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Developer Discussions: Alpha 17


Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Farming is less micromanagement as soon as you have the correct size you want. But you still need to find the seeds or make new seeds from 5 crops respectively. Which is a much worse rate you can multiply crops. So patience is still needed, or am I wrong here?

 

Farming is now "set it and forget it". The gameplay "challenge" in A16 was being forced to choose between making seeds and planting the crops or some other activity such as scavenging or hunting zeds.

 

Is it slower to get a large scale garden going now? I haven't had a chance to test it out, but probably. I do remember making or looting fertilizer took forever...

 

What you considered to be micromanagement, I considered to be making tactical gameplay choices; and while I don't think either system is a great mechanic, I do feel A16 was better than the current implementation.

 

-A

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You'd also want to delay the xp bar from moving as well, I notice that usually earlier than the bottom right notification. Though, I don't know how to delay either.

 

The bar doesn't bother me much since it's hard to tell if it moved unless you're staring at it. But the white XP tag is hard to miss.

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Have a small bit of experiance w digging z's now. While in general I like the idea, man are they fast atm! Which is in line w their 'built' block damage I suppose.

 

Main consequence, for me, is that now that I've spent many nights going over perk trees, I don't have much to do but wait.

 

Someone a few dozen pages back brought this up, and I have to agree w them. Nighttime mining seems like russion roulette w 2-3 loaded chambers; really not a sane idea, heh.

 

I may not be recalling this correctly but. I think the old stealth system indicated when a z locked on to you, and if you immediately froze there was a decent chance they'd lose focus after a minute or two?

 

If the new stealth system could incorporate something like that then maybe nighttime mining could be less suicidal?

---

In expected response :) No. I don't want to hide in a hole to avoid zombies. Yes, I get that this could be considered to be basically that. But really, I just want to be able to do something during the night before I have a solid base perimeter up.

If the Pimps/Players really like as is, okey doke, I'll find a mod or something.

 

P.s., the first couple weeks nighttime was creepy, had no idea what 'that noise...' was, etc. Nicely done, truly. Then that mostly wore off. Now that I have had a few nighttime horde encounters I know that the cobblestone (1200hps) & wood, forge house I'm in doesn't stand a chance. So I just empty backpack & crouch by the door to the balcony ready to either fight 1 or 2 or simply lead off a horde and die as far away as possible. Which I'm not finding really engaging to be honest. :)

 

Nope - It always bothered me that nighttime was so easy.

 

Nighttime harvesting/looting should be suicidal (I also think zombies should run faster than player at night).

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Farming is now "set it and forget it". The gameplay "challenge" in A16 was being forced to choose between making seeds and planting the crops or some other activity such as scavenging or hunting zeds.

 

Is it slower to get a large scale garden going now? I haven't had a chance to test it out, but probably. I do remember making or looting fertilizer took forever...

 

What you considered to be micromanagement, I considered to be making tactical gameplay choices; and while I don't think either system is a great mechanic, I do feel A16 was better than the current implementation.

 

-A

 

My wife always does the farming, and now that she is used to the new system, she prefers it. Of course, YMMV

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Where is my new map? You guys have had a full 5 days to create new maps. How long are your maps going to be in alpha? When is the release date of the next map? When can I get your map on console? Will your map run on my 386 with 4k of memory? Can I mod your map? Can you release the psd of your map before its out so I can mod the things I don't like about it? Can I see the release notes at least so I can read them while your map is downloading? Will your map fit in my recycle bin if I don't like it?

 

+1 =)

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The thing is, there is now a reason to make such a plan instead of putting up log spikes and having a nice cup of tea during horde night. =)

 

The AI might be better now, but it has become more predictable. Instead of taking the shortest path now they run around through a doorway. This can be exploited on horde night.

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Im sorry, I didn't get the memo that we were ONLY allowed to make suggestions geared to a certain play style, or audience. I will continue to champion for what I feel is best for the game, even if you disagree with it.

 

Personally there are a lot of people around here who need to take it easy on the knee jerk condemnations and reactions to changes in week 2 of an experimental build where if things do not immediately go the expected route the pitchforks come out and demands for changes and balances echos the hills.

 

If people would sit down and think a little and plan out their first few days and not be married to one play style they have been holding on to since A11 they would realize that this so called difficulty increase is very much early game and once you get the gist of food and health and perks you can do all the things you used to love. Instead people want to rah rah for everything to be nerfed into the ground without really even trying to step outside of their box.

 

I mean people were already judging within 2 hours of Exp drop, and that continues to this very day.

 

At no point did I say you were not allowed to make suggestions. I just criticized your suggestion with my own opinion, which is also allowed. I don't know why you feel like I'm trying to silence you.

 

And talking about knee jerks, isn't yours one as well? Someone points out that the infection status is bugged, dev replies it will be fixed, and you suddenly make a post going "rah rah" with a very constructive sentence such as "b214 - Infections now buff loot chances. Go out and grab dem infectionz boiz."

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Probably said before, but I dont like the XP notification when I kill a zombie. It let's me know they are really dead and won't get back up. Takes away that uncertainty factor that keeps me on edge, and that constant on edge feeling is part of what makes this game so great.

 

Perhaps if there was a way to delay the XP tag until 5 seconds after the kill?

 

Since this is likely a minority view, an option to hide the xp notification and xp bar would probably be a better feature request than delaying the xp gain.

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Since this is likely a minority view, an option to hide the xp notification and xp bar would probably be a better feature request than delaying the xp gain.

 

The hud can already easily be changed with the new modlets

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Since this is likely a minority view, an option to hide the xp notification and xp bar would probably be a better feature request than delaying the xp gain.

 

Wanting to feel unsafe in a zombie survival game is a minority view? If everybody wants to feel safe, might as well implement a radar with distance to sleepers, and increase the global light level so you can always see everything.

Edited by DanLW (see edit history)
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Since this is likely a minority view, an option to hide the xp notification and xp bar would probably be a better feature request than delaying the xp gain.

You can hide the XP bar easily via a modlet. I may have even put one out to do just that.

However, the XP pop-out notification from my initial tests was not able to be done via XML only since it would also lose the Item Pickup notifications.

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You can hide the XP bar easily via a modlet. I may have even put one out to do just that.

However, the XP pop-out notification from my initial tests was not able to be done via XML only since it would also lose the Item Pickup notifications.

 

Yes, I think the only real way to get rid of that horrible, stupid, retarded "XP" pop-up is to edit the icon it's using and make it transparent.

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So I did a BIG HOUSE poi crawl yesterday. Video should be up on sun or mon. OMFG lol.

 

I'm torn between anger at the difficulty, dismay at my feeling I'm not good enough and jubilation at the thrill of the danger. I'm also fighting the urge to break through walls to make the easier lol.

 

I kept reloading my shotgun when it was only a couple of rounds down, old CS habit. And it would make me super slow and almost got me killed more than once. Speaking of reloading why cant I attach my bandolier to my leg armor?

 

Anyways 10-20 ferals later, multiple football zombies and some vultures later I finished the place. I used about 50 shotgun shells and like 20 pistol rounds. Btw feral soldiers stuck when they don't drop gear anymore lol.

 

I also used too much healing. But I see my mistakes and will get better. I will also cheese any poi I have already defeated moving forward.

 

Also what perks would you all suggest for dungeon crawls? Melee does not seem doable tbh. Clubs are weak and axe is slow. So is the sledge hammer. You miss once your going to lose half your health. Also is the stay down perk worth it? Was told we already have like 50 knock down chance anyways.

 

 

***************************************

 

(edit added comment by QA Tester-unholyjoe)

 

there is currently a bug report on a dev's desk about issues with the bandolier. hang in there :)

 

 

 

https://7daystodie.com/forums/showthread.php?85897-Shovel-spears&highlight=shovel+spears

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Really do not understand why you all are complaining. I am ending day 2 and I am level 17!!! All I have done is clear out a few PoI's mine a little collect this and that yet to even go to the trader.

 

It's not that bad yes I found a greenie feral white in a building. Yes I killed it. Found a number of deals they are a pain but not the end of the world.

 

So by day 3 I'll have a bike..... by day 7 or 8 a mini bike how is this to slow paced. ? I am confused as hell.

 

On what settings are you lvl 17 D2? I thought I was doing decent hitting lvl 20 on 6 on Nomad 120 min days.

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Farming is now "set it and forget it". The gameplay "challenge" in A16 was being forced to choose between making seeds and planting the crops or some other activity such as scavenging or hunting zeds.

 

Is it slower to get a large scale garden going now? I haven't had a chance to test it out, but probably. I do remember making or looting fertilizer took forever...

 

What you considered to be micromanagement, I considered to be making tactical gameplay choices; and while I don't think either system is a great mechanic, I do feel A16 was better than the current implementation.

 

-A

 

The tatical challenge to choose the activitiy is with all activities you can do in 7D2D: Do I go to the trader or first find more stuff to sell? Do I cook some food or go immediately out to cut wood?

 

So what changed? Farming time was cut in half. This doesn't change the decision making, it just means farming takes less time once your garden is done. Instead of hunting fertilizer you are hunting seeds themselves. Because 1 seed alone needs 5*3=15 days to generate another one, 2 seeds need only 2.5*3=7.5 days. 5 seeds need only 3 days. So checking traders or looking around for plants in the wild will occupy a farmer for a long time.

 

And then you have tactical decisions: You have 3 potato plants in your garden. You get a 4th plant even if you use one potato now for food and you might be very short on food. But if you keep it you would get a 5th plant in 6 days instead of 9.

Edited by meganoth (see edit history)
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