DUKES to 20 blocks.

 

- - - Updated - - -

 

Feedback: Add carts for hauling loot early game.

 

Lack of better inventory hauling options before the mid-game feels forced, and even if it's intentional it feels...i find it frustrating more than i find it challenging.

 

I do have a middle-ground though.

 

Carts. Sometime during the early game the player is able to craft or find a cart that they can push/pull. Even making the carts they find at marts usable for this purpose (randomize if they're broken or not, like you do with workbenches and such).

 

When the player is pulling/pushing the cart they sprint at a slower speed while moving the cart, and take 5 seconds to free themselves should they be attacked. Making it dangerous to use at night or while pvp/dogs/ferals are nearby as they'll be an easy target. The major upside is that the player can haul their loot over medium/long distances without having to move at a snails pace.

 

Add wooden carts that the player can craft at workbenches or saw tables, and give them a chance to find not broken grocery carts at marts and such. This encourages the player to explore for those workbenches or to find locations that have carts.

 

Why not a bicycle?

 

- - - Updated - - -

 

will Skyscrappers make their way into Alpha 17 stable? Please :fat:

 

What are you talking about?

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I lost everything...

 

Go get the mod launcher, and just install A16 with it. You can even keep running the old A16 mods if you like. Or just opt out of A17 and stick with A16 for good.

 

Nothing's "lost," it's quite literally just not going anywhere. :)

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I have a philosophical question :)

 

What exactly are you suppose to do against a dog horde on day 2?

Or is it suppose to be a random event of certain death?

In A16 there was at least a chance of escaping or fighting them.

 

if i even hear so much as a WOOF, i stop everything and GO.

don't look to see where they are, as long as they're not in front of you that's all that matters. get a little distance and weave around.

most i've had to deal with using this method since a15 is 1 or 2 fleeter of feet.

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i imagine they don't have bicylces laying around because they don't want to balance for that.

 

having a separate cart item means balancing will be easier than having bicylces laying around.

 

Bicycle balance is borked anyway. You unlock it far too close to the minibike to be of any real use. Ideally it should be unlocked around level 10 to provide an early game vehicle.

 

I'm not sure why bicycles aren't scattered around with the cars, maybe the difference between a static entity which is essentially a block and an active entity such as a bicycle is why they aren't on the roads. I can foresee a similar problem with scattering them in garages and such.

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Feedback: Add carts for hauling loot early game.

 

Lack of better inventory hauling options before the mid-game feels forced, and even if it's intentional it feels...i find it frustrating more than i find it challenging.

 

I do have a middle-ground though.

 

Carts. Sometime during the early game the player is able to craft or find a cart that they can push/pull. Even making the carts they find at marts usable for this purpose (randomize if they're broken or not, like you do with workbenches and such).

 

When the player is pulling/pushing the cart they sprint at a slower speed while moving the cart, and take 5 seconds to free themselves should they be attacked. Making it dangerous to use at night or while pvp/dogs/ferals are nearby as they'll be an easy target. The major upside is that the player can haul their loot over medium/long distances without having to move at a snails pace.

 

Add wooden carts that the player can craft at workbenches or saw tables, and give them a chance to find not broken grocery carts at marts and such. This encourages the player to explore for those workbenches or to find locations that have carts.

 

Shopping carts are already in the game (though they can't be used by the player).

 

- - - Updated - - -

 

BTW, another one. Clay.

Why they had to change that?! We had perfectly sane system: most ground is groud (well, we all know ground, it's that black or dark brown thing that spilling out when dry and gets messy when wet) and clay exits (light brown or grey thing that is either solid or soft and ♥♥♥♥fing). It was adequate, useful and handy. Now EVERYTHING is clay. For what?! Previous clay was hard to find? It was unbalanced? Unrealistic? This is optimisation to get one type of generated block out? Or something else?

 

Yeah I kinda miss the old clay.

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Skycrappers arent in random gen alpha 17

 

There have been about a dozen bug reports about this, and the QA folks have said that RWG is broken in several ways that they intend to fix.

 

I'm sure skyscrapers will eventually make it back in, just like eventually the POIs won't be generated five feet off the ground.

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if i even hear so much as a WOOF, i stop everything and GO.

don't look to see where they are, as long as they're not in front of you that's all that matters. get a little distance and weave around.

most i've had to deal with using this method since a15 is 1 or 2 fleeter of feet.

 

On Day 2 of new b208 game was coming down a hill and saw a business z getting into it w a grey wolf.

Was close to 'home' so said wth, need the food, so using the T2 Compound & Stone arrows let fly.

Hit the wolf, he came, but in a really wacky manner, not straight up the road I was in the middle of, even though it was fairly near N/S.

Missed 2nd shot. Tracked w 3rd; he came out of the grass almost directly from the East & landed the 3rd.

Wouldn't be time for a 4th but he went down w just the 2 stone arrow hits. Unless the z had damaged him already?

 

Also singled shotted a Doe the next morning.

 

While I don't disagree w earlier poster about Persistence Hunting, I don't think it works for 7dtd; no blood trail, our stamina vs deers, running into z's on the way, etc. So while it suprised me to one-shot a deer so early, I'm sort of ok with it. Maybe it was a crit or something...

 

The wolf though... If it'd been in A16 I know I'd have had high likelyhood of landing at least 3 arrows, maybe 4. I'd factored in that the z-dogs seem a bit slower in A17, and maybe not as tough. But unless that z had really hurt him, 2 stone arrows, and no Percep or perks for a wolf seems pretty weak.

 

Edit: should mention one new trick A17 has taught me is to keep my damn arrows on my belt!

So if the wolf had taken me out, which I was thinking was quite likely, I'd planned on coming back the ~250m and finishing him off, heh.

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There have been about a dozen bug reports about this, and the QA folks have said that RWG is broken in several ways that they intend to fix.

 

I'm sure skyscrapers will eventually make it back in, just like eventually the POIs won't be generated five feet off the ground.

 

the real question is "will they actually fall down after you completely remove the first floor?"

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