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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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The point is, hunger is a early game thing. When you got a farm you are fine. ( If not get a bigger farm) but the early game gets a big fun hit, if you have to realy seriously avoid any stamina use at all... better shoot the zombie, less stamina, better don´t run, better dont mine.
We're setting hunger in the middle of where it was and where it is, so it should be a little more forgiving, but not a permanent non issue. Before you could run non stop 2 in game hours at level 1 for only 7% food use.

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Not sure how you define non-issue, but requiring 55+ raw meat (11+ charred)(the 5+ bottled water seemed about right) for a single active day {60min} of digging (with 1 rank in Slow Metabolism on b221) seems excessive. That is multiple deer/boars/wolves. Of course with the changes to slow metabolism for b231 I expect that will require even more.

Only a non-issue when focusing mostly/solely on killing (which seems to be the way we're heading).

 

I ate at 11 pm, mined all night long, rode bike a few km, meleed zombies and by 11 am I was still at 75% with no perks. That is a non issue to me so we increased it. We overshot it too much and are dialing it back.

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It took me less than one in game day on b199 to understand how Water, Food, and Stamina are all related. It's not complicated. If they made the bar show the new max and start going down then you would have people still complaining about not being able to keep it at max. They don't need to change anything about how it is displayed at this point.

 

This. The system is great and provides all the information you need. If I were to suggest improvements I would say to allow the % to show above 100 so people could easily see how far above the maximum bar their overeating was taking them.

 

Oh...and a way to just remove all the hud elements from the screen for a more cinematic playstyle relying only upon sound cues and the "feel" of too low stamina to know when to eat.

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So grind for materials is almost useless again because xp gain is way too low? I was lvlling up reasonably by grinding for materials and building in B221, but now is way too low again.
Seems there are some bugs or unintentional nerfing going on. You should get 150 xp for a large tree not 37 with glasses.

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We're setting hunger in the middle of where it was and where it is, so it should be a little more forgiving, but not a permanent non issue. Before you could run non stop 2 in game hours at level 1 for only 7% food use.

 

Any chance of posting an updated xml for that?

 

I might get a chance to play this evening and I'd rather not spend it cursing at the mechanics when I know they've been improved.

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Very nice to see the increase in FPS!!

 

Outside I have a somewhat stable 20-25 FPS, more-or-less the same inside.

 

Thank the rocks!

 

Cool. I was hoping you would get a good boost.

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This. The system is great and provides all the information you need. If I were to suggest improvements I would say to allow the % to show above 100 so people could easily see how far above the maximum bar their overeating was taking them.

 

Oh...and a way to just remove all the hud elements from the screen for a more cinematic playstyle relying only upon sound cues and the "feel" of too low stamina to know when to eat.

 

I disagree that it's great and provides all the information. It's true that most players would not even think that overeating is a thing, since there isn't even a single reference to it, in text or UI. That's bad user experience. It must be added somehow if it's an official mechanic that's going to continue to exist.

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I think B231 heavily favours multiplayer. Lvl gate could still be in place in order to give solo player a different experience. I don't know if it's possible, but ranks of each perk should be tied to player lvl: if a player meet requirement lvl such perk would cost only 1 skill point, otherwise perk would be more expensive. This way if you want to specialize early game it would have a cost, but lvling up all perks slowly would be a thing as well.

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So far, on day 1, I've eaten 1 can of chili, 1 can of pears, 1 beef ration, 10 raw eggs, 10 snowberries, and 2 grilled meat. I'm currently at 83 stamina.

 

Food drainage is off the chart.

 

I eat way more than that IRL. Just sayin.

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I disagree that it's great and provides all the information. It's true that most players would not even think that overeating is a thing, since there isn't even a single reference to it, in text or UI. That's bad user experience. It must be added somehow if it's an official mechanic that's going to continue to exist.

 

Well of course documentation and tutorials are not completed yet because this is experimental and alpha to boot. Very little is explained and most people who play games in development often get their tutoring on how to play via forums, wikis, and youtube. What I was saying is that the system itself is very nicely put together and once TFP gets to the polishing stage where tooltips, ingame tutorials, and player helps can guide players to know what to do we just have to learn stuff through other means.

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glad you get food that easy, lol. I'm lucky to find 1 animal a day, and maybe 1 egg in every 10 nests. And that's at 100% loot abundance.

 

I am going to make a guess here and say you don't travel a lot. You tend to clear out nearby POIs, or build. When I switched from a builder play style to more of a nomad where I do quests for traders, I started covering a lot more territory and went from 2 spare eggs and 30 feathers to 40 eggs and 500 feathers, and at least 50 meat in my chest by day 5.

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All that really does is support the idea that the system is poorly designed or the UI is poorly designed or both. It should be obvious how hunger and stamina interact, and it isn't. Nor is it particularly intuitive.

 

 

 

In A16 we had a hunger bar that could be monitored separate from stamina. It was easy to learn the relationship because you could watch both change in real time. That's not the case in A17.

 

Read the in game journal. Read the tooltip on food, notice it does not give "fullness" stat, it gives "Stamina" stat. There really IS no "hunger stat. There is only the max stamina stat.

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I never char or grill my meat. I always make bacon and eggs and that gets me through days. First thing I always look for when I start a game is a cooking pot.

 

Yeah I buy the first cooking perk for sure and eat bacon and eggs. Cooking pots are most easily found in those ruins houses where there is nothing left but a kitchen sink. I always have 1-3 cooking pots by the end of day 1.

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I think B231 heavily favours multiplayer. Lvl gate could still be in place in order to give solo player a different experience. I don't know if it's possible, but ranks of each perk should be tied to player lvl: if a player meet requirement lvl such perk would cost only 1 skill point, otherwise perk would be more expensive. This way if you want to specialize early game it would have a cost, but lvling up all perks slowly would be a thing as well.

 

Personally, I think the game should favor co-operative multiplayer and single players should turn down the difficulty if necessary in order to cope. That makes it fun for both styles. Play Nomad as a SP for a challenge or play Adventurer for a more normal SP experience. Play Warrior for a tougher team challenge or Nomad for a normal team challenge.

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how about a overeaten debuff at some point like 30 above max stamina and with even more you vomit and go back to 50

with vomiting being an actual mechanic you can play more with illness and stuff like that

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We're setting hunger in the middle of where it was and where it is, so it should be a little more forgiving, but not a permanent non issue. Before you could run non stop 2 in game hours at level 1 for only 7% food use.

 

What game were you playing to be able to run for 2 in game hours non stop at lvl 1? Sure wasn't the same 7dtd game that I was playing. Run for 10 minutes would be closer to factual then walk while stamina regens.

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The one thing I don't like about the current hunger/food system is waiting until you're appropriately hungry to eat (and just living with the stamina penalty) so you don't waste food.

 

Understand that being able to overeat isn't an ideal mechanic, but it's annoying that using high quality food like bacon and eggs requires you live with 20%, 30%, stamina losses unless you waste a significant portion of the food value. Doesn't seem ideal either.

It doesn't get wasted, you can overeat and stare at a full bar for several in game hours. I think it goes up to 125 or 130 behind the scenes, so only the largest of meals might get wasted if you eat at a high %.

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I don't know if it's possible, but ranks of each perk should be tied to player lvl: if a player meet requirement lvl such perk would cost only 1 skill point, otherwise perk would be more expensive.

 

Agree.

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I got so much meat from animals that I never even had a second thought about starting a farm.

 

That's my experience too, and I don't even have hunter perks or slow metabolism. Granted the current version is burning through too much food, finding food isn't a problem, traders have food and vending machines.

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I say keep the sleepers silent - they're a non-issue otherwise.

 

I barely made it out of a POI I usually breeze through cause while fighting one 3 others quietly drifted up the stairs behind me.

 

There was a lot of mad jumping, hitting, swearing and dashing before i got out. Bleeding, nearly dead and infected.

 

Loved it.

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MadMole, Roland,

 

I would be genuinely curious to see your thoughts on what I posted about tweaking the Stam/Hunger bar in this post;

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=907277&viewfull=1#post907277

 

and let me apologise for the way the first sentence reads. This ones been frustrating me & it came across.

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