7 DAYS TO DIE: ALPHA 18 | EASY ZOMBIE POOL HORDE BASE | 7 Days to Die Alpha 18 Gameplay

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Published on ● Video Link: https://www.youtube.com/watch?v=fDV2MsjT1-c



7 Days to Die
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Duration: 34:14
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With BARBED WIRE GONE we need to find another way to control ZOMBIE RUNNING SPEEDS... So it's time to send them to the local pool to get them to COOL OFF!

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The BRAND NEW ALPHA 18 comes with a raft of changes completely overhauling the 7 Days to Die experience.

New weapons, new graphics, new worlds and new optimisation means the game has taken a giant leap forward!

Hey Survivors,
We are proud to announce that the ‘Alpha 18 Streamer Weekend’ is finally here. We have partnered with over 130 streamers from 27 countries.

We will be running the Streamer Weekend event from Friday, October 4th starting at 12 pm CST through Sunday, October 6th. Expect a public experimental to follow sometime Monday afternoon October 7th.

Many will be streaming all weekend and giving away Free Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours.

Alpha 18 is finally here! To make Alpha 18 a great build we combed through hundreds of community reviews and forum posts to compile a large list of the most common Alpha 17 feedback. You spoke, we listened, and committed a ton of effort and resources to address what the Team and Community felt needed improving.

We think folks will notice this effort and believe Alpha 18 to be by far the most impressive version of the game to date. And, we suspect you’ll come back.

XP Earning & Balance
We had a lot of feedback from Alpha 17 on how XP was was mostly earned by Zombie Kills, making play styles other than ‘Killers’ invalid as you could only level up by killing zombies. In Alpha 18 we streamlined and balanced the ways players earn XP to support multiple play styles and supporting rolls. These include XP for Killing Zombies, Completing Quests, Harvesting Resources, Mining, Upgrading Blocks, and more.

There are many ways to play the game, but we believe players primarily play as one or more play-style archetypes that we have identified as The Killer/Looter, The Quest/Builder, The Builder/Gatherer, and/or The Miner.

The testing team painstakingly played build after build purposely playing as these archetypes and collecting XP earning data, recording and analyzing the results, and working with the game designers to re-balance. We believe the game now supports all the current play-styles. We plan to collect telemetry data in the future to help us further improve this aspect of the game.

Stamina Balance
TFP also heard a lot of A17 feedback about how starting player stamina was too low, and player stamina drain made actions like harvesting, mining, and running a grind and a chore.

We’ve reduced stone axe stamina costs, so a new player can get started harvesting resources and not be interrupted with low stamina alerts. Many other primary attack stamina costs have been reduced. Power attacks still have a hefty cost, but also a reward. Armor perks and mods now reduce stamina and movement penalties as well. There are perk books in loot that reward stamina for kills.

We changed encumbrance so players start with a larger backpack in new games so the penalty is less when your inventory fills up. We also added deep pocket mods to allow you to carry more without being encumbered, which doesn’t require you to perk into pack mule.

Optimizations
We had a lot of feedback from Alpha 17 on how performance was lower than Alpha 16. We have made many changes to improve performance including:

Occlusion System – We engineered a proprietary new occlusion system that stops the rendering of chunks, block entities or trees that are onscreen, but not visible to the player. This will often greatly increase your FPS, especially in indoor areas. The new system does add some minor popping artifacts, where occluded objects may take a moment to appear. Occlusion can be disabled in the video options if desired.
Incremental Garbage Collection – We updated to Unity 2019.1, taking advantage of their new incremental garbage collection mode, which means the old hitching we all noticed has been greatly if not fully reduced for most users.
AI – Has a new character controller that uses a bit less CPU.


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Title music: Dance Distinction - Sebastien Greenberg




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There are 54,579,705 views in 2,227 videos for 7 Days to Die. Roughly 44 days worth of 7 Days to Die videos were uploaded to his channel, roughly 70.10% of the content that JaWoodle has uploaded to YouTube.