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  1. Alpha 20 will be released to experimental* on Monday December 6, 2021. We wish to remind everyone that this will be an experimental release through Steam's beta opt-in interface. On Friday December 3, 2021, streamers around the world will showcase the experimental build and we hope that you will tune in and participate in the fun. Keys for a free copy of the game will be given away and many of the Twitch based streamers will be utilizing Twitch Integration which will allow you to participate in their gameplay in fun and often hilarious ways. It should be a great weekend long celebration of A20's long awaited arrival! The release notes for A20 have been posted if you wish to look at all the official changes and additions in detail: https://7daystodie.com/a20-official-release-notes/ Happy Days are Here Again, Survivalists!!! *A20 will be named "latest_experimental" in the list of opt-ins. It is usually at the bottom of the list so keep scrolling down. It is necessary to start a fresh game for A20 and advisable to use the cleaning tool in the game launcher UI in order to clear out any and all old saves and maps which might interfere with the new build once you download A20 experimental. To use the cleaning tool you will do the following: 1. Start the game normally 2. Select Show Game Launcher instead of Play Game 3. Click on the Tools Tab 4. Click on the option to clean and then select everything that can be selected 5. Click clean. To be on the safe side, when you generate a new map for A20, please do not name it the same as any previously named maps you have done. Same with the name you choose for your save. Pick something new. Please note that the pregen maps are brand new for A20 and so are excellent maps to start with if you want to get playing right away. They are completely different than the Pregen maps of the past.
    25 points
  2. New Alpha, new modlet post! This is all the modlets that will work on A20. Basically it's all my A18/A19 ones updated and adjusted as required. Also added some new ones that are now possible thanks to A20 and it's ability to load custom C# without patching anything. Modlets will be seperated into sections. XML only (for folks who want server-only), XML + Assets (needs to be installed on client and server) and C# (needs to be installed on client and server). If anyone wants to buy me a coffee as a thank you, then you can do so on Paypal. This is not required OR expected. Enjoy. XML Only Modlets (can be installed on servers with no client download). 3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap. 12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything! 60 Slot Backpack - Pretty self explanitory. 96 Slot Backpack - Pretty self explanitory. Always Open Traders - Removed the open/close times from traders so they always remain open. Dangerous Cities - Increases the amount of zombies in cities and towns, while lowering the amount in the wilderness. Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish. Headshot Only - Zombies take 0 damage from non-headshots for most weapons. Explosives, electric batons and molotovs still work normally, and animals still take full damage. HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea. Kill Tracking - Tracks how many of each different type of entity you've killed in the game (zombie or type of animal) and with what weapon (guns only, may consider adding melee in the future). Lockable Inventory Slots - Adds the "box" that allows the user to lock slots so they won't be moved OR sorted. Also adds one to vehicle inventory that does the same thing. NightVision Goggles Change - A few folks said they wanted the NVG effect from DF in vanilla, so it's more red than full green. This modlet will do that. Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that. Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option. Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option. XML + Assets Modlets (cannot be server only). Log Spikes - Makes Wood Log and Iron Spikes craftable again. Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights. Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights. C# Modlets (cannot be server only, EAC must be off!!!). 15 Slot Toolbelt - Increases the toolbelt to 15 slots. Extra Tool And Output Slots - This is mostly for other modders. It increases the maximum amount of tools a workstation can have to 6 (so stops duplicating anything after slot 3) and the maximum output slots to 12 (was 6). Larger FOV - Increases the max FOV to 150, though anything above 90 is a bit distorted. Might be good for folks with motion sickness. Vehicle Damage Patch - Increases the amount of damage a zombie takes when you run it over. Amount of damage depends on how heavy the vehicle is and how fast you hit the zombie. Vehicle Sound Fix - This is more for modders. It fixes that horrible noise when driving custom vehicles. Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet. Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense.
    22 points
  3. One of the first things I noticed on Friday. I've spent many hours this weekend analyzing and fixing. Found our block entities were the issue with no culling or bad culling distances. Code now adds missing culling, enforces a minimum and warns us if devs don't set any renderers for a LOD level. Got big FPS boosts. Ultra Object Quality has also been reduced a bit, since this was hurting their FPS for little visual difference. MP paint bug was also fixed. Saw TexCubSF having trouble with his group not seeing each other's paint. Perfect examples of how streamer weekend allows us to watch real players test the game and fix stuff before a ton of people get hit with the issues, which would make for lots of complaints and duplicate bug reports. Now we could have our own testers play the game and somehow stream it, so we could watch and do the same fixing, but it would still release on Monday either way. Our own testers would also have to stop playing to repro the bug and make a report. No fixes yet. This alpha I've not spent a ton of time on AI and with all the new blocks combined with ducking, it needs more work.
    20 points
  4. You know, when the auto resprout function was first announced all the farmers were upset that farming had taken another hit. The manual action of planting the seed was seen as one of the essences of "farming" just as manually hoeing the ground to make it garden sod used to be. What if they removed planter boxes and went back to hoeing the ground with a hoe? Would that suddenly be more tedious gameplay having to physically hit the ground instead of being able to have plots crafting in the background while doing other actions and then placing them quickly and tedium-free? Hit the ground, plant a seed, chop a tree, mine an ore, hit a zombie, accept a quest...It's all the same button press. People who really enjoy farming want to hoe the ground by hand, plant the seeds by hand, provide water, add fertilizer-- I mean those are the pimp dreams requests for farming we've been getting for years and the the complaints we got when it no longer mattered if you planted near a water source or needed fertilizer or hoed the ground or planted seeds after the initial planting were from people who legitimately liked the farming aspect of the game. Now you guys against this are calling it tedious-- but you'll spend all night banging a pickaxe against the subterranean walls or upgrade 150 frames to better blocks pressing the exact same button the same number of times if not more. Its only tedious if you aren't really into it. People who don't care about building much find it tedious. People who don't care about mining find it tedious. People who aren't into farming find planting seeds tedious. You'll have to see-- but for every one of you who finds it tedious there will be others who love being able to plant each time and reconfigure their crops by grouping how they plant their seeds differently and they will be glad of the change because they don't find it tedious. There are some that would love for a blueprint feature to replace brick by brick building because they find it tedious. Gather the resources and feed it into the blueprint and voila automatic base without any of the tedious block crafting, placing, and upgrading. Do you think our builders would like to get rid of the "tedium"? I think some of the suggestions I've read are great and I wouldn't be against the devs adopting them if they decide to step away a bit from this change and compromise somewhat. But if they don't change it then what I really suspect is that teams will be sharing the farming load more. There won't just be that one guy designated as the farmer dude. He'll be like--I'm not planting this entire field myself. Everyone come help and then we'll go do a quest. That would be less tedious for sure.
    16 points
  5. The team meeting finished up this morning and the decision was made to not try and crunch and force the release this weekend. The new goal is the first part of December since we have the Thanksgiving holiday taking out a significant portion of the team for the following weekend. On a side note, I'm selling pitchforks and torches on the cheap. Message me privately for a good deal.
    16 points
  6. I'm so happy to hear everyone is enjoying the new challenges of A20. I really enjoyed feral sense and the extra spawns downtown has. Random gen cities/towns have some areas that are sort of closed off so you can take a wrong turn and have to back out and be in serious trouble, where before it was so spread out you could always turn a corner and lose the pursuing zombies so having some dead ends was a great improvement. Traveling at night on foot with feral sense on is pretty risky. Food management feels great to me and farming is a short bandaid to a constant problem. Eventually I got a lot of food, but I never was able to eat unlimited stews, I had to make whatever I could scrounge up, buy every can in every vending machine, kill every chicken, etc for at least the first 30 days. It feels good when you are constantly worried about honey/antibiotics/food. I never did get a surplus of big med kits or casts in my 70 some day game, and I had so many times I was beat up with 4+ crits on my screen and very close calls, that to me is what makes a memorable play through.
    15 points
  7. Thanks to @Khalagar we have 4 new reaction emojis for the forum. Oh...I guess thanks to Prime as well....haha These emojis are also available in the emoji interface when posting. Simply click on the emoji icon in your tool bar then select categories and select Prime. The image above was added to my post as an emoji.
    15 points
  8. I'm in software development myself and quite honestly Vapid Actions you should just take a breather and realise the environment TFP's employees work in is the one you wish you were employed in. The worst for everyone is when deadlines are arbitrarily set by some executive who's out of touch with what is going down behind the curtain. Pretty sure TFP's employees are just fine with the "it would be nice if it was released by Halloween but don't stress it" mindset. I wish I had the financial and hierarchical freedom to just finetune every product I work on until I'm happy with the result. You and I both know release dates are either set because there's a tight budget (contract with a client, for example) or because there's pressure coming down for whatever regulatory/monetary reason. They don't seem to have either and that is pretty nice in my book. Also the backlash from a pedantic minority trying to teach them the ropes is probably easier to deal with than a community outlash if the released product is totally unplayable. That being said, release the kraken!
    14 points
  9. Even if they were all fixed/done today, we have several days of testing planned afterwards. We are not just tossing it out the door when people say their stuff is ready. Proof is in the testing.
    14 points
  10. If anyone is unironically crying/@%$#in because they have to wait 2-3 more days to play they seriously need to go outside and touch some grass.
    14 points
  11. 1) This is a pure advertisement event. This is not about giving streamers a present or thank them. 2) Many non-die-hard 7D2D streamers will be streaming 7D2D exactly because they get it earlier and expect more curious viewers from this exclusivity. Exclusivity is a cheap method to get those streamers (and particularily their viewers) These are the reasons. Unless someone finds a serious counter argument to that he might as well shout at windmills. It is like complaining that your older brother can stay up longer than you when you were 7 years old.
    14 points
  12. I think the moral of the story is that this is all somehow Lathan's fault....
    13 points
  13. I love it just to spite the dev team tbh Nope, I saw a random forum post say it's coming out, and if it's one minute late I will riot and throw a tantrum and me and my 43,000,00 player server will will go play Ark instead.
    13 points
  14. They are almost done.
    13 points
  15. doesn't matter how big it is if I can get a quest for it and clear it in 10 seconds
    13 points
  16. I hope with workshop support we can add individual POI's that are rated by the community. The POI packs we have now are mostly great but there are few stinkers in the mix.
    13 points
  17. uh..2.5 days later. weekend. (Thats 2.5 days) Prejudice against streamers is your real problem. You have falsely set up the scenario that they don't love the game as much as you do and only play it to get views. Maybe they love the game as much as you do AND play it for views as well. You have no basis for the foundation upon which all your anger and seething jealousy and hatred sits. It is all just a constructed assumption. You don't know these people individually but you assume knowledge of their whole "species" and hate them. Classic prejudice. Clear that gunk out of your heart and your arguments will hold more credence. This is the sixth time we have done this event and your same prediction has been made five times previously by streamer haters of the past and five times proven false. Every time we have done this there have been thousands of happy viewers and lots of fun happening in nations all over the world by those who enjoy the whole streamer scene. It is not just the streamers themselves enjoying the game. Their audiences enjoy it as well. The developers enjoy it immensely. They watch and they comment in their dev chat and often what they see sparks conversations that bear fruit for everyone during experimental. Sorry, but five times this event has had proven positive results-- so much so that the owners insist on it continuing on. It is a fantastic soft launch of the game that has consistently netted real beneficial results for the release candidate prepped for the Monday launch for everyone. It is also a ton of fun for those who choose to participate as viewers. I get that you don't count yourself as a viewer and I understand completely. I don't watch professional sports, myself. But it is your choice to abstain. But you should know that the number of people who enjoy watching streams has been growing and not shrinking. And now, thanks to TFP, you don't even have to just watch and chat. You can participate and several of the streamers in our list plan to use Twitch Integration for the weekend event. So fun! Look, you erroneously thought it was a whole week and it isn't. It's just 2.5 days. You erroneously think that streamers aren't true gamers who don't really love gaming. You erroneously think that streaming is some small fringe fraction of the playerbase. You erroneously think that early access which we all paid for is somehow being suspending during that weekend. If you will allow yourself to give up these notions you will feel much better.
    13 points
  18. Farming: My experience with it was the best one ever. Prior to the change I would use zero perks and have a chest super stacked full of food by day 30-35. I could make pretty much unlimited stews and forget about food. With the change I found myself looking at a frugal little farm that sometimes felt like I had something going on, then all my seeds would die and I only had a couple of plants growing. I often found myself rummaging the cupboards for something I could make. It felt like I was a starving trade school student with limited resources/food and you make whatever you can scrounge up. And to me, that felt right in an apocalypse. Late game I could make maybe 3-4 tacos, or 5 stews once. I made some sham chowder here and there. You make whatever you can cook up. I like to save a dish until I have at least 3-4 of them then that is my food I take with me for the day or a few days until it is gone. That way I only use one slot for food when I'm adventuring. At the end of my play through sure I could cook all the meat I wanted, but who wants to eat meat? It doesn't have any good bonuses. So I had fun mix and matching whatever I had to get decent bonuses but I wasn't OP with unlimited best foods. I bought 1 rank of living off the land, where normally I never get those perks and have TONS of food.
    12 points
  19. Fans: When is A20 experimental coming out?! When!? When!? When!? TFP: Okay, okay... Its coming Monday. Fans: Yayy! When is A20 stable coming out?! When?! When?! When?!
    12 points
  20. Let me help you out: They are watching someone play AND they ALSO play it themselves. Two different types of entertainment that deliver enjoyment to those who like it. In fact, some might even do both at the same time: Play 7 Days to Die on their PC WHILE they watch on their phone. No need to try and categorize people as either player or viewers. But I get what you are feeling. My wife and daughter like to knit and I have never understood their fascination with it and frankly if they need to validate themselves by making things out of yarn they probably need to re-evaluate their lives. Of course there are also people out there who think that people like you and me who play video games and communicate on internet bulletin boards need to re-evaluate our lives because we are wasting a whole bunch of time on worthless activities. The worth of any particular activity seems to be relative...
    12 points
  21. There are currently 10 high MFs. Looks like Zack fixed the tracker last week.
    12 points
  22. There is plenty of crunching going on. I logged 73 hours last week (I track my hours every day), which may be the most in a week of any game I've ever worked on. I don't mind. I love this game. Rest will come later.
    12 points
  23. MFW people won't stop posting wall of texts talking about traders despite it already being said several times traders are in the process of being reworked in A20 and with future changes coming
    12 points
  24. Dude, it's so much better than A19. 1000's of new building shapes, vehicle mods, new primitive pipe guns, massive balancing changes, zombies spawn, biome difficulty and improved loot/game stage in harder biomes. Cities have more zombies. I could go on and on about how you can just get lost in random gen now. I could tell you how immersive it is, but that is something you will just experience for yourself. I could argue about all kinds of things, but at the end of the day the build just feels amazing in ways that release notes can't describe.
    11 points
  25. Fixed ragdoll blend out on new zombie dog leaving it with bad positions from how Unity optimizes animations, which turned into many more hours of fix/improve general ragdolling. Currently 7 High MFs, none of which will stop exp release. Funny how that goes.
    11 points
  26. Sheesh. You guys... lol
    11 points
  27. Fine after 8 years I'll say 7 days to die's random world generator can be called accurate
    11 points
  28. *Crosses Khalagar off the list of potential babysitters...
    11 points
  29. It always comes back to the fact that min/maxing the game and focusing completely on efficiency ruins replay value of the game because for min/maxers there is simply only one conceivable way to play the game-- the single most efficient way. The irony of the min/maxer argument is that no game can be designed to have multiple absolutely perfectly balanced efficiency pathways. One method or strategy will always slightly edge out the rest and so that will become the new one and only way min/maxers can play without "lying to themselves and deceiving themselves" about how to play the game. Thus the only way min/maxers can get much replay value of the game is to convince the developers to change the balance so that they have another new brief puzzle to solve. Three weeks after a new update the new most efficient strategy emerges and once again the game has no replay value for them. We have seen it time and again over the years as those who care only for efficiency complain that they are "forced" to do X by the developers. Sometimes X was upgrading blocks, sometimes spam crafting, sometimes killing zombies, sometimes spam questing, ...one time for a couple of weeks it was chopping down grass thanks to a bug. I'm glad that I enjoy playing the game at a variety of settings and without regard to efficiency. The developers have designed the game to be replayable through conscious player choice --sometimes by changing settings, sometimes by choosing self-limits, and sometimes by choosing challenges and goals. When you don't care whether the way you are playing is the one solution to the efficiency puzzle you can suddenly do whatever you want. And the great thing is that I'm just having fun and it isn't that I have to self-deceive at all. I just plainly don't care whether the choice I want to make is or is not the most efficient. The min/maxer can't comprehend that I simply don't think about it. So, @bachgaman, there has been another balancing pass to traders for pricing of goods, types of goods sold, and rewards for quests for A20. There has also been a pretty significant change to loot in general. It might be enough of a change to create a new puzzle for you to solve. I hope so, since I want everyone to be able to have some fun with the game.
    11 points
  30. Thanks to the stream event the general public should have better FPS for their first experience....
    10 points
  31. 10 points
  32. Yeah, but will you be able to buy it? Sure, in 2029!
    10 points
  33. 10 points
  34. Many choices devs make are not great. Game development is a lot of experimentation. Dev teams internally often add or change features and later find them not fun or impractical or resource hogs. Early access just exposes this to the public, who then if they choose, get to experience all the back and forth of the design process. We try to minimize that with public releases, but there is only so much time to test things or else people complain you are too slow and don't release updates.
    9 points
  35. Please don’t change it back. Farming was way too OP and food way too easy to come by. This is a survival game and hunger should be just as much of a threat as the zombies. How often does anyone actually die from starvation? Or infection or weather for that matter? All the survival elements just seem like minor inconveniences rather than real challenges. So please don’t make it simple to farm tons of food again.
    9 points
  36. I do understand now. I like to watch certain things and I also like to do those certain things. and I definitely enjoy watching and doing those things at the same time.
    9 points
  37. Best I could do short notice from my phone...😅
    9 points
  38. I know this is 23 hours later, but damn I hate this comment. The game wouldn't be what it is if it weren't for this specific dev team and their commitment to the game.
    9 points
  39. Of what? What product are you producing? Is it a video game? I'd like to know exactly how similar your job and our project manager's job is and whether your deliverables are at least on the same scale or even relatable to the deliverables our project manager is overseeing. Your general description of what you do is very similar to what I witness as I "see" TFP work. They have a very similar structure in place that you describe. I also am privy to the reports that are posted for completed deliverables and workflow appears to me to be in a good place and not bogged down at all. There is quite a lot of instant collaboration that comes up as artists or level designers need a programmer to make something happen that has them snagged and I'm actually quite impressed with how fluid the team is across different departments. Your assumption is that there is little to no project management simply because in a forum one of the owners will say that they are certain things should get done by [Date] and then that date happens. I'm actually surprised that as a professional in the industry you would take such musings as official dates. If they are stated then I post them as estimates but TFP doesn't create official deadlines on the internet. They keep those deadlines and any adjustments to them internally. What about you? Do you post your official target dates anywhere online for anyone to view? Again, we would need to know the industry you are coming from. There are differences in complexity and while the individual parts that each of the programmers are easily accounted for in terms of time at the start, A20 as a whole is immensely complex. You would probably want to do a smaller update as your answer. TFP doesn't want to do that but that by itself doesn't mean they are just haphazardly throwing together whatever because it sounds cool. They are at the opposite end of the spectrum from bankruptcy which, by the way, is an excellent sign that they are managing things well. And I let you know that you are wrong based on my insider view of their operations which despite your professional experience you don't have and are just guessing at because they they decided to release in December instead of October 31. (They could have released on October 31 but chose not to.)
    9 points
  40. I love how the conversations in here get all existential just before the release of a new Alpha. It's kinda like the build up here in the tropics It slowly gets hotter and sweatier for months until everyone is begging for the rain. Tempers flare and words are said but when the first rains come all is forgotten and the world is right again. So come on TFP... Bring the rain!
    9 points
  41. Because it's a tired pointless topic that doesn't go anywhere. Anyone who has ever been on an early access game's forum has seen this topic 100 times before. You're impatient, you think you could run a company better, [company] are incompetent, [company] are lazy, [company] are scammers, etc etc etc. Oh yeah and also you have like 20 million hours clocked in this garbage game made by lazy incompetent scammers. The game is like 30 bucks. It's not AAA price, it's not a subscription, you knew it was unfinished when you bought it. It's the price of 1 and a half jugs of beer, you spend more at the pub on a saturday night buying a round for your mates. At the end of the day TFP are a motley crew of joe shmoes who've formed a games company and happened to have created something really cool and fun that has made them millions. They're not coke snorting Californian yuppies who have a bunch of shareholders breathing down their necks. They're not suddenly going to turn into a AAA company and start crunching overtime and slaving away for 16 hour days just because you are impatient about updates. Their work hours are probably pretty relaxed and they have a good time in their jobs. You're waiting for updates and you'll play it as soon as A20 drops. They've already won. Why would they change this? This is a business model that has worked very well for them whether you like it or not. They're using 7DTD to develop tech that they'll use in their next unannounced games. Their next games will probably make as much if not more sales. They are set for life and riding a train made of pure gold, and I'm happy for them, they deserve it. There is zero reason for them to change anything about their company whatsoever. You angry nerds with 3000 hours in the game complaining and moaning on the internet will do absolutely nothing, they don't even read it, they don't care. I'm going to save this post and copy paste it in response to the next thread that gets created
    9 points
  42. Man, A20 cant come soon enough so I can stop checking in on this trainwreck of a thread
    9 points
  43. The zombies just called for a meeting. They don't feel they are properly balanced against the player's skill trees. They are calling for teleportation and time travel, so they can go back and kill you as a child.
    9 points
  44. I'm a solo player, but as I have 8000 split personalities, I am (we are) MUCH more important than everyone else and deserve many more replies from moderators and devs! Of course, I (we) have only paid for one game, this would be much more than 5000 people who just pirated the game. Some countries pirate MUCH MUCH more than others.. So, my list of demands (for now): -Vending machines that sell Coke Classic for 10 dukes (Giving you max stats for three days). -A full sized airport with a 747 that I can fly, after fixing it completely with some duck tape (I like challenges) . -Ziplines. Ziplines everywhere!
    9 points
  45. I work 2 jobs, 9-5, 7 days a week (for one) and 5 days a week for about an hour (for the other). And i'm in the streamer list. I also know several in that list who ALSO work 9-5. So.... might wanna calm that down a bit there bud. EDIT: Oh, and I also work on DF, and Romero Mod, and making sure my modlets are up to date, along with making videos so I could hit that 5k sub count... and voluteer at a cat rescue...
    9 points
  46. @bachgaman and @meganoth I have a little friend here who wants to tell you something:
    9 points
  47. I like seeing complaints about streamers, it means we are close to release!!! Keep it up!!
    9 points
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