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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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Just tried a b233 game. Please tell me the biome quilt is just a fluke. I was so excited to see A17 drop. b208->b221->b231 all seemed to be ironing out wrinkles as they appeared. I may have missed a post, I admit I don't get on the forums often enough to keep up with all of them, but why the return to the patchwork terrain? b231 IMO just needed the stamina drain tweaked and the floating POIs hammered out. (Though the idea of buildings in such sad shape that they collapse when you walk on/near them is kind of cool). I'm hoping the next build is back to the North-South spread that A17 originally had me excited over.

 

It is a work in progress. Not sure at this point whether North - South Snow - Desert will be an official option or not or exactly how RWG will end up. Seems clear though that some people like it and some people don't.

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As for the new POIs which are in abundance to the detriment of the old ones, it seems obvious to me that this is the only way for the devs to have them tested. Once done, there will be a balance in the distribution.

 

By the way, the current random generation is again full of reliefs and it's great. Once again, we test everything, and it's a chance for me to participate in an experimental and playable version.

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I do believe that they plan to have most structures in the world be level designed. They love designing them and they love playing them. Now, the good news is that more and more people will start designing prefabs of their own and if all of these other people prefer open interiors there should soon be a nice prefab pack you can add to your game to get a much better mix for what you like. And as we move towards development end and Steam Workshop is enabled it will be just as easy as using an ingame options menu to do so.

 

Welp, thats bad news for me. Cant stand jump scares. 90%+ of my playtime is on unmodded, vanilla MP servers where I dont get to choose to add prefab packs. I know there is other options like running my own server but thats not option for me either. Oh well :/

Edited by Maynard69 (see edit history)
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The way I see it, the biggest problem in the new B231/233 system is: heavily in favor of multiplayer; single player gets an unnecessary punishment. Progression from a sp standpoint is very slow now and I dare to say some people will leave the game if changes are not implemented. I always thought grinding in A17 is harder than A16, but still challenge accepted. However, the new skill system will hit the sp game very hard. By lvl 70 just to keep my favorites perks and ranks, I need at least 21 extra skill points. TFP needs to implement a middle ground solution or new system may kill sp game.

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This is in regard to the Random/manual terraform. Is it possible to have the functionality of both? Example random pois, Initial render via rwgmixer, there after ability to manually paint using dtm.tga? B208 introduced it, B221 began removal, and b231 b233 wiped ability, the dtm.raw is no longer formating the primary layer as it did. If it is possible is it being attempted now. If not is is possible to allow the manual aspect to be done using The navezgane folder. That is at 8192 8192 map with the 8192 8192 rad border.

Edited by 4sheetzngeegles (see edit history)
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It is a work in progress. Not sure at this point whether North - South Snow - Desert will be an official option or not or exactly how RWG will end up. Seems clear though that some people like it and some people don't.

 

just to voice an opinion: I like the more random biomes. Wish we could have it a bit different (like biomes wouldn't change in the middle of a city) but mostly I like the newest update. Actually, this week's updates have been the most exciting for me so far, great job!

 

now, as a non-important note.. snow to the north sounds so counter intuitive to a poor soul that lives in the southern hemisphere :bi_polo:

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The way I see it, the biggest problem in the new B231/233 system is: heavily in favor of multiplayer; single player gets an unnecessary punishment. Progression from a sp standpoint is very slow now and I dare to say some people will leave the game if changes are not implemented. I always thought grinding in A17 is harder than A16, but still challenge accepted. However, the new skill system will hit the sp game very hard. By lvl 70 just to keep my favorites perks and ranks, I need at least 21 extra skill points. TFP needs to implement a middle ground solution or new system may kill sp game.

Have the same problem. I play solo and the new price to pay to access higher levels seems a little expensive ^^. I guess it can be modified in the progression.xml file, but I'me gonna test the new system to see where it leads my character.

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now, as a non-important note.. snow to the north sounds so counter intuitive to a poor soul that lives in the southern hemisphere :bi_polo:

 

lol! I live at the bottom end of new zealands north island. if we want snow we have to head north to the central plateau and the live volcanoes that reside there!

if you were in hawkes bay you would need to go west.

 

 

north or south for snow, no issue for me

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Have the same problem. I play solo and the new price to pay to access higher levels seems a little expensive ^^. I guess it can be modified in the progression.xml file, but I'me gonna test the new system to see where it leads my character.

 

I have never modified xml files because I don't know how to do it. But, if they don't change this system I'll ask for help and change it back to 1 skill point per rank and I'll play with my own lvl gates (I have a spreadsheet with B221 perks). I don't mind the grind in A17 (which is harder than A16) and I'm not a fan of lvl gates, but I hate new system even more.

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lol! I live at the bottom end of new zealands north island. if we want snow we have to head north to the central plateau and the live volcanoes that reside there!

if you were in hawkes bay you would need to go west.

 

 

north or south for snow, no issue for me

 

I kinda simplified it, there's more than just going north/south :p

 

I live in the southern state of Brazil, and if I want to see snow I go a bit to the north - where there are mountains. But when I think about the country as a whole or even the continent, snow is to the south

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That is intended. Any power attack that connects with a block or entity will stop stamina regeneration for a few secs.

 

Is this truly an on purpose feature? If it is I feel it makes using the power attack almost pointless. I can do more dps on a zombie for longer with regular attacks and the constant stamina regen. Making the power attack cost more stamina and halt all stamina regen for nearly 3 seconds seems way too costly.

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lol! I live at the bottom end of new zealands north island. if we want snow we have to head north to the central plateau and the live volcanoes that reside there!

if you were in hawkes bay you would need to go west.

 

 

north or south for snow, no issue for me

 

Well as long as you're okay with it...

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just to voice an opinion: I like the more random biomes. Wish we could have it a bit different (like biomes wouldn't change in the middle of a city) but mostly I like the newest update. Actually, this week's updates have been the most exciting for me so far, great job!

 

now, as a non-important note.. snow to the north sounds so counter intuitive to a poor soul that lives in the southern hemisphere :bi_polo:

 

 

Well, I live in Brazil so to find some snow I need to go extremely to the south (Patagonia) or to the West (Andes).

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I have never modified xml files because I don't know how to do it.

 

You'll find the progression.xml file in :

(your disk)\Program Files\steamapps\common\7 Days To Die\Data\Config

Look at the first attribute (Perception) :

[size=1]<attribute name="attPerception" name_key="attPerceptionName" desc_key="attPerceptionDesc" icon="ui_game_symbol_stealth">
       <level_requirements level="1"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
       <level_requirements level="2"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
       <level_requirements level="3"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
       <level_requirements level="4"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
       <level_requirements level="5"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
       <level_requirements level="6"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
       <level_requirements level="7"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>
       <level_requirements level="8"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints04"/></level_requirements>
       <level_requirements level="9"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints05"/></level_requirements>
       <level_requirements level="10"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints06"/></level_requirements>[/size]

 

You just have to modify the end of each line to have "reqGenericPoints01". But the game will become very easy after that. The ideal, in my opinion, is to keep the value "02" from the fourth line to the last.

You have to make this changes for the following 4 attributes.

I think the points required are really made for cooperation. In solo it's a lot less interesting, especially when you play with a high difficulty.

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why the return to the patchwork terrain?.

 

Kinyajuu (one of the devs) explained this a few pages back:

 

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=908665&viewfull=1#post908665

 

tl;dr - the new A17 RWG needs a lot of work, so they temporarily "rolled back" to the A16 RWG. They will fix this, but only after other, more pressing bugs/issues are worked out.

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