Jump to content
Sign in to follow this  
Roland

Developer Discussions: Alpha 17

Developer Discussions: Alpha 17  

1 member has voted

  1. 1. Developer Discussions: Alpha 17

    • Newly Updated
      1
    • Check out the newest reveals by Madmole
      0
    • Over 100 new perk books with set collecting and bonuses
      0


Recommended Posts

My understanding is similar to Doctor3d’s and is based entirely on what the devs said when the feature was first announced. Run - slower than player, sprint - same speed as player, nightmare - faster than player. Maybe this changed from when first announced or I misunderstood. Remember that in earlier A17 builds , the player ran faster than the zombies. I’ll test later to see if the player runs faster than zombies set to sprint.

 

Regardless, in my opinion this is also the most logical way for it work. Players should be able to choose whether they want zombies to run slower, faster, or the same speed as players. I don’t see the point in having two run speeds that are slower than the player.

 

Somewhere on those same pages as that quote from fataal (i think) he states "sprint" is old normal run speed. Maybe I misunderstood or read it wrong too. Not 100% now, starting to doubt myself, but pretty sure. But I remember when I read it I thought "that might confuse some people when looking at the settings"

Share this post


Link to post
Share on other sites

True. I tested the different speeds and "walk" is very slow, "jog" is the old "walk", "run" is a little faster and "sprint" the old "run". Need to test at night, maybe they are faster.

Share this post


Link to post
Share on other sites
Somewhere on those same pages as that quote from fataal (i think) he states "sprint" is old normal run speed. Maybe I misunderstood or read it wrong too. Not 100% now, starting to doubt myself, but pretty sure. But I remember when I read it I thought "that might confuse some people when looking at the settings"

 

I went looking through his posts earlier and couldn’t find him making any comparison between the new speeds and the old run speed, maybe it was another dev or Roland.

 

- - - Updated - - -

 

True. I tested the different speeds and "walk" is very slow, "jog" is the old "walk", "run" is a little faster and "sprint" the old "run". Need to test at night, maybe they are faster.

 

 

That may mean it’s not working as intended. Jog was supposed to be faster than the old walk speed. It will vary by zombie though. It would be best to test with one of the faster zombies like q-ball or businessman.

Share this post


Link to post
Share on other sites

In the patch notes we can read:

Changed

- Reduced zombie kill XP

 

Is this balanced by increase XP from other sources like mining or crafting?

Share this post


Link to post
Share on other sites
Table saw model is too small... it looks like a children's toy than a proper woodcutting equipment. It looks out of place compared to all other game workstations. It should be at least 0.5 blocks higher than it is and occupy 1x1x1 meter space fully. It looks OK when you're standing on 1/2 slabs.

 

0ApUoy0.png

 

I gotta be honest, this kinda looks like the size of my small table saw at home.

Share this post


Link to post
Share on other sites
In the patch notes we can read:

Changed

- Reduced zombie kill XP

 

Is this balanced by increase XP from other sources like mining or crafting?

 

According to the big man himself:

 

We increased passive XP, so the net result is pretty much the same. Unless all you do is kill stuff you should level at the same speed as before, and passive / support role players aren't screwed.

Share this post


Link to post
Share on other sites

Hubby figured out what was happening with the hatches having to be opened twice in b208. If you leave the hatch open and leave the chunk, the game resets the doors graphics to closed and changes the collision to closed even though they were left open (or something like that) So when we return home and try to activate what we see as a closed hatch, it plays the sound and nothing appears to happen in game when in reality it is "closing" the hatch and we have to activate it again to open it. I think that is as clear as mud.

 

Pardon that I have no understanding of states and collisions or if I am stating what everyone already figured out.

Share this post


Link to post
Share on other sites

That may mean it’s not working as intended. Jog was supposed to be faster than the old walk speed. It will vary by zombie though. It would be best to test with one of the faster zombies like q-ball or businessman.

Yes. According to my tests, I think the settings should be :

1) slowly walk

2) walk

3) jog

4) run

5) hung on your ass.

 

But whatever : it works.

Share this post


Link to post
Share on other sites

I haven’t been keeping up, except for checking YouTube, but have any other devs been providing video updates/gameplay presentations other than Joel’s channel, less than 2 months ago?

 

The last thing he posted were the attribute videos. Wondering if there’s any more..

Share this post


Link to post
Share on other sites
I haven’t been keeping up, except for checking YouTube, but have any other devs been providing video updates/gameplay presentations other than Joel’s channel, less than 2 months ago?

 

The last thing he posted were the attribute videos. Wondering if there’s any more..

 

No developer video, and not needed as they just release 3rd public experimental, and few more will come. So go ahead and play it yourself.. or want streamer video if you really need to see ..

Share this post


Link to post
Share on other sites
Yes. According to my tests, I think the settings should be :

1) slowly walk

2) walk

3) jog

4) run

5) hung on your ass.

 

But whatever : it works.

 

I just tested the new speeds. I tested the walk/jog speeds with a bunch of the different zombies.

 

* Walk - seems slightly slower than the old walk

* Jog - seems slightly faster than the old walk. You are still significantly faster back pedaling than the zombies.

* Run - is in between old walk and old run. The zombies move slightly faster than you can back pedal. Since the zombies rarely run in a straight line you can keep your distance for a good amount of time just back pedaling (may vary between zombies I tested with feral arlene).

* Sprint and Nightmare - The player is still faster than the zombies in both run speeds. With the zombies set to sprint the player can easily outpace the zombies and put a lot of distance between the player and the zombie. You'll have time for multiple bow shots after each run. With the zombies set to nightmare, the player is faster but will only have a chance for one two bow shots.

 

 

I was hoping that jog would make wandering hordes more dangerous but it doesn't seem like it will. Jog seemed too slow to create any additional pressure and run seems a little too fast for the day walk/night run experience. I think the speed of everything except maybe nightmare should be increased. Walk should be jog, jog should be a little slower than run, run should be a little slower than sprint, and sprint should be increased.

Edited by Kosmic Kerman (see edit history)

Share this post


Link to post
Share on other sites
Yes. According to my tests, I think the settings should be :

1) slowly walk

2) walk

3) jog

4) run

5) hung on your ass.

 

.

 

How about

 

5) Dingleberry.

Share this post


Link to post
Share on other sites

Inside a cave near bedrock it's as bright as on the surface without any light sources, when outside it is daytime and bright... the light from the sun bleeds through and the tunnels are too bright... they should be pitch black like when it's at night time

 

With gamma 40%:

s5F6LZk.png

 

With gamma 0%:

VpvHc3g.png

 

Video settings:

EE7by7F.png

Edited by Subquake (see edit history)

Share this post


Link to post
Share on other sites
Inside a cave near bedrock it's as bright as on the surface without any light sources, when outside it is daytime and bright... the light from the sun bleeds through and the tunnels are too bright... they should be pitch black like when it's at night time

 

Did you try shadow distance settings: 'far'?

Share this post


Link to post
Share on other sites
Whenever I start a new Navezgane game, there is a yellow line in console:

WRN Loaded world file from different version: 'Alpha 17 (b172)'

 

Happened in b208 too.

I wonder if my game got all the new prefabs from the new builds.

 

Yes, I deleted saves and started new.

 

World data is split between the saves folder and a subfolder in your 7daystodie main directory (I think it was in ".../Data/Worlds/" aka "...\Data\Worlds"). Navezgane world data should be updated cleanly by steam but RNG worlds might stay around after an update.

 

This should work: delete everything in /data/Worlds and then use steams "Verify integrity of game".

 

 

My takeaway from this is that they spent a lot of time designing the new dungeon Poi's and they want those to be the primary zed kills. By pushing players into the handcrafted encounters they have an easier time controlling progression. As a solo player it is a pain to work through more than 2 or 3 poi's in a day following the intended path.

 

I don't think quests are needed for player progression. XP and quest reward is nice but not overpowered considering I usually have to run a kilometre to the quest location instead of raiding something nearby. And considering such a dungeon POI has stuff in there that is easily 4 times as good as the quest reward.

Edited by meganoth (see edit history)

Share this post


Link to post
Share on other sites
This should work: delete everything in /data/Worlds and then use steams "Verify integrity of game".

 

Thank you, I will do it (next time I start a new game).

Share this post


Link to post
Share on other sites

Regarding table saws... no decent enough carpenter uses the small table saws on the ground as is

 

FH14MAR_TABLSW_10.JPG

Share this post


Link to post
Share on other sites

Even that table saw does not come with that stand.

 

They are meant to be put on... Wait for it... Tables.

  • Like 1

Share this post


Link to post
Share on other sites
Even that table saw does not come with that stand.

 

They are meant to be put on... Wait for it... Tables.

Or they come with attachments or folding legs

 

table-saw-stands-elegant-portable-table-saw-stands-minimalist-wire-stands-for-table-numbers.jpg

Share this post


Link to post
Share on other sites

I remember one or 2 versions the Feral had TELEPORT, at least that was what it looked like. you would see him down the street and turn to run and he was IN YOUR FACE.

Share this post


Link to post
Share on other sites
It would be nice to know the details. It's not jumping the gun, I was just wondering based on the patchnotes which mention zombie XP lowered but no other XP raised. It's fair to assume that if it's not in the patchnotes, then it hasn't happened, right?

 

It's fair to assume that patch notes often are in need of patches ;-). Proper documentation is always the first victim on the altar of software development.

 

So wait the point is to survive and killing a zombie to survive. yet, you give us no loot and now you want to reduce the XP? What are you guys thinking? After killing a horde of zombies just attacking you out of no where and you can't avoid it. Now it is pointless to kill things in this game? What is the point then to level?

 

I have no idea. I will be telling all wandering hordes to not come by my base anymore since they are of no use to me. I don't think they will be happy about getting laid off, but well, with the XP-economy these days I have no choice.

 

I also have a job opening, if anyone is interested: "Easy XP delivery NPC wanted. Required Qualifications: Zombie make-up, Experience in packaging and handling XP in greater than usual amounts. Fighting abilities not required." :cocksure:

Edited by meganoth (see edit history)

Share this post


Link to post
Share on other sites
It's fair to assume that patch notes often are in need of patches ;-). Proper documentation is always the first victim on the altar of software development.

 

 

 

I have no idea. I will be telling all wandering hordes to not come by my base anymore since they are of no use to me. I don't think they will be happy about getting laid off, but well, with the XP-economy these days I have no choice.

 

I also have a job opening, if anyone is interested: "Easy XP delivery NPC wanted. Required Qualifications: Zombie make-up, Experience in packaging and handling XP in greater than usual amounts. Fighting abilities not required."

 

Based on Madmole's comment buried a few pages back, the intention was balance, not nerf. "Passive exp was increased, so it should balance out in the end." (paraphrased)

 

If you go out, loot, kill any zombie in your way, cut up some resources and build some things back at base camp, the amount of exp you got should equal as if you just went out and slaughtered zombies and nothing else. If that's the case, perfect. It was imbalanced as it was, not hunting zombies only resulted in your level being lower on horde night.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×
×
  • Create New...