Jump to content

Exp A17 / b208 - Discussion Thread


ricp

Recommended Posts

(for reference the previous build was b199)

 

The release notes are here:

 

https://7daystodie.com/forums/showthread.php?96766-Alpha-17-Experimental-B208-bug-reporting-thread

 

..and that thread should be used for reporting bugs. I've started this thread for discussions about the changes introduced in this new build.

 

For me, it's all about seeing if there has been an improvement in performance. The following items were in "Changed" category...

 

- Decreased sleeper CPU use from movement and collision checking

- Decreased sleeper CPU and garbage by not updating bag or inventory

 

While this was in "Fixed"...

 

- Problem that texture array was not set to low res version when game options were changed

Link to comment
Share on other sites

-Forge and First Aid bandage should no longer be basics

 

What exactly does this line mean?

 

In your crafting inventory you have sections such as weapons, armour, building, etc. There is a basic category that has things like club, axe, arrows, etc. As you could make first aid bandages and forges simply if you had the right resources in A16 those two items came under that basic category, as these things are now locked, they have been moved. Still craftable, just in a different section now.

Link to comment
Share on other sites

Ok. so no performance improvements for me. In a sense I don't get really bad lag spikes in PoI's when the zombies trigger - instead I now just get a constant poor performance in the PoI.

 

The difficulty seems to have been nerfed though. So, from a fresh spawn you can craft an axe (part of the first survival quest chain anyway), take down 4 boulders (ie: each boulder outcrop has 3 "parts" to it, so destroy 4 "parts") then scrap the iron ore in your backpack which will give you enough iron to create the reinforced club. Without a single perk being put into your skills you will now be able to 2 x power blow any "normal" zombie and 3 strike the larger ones.

 

Stone axe swings on boulders are much quicker and drains your stamina much less meaning it's pretty easy to get a reinforced bat within the first (real world) 5 minutes and from that point no (non-feral) zombie should be a risk.

 

In fact overall stamina is drained nowhere nearly as quickly as before and I found I could run (again without any skill perks) for maybe 300m without needing to stop and the max stamina cap hardly dropped whereas in the previous build it was very noticeable and you could maybe run 150m or so without needing to stop.

 

One other thing that might be new is that when you go for a clear area mission from the trader, the zombies that need clearing now appear as red dots on your radar.

Link to comment
Share on other sites

A little more time spent on this build. For me, I find the progression just a little too easy. Now I'm running it on Nomad difficulty and I would run it at higher but the FPS makes that impossible just now, however as it is, and on day 2 I am already at level 12 and the only perks applied are to pack mule to increase my carrying capacity - no extra melee or health buffs (I have the points, I just don't feel I need to spend them at the moment).

 

Essentially find a town (I spawned next to one), and with the reinforced club I noise up all the zombies I find in a "dungeon house" PoI, make your way to the roof (or go outside) and lay into them. I had about 30 zombies all on a fairly small roof space and while laggy it was surprisingly easy to take them all out with the club. Now you can do the maths yourself but 30 x 700XP, and that was just from one PoI. I repeated this over several of these and boom.. level 8 within day 2. As my agility and attacking force increases (via perks - I'll need to spend them sometime!) that XP gain will increase exponentially so I could easily see myself level 20 by day 3 or 4? Level 20 means a forge, iirc. Day 4 forge is roughly a day(ish) behind how long it would take to get to a forge in A16. Whether a forge is as game changing as it was in A16 I honestly can't say as of yet.

 

Not commenting that easier progression is a positive or negative, just that it's noticeable just how easy it is.

Link to comment
Share on other sites

So unless they changed it with this build (and I'm bored at work or I would be playing instead of here), the wood club and iron club do the same damage.

Personally I go the archer route, and between throwing down my campfire and getting to the trader I've got enough arrows that no non-feral is a threat, and I will up you wolf/dog/bear as long as they don't take me by surprise. So no change there.

 

Stamina drain was excessive so that sounds good.

 

Don't think the zeds showing up on radar for clear mission is new. It might have been inconsistent before though, I know it has shown up for my friends but I either hadn't noticed or it didn't...but I've gotten mostly snatch and grab quests.

 

EDIT since you posted again while I was typing this:

Again that is not new for B208. I average 3 levels a day on default settings but I know people who do 4 or 5.

Link to comment
Share on other sites

So unless they changed it with this build (and I'm bored at work or I would be playing instead of here), the wood club and iron club do the same damage.

 

The reinforced club certainly seems to do more damage, and has done since the B194 (imo, anyway) not sure if the stats reflect that but from my experience that's backed up.

 

 

Personally I go the archer route, and between throwing down my campfire and getting to the trader I've got enough arrows that no non-feral is a threat, and I will up you wolf/dog/bear as long as they don't take me by surprise. So no change there.

 

So many arrows though.. so many... I think they need to nerf the number of feathers you get from nests (I'd prefer that to nerfing the number of nests). Especially as you get 1/3 to 2/3 of your arrows back anyway. Interestingly eggs (for bacon and eggs) have finally come into play. It was in A16 of course but it's much more a staple of early game now.

 

I love bows, and the standard bow (not the crossbow or compound) was my go to weapon in A16, I had become quite the deft archer over time. Now though, it's purely down to time management. Spend 5 or 6 arrows taking a zombie out or 2 power hits from the reinforced club? Easy answer. Bows are fun and certainly no harm in softening up a zombie before you melee.

 

Stamina drain was excessive so that sounds good.

 

Certainly seems to be round about the right level for Nomad now. A welcome change I think most will agree.

 

Don't think the zeds showing up on radar for clear mission is new. It might have been inconsistent before though, I know it has shown up for my friends but I either hadn't noticed or it didn't...but I've gotten mostly snatch and grab quests.

 

Ok, wasn't sure with that one. I hadn't spotted it on my other clearing quests but they were done on B194 (or 197 can't remember).

 

Again that is not new for B208. I average 3 levels a day on default settings but I know people who do 4 or 5.

 

I found progression much slower in b194 but then the zombies were harder to kill. Maybe I'm just getting used to it. There has been a bit of an uproar online regarding the locks behind levels and that those levels were hard to get to - some claiming it taking them weeks of ingame time, but on reflection those claims couldn't have been right.

Link to comment
Share on other sites

For me loading the game is much more prone to hanging/crashing.

 

Did you create a new world? While I understand why people would prefer not to, and the time it takes for one to generate, it's the first thing I'd check as I've not suffered any issues loading but that's not to say there isn't an issue.

Link to comment
Share on other sites

Would it be wise to recreate a map and start over? Answer Yes.

 

EDIT: I see on another post Restarting is recommended.

 

Test map so far.... no Skyscrapers?

I would think missing content in the Random Gen world would be a game breaking bug.

 

The fixes for this patch look promising.

Link to comment
Share on other sites

Wood doors are still broken near as I can tell.

 

What is the problem that you are having? I had what I thought was a bug with wooden doors in b199 where I could craft, place and destroy them but just couldn't interact (it showed the highlight text but pressing [F] did nothing). I even posted it in the bug report thread and was surprised nobody else had brought it up.

 

Turns out that my [F] was bound to several things, which shouldn't have mattered - like [F] for the car headlights, and changing it so the only bind was to interact resolved that issue.

 

That might be completely different to what you are suffering but as you didn't expand I thought I'd add this in.

Link to comment
Share on other sites

I'd like to know what diffculty you had it on when you were killing the zombies. Because I was on nomad, on a new world in b208, and when I got my reinforced iron club it took 3 hits to the head to kill normal zombies, and 5-8 for the fat ones, I don't know how you were doing it in 2 hits. I had 3 str at the time I did this.

Link to comment
Share on other sites

I'd like to know what diffculty you had it on when you were killing the zombies. Because I was on nomad, on a new world in b208, and when I got my reinforced iron club it took 3 hits to the head to kill normal zombies, and 5-8 for the fat ones, I don't know how you were doing it in 2 hits. I had 3 str at the time I did this.

 

Nomad level, and as I described above; fresh spawn, mine some iron, harvest some wood, reinforced bat and every normal (700xp) zombie was taking a first power attack that knocked them down, and a second to finish them. This is without a single perk added. I'm obviously aiming for headshots but I'd expect you are too. Can't think why you haven't experienced the same as me.

Link to comment
Share on other sites

Nomad level, and as I described above; fresh spawn, mine some iron, harvest some wood, reinforced bat and every normal (700xp) zombie was taking a first power attack that knocked them down, and a second to finish them. This is without a single perk added. I'm obviously aiming for headshots but I'd expect you are too. Can't think why you haven't experienced the same as me.

 

Weird usually takes me 2 hits with a reinforced club to down a normal zombie and the 3rd kills it.

Link to comment
Share on other sites

Stone Axe feels much better now that it's not so slow. Stamina drain is still an issue, but that's what buffs are for. I am REALLY glad they made the stone axe great again, because in several starts I've never found an iron pick in loot or at the trader. I still think gathering should give more XP, to make it viable early-game. Right now the meta still favors hunting down every zombie and raiding POIs.

Link to comment
Share on other sites

What is the problem that you are having? I had what I thought was a bug with wooden doors in b199 where I could craft, place and destroy them but just couldn't interact (it showed the highlight text but pressing [F] did nothing). I even posted it in the bug report thread and was surprised nobody else had brought it up.

 

Turns out that my [F] was bound to several things, which shouldn't have mattered - like [F] for the car headlights, and changing it so the only bind was to interact resolved that issue.

 

That might be completely different to what you are suffering but as you didn't expand I thought I'd add this in.

 

I didn't think of that. I'll give it a try in a bit and see if that fixed my problem. Thanks. Overall same issue. I can craft, place and destroy the doors, but not open them. Holding F doesn't pop up the radial menu either.

Link to comment
Share on other sites

Ok. so no performance improvements for me. In a sense I don't get really bad lag spikes in PoI's when the zombies trigger - instead I now just get a constant poor performance in the PoI.

 

The difficulty seems to have been nerfed though. So, from a fresh spawn you can craft an axe (part of the first survival quest chain anyway), take down 4 boulders (ie: each boulder outcrop has 3 "parts" to it, so destroy 4 "parts") then scrap the iron ore in your backpack which will give you enough iron to create the reinforced club. Without a single perk being put into your skills you will now be able to 2 x power blow any "normal" zombie and 3 strike the larger ones.

 

Stone axe swings on boulders are much quicker and drains your stamina much less meaning it's pretty easy to get a reinforced bat within the first (real world) 5 minutes and from that point no (non-feral) zombie should be a risk.

 

In fact overall stamina is drained nowhere nearly as quickly as before and I found I could run (again without any skill perks) for maybe 300m without needing to stop and the max stamina cap hardly dropped whereas in the previous build it was very noticeable and you could maybe run 150m or so without needing to stop.

 

One other thing that might be new is that when you go for a clear area mission from the trader, the zombies that need clearing now appear as red dots on your radar.

 

It's not new it was before

Link to comment
Share on other sites

Acid is a lot more common. Still absolutely no beakers to be found :/. It also fixed a console glitch that hit during horde night.

 

They tweaked the Wheel recipe.. but honestly, I couldn't tell what they did. Still a stupidly expensive part.

 

My only issues that really remain at this point is that larger animals are too scarce by a smidge, and beakers continue to be STUPIDLY rare. Level 56 and only one beaker for the campfire, gunpowder and glue are freaking premium items.

Link to comment
Share on other sites

New world and decided to raid a multi level hotel. Fantastic POI btw, lots of interesting paths, a couple surprises, but the most interesting part - i found a MAGNUM O_O It's been a while since i saw that weapon...

 

Guns are REALLY common. So many, in fact, I keep offing them to the trader to the point where he won't buy more, so I had to rent a vending machine. Zombie drops seem to have increased (I love the new backpack!), but mods are insanely rare. VERY rare. These need to be tuned up a bit, because these are supposed to be the 'new flavor' in a17, and its kinda absent.

Link to comment
Share on other sites

Acid is a lot more common. Still absolutely no beakers to be found :/. It also fixed a console glitch that hit during horde night.

 

I was getting getting beakers from air drops, damn near every crate, only place I found em.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...