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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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Just wondering, I thought zombies arent supposed to spawn on player made and player laid blocks. Wiped out a poi, demolished all floors and open space and either blocked it off or replaced it entirely with player made flag.

 

Just got back to find feral hawaian, another skinny zombie, and the putrid girl running riot. Dafuq?

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Just wondering, I thought zombies arent supposed to spawn on player made and player laid blocks. Wiped out a poi, demolished all floors and open space and either blocked it off or replaced it entirely with player made flag.

 

Just got back to find feral hawaian, another skinny zombie, and the putrid girl running riot. Dafuq?

 

Thats a old Myth.

In fact, Sleeper zombies can spawn inside Blocks.

 

All you can do is placing a bedroll.

 

Or if you want a Zombie free base

1: Never build on Pois

2: Hoe all Soil in base

3: Never build bigger than 60x60 Blocks

4: Place the bedroll in the center

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take it in my considerations, how about the layout at all. would you prefer something like this in Vanilla ?

 

Its definitely better than nothing and there's some type of progression to it. But, the why of it all is what bothers me. I guess maybe you could dress it up as some scientist you meet is doing some important research and needs something about the zombies recovered.

 

The plain "kill x number of y's" has never been a good quest imo, more busy work than anything.

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Its definitely better than nothing and there's some type of progression to it. But, the why of it all is what bothers me. I guess maybe you could dress it up as some scientist you meet is doing some important research and needs something about the zombies recovered.

 

The plain "kill x number of y's" has never been a good quest imo, more busy work than anything.

 

Reminds me of the woman in Fallout 3 who is writing a wasteland survival guide, so she makes you do all kinds of crazy stuff to see what happens.

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Its definitely better than nothing and there's some type of progression to it. But, the why of it all is what bothers me. I guess maybe you could dress it up as some scientist you meet is doing some important research and needs something about the zombies recovered.

 

The plain "kill x number of y's" has never been a good quest imo, more busy work than anything.

 

My intention was to find a way to make the player participate at all Content.

Simple Houses attract no endgame Player.

I add ammo in really low amounts to cupboards, cabinets and Night stands. And a new item named Stuff, what means all that trash you find in civil cabinets. This "Stuff" give the player coins by selling it or other nice stuff via the quest.

 

Player try to skipp wandering hordes

Should be explained by the picture how i want it to work.

 

Player skip 7th day hordes

This is a bit more complicated and will end in 2 Versions

Version One: There is a nice reward to do them

Version Two: Here the Glowing Hawaian has very low HP but explode very heavy if not killed fast.

Means Version 1 only Rewards, version 2 with a carrot and a stick.

 

Player allways loot the same Buildings

With the "Valuable Crates" the idea is that player get a nice bonus if they loot a POI the very first time. Means no open Doors, no open safes, no additional escape ways. (This Crates are blocks that the player can pick up)

 

Sadly there is no real way to add with the A16 Questsystem really nice Quests.

all you can do is

* Kill Quests

* Gather Quests (what could end in "player opens one of his crates")

* Craft Skills

* Place Blocks Quests (or upgrade) (without any chance to define what the player should build)

* Move to trader

 

Alone for the questpart that make the player move to next trader forced me to edit all trader prefabs

Because if the player get "Move to trader" a second time it can be that there is no Icon and the player stuck in the queststage

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My intention was to find a way to make the player participate at all Content.

Simple Houses attract no endgame Player.

I add ammo in really low amounts to cupboards, cabinets and Night stands. And a new item named Stuff, what means all that trash you find in civil cabinets. This "Stuff" give the player coins by selling it or other nice stuff via the quest.

 

Player try to skipp wandering hordes

Should be explained by the picture how i want it to work.

 

Player skip 7th day hordes

This is a bit more complicated and will end in 2 Versions

Version One: There is a nice reward to do them

Version Two: Here the Glowing Hawaian has very low HP but explode very heavy if not killed fast.

Means Version 1 only Rewards, version 2 with a carrot and a stick.

 

Player allways loot the same Buildings

With the "Valuable Crates" the idea is that player get a nice bonus if they loot a POI the very first time. Means no open Doors, no open safes, no additional escape ways. (This Crates are blocks that the player can pick up)

 

Sadly there is no real way to add with the A16 Questsystem really nice Quests.

all you can do is

* Kill Quests

* Gather Quests (what could end in "player opens one of his crates")

* Craft Skills

* Place Blocks Quests (without any chance to define what the player should build)

* Move to trader

 

Maybe in the guise of "training" the player into being a useful member of the faction? It makes enough sense to me anyway, but see if Roland can sell the idea it to MM.

 

IMO, the game needs a plot like a fish needs water. But opinions will differ on this.

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I think Navezgane needs a real plot

 

For rwg something like the above but with a bit more deep (and more possible objectives) would be enough. But thats why i ask here, i want to know what you others think and feel about that. And hope TFP can take good conclusions from that Discussion

 

 

Btw there should be a task to build a NPC base / Small village

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What do you think about this quest layout ?

 

The glowing female fat would be wandering horde only.

The glowing hawaian would be hordenight horde only.

 

http://steamcommunity.com/profiles/76561198321326453/screenshot/879753599891997914

15B1F154807E123D142A02E5FA3C05DC92FA061D

 

Glowing zeds should be reduced to their non-glowing counterparts.

Q400 cloth armor for finding a trader is a bit much. Q100 would be more appropriate.

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I was just thinking about the procedurally generated dungeons in Daggerfall as I was going through the vertical dungeon crawl buildings of 7DTD. I couldn't help but wonder, "the devs are as old as I am, did they play this too? Could these have served as inspiration?". I love that the prefab houses will be like this too! I can remember the satisfaction of being able to fly through a dungeon to the loot, having memorized the layout from previous run-throughs. Just one more thing to look forward to mastering in 7DTD. Keep up the good work, Love This Game.

 

P.S. This is the first game that isn't a Bethesda title that let's me do whatever the hell I can think of, and still be entertained. The Highest Praise I can offer!

 

P.P.S. Haters to the left, I play $kyr!m with over 200 mods and CAN do anything I can think of.

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Apparently, I am being particularly dense today, because I'm not getting what the picture as to do with any of the preceding conversations.

 

Maybe a suggestion.

 

There's no wind effect (i.e wind zones) so far in the game. Since it's part survival, could be interesting to have them.

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Maybe this should be in Pimp Dreams but am hoping it will get more exposure here :)

 

Was thinking it would be nice if the waypoints were sorted alphabetically. It would be easier to find one when you have a lot of them and also it is easier to send your allies all your Traders, Working Stiffs, o̶t̶h̶e̶r̶ ̶p̶l̶a̶y̶e̶r̶s̶ ̶y̶o̶u̶ ̶h̶a̶v̶e̶ ̶k̶i̶l̶l̶e̶d̶ ̶g̶r̶a̶v̶e̶s̶, Water sources, etc if they are all together.

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Apparently, I am being particularly dense today, because I'm not getting what the picture as to do with any of the preceding conversations.

 

Its forum`s mood. It is still young, will pass through it.

 

- - - Updated - - -

 

Maybe this should be in Pimp Dreams but am hoping it will get more exposure here :)

 

Was thinking it would be nice if the waypoints were sorted alphabetically. It would be easier to find one when you have a lot of them and also it is easier to send your allies all your Traders, Working Stiffs, o̶t̶h̶e̶r̶ ̶p̶l̶a̶y̶e̶r̶s̶ ̶y̶o̶u̶ ̶h̶a̶v̶e̶ ̶k̶i̶l̶l̶e̶d̶ ̶g̶r̶a̶v̶e̶s̶, Water sources, etc if they are all together.

 

Or they can make categories, same as in our inventory. From using the icons they gave us to maybe a tag system.

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