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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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Love the changed you did so far and the new features, including the level gates (btw in my opinion the previous system where all main atributes were level gated was great, but this one is good too, it pushes end-game to become a lot later, which is needed). I would like to see farming a bit more difficult, there is way to many plants in world and setting up a farm is rly easy compared to older versions.

 

Is there any chance we will see stable before christmas? :D It would be great since most of us will have a lot of time to play and wipe after long holidays would be unfortunate. I would realy like that, especialy since I cant find any game-breaking bugs - game is running great atm in my opinion.

Edited by Foxley (see edit history)

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Unfortunately there are still no minerals underground, only stones (and few iron from stone nodes).

I dug for 20 minutes in creative mode with lot of explosives at bedrock level + 10-15.

 

no iron nodes

no coal nodes

no nitrate nodes

 

Maybe I'm very unlucky but I don't think so...

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Love the changed you did so far and the new features, including the level gates (btw in my opinion the previous system where all main atributes were level gated was great, but this one is good too, it pushes end-game to become a lot later, which is needed). I would like to see farming a bit more difficult, there is way to many plants in world and setting up a farm is rly easy compared to older versions.

 

Is there any chance we will see stable before christmas? :D It would be great since most of us will have a lot of time to play and wipe after long holidays would be unfortunate. I would realy like that, especialy since I cant find any game-breaking bugs - game is running great atm in my opinion.

 

with all the balance issues they are having right now, i doubt we'll see stable this month

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Unfortunately there are still no minerals underground, only stones (and few iron from stone nodes).

I dug for 20 minutes in creative mode with lot of explosives at bedrock level + 10-15.

 

no iron nodes

no coal nodes

no nitrate nodes

 

Maybe I'm very unlucky but I don't think so...

 

Did you choose to dig underneath an area that had surface boulders. From what I understood, the ore nodes are supposed to be directly beneath these areas.

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Did you choose to dig underneath an area that had surface boulders. From what I understood, the ore nodes are supposed to be directly beneath these areas.

 

NO. I dug directly under spawn point to bedrock, then more or less 50 blocks in every direction (N, S, W, E) with caves 10-15 blocks high.

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I have found everything there is, but it took some time ... dig under boulders. I am using map to figure out witch way to dig, and on every version of experimental I found everything, eventually. You might be just unlucky or dig in a bad area.

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Has the "Big" performance Madmole has been hinting at been implemented yet? Just curious because I see some people saying there are gains. I haven't been playing much... waiting on stable.. so I haven't really tested.

 

No it won't be for a while yet.

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Madmole, why loot timer? I like loot being something that you feel rewarded, but not being able to get those bags during horde night is a bit unfair. Imo, those bag should last all horde night and then a timer to get it, let's say one game hour.

 

For performance reasons and risk/reward reasons.

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I like both of these ideas. I'd been thinking about having the airdrops tied closely to survival of the blood moon horde as a concrete reward. I mean it's literally the name of the game, and I've always felt there needed to be a little more pomp tied to it.

 

I disable air drops because they feel too cheap and make the game too easy. There is so much loot anyway if you get out of your bunker and open your eyes. The loot rooms of POIs are insane.

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Unfortunately there are still no minerals underground, only stones (and few iron from stone nodes).

I dug for 20 minutes in creative mode with lot of explosives at bedrock level + 10-15.

 

no iron nodes

no coal nodes

no nitrate nodes

 

Maybe I'm very unlucky but I don't think so...

 

Nope, Gazz thinks there is ore, but there never is. He is secretly trolling us.

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I dislike the direction alpha 17 is going... I wanted no level gates, and they implemented that, which was great, but they made it so it required way more points to level up, which basically made it go from "all skills are temporarily gated" to "some skills will be permanently gated, depending on your character build". Then there's the new decision they made, adding level gates to crafting skills in the intellect tree; I dislike this strongly. I had a system: On first week, build two reinforced concrete towers 9 blocks apart and bridge them with wooden frames, and use molotovs on the first blood moon to not only survive, but get tons of exp. Then the next week, before 14 day blood moon, I would craft iron bars to replace the wood frames I used to bridge both towers, and I would unlock blade traps in this time as well; Dismantle cars, get engines, generator banks, etc. I know how effective blade traps are, so I specialized my character with a heavy emphasis on intellect, and I was well on my way to having that. I just had a few points in fortitude, farming, and well-insulated to help with my survival. But now the blade trap thing is gone, you can't get it until level 60, but yesterday, I had blade traps AND steel tools unlocked by level 35, because I CHOSE to SPECIALIZE in intellect right from the start of the game. Caps are for emphasis, I'm not angry. In my opinion, TFP is ruining alpha 17 every time they try to improve it. It's a survival simulator, not a dying simulator, yet it seems they're intent on doing whatever it takes to make sure you're cornered into dying as often as possible. They removed underground safe bases, they removed the ability to have blade traps by the day 14 blood moon, they just keep screwing people over. I think there's a real disconnect between what TFP does and what the players want. Just my opinion. I'd like to see no level gates at all, with enough points by level 200 to max everything out. Who cares if characters eventually become God mode? They will have to earn that, and they will have to spend their skill points wisely if they want to survive while also maximizing their kill/death ratio. The game is hard enough, yet they seem to be intent on making it harder and harder at the expense of the satisfaction it once brought. Just a thought of mine. I feel like the experience has majorly downgraded since the launch of A17 experimental, because TFP can't consult with the players and come to a good decision about the level gating. We keep deleting our worlds every 3-7 days because of their frequent updates, but it adds insult to injury when the experience becomes worse and worse with each update. I wouldn't mind deleting my world and starting over, if it wasn't progressively getting worse and worse. Again that's just my opinion, I don't know if people share my opinion on this matter, but that's how I feel. We should be allowed to specialize however we choose and have a sense of linear progression in our elected specialization, without the constraint of level gates or ridiculous point costs in attributes. Nerfing attribute costs but adding level gates to key crafting perks is a tremendous waste of an update, it's like they can't add a positive aspect to the game without introducing a new negative aspect to it. I'm disappointed and quitting for the time being, I'm majorly turned-off from the 7 days to die experience because TFP have ruined it. Again it's just all my opinion, but that's how I feel in the current climate of the game state.

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I disable air drops because they feel too cheap and make the game too easy. There is so much loot anyway if you get out of your bunker and open your eyes. The loot rooms of POIs are insane.

 

I'm the Suzie Homemaker of the team and don't get out much. Based on the few POI's I've done I can't disagree with you. That Pop 'n Pills hospital POI was just about the best time I've had with the game so far, and the reward room was legit. Wish I had video of that—it was terrifying and hilarious. It was like a movie in and of itself.

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I guess he doesn't understand the meaning of "Experimental" and "It may (probably will) require world restarts during experimental phase". If anything, at least it is super easy to mod out level gates for those who hate them.

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Nope, Gazz thinks there is ore, but there never is. He is secretly trolling us.

 

I dug a few tunnels from close to Trader Hugh to Trader Rekt (Navezgane map) and other than rocks, I just found lead. No iron, coal and nitrate. Gazz should give us a little bit of love.

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So I have Repair Kits and a compound Bow and I am level 4, why can't I repair the bow? Repair and a level 25 gate to make one should not be the same.

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So I have Repair Kits and a compound Bow and I am level 4, why can't I repair the bow? Repair and a level 25 gate to make one should not be the same.

 

Yeah I'm sour about the level gates entirely... I really wish they just weren't there, level gates bar creative freedom for character progression. Before, without level gates, I didn't put any points into strength because I was too excited to unlock steel tools and blade traps. I did, by level 35. I felt I had sacrificed the great benefits of strength and fortitude to reap the benefits of intellect earlier; Now it's like wtf is the point of even investing in intellect early-game, if you can't use the best perks it offers until level 60-100? Broken decision imo, makes intellect obsolete and prevents players from investing into it. I'm not going to start moving toward blade traps and steel tools at level 1, when I am blocked from getting them until level 50-60 anyway. In essence the game forces me to start in fortitude and strength where my secondary priorities were. Specializations should be about player preference, and shouldn't be dictated by the game at all. But in my case, my specialization is being forced by the game's rules.

Edited by Trunks_Budo (see edit history)

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for those who doubt it... there is ore down there, you just gotta dig around...

 

 

unholyjoe, a question: would From the Shadows perk make underground mining safer? I mean, mining close to surface?

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Hi, my a13 save doesn't work and your company sucks because you devs are too lazy to fix it, and that's why no one buys your game anymore; I've seen the steam reviews so I know, so I'm leaving and never returning. If you listened to me, you'd all be profit sharing millionaires because I took some gwbasic classes back in the 80's so I have a VERY good understanding of how to make games!

 

gorilla.bas for life!

 

What's a gorilla.bas?

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for those who doubt it... there is ore down there, you just gotta dig around...

 

 

I think its still too scarce - Considering i can get 5 different ores from bolders on the surface, why spends hours underground for a chance at what you have shown?

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Hey TFP. Are there any more plans to balance buy/sell prices at the trader and improve quest distance based on the quest tier?

His potential feels rather wasted to me at the moment, especially in B238 with sell values being cut in half.

 

I just spent a few hours being a spreadsheet warrior to see if I could make a profit by buying all materials from a trader and turning them into items to sell. I've checked with all firearms and bows and have noticed that there are only 2 items that can make a profit if better barter was working as stated on the perk description (it currently it not, I already posted in the bug report thread).

 

And those are the compound bow and the crossbow. At 5/5 better barter, a tier 6 compound bow can make you 15 dukes profit (if you gather your own plant fibers) and a tier 6 crossbow can make you 90 dukes profit.

Pastebin: https://pastebin.com/18HwA9rH

Take note that I've calculated all prices using 50% better buy/sell prices from better barter and NOT how the better barter prices are currently bugged in B238 (5% per level better buy and 100% per level better sell)

In B238 you can still sell a tier 6 compound bow for 4320 dukes.

 

Maybe this is not how to intend people to play the game but I can't be the only one who once in a while wants to try a build that relies heavily on the trader for survival? And for that to work, there must be a way to make a profit using only items offered by the trader.

 

 

As for quests, it feels like a kick in the nuts when I'm level 2-3 and go to the trader for a tier 1 quest, only to be offered 5 quests that are all 4-6km away.

Can quest distance be tied to the difficulty tier of the quest?

For example, tier 1 quests are never more than 1km away, all the way up to tier 5 or 6 (whatever is the highest) quests being max 5-6km away but they can also be much closer. This makes quests a much more viable option from the beginning of the game when you don't have vehicles yet.

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I think its still too scarce - Considering i can get 5 different ores from bolders on the surface, why spends hours underground for a chance at what you have shown?

 

I was mining into the base of a hill at ground-level, I found tons of iron in there. Basically you don't need to be on bedrock, just find a hill with boulders on it, and mine into the base of the hill. I find it's easier to locate iron now

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