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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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I like this change. And they lowered the attribute costs.

 

People say no level gates. But you need some kind of gate. Level gates, rng gates, or skill point gates. Something has to be there to tell the player "no, you cant have that now, work twords it"

 

Without that there's no progression.

 

The conflict over level gates amuses me, because people act like that is the only gate in the game.

 

Travel gate: Why do I have to walk to get places?

Loot gate: Why do I have to find and open containers to get stuff?

Combat gate: Why do I have to kill zombies so they stop attacking me?

XP gate: Why do I have to do things to get experience?

Night gate: Why do I have to wait for the sun to come up?

Ammo gate: Why do weapons need ammo and why do I have to reload then?

Food gate: Why do I find food and eat to not be hungry?

Farm gate: Why do I have to wait for food to grow?

Hunting gate: Why do I have to find, kill and harvest animals to get their meat?

Anything gate: Why do I have to...?

 

There is a solution to all these gates. Debug menu and creative mode. Do whatever you want.

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#NoEndGameGate and #TheGamePushesYouToKillZombiesExclusivelyGate

(faatal forgot these...)

 

 

Umm. No. Please stop speaking for me. (especially when you use words/phrases like 'most', or don't use words/phrases like 'for me', etc.

 

I have my own end game. I'd like to think I'm a positive kind of person, wanting to help others, and make things better. So, I beautify 7D2D homes and towns. That's my 'job'. I don't consider myself a builder - I'm not that creative.

 

I pick up all the trash (blocks, whatever), fix things (get rid of opened cupboards, replace them with nice closed ones, etc.) While I will usually start a new game if I die (although I don't do dead is dead) almost nothing gets me more worked up than spending time refurbishing a place, just to have it crumble - because I forgot a brace while doing something. (I have 4400 hours in and have a pretty good understanding of 'SI'.)

 

The funny thing is - I used to get a little bothered when a wandering horde would trash something I fixed. (What a noob.) BUT, then I learned to 'sense' when a wandering horde might appear soon, and take 'precautions'; for when it does happen! (dogs, bears, wolves, too)

 

I have nicknamed myself "LawnMower Man" because I will even usually clean up all of the 'grass' around buildings. (OCD you know) (Man, what I wouldn't do for a lawnmower, or a grass sickle from Jax's Ravenhearst.)

 

And, yes, I do kill zombies. And, sometimes when I need a break from cleaning, I might go zombie hunting for a little. Usually when I am hunting for meat. But, it's not my 'game'.

 

And, btw, TFP (THIS IS FOR TFP DEVS ONLY!!! (rofl)) - please feel free to start me in ANY biome but just with the following caveats:

 

1. Please not buried so many layers down in the ground. Especially without a tool to get out.

2. Please not 200 blocks in the air, without some way to arrive on the ground not dead. (Hurt is fine. Just not dead.)

3. Please not at the bottom of a really deep lake without some way to arrive at the surface not dead.

4. Please not in the 'middle' of a radiation zone, without some (probable) way of getting out without dying.

 

BTW, TFP, I don't believe I have ever asked for anything, but it sure would be nice if you would LISTEN TO ME for a change.

 

(BTW2 - I really would vote 7D2D best game, or TFP best developer on the Steam Awards, but, alas...)

 

; - )

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My preferred style of play is: No air drops, no loot respawn, but it admittedly only works well when it's a solo game or just the wife and I playing.

Same here (except for playing with your wife).

I think the option for respawning loot should be off by default. Playing solo with respawning loot is missing something. I'm pretty sure lot of players just don't set "no respawn" because they don't think about it.

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I agree with you regarding real life difficulty in cooking, and it is surprising how many people can't boil an egg, or cook toast without it burning.

 

A solution to having the perk system simulate this better, would be to have 3 variants of each cooked item:-

 

Undercooked - Medium nutrition, high food poisoning chance

Overcooked - Low nutrition, low food poisoning chance

Cooked - High nutrition, no food poisoning chance

 

Every person is able to cook every recipe at any level, but if they don't have the skill (perk) to cook that recipe correctly, they have a very high chance of undercooked/overcooked item as the result of the recipe, and a really small chance of getting properly cooked.

Once the skill has been learnt, undercooked/overcooked chances fall to almost 0% chance.

 

To add to the jeopardy, there would be no way of knowing which type you have without eating it.

 

Not sure how this last part could work regarding stacking of items, because I don't think it would work having it as a risk calculated upon eating, as this would mean you couldn't buy food from the trader without it being affected by your own skill level (makes no sense), or people would cheese it, and cook the stuff when they don't have the skill, and save it in a chest until they have the skill to make it safe for eating.

 

This combined with a spoilage system (I know it has been discussed, and not sure if it will ever make it into the game or not at some point down the line), would add a significant layer of realism, complexity and difficulty, that would also add much more importance to the chef perks.

 

Just a thought.

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you could even make an argument that with 'experience' a person might become more accepting of ways things are cooked. (shells/dirt in the eggs, etc.)

 

They could introduce an Iron Gut perk. Eating stuff that is dodgy doesn't hurt you, or at least not as much. Food Poisoning, to you, means Alternate Nutrients.

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The conflict over level gates amuses me, because people act like that is the only gate in the game.

 

Travel gate: Why do I have to walk to get places?

Loot gate: Why do I have to find and open containers to get stuff?

Combat gate: Why do I have to kill zombies so they stop attacking me?

XP gate: Why do I have to do things to get experience?

Night gate: Why do I have to wait for the sun to come up?

Ammo gate: Why do weapons need ammo and why do I have to reload then?

Food gate: Why do I find food and eat to not be hungry?

Farm gate: Why do I have to wait for food to grow?

Hunting gate: Why do I have to find, kill and harvest animals to get their meat?

Anything gate: Why do I have to...?

 

There is a solution to all these gates. Debug menu and creative mode. Do whatever you want.

 

This is great...LOL...

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1) Removes zombie loot from zombies, since 'you don't want to receive crap from zombies', 'you will get good loot once it drops', 'zombies aren't providing you with crap all the time'.

 

2) Kills a zombie, said zombie drops a loot bag.

3) Loot bag contains 1 corn meal.

 

Can someone explain to me why zombie loot is A) not completely removed, or B) zombie loot actually drops useful/valueable stuff.

 

(Does NL stand for "Not Likey"? ok, now something nice - hey! Know any blue rocks? (I happen to be a musician...))

 

DV - I doubt that this is all the time. Sometimes I get crap, and sometimes I get gold. And most of the time I get a LOT of guns. Trader won't even buy em from me anymore...

 

I took on a feral wight recently (I was maybe level 10 - seriously) and a hunting rifle with about 8 rounds. Yeah. I know. Silly. I chickened out and ran into a nearby 'lake' and very carefully maneauvered near the edge where I was finally able to defeat him using my candy cane. It seriously took a while (seriously), and I got really close to dead, (stamina was like 30, max health 30 from 120) but I beat him! And he dropped some loot! Nice! (I had to dive to get - but still...)

 

Shamwich.

 

I kind of like it like this. Sometimes makes for really interesting decisions. Dang, I'm, almost dead, there's still a few zombies, but there's a loot drop! What do I do?

 

; - )

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B240 just released!!!!

 

 

Its Christmas come early!!! 2 releases in 2 days....Joy to the World!!!

 

- - - Updated - - -

 

Does anyone know if 16k maps are possible yet???

 

Also what is the size for a 16k map in the server config files?? Is it 16384 ??????

 

Regards

 

Ouch

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"Fixed : F7 mode kills UI interaction"

You're awesome.

 

Edit : Since it's a mini patch, can the actual game be continued on a random map (without posting bug-reports, of course ^^) ?

 

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

 

(edit added comment by QA Tester-unholyjoe)

 

RWG WILL be an on going tuning process when Kenyajuu gets time... he is aware of most issues. (if you find pois colapsing, that is needed info because that can bring down servers if not caught)

 

But for those who still persist and its in RED print... Please use new game seeds and not saves.

 

thanks :)

 

oh, and YW about the F7

 

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

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The conflict over level gates amuses me, because people act like that is the only gate in the game.

 

I'm sorry, but that's just patently false. NO ONE here acts like level gates are the only gates in the game.

 

https://7daystodie.com/forums/showthread.php?71414-All-the-gates&highlight=gates

 

 

Travel gate: Why do I have to walk to get places?

Loot gate: Why do I have to find and open containers to get stuff?

Combat gate: Why do I have to kill zombies so they stop attacking me?

XP gate: Why do I have to do things to get experience?

Night gate: Why do I have to wait for the sun to come up?

Ammo gate: Why do weapons need ammo and why do I have to reload then?

Food gate: Why do I find food and eat to not be hungry?

Farm gate: Why do I have to wait for food to grow?

Hunting gate: Why do I have to find, kill and harvest animals to get their meat?

Anything gate: Why do I have to...?

 

There is a solution to all these gates. Debug menu and creative mode. Do whatever you want.

 

You all are a victim of your own success. We all think you are good enough to solve all of them. Yes, even the ones that directly contradict one another.

 

:smile-new:

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I'm sorry, but that's just patently false. NO ONE here acts like level gates are the only gates in the game.

 

https://7daystodie.com/forums/showthread.php?71414-All-the-gates&highlight=gates

 

Seems like that to me. If the only gate I see a person post about is level gating, then to me they are acting like it is the only gate.

 

Interesting post that I have never seen. Roland made that a month before I started working at TFP.

 

You all are a victim of your own success. We all think you are good enough to solve all of them. Yes, even the ones that directly contradict one another.

 

:smile-new:

 

But I did provide the solution. Debug menu and creative mode.

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16k RWG? I don't know. I do know Alloc made this change this week:

Added: Delta encoding for faster world transfer over network

 

So it might be better, but I don't play RWG. I was thinking of starting one today.

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It wasn't needed for solo play so much IMO, but with team EXP bonuses people were unlocking INT10 features on day 5, which gives their group end game tech, so we had to put level gates in.

 

That explanation makes a lot of sense, I just didn't consider it because I'm not a multiplayer kind of guy. I'm significantly less sad about the level gates now. :)

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16k RWG? I don't know. I do know Alloc made this change this week:

Added: Delta encoding for faster world transfer over network

 

So it might be better, but I don't play RWG. I was thinking of starting one today.

 

You SO need to play RWG. The sense of discovery is just so alluring!

 

I'm shocked a few days before Christmas you guys are firing on all cylinders trying to give us a fun holiday break. Only request, is could you see if the controller keybind was put in to tilt the gyro down when flying?

If its planned work thats fine, since I can tilt down with the c key, and the odds of unlocking the gyro through normal play will take a few weeks anyway.

 

I know people are giving you guys a lot of crap with the update onslaught but thats what EXP is, and its been interesting seeing how new game startup has changed over the last few weeks.

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...

But I did provide the solution. Debug menu and creative mode.

 

There is also modding:

 

https://7daystodie.com/forums/showthread.php?95007-Qyzer-s-Xpath-Mods

see "Remove Player Level Requirements"

 

That said, my daughter and I do use creative mode when we PvP so we don't have to deal with a lot of the "gates" you mentioned when all we want to do is destroy towns while we attempt to annihilate one another.

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I know they were unstable at the release of A17....just wanted to see if we could actually do it now.

 

I think they were still recommending 8k max, but let's face it even that is overkill with only a few weeks to play before a new exp once they start their holiday break.

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Can we have a "Master Chef" version of a screamer zombie that is attracted to cooking and has a higher chance of showing up for players with low cooking skill (or cooking low skill foods)?

 

They tried, but Gordon Ramsay wouldn't let them use his likeness.

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I'm shocked a few days before Christmas you guys are firing on all cylinders trying to give us a fun holiday break. Only request, is could you see if the controller keybind was put in to tilt the gyro down when flying?

If its planned work thats fine, since I can tilt down with the c key, and the odds of unlocking the gyro through normal play will take a few weeks anyway.

 

Today I did add the action 2 (xbox B button) for hop (down on gyro), but they had already started building b240.

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