Go install Alpha 15 and try it out. It was honestly a better game. 7 Days To Die |
- Go install Alpha 15 and try it out. It was honestly a better game.
- Console
- 5 things in Alpha 17 that give me some concern
- I have ideas for armor revamp. Thoughts?
- Recommended mods for dedi server
- Texture streaming - the reason TFP upgraded to Unity 2018
- 7 Days To Die: Amazing Tree Top Base Build Design Alpha
- Mod that increases the difficulty as the days progress?
- So blood moon hoards come after the player or the base?
- Dropped loot, converted to a block
- What one programmer can do in one month, two programmers can do in two months.
| Go install Alpha 15 and try it out. It was honestly a better game. Posted: 06 Sep 2018 11:33 PM PDT In Steam, right click 7DTD in library, select properties, go to betas and select the final build of Alpha 15. Be sure to create a backup of your entire game file prior to doing this. Alpha 15 had roaming zombies with adjustable density. It had a working stealth system where zombies would sense you before actively hunting you. Smell worked, and if you walked into a town with meat on your belt, 50 zombies were going to aggro at once. Oh and when a zombie was on you, it walked directly the fuck at you. They walked over stumps, beat their way through walls at the point closest to you, Spider zombies were actually still terrifying because the climbing worked, and horde nights were way way way better in terms of loot, wave spawning and zombie count. Compare that to Alpha 16. We got electricity. We got... buggy sleepers. We got animals, which I do like, however the snake is horribly done. Horde night got adjustable density, however it appears to not work properly. AI is horribly broken, smell is broken, and the stealth system was "upgraded" to a broken shell of itself. The perk system is slightly better, but still really incomplete (16 versions without an archery perk). Instead of waiting impatiently for Alpha 17, which promises a lot but my faith is low for, go back to Alpha 15 and rediscover what this game was like when it was good. [link] [comments] | ||
| Posted: 06 Sep 2018 04:51 PM PDT | ||
| 5 things in Alpha 17 that give me some concern Posted: 06 Sep 2018 07:19 AM PDT With in reality just one proper Alpha 17 video from Madmole, we're left with ... an information gap. Still, a week ago I was thinking about some of the good things I saw in Joel's play. But I also noted some things I had concerns with. Not necessarily something which sucks and makes me rage, but things that I'd hope gets another pass through and either with more information released, or tweaked after discussions with the community. Lengthier video talk-through --> https://www.youtube.com/watch?v=LFv19UALMdk&&list=PL5Z54hiemOAthIdMmkCrAqrUH8szXLuzr 1) No Corpse Loot? I heard a lot of pros, and cons on that one. My main one is that killing gets less satisfying if there is no loot, and reduces resource gathering to looting containers. The problem is that having zombies with loot is not less, but more realistic than magically respawning containers. And the world, especially playing with some friends, can get quickly pretty empty of loot if you set respawns to "never". In A16 vs A15, I also found myself enjoying killing and looting zombies more in A15, as the loot was better. It was rebalanced, but I think reduced way too much. 2) Stunned vs DEAD With no looting, it seemed very hard at many times to see if a zombie was truly dead, or just stunned. That was always a bit of a problem previously, one would hover over and see if the "loot corpse" would show, and if not, whack again. Now, with no looting, you won't know. Solution seems straight forward though, give the zombie a slight movement or twitching. It's stunned after all, not destroyed. 3) Clumsy Melee This I have to say really concerned me in earlier A17 showcases, the melee seemed way clumsy, not fluid, the hitboxes and animations seemed off. In the D1 video, it seemed as bad. It just doesn't look or feel right. I'm not sure how it could be fixed though, but relooking hitboxes, maybe even the animation (it feels like you hit 50 cm in front, when the zombie is 1 meter away and gets damaged). Am I the only one who felt it didn't quite look like a satisfying melee the way it currently worked? 4) Too few Zombies! This was a problem in A16, and seems to be equally bad in A17. Watch Joel's video as he wanders around and he seems maybe a couple or three roaming zombies, the rest all seem POI spawns. We really need a way to increase this, even at expense of performance. Joel walks through the town, and there's no zombies. It's a ghost town, not a zombie town. Maybe that's TPF vision, but I loved in A15 and earlier being able to boost the spawns to see a lot of roamers I had to destroy in towns before I looted. 5) Overfocus on Graphics I love new graphics stuff, blocks, hd textures, lighting, objects and what have you. But it seems as if 50 % of the effort was spent on graphical improvements, with 25 % on POI work, 15 % on tweaking existing systems (health/stamina, loot, etc), and 10 % new gameplay content like the jeep/mc. Appearances, which doesn't necessarily mean that's how they spent the time btw. Nothing wrong with looking prettier, but if it plays effectively the same as A16, it's nice for new players picking the game up, but why would A16 players go back to a prettier A16 which doesn't have gameplay extending content like bandits, npc communities, new electricity items, new zombies and so on. Probably not, is what I keep hearing from people. So yeah, if A16 looked like A17, I think it'd been great. But I have a big concern that people "barely" waited 12 months for A17, and with insufficient new content extending gameplay, even fewer will consider waiting another 12 months just to see something interesting enough. Loving the game, but Single Player has it's limitations, and I want to have people playing with in multiplayer too, and everyone seems to be running away :P /Vedui :) [link] [comments] | ||
| I have ideas for armor revamp. Thoughts? Posted: 06 Sep 2018 10:14 AM PDT It's kind of sad how there are several different armor types programmed in, yet we just go for the heavy bandit or plate armor because 'it's the best', and you can still stealth in any set of armor. I believe armor should be situational, and a tactical choice when preparing for leaving the base. Here is what I have come up with, and I will be happy to hear any of your thoughts on this. Cloth armor - Silent, low defense, no movement or stamina penalty Ideal for quiet exploration and stealth kills Leather armor - Silent, medium defense, slight movement and stamina penalty Ideal for day-to-day exploration and combat Bandit armor - Silent, high defense, moderate movement and stamina penalty Ideal for dungeons, buildings with close range combat Chain Mail armor - Noisy, high defense, no movement or stamina penalty Ideal for running around on Horde night Plate armor - Noisy, very high defense, medium movement and high stamina penalties Ideal for front-lining the horde, external repairs [link] [comments] | ||
| Recommended mods for dedi server Posted: 06 Sep 2018 05:20 PM PDT Hello, my friends and I are fairly new to the game and just started our second playthrough on a random gen map after doing navezgane. We have a dedi server through gameservers dot com. I just noticed there are a few mods offered by the host "BCManager, CompoPack, Valmod Overhaul, Allocs Fixes, Server Update (4-25-18)". I'm not sure what version the game is on by default. Are any of these considered must-haves? Will the server need to be wiped to install them? Thanks! [link] [comments] | ||
| Texture streaming - the reason TFP upgraded to Unity 2018 Posted: 06 Sep 2018 03:07 AM PDT https://youtu.be/S4c7ngCmnfI?t=655 So basically one of the reasons for the delay is because they upgraded to Unity 2018, which has enabled texture streaming. This means that the massive memory problems are solved - meaning that there's now almost no limit to the amount of weapons and armor and other models with texture that can be added to the game. I'm not sure about their plans to add new weapons but at least the possibility is there now. I don't know about anyone else but that's the main thing I want from this game - a huge ARPG style variety of guns and melee weapons to loot as you explore. I really hope this means they'll enable the steam workshop by the time the game is released. Community created weapons and texture packs would seriously enhance this game's replay value. [link] [comments] | ||
| 7 Days To Die: Amazing Tree Top Base Build Design Alpha Posted: 06 Sep 2018 08:57 AM PDT
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| Mod that increases the difficulty as the days progress? Posted: 06 Sep 2018 06:07 AM PDT Is there a mod out there that allows the game to progressively get harder as the days go by? Example the first week will be on the Scavenger difficulty then by about day 50 it's on the Insane difficulty? [link] [comments] | ||
| So blood moon hoards come after the player or the base? Posted: 06 Sep 2018 09:49 AM PDT If the player is it good to make fortafacations away from your base and hide? [link] [comments] | ||
| Dropped loot, converted to a block Posted: 06 Sep 2018 05:49 AM PDT I wish the devs read this. Wouldnt be amazing if dropped loot after a time gets converted to a block that allows for that loot to be recovered? [link] [comments] | ||
| What one programmer can do in one month, two programmers can do in two months. Posted: 06 Sep 2018 02:21 AM PDT That's why its taking so long. They hired more people thats why it takes years for this game to eventually get better. btw, even if A17 ever comes out, we will have almost nothing to do after day 30. We are not getting boats, flying vehicles, npcs, bandits, fractions, more weapons/tools, clothes, zombies, maps, workshop support etc. Sleepers are still broken and swimming probably also will be pain in the ass as long with almost every feature in game cause developers dont play their own game. They don't hire game testers cause why would they have to make a good product? It's better to spend over 5 years in Alpha and get mad when people say their game is fxcking brxken. [link] [comments] |
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