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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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I think we need a new Patch... I am going to check out Nav since it is bigger & newer with new Stable POI's.

I have the same problem as a Player in Bug/Report. nothing but Radio Towers, Junk Yards & Water Works

 

I have a large industrial area like that as well, However that is between 2 cities surrounded by residential. So it's manageable and I've found 3 Crack-a-Book towers. Have not found any Oil Factories and only 2 traders though so far.

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I just want to say THANKYOU and Merry Christmas to the Fun Pimps and all the people involved in making this stable branch the best yet!!! I have been around for a long time and enjoyed this game a ton even with all its ups and downs! Currently its the best version ever imo and even with the flaws here and there! I love one fix especially. POI's don't reset zombies when you die every time! There are alot of things I am happy about in game and find I hardly make adjustments to xml now...That and all the hard work everybody has put in and the rush to give us server guys a stable branch! Just before Christmas and this is a ♥♥♥♥ Christmas for me! Thanks to all involved that have helped shape up this game!!!

Edited by Cotabucky (see edit history)
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The amount of love and detail that has gone into prefab art and design are jaw dropping. Its night and day compared to a16.

 

The prefab standards have been raised. I look forward to cranking out some of my own :)

 

Agreed!!! I love the POI's that have been built! Whoever is doing it is amazing! You are a big part in making things better too as usual .Have a merry Christmas!

Edited by Cotabucky (see edit history)
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Yes if you clear out a quest poi before going to quest waypoint.it resets everything u looted or placed.

 

I am thinking on a more grand scale, if you have completely re-worked the POI, as in almost/or complete demolition and replace it with a base/house you built.

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Yep, really strange. And Devs haven't addressed this yet to my knowledge.

 

I’ll undress it...

 

A16: Level gates were introduced. Madmole wasn’t personally happy with them but they were the planned design so they were implemented.

 

A17b209: The new progression was unveiled and it again utilized level gating. This time it was the attribute tiers that were gated.

 

A17b233: after some time playing and also reading comments that coincided with their own thoughts they removed level gates completely but also felt that some limited gating of tech levels to ensure some gameplay space between them might be necessary.

 

A17b240: After more play it was decided that there needed to be some space between start and obtaining the forge and then iron tools and vehicles so specific perk tiers were level gated again. Attribute tiers remained ungated

 

 

So it wasn’t a simple flip flop of gates, no gates, gates. B240 is not the same as B208 even though both utilize gates. It is a clear example of something developing through iterations.

 

Hope that helps. It’s the naked truth.

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Yeah, the new POI's are really cool. The variety and the dungeon feel, are great.

 

But, I must repeat, the new melee system is my favorite by far. Before it was hit and miss, and it was exploitable. Now it's your skill, that counts...

Yeah! Melee is so sick now.

Merry Christmas to you too, Carbon.

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Anybody know what allows you to access tier 2 or higher quests? I just seem to only have tier 1 quests available. Gamestage?

 

I couldn't find anything obvious in the quests.xml, but am on my 4th long term game since trader quests were introduced. They seem to be based on number of successfully completed current tier quests. I've gotten Tier 2 quests after completing 4-5 Tier One (T1) quests. After 4 T1's, I get about 50/50 T1's vs T2's. After 6 T1's - it was all T2's. (Still could be a little random, that was just what happened to me twice.)

 

You also get tier completion rewards, but I don't believe it was based on a specific quest. It was just doing a certain number (~5).

 

I really do enjoy the quests. My favorite was a T2 (I was ~level 12) that sent me to a junk yard. Which had 6 snakes, 4 dogs, 4 vultures, and 2 zombies. Oh, and you can't move too far away from the POI or you 'lose' the quest. (I had to learn how to kill the snakes with a bow.)

 

-----------

 

And I agree with the statements that the new POI's are incredible. Although I do kind of also agree that not all should be dungeon type POI's. (Because you seem to always find the 'easter eggs' with the dungeon ones. nuff said.)

Edited by Quantum Blue (see edit history)
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Curious, other than decorative, is there some hidden property that Brick blocks have that make them good for base building?

 

Edit: ignore this; I totally forgot to factor in that smelting Stone/Clay into Forge is 1 --> 5. So Gazz caught & pointed it out below.

 

Costs 10 Stone & _60_ Clay to make a Brick block, and that's via the forge... ouch.

 

Flagstone block costs 4 Cobblestone Rocks, which cost 1 Stone & 1 Clay; both are craftable in backpack & workstation.

 

Flagstone upgrades to Cobblestone for 10 Cobb Rocks, so 14 Cobb Rocks (14 Stone & 14 Clay) total.

 

Hitpoints: Flagstone=500, Brick=1200, Cobblestone=1500. All have same SI values.

 

Both Brick & Cobb blocks are upgradeable to Concrete.

 

In A17 it feels like harvesting either Stone or Clay is similar; I certainly haven't felt like gathering Clay was substantially faster/easier.

 

Unless I'm missing something it seems like Bricks are the new Sandstone, heh. Though I actually really liked the Sandstone blocks. They had a really nice warmth to them.

Edited by FileMachete (see edit history)
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Curious, other than decorative, is there some hidden property that Brick blocks have that make them good for base building?

 

Costs 10 Stone & _60_ Clay to make a Brick block, and that's via the forge... ouch.

 

Flagstone block costs 4 Cobblestone Rocks, which cost 1 Stone & 1 Clay; both are craftable in backpack & workstation.

 

Flagstone upgrades to Cobblestone for 10 Cobb Rocks, so 14 Cobb Rocks (14 Stone & 14 Clay) total.

 

Hitpoints: Flagstone=500, Brick=1200, Cobblestone=1500. All have same SI values.

 

Both Brick & Cobb blocks are upgradeable to Concrete.

 

In A17 it feels like harvesting either Stone or Clay is similar; I certainly haven't felt like gathering Clay was substantially faster/easier

 

Unless I'm missing something it seems like Bricks are the new Sandstone, heh. Though I actually really liked the Sandstone blocks. They had a really nice warmth to them.

 

You are right.

Intervert Bricks and Cobblestones cost. Done.

 

I think having multiple layers of defense is much needed in this patch. So you should think about quantity over quality in early game when it comes to walls.

 

I only wish the game would encourage you to build believable structures to defend yourself. Cause right now, good horde bases look horrible. Can someone prove me wrong on this ?

Edited by Poutre
Error (see edit history)
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Costs 10 Stone & _60_ Clay to make a Brick block, and that's via the forge... ouch.

 

Flagstone block costs 4 Cobblestone Rocks, which cost 1 Stone & 1 Clay; both are craftable in backpack & workstation.

 

Flagstone upgrades to Cobblestone for 10 Cobb Rocks, so 14 Cobb Rocks (14 Stone & 14 Clay) total.

 

Hitpoints: Flagstone=500, Brick=1200, Cobblestone=1500. All have same SI values.

So brick gets you 1200 HP for 70 (forge units) of stuff and cobblestone 1500 HP for 140.

Crafting is more involved but it doesn't look like a bad deal to me.

 

If you invert that you have brick at 1200 HP for 140 units plus crafting costs and cobblestone at 1500 HP for 70.

How does that even make sense?

Edited by Gazz (see edit history)
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Curious, other than decorative, is there some hidden property that Brick blocks have that make them good for base building?

 

Costs 10 Stone & _60_ Clay to make a Brick block, and that's via the forge... ouch.

 

Flagstone block costs 4 Cobblestone Rocks, which cost 1 Stone & 1 Clay; both are craftable in backpack & workstation.

 

Flagstone upgrades to Cobblestone for 10 Cobb Rocks, so 14 Cobb Rocks (14 Stone & 14 Clay) total.

 

Hitpoints: Flagstone=500, Brick=1200, Cobblestone=1500. All have same SI values.

 

Both Brick & Cobb blocks are upgradeable to Concrete.

 

In A17 it feels like harvesting either Stone or Clay is similar; I certainly haven't felt like gathering Clay was substantially faster/easier.

 

Unless I'm missing something it seems like Bricks are the new Sandstone, heh. Though I actually really liked the Sandstone blocks. They had a really nice warmth to them.

 

not positive, but doesn't clay soil and small rock resources smelt into 5 units of stone and clay? making brickes 12 and 2 respectively?

Edited by lug
ooops (see edit history)
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Also... Is there any chance for higher/more gore/blood option? Would be better, imo, if there was more blood when smashing zombies and would love this option!

 

Maybe someone could mod some gore paints to decorate POIS better. Just a version of each blocks but with say blood on it

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Madmole himself gave a pretty good reason for this:

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=910934#post910934

 

I was sad about the level gating too, but now that I know how it messed up MP, I realize why it was necessary.

 

I am a huge proponent of use it to learn it, but if leveling to get perks is what you want fine. Level gating though is just bad management. I noticed that you only care about the crafting perks in the INT line. This tells me that you already know everyone rushes there, yet the whole premise was for this system to enable different play styles by encouraging specialization. Instead of level gating crafting, you should work on balancing the other attribute lines to make those more desirable.

 

If the whole concern is MP, then I have to agree with many other posters in that the core issue is the massive XP boost giving to the group XP. That is what needs to be adjusted or nerfed, and not what level you can get a crafting perk.

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I noticed that you only care about the crafting perks in the INT line. This tells me that you already know everyone rushes there

It tells you what you want to read into it. =P

 

The actual reason is that "main progression" unlocks like that are a special case and do not scale like other perks.

Once one member of a team unlocks it, everyone immediately gains all the benefits. That is very different from every other perk in the game because other perks either aid only you personally or you have to be there for it to work.

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We'r are finding progression just fine in mp... people are investing in survival and defense, and are specializing in specific things like gardening or building as needed by the group. Group xp sharing is encouraging people to work together, instead of separate scavenging.

 

I started sp game to see how that unfolds. Its funny... because of random drops on day one I had 3 morning helmets on sp, and on day 10 in mp, only one of us has a mining helmet.

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So brick gets you 1200 HP for 70 (forge units) of stuff and cobblestone 1500 HP for 140.

Crafting is more involved but it doesn't look like a bad deal to me.

 

If you invert that you have brick at 1200 HP for 140 units plus crafting costs and cobblestone at 1500 HP for 70.

How does that even make sense?

 

aiee! yep. Totally forgot the 1 = 5 in forge bit. (face palm) Sorry! Thanks for the catch Gazz, lug. :)

 

(<kidding> but it's -your- fault Gazz!! I haven't seen anything but a busted Forge in so looonnngggg!! < :D > )

totally kidding, my bad :)

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