Jump to content

Developer Discussions: Alpha 17


Developer Discussions: Alpha 17  

1 member has voted

  1. 1. Developer Discussions: Alpha 17

    • Newly Updated
      1
    • Check out the newest reveals by Madmole
      0
    • Over 100 new perk books with set collecting and bonuses
      0


Recommended Posts

Hmm, As long as it still unlocks iron-->steel items--->augers, it will still be a must have skill, no? That spans early-mid-late game too. I dont see a way to avoid stacking points in INT at some point every time. (Unless you just want to challenge yourself)

 

Not only that but if you don't craft those things, you will still want to invest in at least Secret Stash so you can profit and buy your craft-able stuff instead. Trader perk is INT too right?

 

I'm weird tho, vehicles were the last thing I worried about usually but I still always felt like INT was a must-have regardless.

 

MM said it is a goal, in other words he isn't there yet.

 

But lets see: You can find all workstations in the wild, mods are find- and buyable, so are electrical devices, guns, ammo, medical stuff. Avoiding INT may (and should) not be the most comfortable solution by far, but with the exception of vehicles everything could be acquired without INT even before A17.1. I think the only inescapable perk point at the moment may be at least one point in Master Chef

 

I just fear they made money too easy to get again. "Player sellback rate improved so selling items to traders is more profitable ". That would be acceptable if the barter perk were toned down likewise. Putting 3 points into barter already made millionairs out of any survivor (exaggeration warning!!!), now the deal got even better.

 

Okay, you don't get my point I think...

 

Sleeper spawn in poi’s is a core feature since A”” and it still feels unbalanced in A17.

(Some would say it’s broken)

 

Every day on this forum someone declares some bug or imbalance the central issue that needs to be fixed. Look one page back and there's a post about the missing FOV-Slider not getting the attention it deserves.

People are **quitting** every day because the game is too slow on their machines, too easy, too difficult, no builder type possible, zombies destroy their bases, zombies don't destroy their bases, no learning-by-doing, crafters get everything, crafters get nothing else, all quality guns are the same, people on servers can't log in, their bikes vanish, their stuff vanishes, they can't move .....

Edited by meganoth (see edit history)
Link to post
Share on other sites

Simple Feature Request. Can Haz Pleez?

 

Hey, I would love to see a feature added where you can use an item in the inventory or toolbar by pressing Shift + Right Click. Similar to transferring items but, you know, with the other mouse button. Empyrion uses that setup and I love it, and have become so use to it that I keep doing that in 7DTD and keep wondering why it's not a thing already. QOL +100. Seriously........

Link to post
Share on other sites
MM said it is a goal, in other words he isn't there yet.

 

But lets see: You can find all workstations in the wild, mods are find- and buyable, so are electrical devices, guns, ammo, medical stuff. Avoiding INT may (and should) not be the most comfortable solution by far, but with the exception of vehicles everything could be acquired without INT even before A17.1. I think the only inescapable perk point at the moment may be at least one point in Master Chef

.

Everything can be found, but you are really going to try and loot all those high quality weapons and tools? (with the low rate of higher quality now even when perked) and not have a backup for any of them? You are going to not raise up INT for Secret Stash? even tho you cant craft stuff. You are going to hunt down every working station when rng could easily screw you or make you search forever to find?

 

Ya sure, its all "possible" to find, not guaranteed tho, and nobody goin to do it, INT still a must have regardless of vehicles being gated or not, which is what my point was

Link to post
Share on other sites
No.. but at least I needed a perk for it before. Now not anymore.

 

It's the thing about different builds being viable. It doesn't mean that such build are necessarily easier. For the average SP player putting no points into INT is still a big uphill battle, no quality 4 tool set, bows and clubs by second week for example. And if RNG is mad at him he will wait a long time for a vehicle. Co-op players will have an INT guy anyway and mostly ignore this change.

 

There are a few balance changes making the game easier, I wouldn't have put this one in that bag though.

Link to post
Share on other sites

@tfp

 

Any thoughts on doing something with the rad zombies so that their glowy emissions don't kill fps as much? I made a mod that removed it and just turned the eyes to a green emission, but what would be cooler is if you did it kinda like the lines in the burnt zombie... kind of a middle ground.

 

Mumpfy Pic

 

Screen_Shot_2019-01-09_at_6.51.03_PM.png

Link to post
Share on other sites
@tfp

 

Any thoughts on doing something with the rad zombies so that their glowy emissions don't kill fps as much? I made a mod that removed it and just turned the eyes to a green emission, but what would be cooler is if you did it kinda like the lines in the burnt zombie... kind of a middle ground.

 

Mumpfy Pic

 

Screen_Shot_2019-01-09_at_6.51.03_PM.png

 

I actually like that much better. Very eerie.

 

- - - Updated - - -

 

Anyone else getting stuck upon world generation at 'Generating Country Roads'?

 

Didn't have this before in A17.0.

 

I can't account for why this changed for you just now but many people reported hanging up at that stage. It's not actually stuck in their cases even though effectively it is because the map took 30 min or more to generate for them.

Link to post
Share on other sites
These were both my ideas so if they suck I can take the heat for them. But, my goal is to make non INT characters viable, or any single or two low attribute characters viable, and nobody in their right mind is playing without INT right now due to wanting a vehicle. I have a plan to decouple crafting quality from INT so int will not be the must have attribute.

 

As for selling wood, its not very profitable. Are you a few hundred coins short to buy something you want? Go chop trees for 2-3 hours and you'll have enough coin. I don't find that OP. You could already sell stones for a reasonable price. You can smith armor for good money. I don't see a problem with supporting entry level work roles. Trader quests pay a lot now, enough to be worth it and the XP is pretty glorious. However, I can still outpace it.

 

I dont why there isnt a 'Wisdom' or even 'Luck' attribute, hell, even an attribute tab called 'Misc' could be used to add perks that dont belong in the original attribute perk lists and to add or mod in even more. A place to keep track of learned recipes like how paint textures were. BTW, when the hell do we get the ability to add more paint textures like has been requested forever now.

 

My eyes are not getting any better I still want the green/red reticles (crosshairs), green for off-the-hip shooting and RED for aimed

Link to post
Share on other sites
Everything can be found, but you are really going to try and loot all those high quality weapons and tools? (with the low rate of higher quality now even when perked) and not have a backup for any of them? You are going to not raise up INT for Secret Stash? even tho you cant craft stuff. You are going to hunt down every working station when rng could easily screw you or make you search forever to find?

 

Ya sure, its all "possible" to find, not guaranteed tho, and nobody goin to do it, INT still a must have regardless of vehicles being gated or not, which is what my point was

 

And my point was partly that it is work in progress, so no surprise that it is harder, maybe too hard for most.

 

Backup? Huh? I have lots of lower quality weapons in my weapon box, if I need to make a corpse run even a lvl 2 shotgun will do. For what else would I need a backup?

 

Secret stash? There are players who have said on the forum that they don't use the trader (for trading at least) because they feel it is OP. So it seems people can play without secret stash.

 

Workstations: After the first two weeks you will usually know whether there are working workstations in acceptable distance or not. This is the point where someone could decide to either bite the INT bullet or go full brute squad. But, generally, the chance that you won't have all workstations if you accept some driving around is near zero, so it is just a question how good you can plan ahead. And lets not forget between going for INT 0 or INT 10 there are 9 intermediate steps. Someone could just decide on getting to forge/bycicle and hope to get all the rest through serious scavenging.

 

It doesn't need to be everyone or in every playthrough. But nobody? You are underestimating the diversity of 72d2 players.

Link to post
Share on other sites
@tfp

 

Any thoughts on doing something with the rad zombies so that their glowy emissions don't kill fps as much? I made a mod that removed it and just turned the eyes to a green emission, but what would be cooler is if you did it kinda like the lines in the burnt zombie... kind of a middle ground.

 

Mumpfy Pic

 

Screen_Shot_2019-01-09_at_6.51.03_PM.png

 

+1

 

This is an amazing idea, and if it can help FPS then that'd be grand.

Link to post
Share on other sites
I’ve just seen the 17.1 update, does anyone kow if they’ve fixed the storage on minibikes so that a client can view it?

 

My brother and i both have minibikes, but i built them both (he took other skills), he can’t view the storage at all in either bike.

 

I’m the host as well, win 10. Haven’t played 17.1 yet (i’m at work).

 

When you place it, you own it. You probably just need to unlock it, then others could pickup or access. Or add a passcode, so he can use.

Link to post
Share on other sites

Microstuttering

 

I had a little during the previous alphas, but there, the number has increased.

I'm lucky to have a PC that can run the game with the settings to max, so I tried all the possible combinations, but it didn't change anything.

I think it would be interesting to know who has no microstuttering (if there are players who haven't). This would help to know if it is due to some graphics cards, processors or others.

One thing is certain, something has been changed between A17 and A17.1 which has accentuated this issue.

I think, Roland, we (you ^^) could create a topic where only players who don't have this problem would communicate their configuration.

 

Edit : Thanks Roland, you act way faster than I write...

Edited by Hek Harris (see edit history)
Link to post
Share on other sites
Yes, I know he did. It doesn't answer my question, though - or I wouldn't have asked it.

 

Does anyone know what the circumstances are that trigger this behaviour? What does "after unreachable path" mean?

 

Clearly it's something to do with climb/fall loops, but what is the actual situation under which this behaviour kicks in?

 

Unreachable paths are when the path end does not reach where the zombie wants to go. If you make a ramp up to a platform with a gap between, that is unreachable in a sideways direction.

Link to post
Share on other sites
And my point was partly that it is work in progress, so no surprise that it is harder, maybe too hard for most.

 

Backup? Huh? I have lots of lower quality weapons in my weapon box, if I need to make a corpse run even a lvl 2 shotgun will do. For what else would I need a backup?

 

Secret stash? There are players who have said on the forum that they don't use the trader (for trading at least) because they feel it is OP. So it seems people can play without secret stash.

 

Workstations: After the first two weeks you will usually know whether there are working workstations in acceptable distance or not. This is the point where someone could decide to either bite the INT bullet or go full brute squad. But, generally, the chance that you won't have all workstations if you accept some driving around is near zero, so it is just a question how good you can plan ahead. And lets not forget between going for INT 0 or INT 10 there are 9 intermediate steps. Someone could just decide on getting to forge/bycicle and hope to get all the rest through serious scavenging.

 

It doesn't need to be everyone or in every playthrough. But nobody? You are underestimating the diversity of 72d2 players.

 

You seem to think this is about difficulty, or I am unaware of what you think you know about the game.

 

Firstly, I have no problems progressing or looting stuff, or spending my points in INT or doing insane playthroughs without deaths. I never implied any of that. Im pushing 6500 hours in this game since a10 almost all in PvP servers.

 

You might need backup of any and every tool/weapon if you die (not that I can remember the last time I died) and your bag poofs for whatever reason (cave in/late zombie hit) or you mess up and cant make it back to it in time. Having a spare gun or shotgun is obviously something you will have, but tool crates for melee weapons and tools is a different story when it comes to availability.

 

Anyway, if go back and actually read the things I said then read what you replied here you actually didnt offer much at all as far as a counter to my actual points, but its cool, argument for the sake of argument floats alot of ppls boat. Its cool, Im out.

 

My point about secret stash was simple, If you dont want to go up INT you wont be crafting, nor will you get good deals at traders that leaves only 1/3'rd of the main ways in the game to obtain these items . You can literally only loot, and would be only tying your own hands or at least limiting severely how much content you can take atvantage of throughout your playthrough. I was attempting to get the point across that vehicles and crafting quality are not the main reasons that INT is a no-brainer.

Link to post
Share on other sites
Good idea Guppy. But whats gonna happen with the fact that we can`t see radiated zeds from distance or as a sleepers. In some way it will be hell of a surprise, but I love how it looks.

 

If they have the burnt zombie effect with the lines running through their body, except green, you'd still see them coming.

Link to post
Share on other sites

@TFP

 

Hey guys, how are you doing? Just coming here to say that this game is awesome and I'm loving the new A17.

 

I started playing with a friend on A16. We didn't know anything about the game and didn't read anything, just played without spoilers. We made a house on top of a bridge and we were farming a lot of ressources. When the bloodmoon happened, we didn't know what would happen, so we just stayed on our house and suddenly the zombies destroyed everything. We got really scared and it was a really funny experience. We rebuild everything and learned how to play better. Suddenly the game become really easy/boring because we had basically everything and nothing could hurt us around day 30. That was one of the reasons we stopped playing. The other reason was the constant stutters and freezes I was having and playing only with 20 fps (even with everything on low) because I have an old computer (FX4300 3.8ghz, 8gb ram, GTX 750TI).

 

Now, with the A17 update we came back to play the game with another friend and we are having so much fun!! The game is harder, it's a lot more slow to advance and we love it! Also, I'm getting MUCH better FPS now. I'm playing with almost everything on medium/high and getting 60 FPS constantly with almost no stutter. I had to lower my resolution to 1280x720 to get +30 fps though, but as I play on 1366 x 768 it makes almost no difference at all.

 

Keep up the good work and thanks for this awesome game!

Link to post
Share on other sites
Makes sense for the most part. I wonder just how far away you would have to be for the zombies to then not be able to even try to jump. If it was close enough to jump, but didn't make the jump, would it still be considered "unreachable"? Or what if you made it close enough to that ramp, put up Iron Bars, they try to jump to you, but of course hit the bars. I'd say that is "unreachable", but does the pathing think so? Because if the path is there, I assume that the zombies think it is then reachable, but just needs to destroy the bars, but they can't destroy the bars, because they are mid jump. I actually want to know these things so I don't build things like that, lol. I enjoy the terror of BMs and the chaos that comes with knowing I'm not 100% safe or exploiting the pathing.

 

A fall is a fall. It does not matter if they jumped first or bumped into walls or bars. End path, fall, get mad.

  • Like 1
Link to post
Share on other sites
If they have the burnt zombie effect with the lines running through their body, except green, you'd still see them coming.

 

These are my favourite, new ones are made awesome and with better loot (sometimes). Yes, what you say could work.

Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...