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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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So I can build a 4 block high concrete wall around my base and on each side put 2 vertical wooden frames at ground level and put a blade trap and gun turret behind each one and I am all set?

 

Well, I heard one of the new zombies is called Big Mac. When a Big Mac attacks, he throws petrified French Fries that are harder than steel. Some are covered in a "Special" sauce that knocks out all electrical systems and causes the player you gain 50 kilograms of fat if hit.

 

Its the end of the world as we know it.

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Eating restores your current max stamina levels. As you get hungry your current max stamina will drop. I will have to check again and see what effect food has on health in A17.

 

In A17 there are these values shown in two bars:

 

Current stamina, current max stamina, total max stamina.

Current health, current max health, total max health.

 

As you get hungry a black space grows on the far right of your stamina bar reducing your current max stamina. This represents your hunger and you can get your max stamina restored to 100% by eating. Thirst is represented by how quickly your current stamina replenishes up to its current max. If you are well hydrated your stamina will replenish faster than if you are thirsty.

 

So someone who is hungry but well hydrated and who just sprinted until their stamina zeroed out would replenish stamina back up to their current max of 45% and could sprint again relatively quickly. If that character ate some food their max stamina would increase back up to 100% and they would be able to sprint for longer before their stamina ran out.

 

The health bar works similarly but I can't recall the specifics on what type of damage reduces your current health and what reduces your current max health and what exactly restores those values. Of course Kinyajuu or Gazz could explain it in detail...

 

Need time to adjust, but sounds reasonable. Sounds scarry, as all new thing, but seems clean, and plain, simple.

But im realy interested what is the concept in losing and heal max hp as the gain max hp is explained for me (ok, the loosing part is to).

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So you wouldn't want a medic or cooking skill that makes healing or buffs more efficient? =)

 

Plz =) ;) Farming need some love from xp-side to.

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Zombies learned about block downgrades today. Yes, wood block + frame = more damage required to get to the brains. Good zombies.

 

Its sacrry, if u die, you get som realy good skills, like architect, and u can tell, just the look where are the weak points... (i know its game mechanik, still funny, they are more well educated as some of the players) They are fully aware what can hurt them and avoid it (traps moats etc) slowly they turning some super muntant, and poor "Z"-s gone away 4 ever :distress:

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Zombies learned about block downgrades today. Yes, wood block + frame = more damage required to get to the brains. Good zombies.

 

Development is so fun, and curiosity is pain if you are not developer but user like me. But still adding to your pain. On Horde night, One Zombie attach a Door (let say that). and then 2 other zombie try to reach there but won't, will they spread to next easy wall around or they get in line for same piece i.e. do zombie see other zombie as Obstacle to reach brains ? what if they just downgrade a piece will they switch if other piece in some radius got even weaker say by other zombie?

 

- - - Updated - - -

 

But really you are making game much better for sure. Thanks for it.

 

- - - Updated - - -

 

So I can build a 4 block high concrete wall around my base and on each side put 2 vertical wooden frames at ground level and put a blade trap and gun turret behind each one and I am all set?

 

You are until blade trap is broken.. :).

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I don't get why people care so much about the water. Other than to draw from it to drink what use does it have? I mean sure you can make a moat with it, but it still works fine once its filled. I personally never use moats because you cant shoot into them at all. I do get that it would be nice if it flowed faster, it kinda reminds me of a slime. Unsure how water in minecraft works, I don't have it and never really played it. Well I looked it up, thats pretty much how water in 7dtd works the only diffrence is it seems to happen MUCH faster in minecraft than 7dtd. Takes forever in 7dtd for it to spread.

 

it looks like absolute garbage, nothing but a huge black stain that changes its color when the distant rendering kicks in

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So I can build a 4 block high concrete wall around my base and on each side put 2 vertical wooden frames at ground level and put a blade trap and gun turret behind each one and I am all set?

 

It also depends on their distance to blocks, since distance has a penalty, so they may ignore a weak block if it is far away.

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do zombie see other zombie as Obstacle to reach brains ? what if they just downgrade a piece will they switch if other piece in some radius got even weaker say by other zombie?

 

Obstacles, not yet, but we have talked about push force helping front zombies. I've seen cases where climbing other zombies might work (needs to not look ugly). Zombies repath on a regular basis, so as blocks change or take damage they will change their target.

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I second this question, I have the same issue and it gets pretty bad. The same happens in the inventory; whenever I try to drag an item there's a slight stutter between the movement of the mouse and when it actually grabs it, whereas the rest of the game runs smoothly.

 

I never understood the point of downgrades anyway. Seems like life as a programmer would be easier if once a block is upgraded its durability is all it has. It gets destroyed it goes poof instead of being replaced by the block it was before. Seems more realistic and easier to program.

 

Edit: Also it would fix the weird affect of hacking at a locked door and it getting worse and worse looking until the "locked version" goes poof and a perfectly undamaged unlocked version shows up in it's place.

Edited by Gnomaana (see edit history)
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I have a question regarding the new 'wellness'-system. I understand that the amount of hunger you have determines the temporary max. value of your stamina, and that by eating this max stamina amount gets increased towards the 'total max'-value.

 

How does this work for health? What determines the 'temporary max' value? Hunger too?

 

I did some research into this and I believe it’s okay to share since the system has been revealed. Keep in mind that some of these particulars could change after some testing.

 

There are three levels of injury:

 

1) current HP: this works as it does now. Your health bar will deplete as you take injury and if it reaches zero you die/pass out (however you like to think of it). HP recovery back to your current max is accomplished by pain pills, eating, and time. Players will have a natural recovery rate that is affected by thirst.

 

2) current max HP: a percentage of damage you incur will damage your current max HP. This represents lasting bruises and cuts. You can recover this damage using bandages and first aid kits as well as natural regeneration as long as your current HP = your current max.

 

3) Fortitude damage: This damage lowers your total possible HP and is incurred by debuffs such as a broken bone. This damage can only be repaired by doing whatever is necessary to remove the debuff.

 

Example:

 

As a high level character my total possible HP is 145. During the recent Horde night I took several injuries that lowered my HP to 50 and my max HP to 95. On top of that I broke my arm and got a deep gouge requiring a splint and stitches respectively which gave me a fortitude penalty so that now my highest total possible is only 120 until I apply the splint and stitches and give it some time.

Edited by Roland (see edit history)

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I did some research into this and I believe it’s okay to share since the system has been revealed. Keep in mind that some of these particulars could change after some testing.

 

[...]

 

Sounds good. Carry on.

Edited by Roland (see edit history)

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Snip

 

Example:

 

As a high level character my total possible HP is 145. During the recent Horde night I took several injuries that lowered my HP to 50 and my max HP to 95. On top of that I broke my arm and got a deep gouge requiring a splint and stitches respectively which gave me a fortitude penalty so that now my highest total possible is only 120 until I apply the splint and stitches and give it some time.

 

So to clarify each step you laid out here:

 

At the end of the night you can get from 50 (Current) to 95 (Current Max) with pain pills, eating and time.

To get from 95 to 120 (Fortitude Damage) with first aid kits, bandages and time.

To get from 120 back to your original Max of 145 you need to cure the Fortitude Damage.

 

Is that correct?

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One thing that I am not sure about is health and eating. Ok. I eat till I am full and I got full health. Will my peep's health start dropping the moment hunger drops from 100 to 99. Or will it stay up for awhile since I am already full?

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One thing that I am not sure about is health and eating. Ok. I eat till I am full and I got full health. Will my peep's health start dropping the moment hunger drops from 100 to 99. Or will it stay up for awhile since I am already full?

 

It does seem that way.

 

The one thing I have seen that they seem to be encouraging is eating a large meal near max.

 

So at 99 you eat a beef stew and your hunger will be 159 out of 100.

 

And your HP will not move until it gets back to 99.

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It does seem that way.

 

The one thing I have seen that they seem to be encouraging is eating a large meal near max.

 

So at 99 you eat a beef stew and your hunger will be 159 out of 100.

 

And your HP will not move until it gets back to 99.

 

So, simulating fat and the energy that your liver can store up.

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I never understood the point of downgrades anyway. Seems like life as a programmer would be easier if once a block is upgraded its durability is all it has. It gets destroyed it goes poof instead of being replaced by the block it was before. Seems more realistic and easier to program.

 

Edit: Also it would fix the weird affect of hacking at a locked door and it getting worse and worse looking until the "locked version" goes poof and a perfectly undamaged unlocked version shows up in it's place.

 

+1 to this idea about blocks just being able to upgrade. This will be done in a mod if nothing comes of it ;)

 

I also wouldn't mind adding the need to obtain a drill if you upgrade a concrete block to reinforced and steel. Ill need to test it out first but should be a fun experiment none the less.

Edited by Tin (see edit history)

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So to clarify each step you laid out here:

 

At the end of the night you can get from 50 (Current) to 95 (Current Max) with pain pills, eating and time.

To get from 95 to 120 (Fortitude Damage) with first aid kits, bandages and time.

To get from 120 back to your original Max of 145 you need to cure the Fortitude Damage.

 

Is that correct?

 

Yes. That's the basics. Time will only help your current max increase if your HP is topped out to the current max. If it is lower then you get no regen on your current max. Perhaps if a dev notices this and wants to clarify further they can.

 

One thing that I am not sure about is health and eating. Ok. I eat till I am full and I got full health. Will my peep's health start dropping the moment hunger drops from 100 to 99. Or will it stay up for awhile since I am already full?

 

It does seem that way.

 

The one thing I have seen that they seem to be encouraging is eating a large meal near max.

 

So at 99 you eat a beef stew and your hunger will be 159 out of 100.

 

And your HP will not move until it gets back to 99.

 

No. Hunger damages stamina not HP. Eating will have some limited healing effect as it does now to current hp but when you get hungry again it won't damage your HP. It will cause your current max stamina to degrade. BTW, fortitude is the attribute associated with health. Agility is the attribute associated with stamina. You can take agility damage as well which would cause permanent total stamina loss until whatever status effect causing it was removed (e.g. dysentery, infection, food poisoning, etc).

 

And here's the kicker....as far as I can tell attribute damage won't be automatically healed after death. If you need a splint before you die you still need to find one after you die and respawn if you want your fortitude damage to be healed so using death to solve your problems will no longer be a viable strategy. In fact, death and respawn may cause other penalties in addition....

Edited by Roland (see edit history)

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Snip

 

No. Hunger damages stamina not HP. Eating will have some limited healing effect as it does now to current hp but when you get hungry again it won't damage your HP. It will cause your current max stamina to degrade. BTW, fortitude is the attribute associated with health. Agility is the attribute associated with stamina. You can take agility damage as well which would cause permanent total stamina loss until whatever status effect causing it was removed (e.g. dysentery, infection, food poisoning, etc).

 

And here's the kicker....as far as I can tell attribute damage won't be automatically healed after death. If you need a splint before you die you still need to find one after you die and respawn if you want your fortitude damage to be healed so using death to solve your problems will no longer be a viable strategy. In fact, death and respawn may cause other penalties in addition....

 

Thank you for the clarification!

 

And I really like that death does not get rid of the conditions. No more suicide to fix broken legs for a lot of people looks like.

 

Added:

 

I also like that first aid bandages are no longer healing potions.

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Thank you for the clarification!

 

And I really like that death does not get rid of the conditions. No more suicide to fix broken legs for a lot of people looks like.

 

Added:

 

I also like that first aid bandages are no longer healing potions.

 

It's been a long time coming. I think this could also allow more options for differentiating between difficulty levels as opposed to just increasing zombie HP. At easier levels the penalties could be more forgiving and maybe death does erase the penalties so that newer players don't start down a death spiral they can't recover from and at harder levels the penalties are more severe.

 

This also allows for more specificity in injury and the effects they will have and more ways to treat those wounds other than a generic first aid bandage.

 

You can see that the concept of "Wellness" is now going to be the sum total of your stamina and health levels (both total and current) and any and all status effects that may be damaging your attributes as well as any wellness related perks you might pick up.

 

And, finally, improving the overall wellness of your character is going to be more of a quest of diverse actions and not at all a simple function of spamming meat stews while chilling in the snow biome....

Edited by Roland (see edit history)

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It's been a long time coming.

 

Snipped for space

 

And, finally, improving the overall wellness of your character is going to be more of a quest of diverse actions and not at all a simple function of spamming meat stews while chilling in the snow biome....

 

I agree and am looking forward to this more robust system of your character's well being!

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It's been a long time coming. I think this could also allow more options for differentiating between difficulty levels as opposed to just increasing zombie HP. At easier levels the penalties could be more forgiving and maybe death does erase the penalties so that newer players don't start down a death spiral they can't recover from and at harder levels the penalties are more severe.

 

This also allows for more specificity in injury and the effects they will have and more ways to treat those wounds other than a generic first aid bandage.

 

You can see that the concept of "Wellness" is now going to be the sum total of your stamina and health levels (both total and current) and any and all status effects that may be damaging your attributes as well as any wellness related perks you might pick up.

 

And, finally, improving the overall wellness of your character is going to be more of a quest of diverse actions and not at all a simple function of spamming meat stews while chilling in the snow biome....

 

More good news!

It really is coming together now, isn't it :D

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Leaked Screen!

 

Oh! They got rid of the xp bar. Great news!!!

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So... with this min/current/max system that's going on...

 

Will the enemies health bars also have little health bars inside them?

 

Sorry, couldn't resist either :-)

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