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Thread: Developer Discussions: Alpha 17

  1. #121
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    Quote Originally Posted by spacepiggio View Post
    I like the idea of a BM but not every 7 Days, 7 DTD has to do with the Virus & finding an antidote. Maybe once a month or 3 months game time, just have the BM make the ZEDS go CRAZY & not make a bee line to your base to destroy it. I do not want my player or base to be a ZED Magnet.
    I like the concept of a BM but would like to change how it is implemented or to turn it off IE: T/F.
    I want the ZEDS AI to control the game based on my actions in the game. What good is ZED AI & STEALTH implementation when we are a ZED MAGNET. This has been a problem ever since A6 when our bases were constantly getting destroyed. Remember going to towns & the ZEDS completely tore it up before you even got there. That has been the problem the whole time & the BM in my opinion has just complicated the problem.
    Until the ZEDS AI & the PLAYERS ACTIONS that interact with that AI is fixed & working properly I think the BM should be on the back burner.
    The PLAYER or his BASE can not be the magnet that draws a ZED, the actions of the player has to be the trigger to attract ZEDS.

    BM mechanics targeting your player is fine. If you don't want your base attacked, don't hide in base.

    IMO, the only problem with the BM mechanics is that 7 days @ 22:00 is too predictable. Predictable is boring. Random Blood Moon occurrences would be much better.

  2. #122
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    okay I'm back and not much talk on this thread
    https://7daystodie.com/forums/showth...l=1#post734430
    except a comment from Darkfoxx117 Thanks Darkfox

    Well onto some other matters I have bolstered concerns about in other threads

    4. balance balance balance.... okay I have changed more xml's in this alpha build than any other previously 36 different files and over 1,500 different xml's. mainly because of balance.
    Lets start off with blocks the cost to make vs the cost to repair them.
    I'll use flagstone and cobblestone as an example
    flagstone cost 3 cobblestone to make to repair if damaged below 100% cost to repair 5 cobblestone.
    upgrade flag to cobblestone block cost total 12 cobblestone if damage is lower than 100% cost to repair 15 cobblestone.
    It should Never cost more to repair than to build a block so I changed my repair percentage from 100 per item to 300 per item.
    Yes I know you can destroy it all the way and get some mats back than make it a new again but really this is just a time sink.
    If this is the way you want it than remove repairing all together.
    But since it is in the game it should remain cheaper to repair.

    4.a. balance again what is going on with the skills vs tools vs mats return?
    Can you all sit down figure out what it cost to make everything then figure that to be a 100% total of max tools and skills as a return.
    After that work backwards and figure out the starting mats percentage and the increments per tool and skill.
    We have had discussion's on this point over the past few months and figure it would provably be better to separate tools into speed and stamina cost and the skills as the material costs.
    There seems to be too much cross over and the returns eventually become much greater the the cost to make the items.

    4.b. Hordes and their progression being equal through out all (meaning wandering, screamer, Bloodmoon, and sleeper hordes)
    Really it becomes ridiculous in later stages where it is all feral runners and irradiated everywhere.
    I can see this being a major issue on servers for new players especially the sleepers, making it impossible to loot anything with just a bow and club.
    The constant ramp up is a bit much in later stages of the game.
    I understand wanting to make it harder as you progress but the predictable constant running bullet sponges does not seem to be the answer.
    Here is something else I changed every single horde spawn in the game I gave percentages of being feral/irradiated vs normal and mix and matched them so that later stages weren't as predictable.
    Bloodmoon and screamer horde settings changed to sometimes I would get walkers and a few runners or irradiated and sometimes I would get just runners sometimes I would get just walkers etc.
    Sleeper setting mostly I edit out a lot of feral and irradiated and added more walker types throughout mid to late stages and I gave a .001% of a feral or irradiated being spawned inside a POI.
    Who wants to go loot when every single sleeper spawn is either a feral or irradiated. It just doesn't work for looting purposes especially for servers. Lets give the new comers and weekend warrior players a fighting chance to get loot.
    Plus there is always that 1 or 2 items you can never get and are searching forever to find. Atleast that is always the way it is for me.

    4.c. Wolves (reg. and Dire) dogs and snakes and vultures Lets tone down the volumes they spawn in please I do not need to turn around every 2minutes and see one of these nearby.
    I know they are new features and like all Dev's you want to say hey look at this look what we made cool right and then you go overboard and have them everywhere.
    When in all seriousness these things should be fairly sparse to create a more "OH CRAP" moment instead of mass populating them to be a novelty and an annoyance.
    So i changed the spawn rates I removed the invisible animal hack and added all animals to both friendly and enemy columns eliminating some from certain biomes and lowering percentages of them spawning. I raised the chicken and rabbit percentages throughout except for the snow biome. no chickens and very few rabbits here
    Why? Because I hardly notice these animals unless they are on the roads or in the snow area and it was the only way to balance everything out with the way the xml is coded now.

    Okay I rambled on as per usual and am once again going to leave you all to comment or not and chew on these things for a bit.
    I'll return and add more later I do not want to write a complete list as it would provably take up 5 pages.
    Last edited by Wardronex; 09-19-2017 at 10:44 PM.

  3. #123
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    Maybe extend modding ability?
    add option to adding own models, script.
    Let us to add blocks more then 2047.
    Add new classes like car or something flying. Mining cart.
    Extend attak\defence type like energy, electric, fire, etc.

  4. #124
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    Quote Originally Posted by Sergant1000 View Post
    Maybe extend modding ability?
    add option to adding own models, script.
    Let us to add blocks more then 2047.
    Add new classes like car or something flying. Mining cart.
    Extend attak\defence type like energy, electric, fire, etc.
    And...

    Please provide a way to track and query a damage source via a buff that's being applied. i.e. when I'm hit, who hit me, and does my attacker have XYZ buff?? Where XYZ would be the name of the buff.

    And...

    It'd be nice to have the same for a target. i.e. when I hit someone, who am I hitting, and does my target have a XYZ buff? Where XYZ would be the name of the buff.

    And then more BuffIf functionality. Seems very limited right now.

  5. #125
    Super Moderator Roland's Avatar
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    Quote Originally Posted by Jackelmyer View Post
    Storage is completely functional right now. Would put it on a back burner for now if I were TFP.
    Oh it is. In fact it's not even on the back burner of the main stove. It's on a rusty old burner on the back porch that is connected to an empty propane tank and the regulator probably needs replacing as well...

  6. #126
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    A rake

    a rake tool, cut grass fast ........


  7. #127
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    Quote Originally Posted by Linreche View Post
    a rake tool, cut grass fast ........

    [img width=300]https://i.imgur.com/gB4Sr44.jpg[/img]
    A rake is not used to cut grass, it's with a hoe. The rake is used to pick it up after being cut.

    Attachment 22725

    Also a garnening scissor is used to remove the tall grass.
    Attachment 22726

    Words of a former gardener.
    Last edited by Magneto555; 09-20-2017 at 12:14 AM.

  8. #128
    Leader Royal Deluxe's Avatar
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    Quote Originally Posted by Magneto555 View Post
    Words of a former gardener.
    ????
    WTF American Grass must be different to European

  9. #129
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    Can we have a Geiger counter mod on sentry guns\motion sensors to detect and target only irradiated zombies pls? ;-)

    Also flame thrower traps.

  10. #130
    Gray Thematic Gipothegip's Avatar
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    I... um...

    1 - Spain's not in America.

    2 - I've never used a hoe or a rake to cut grass. Scythes like the one Royal pictured would be more accurate for a manual tool.

  11. #131
    Super Moderator Roland's Avatar
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    What is this? The sixteenth century? I've never cut long grass with any of those thanks to whoever thought of putting fishing line on a spinner and hooking it up to a motor....

  12. #132
    Reconstructionist ualldierealgood's Avatar
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    Quote Originally Posted by Roland View Post
    You lost me at Aluminum...

    Nitrate is harder to find than a nonexistent ore in the game? Read the ingame journal for mining. I think it will help.
    Just on that Roland the journal needs to be updated. Last time we checked it listed wrong biomes for ores eg snow for nitrate when its actually the burnt biome

  13. #133
    Gray Thematic Gipothegip's Avatar
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    Quote Originally Posted by Roland View Post
    What is this? The sixteenth century? I've never cut long grass with any of those thanks to whoever thought of putting fishing line on a spinner and hooking it up to a motor....
    So no love for the guy who put blades on wheels?

    Old school push mowers never get any love

  14. #134
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    Quote Originally Posted by Gazz View Post
    Need bear parachutes, though, so you can have drop bears. Airborne!
    How cool would it be if you open your supply crate and... "SURPRISE BEAR!"

  15. #135
    Colony Founder JaxTeller718's Avatar
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    Quote Originally Posted by Roland View Post
    What is this? The sixteenth century? I've never cut long grass with any of those thanks to whoever thought of putting fishing line on a spinner and hooking it up to a motor....
    Hmmmm then what is THIS!

    Attachment 22727

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