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Showing content with the highest reputation on 09/06/2020 in all areas

  1. Please no Roadmap. Please dont. The Dev-Team needs freedom to reshedule and for every Alpha there are features pushed back for often good reason. But even per Alpha-Roadmaps receive strong critics from "fans" if they are not kept in time, can you imagine the @%$#storm if they would try to establish a complete roadmap for the whole development Time? That puts a lot of stress on the team and the ressources and nerves are better put into actual work. I think as for every Alpha so far there will be a feature overview on the first page that gets updated as devs respond. But i also like what madmole announced: They want to keep more details secret and reveal them in dev-streams.
    3 points
  2. I do t5's on 60 minute days. I just clear through the night... stealth ftw!. I also place a chest in the front to empty my pockets into. edit: my partner in coop does 1 - 2 t5's on a 60 minute days. then again he goes in loud and proud, barely loots. a few shotgun blasts to wake everything up, then he pulls out his yellow m60 and mows them down with 7.62 hp rounds.. I then follow behind later, or my wife does, and harvest the building if it is worth it.
    3 points
  3. They mostly come out at night... (V3.6) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
    2 points
  4. First time making a poi, here's a little abandoned coffee shop! no zombies as I'm trying to figure out the sleepers and things still.
    1 point
  5. 1: Stealth, ok I get you need skill points in it to be good thats not what I have an issue with, what I do have an issue with is all the stuff the poi desigers/devs seem to do to screw stealth builds over. Like sleeper volumes in poi's that auto aggro second you walk in, making all points spent in stealth skills pointless. I honestly am finding those sleeper volumes more than anything else. The next issue is zombie sleeper placement... Ok seriously knock it off with hiding them behind 1 hp closet doors etc, its just silly. All it does is make me waste extra ammo to kill something that normally would be a 1 shot kill and waste my time. Hiding them behind things to block stealth shots is also a pretty @%$# move. Not to mention the piles of trash that are placed on both sides of doors at pretty much every damn door. At 2 in From the Shadows perk, and I can't even get close enough to get a clear shot without waking them up, this is with me wearing padded armor that has no noise penalty. I also have the book so the garbage piles on the floor makes no noise when I walk over them. The zombies are just way to sensitive to sounds. 2: Devs insistance of removing choice from the player, The stealth stuff above counts for this too, as you know it was done on purpose to screw with stealth builds, you could argue it was for jump scares, but you learn real quick that almost every single closet is going to have a zombie behind it removing the jump scare intended effect entirely. But what I am mostly talking about is devs removing choice, like for example, You can't really base underground anymore because zombies dig, and with how super sensitve they are to sounds they find you easly even thru 5-10 blocks of soild ground. Now zombies can also swim, removing another choice from the player, whats really sad is the zombies can somehow swim faster than the player character can, which makes NO SENSE what so ever. Next thing is vultures suddendly having a rocket booster strapped to their ass just because your in a vehicle, removing yet another choice from the player. Basically, not all players care for horde night, I myself never have, and while I could just shut it off, its part of the game so I deal with it. I just wish they left my choices in to fight it or not. 3: Structural Intergrity system: This is why I used to base undergound, I hate building bases in 7 days to die, because more often than not, 1 misplaced block takes down the entire base. I like to build tower bases to shoot down at zombies, usually has 2-3 floors than a roof. I put support pillars every 5-6 blocks or so. But everytime I am working on the roof, if I place 1 block to many and it collapses, it causes a cascade that takes out every single other floor below it. Which after spending hours to get to that point really just pisses you off. It needs a change so ONLY the most recent block falls down and noto anything else its connected to, and also some sort of visual and audio cue that says "Hey, your about to make this unstable/it'll collpase with 1 more block" Maybe a dust particle effect that plays on the most recent block for the visual, for audio it could make creeking noises to let you know. Its gotten to the point that I only use a certain poi for a base, and if I can't find one I make a new rwg world. I like it because its stable, and you can base near the roof easly, also helps the zombies on blood moon all path and come in the front door, so you only have to defend that one side. 4: "Death Rooms" these are rooms that on a clear quest, it has a dot there, and there is nothing there, till you walk into the room then suddendly 10 zombies spawn out of thin air and rush you, there is one tier 2 or 3 poi that is especially bad for this, as you need to nerd pole to get out of the room once you go into it to get them to spawn. Its not to bad till those 10 that spawn are ferals or worse then it gets dicey, as the room is a small room not much room to dodge if you can't nerd pole back out the way you came in fast enough. Thats about it for whats been bugging me lately in a19, as for the linear loot, I got used to it, I still hate it, and prefer it to be random like a18 was, but i'm used to it now. Much like some of the other changes TFP has made over the years that was not needed, I just suck it up and deal with it.
    1 point
  6. Is this still available? I don't like the changes in 1.05, but I do like your changes here. Thanks!
    1 point
  7. Wrong has is fine. It's because I edited the files. Basically it puts the server in the "modded" category on the server browser, rather than vanilla.
    1 point
  8. IMO, ditches are better than walls for making zombie paths
    1 point
  9. Too bad we just don't reach your levels of wisdom and importance
    1 point
  10. The apartment complex tier-5(?) is no fun in a clear all. Just Ugh. But that's me, and I now avoid it like the plague. Tier-4's are generally my favorite, with their "Goldilocks zone" of good loot, nice challenge and time spent.
    1 point
  11. Farm Plot/Hobo Stew supply delivery. Some processing necessary (ZBears and Bears are nasty tanky).
    1 point
  12. 1 point
  13. I did a search looking for answers to my question before posting. I just didn't come up with anything. You have to admit, searching one long thread for a specific topic isn't exactly easy, and I didn't really have the time to go back page by page that far. I did go back five or six pages, but... I do appreciate those on the thread who are willing to answer a question more that once for people, like me, who aren't able to find what they're looking for. It's much more user friendly than just, "That was answered already. Go find it." That makes a lot of sense. Thank you for pointing it out. We did up our tool and weapon skills to 1 each (don't have a lot of skill points yet), and that made the difference.
    1 point
  14. well they decided to have two separate lines of armor ... one with high armor/resistance/crit resist and one with lower --- naturally there must be some drawback on heavy one to make both relevant movement /stamina penalty is perfect for this as steel plate armor is extremely heavy and should definitely limit mobility as cost for protection (urban combat perk is bs that should be removed as it just breaking game mechanic + significantly devalue perks) still .. be happy you can jump with steel armor ( lets skip the fact 10x forged steel is enought to add 4 tons of steel to block) actually armor /resist wise is steel well balanced compared to mili with maxed q6 +2moded you take double damage in military gear compared to steel .. its singificantly better if i spawn 10 wights on top of you but 7 days is exploration game ... where mobility play significant role we are not supposed to facetank anything with game build about ranged weapons and avoiding hits even with melee and a19 made taking hits even more punishing with "crits" when armor serve just as " pillow" for mistakes useless 99% time ... then mobility just auto win if they wanted balance it out ... they would add 100% noise to metal .. and removed urban combat " oh look zombie that 50-100kg armor sudenly dont slow me at all ) not to mention banditds are going to use firearms ....and metal armors become obsolete because even primitive guns could easily penetrate them so they cant be too poking into realism .. of bites through armor ... withou making light armor 10x better vs bullets than steel
    1 point
  15. You probably were wearing the tough guy sunglasses or some other + fortitude buff when you purchased it. Then later you changed to different glasses or lost your fortitude buff, which disables the perk til you either spend another point in fortitude, put back on the fortitude eyewear, or use the food that gives a fortitude buff (i think there is one, but i can't remember which). Personally, i keep a chest by my farm with seed mats and the tough guy glasses. Once i have 5 of whichever food i am still crafting seeds for, i put on the fort glasses, craft my seeds, then put them back in my farm box.
    1 point
  16. This is what I call a really good teamwork, always loved to play that way when not in SP ! Indeed guys, 60 min a day might be less than we expect sometimes, imagine if it was real life, we can`t switch to another mode, so we adapt and kick ass. But the fun&tension of being encumbered as hell, from a good looting, while meeting the first hours of the night, on the road to your base is another level of survival we must be very good at, not try to avoid or being afraid of. 🤠
    1 point
  17. My personal experiance with having LL5 in a group of 4 is the following. We all loot, we all found good loot and thats the point, I don't have the feeling that you must have LL5 to find good loot. So if you have fun doing so, just do it, but don't feel oblieged to do so.
    1 point
  18. They run off the same code that Xyth uses for the Creature Packs. All credit for that goes to him. I just added my own Raiders. I've updated the vehicle AIO on Git and Nexus, and currently updating the individual vehicle mods on Git to include some new engine sounds and some new horn sounds. All vehicles should have the vanilla horn sound replaced, but some still use the vanilla engine sounds. The individual mods probably won't be updated on Nexus till tomorrow at the earliest.
    1 point
  19. Item quality and degradation was one of the points, in which A16 topped its successors.
    1 point
  20. Hello, is there a timeline for when we can expect the "A20 Dev Diary" thread? Thanks!
    1 point
  21. Hi again Im not sure if this is DF or vanilla A19 now, but I really miss that in older game version I had to have schematic before I could repair things. This made it ok to find good weapons early since they could only be used until broken, to repair schematic was needed. Do you have any idea how I can reintroduce this in my DF game, and it it possible to do for a noob like me?
    1 point
  22. Hey, don't know if anyone is still listening but I had the same problem and we're in A19 now. Documented it on video here https://streamable.com/qx0p50 except without even using a POI and they still spawned inside. Then made an official bug report of it here. If any of you would like to add your weight into it then it'd probably help them recognize this for the serious bug that it is. https://community.7daystodie.com/bug-test-1/under-review/bloodmoon-zombies-spawn-within-lcbbedroll-zone-r1740/
    1 point
  23. During a session of hunting for food I thought it would be cool to be able to decorate my base with animal skins and taxidermy. I thought I'd suggest them as I don't recall seeing them as current options. I could see where it might not be desirable as right now the drops from animals are generic and animal-unique drops would clutter inventories more. Perhaps just a rare drop of an animal head could be part of the recipes to craft something. Like 1 bear head, 20 leather for a bearskin rug. Then people would only carry the heads if they were interested in that decor. I suppose it might also fuel a mission like "bring me a bear's head" but that seems too much like an MMO quest to me (hoping for a random drop), unless perhaps being on the mission meant the next bear you killed would automatically drop a head to be returned to the quest giver. I searched for previous suggestions like this, and only found a couple in non-suggestion threads. I'm still pretty new to this community, so apologies if my search wasn't as compete as it should have been.
    1 point
  24. Advanced crafting stations, more uses for electricity, LOVE IT! I haven't had the problem of needing to make that much ammo. I get bored when I have maxed out the tech-tree and have Q6 tools, weapons and armor, so I guess I haven't played that long. We usually get around with 2 workbenches. One is always dedicated to crafting ammo, so I feel you. To make "advance ammo production" more relevant for us also, I would like to see that they tone down the amount of brass you find. I know, it's usually the bottleneck already. But this is compensated with the ammo press, as it can craft more bullets with less lead and brass, and faster. Default recipe for pistol bullets: 1x bullet tip, 1x bullet casing, 1x gunpowder = 1 pistol bullet Ammo press recipe: 2x bullet tip, 2x bullet casing, 2x gunpowder = 3 pistol bullets (+double crafting speed, or even faster depending on power supply) Note: The amount of lead and brass you find in the world is halved (or at least reduced so it's not too expensive to make ammo early game).
    1 point
  25. Appreciate the feedback. Any issues with loot? Finding things to easy, etc? Glanced at the golf club. Toned the damage down a bit. Think it was missing a tag, so that's why it didn't have a quality level. I'll test it to be sure, but it should be fixed. Maybe...
    1 point
  26. Welp. Typos screwing me again. items.xml Edit: Pushed to git. Attached the single file for folks who manually install.
    1 point
  27. The brass catcher is still not working for the AR-15 because of the following in the items.xml file: <item name="gunMGT2TacticalAR"> <!-- T2 automatic rifles --> <property name="DescriptionKey" value="gunAR15Desc"/> <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,barrelAttachments,sideAttachments,smallTopAttachments,mediumTopAttachments,stock,magazine,drumMagazine,firingMode,bottomAttachments,attFortitude,perkMachineGunner,perkBookAutoWeapons,canHaveCosmetic,ammo,brassCatcherh,perkAutomaticWeapons,perkBetterLeadThanDead,gunCrafting,selfLoading"/> Should be brassCatcher... No h afterwards I believe this is in both the server and client download. The rest of the patch notes seem to be working as intended so far. Cheers!
    1 point
  28. Or we can take a page out of the devs book and reduce resource costs based on perk levels. This would only work though if the number of materials for repairs increased. (e.g. if it took parts for repairs instead of kits). For example, unperked it would cost 10 rifle parts to repair a rifle. Perked it would only take 5. This doesn't fix the issue with having no permanent degradation, but it does extend the looting game by adding more upkeep to higher tier weapons.
    1 point
  29. I like this. I think this paired with my recent idea on repairing being isolated to the perk lines would be really good. Each tier being able to progressively be repaired more than the last, but you also have to have the perks to repair snipers
    1 point
  30. I think this might be a good idea On each perk line, every other level in the base line (perception, strength, fortitude, etc.) Would allow you to repair the weapons associated only with that line to a certain extent. So 4/10 points in perception for example would allow you to repair snipers, rocket launchers and spear to 40% durability. 10 points allowing you to fully repair them. Make the cost high, and this way it would make people unable to repair everything they find
    1 point
  31. I hope @damocles is alright.
    1 point
  32. This is the new a19 stable prefab list for nitrogen. Replace the NitroGen_WorldGenerator\resources\prefablist.txt with this one: prefablist.txt
    1 point
  33. feels like primitive weapons hang around just a bit too long. we played 4 maps during experimental, two groups of three. I like the new system, but it needs some tweaks. tools don't seem to bad, found a wrench early in every playthrough, iron tools feel about right when you find them. I think we got lucky on one and found a steel pickaxe fairly early, but wasn't worth using due to stamina. I'm not sure how the system is coded in but it does seem like you can still find a rare Loots early. we had a guy join late on his first day he found a battery Bank. it was getting frustrating finding 200 Stone axes, but we also don't have lucky looter this time around, so that could be causing some of that. I do feel like wooden bows are in some dead zone, by the time we found a single wooden bow in all four playthroughs we had already had level five and six primitive bows, which might seem fine on a loot scale except at that point the primitive bows still did more damage than the wooden, when we finally got to the level 4 wooden bows we already had plenty of guns. the one thing I noticed is you can't find any of a specific item level, until you cross over a threshold and there's tons of them. I was looking for a marksman rifle since we started our last playthrough, found none up until the point we found the first one which is to be expected, but then within that week we had like 7. I think the transition between tears should be softer.
    1 point
  34. Thanks guys. We found the culprit. War3zuk Reduced Glue mod. Just removed it from the server and everything is kosher again.
    1 point
  35. If steel tools wouldnt exist i would still complain about stone tools in the loot. These are cheap as hell tutorial items, stuff what you throw out the second you get your hands on the next tier of equipment. Its like white rarity gear in an mmo, most people dont even bother picking them up because its worthless.
    1 point
  36. Its not as random as I'd like, say desert biome is +10 GS, on day 1, wooo t6 stone axes in every box! Meanwhile A18, you could find pretty much anything in any container. The point I am trying to make is that its too linear, and certain containers need to not have certain items, Like if I open a gunsafe I expect guns (Pistols at a minimum even on day 1, or double barrel shotguns) and ammo, not stone tier items, Same for working stiff boxes, I'd expect at least iron stuff even on day 1 for tools. For the metal boxes at the end of poi's there should be no stone items in there either. Maybe its just me, I like randomness, and the a19 and its planned progression path is just not random to me compared to a18. I mean, what if your in the middle of a forest and closest other biome is 2-4 km+ away? Its the same reason why I almost never play on Navezgane, I dislike static maps in sandbox games especially ones like 7dtd. Navezgane is a beautiful map though, devs did some great work on it, I just prefer rwg because each map is.. kinda different. I love to explore, so rwg is my haven to make each game unique somewhat. I do wonder how rwg is in a19 stable though, as I recently upgraded my pc from a i5-7500 to Ryzen 7 3700x. Which according to benckmark scores is a pretty massive upgrade, went from 6000 to 22000 on passmark. Rwg I just wish was faster is my main issue with it currently, it just seems reallly slow in game for some reason. As for suggestions to work with the current system, like I said above, stone items/primitive items should not be in certain loot containers like the ones I mentioned, they'd fit more inside garbage bags and such.
    1 point
  37. This here, but some people are apparently too damn stupid to realise what the problem with the loot is. Even with the GS modifiers its still going to be completly linear. Your just getting a bump to the next tier most likely of linear loot is all. I still vote we go back to a18 loot and be done with it in a19.1, as this loot is garbage, and adding poi/biome gamestage boosts is NOT going to fix its inherant problem, which is 0 randomness 100% static loot.
    1 point
  38. It's not a matter of sooner or later, the loot tables are just really badly thought out. In my opinion, they should drop the idea of giving out so much primitive gear and stick with giving resources to players instead. I'd much rather get a couple gun parts than 5 blunderbusses. I'd also much rather get maybe 5 iron ingots than another two stone axes that I'm going to scrap. This way I can at least look forward to looting early on again, and can even help players with building their bases for the first horde. The issue isn't getting awesome gear sooner, the issue is that early loot is repetitive, worthless (can't sell it and most of it ends up getting scrapped, meaning that you only get stones out of safes and crates) and nonsensical; and also the fact that no matter what POIs or containers you loot, you're always getting the same predictable stuff. The loot in a house is the same one you get in a military base. That's a big no-no, and I'm glad gamestage modifiers for POI types are planned.
    1 point
  39. Day 1, 5 mins in, I want my loot to be random like a18 is, where you can find anything on any day, just with chances of the better stuff rising as gamestage rising. I've pretty much quit 7dtd over the A19 loot changes as its made the game boring, going out and looting stuff to see what I find was one of the main draws the game had for me, and the linear loot/schematic setup it uses now completly destroyed that. The linear loot would work if this was a linear rpg, however its not, its a fully destructable sandbox pretty much, and having loot linear like this just ruins it. TFP has done many dumb things over the years but this loot change has to be by and far the biggest, even bigger than removing learn by doing. Even them removing LBD didn't stop me from enjoying the game. But this loot change? Has killed pretty much all the fun and enjoyment I had in the game. I am also not the only one who feels like this. I also sometimes play dead is dead on higher difficulties, which means when I die I delete the save, sometimes the world and start over, a18's loot was perfect for this because it turned every single game into a unique experience as I never knew what I was going to find. A19's loot? its the same thing every time, no randomness, no variation, just the same static loot over and over, after the 3rd game I started I just lost all interest in a19 unless this is fixed in a a19.1 patch, and by fixed I mean reverting to a18's loot as it was perfect and did not need to be touched, other than adding the new items into it that a19 brought of course. Though they could make it a tiny bit harder to find the good stuff in a18's loot by modifying the values in loot.xml a tad. I also dislike how a19 linear loot also has guarnteed quality 5-6 items in every single container, this was yet another thing a18 handled better, quality 1-3 was common but 4-6 were rare even at higher gamestages, so it made crafting more important if you wanted quality 4-5 items early. Compared to a19, where there is little point to crafting, wait a bit and you'll be handed quality 6 of everything, you do not need certain things early game. All in all the a19 loot change has pretty much ruined the game for a lot of players, and needs to be revereted back to a18 loot, even with their endgame plan, a18 loot is still the better version, as you could apply the gamestage boosts for poi tier and biome to the a18 loot system just as easly as the a19 one. I really hope they change it, as 7dtd went from a game I used to play a ton in a18, to a game I've not played much at all since a19 experimental due to the loot being so poorly done, and so boring comapred to a18. Naw, it'll still be the same linear garbage even with those put in, the main problem is at any GS you know exactly what loot and what quality your going to find in every container of that type. Havng biomes and poi tier boost your gamestage temporarly is not going to fix the problem. Especially when you could apply the same system to a18. as Gamestages effected chances to find steel tools or guns etc even on day 1, as well as what tier, you could find a steel tool early even on day 1 in a18 (I've had it happen) but it was quality 1, still much better than iron or primitive though. Its was rng early game, as gamestage rises you have higher and higher chance to find the higher tech items in loot at higher qualities, though again quality 4-6 was rare in a18, and even at high gamestage it was not super easy to find. The fact Roland even had to make a poll on it kinda shows there is a big problem with the playerbase with the change, and the general reaction is that people don't like the a19 loot system at all. Dispite what the poll might say, these forums aren't super populated so a poll is kinda pointless.
    1 point
  40. A lot of these are things that are currently being worked on in the current PC build, or are slated to be worked on in the near future. Once we hit beta, then it's all about optimization and squashing those last bugs. Take a look at some a19 vids and you can see how far the game has progressed from where the current console version is. They're doing a lot of work on lighting, updating graphics, and optimizing both the size of the client, and memory load. It's a bit of a struggle though because as soon as you reduce the RAM footprint by 2GB, the graphics team has something to add that will use it up again. 😛
    1 point
  41. Crowd funding could help optimize updating of content and may help with other aspects. I agree with all things said here. Yes the capacity of console is limiting but the product itself has extreme potential. I’ve been playing on console for 3-4 years. Enjoy the game thoroughly with a buddy of mine. We would love to see open world, potential endgame style content. Like in world bosses that are discovered or bosses that come out for horde night and make us survivors question if our builds are strong enough to withhold certain types of zombies. I’d love to have the more creative things available on console that pc already has, such as electricity. There’s so much potential for this game, I think they could use the communities help.
    1 point
  42. On points 1 thru 6, these are the spaces where 7d2d falls down compared similar games. If a next gen port is to be attempted, they need to be addressed, that's just a straight up review and the things I dinged it for on metacritic. TFP is welcome to do with the feed back what they will. Point 7. Leadership still needs to be involved with the community here. Engagement with the community boost sales. Plus when it comes time to sell TFP to a bigger game company that engaged community base will drive up the value of the company. Once apon a time Bethesda was a small company with a neat idea, naughty dog was a small company, bio-ware was a small company. Leadership needs to be engaged with the community. Point 8. Reasons. Well I would start with being nice is the right thing to do. But also we are customers who have spent money and whom TFP would like to see us do so again. Or perhaps the person to whom you have decided has a burr might not and you're "taking care of it" when they just don't understand. Another reason is good internet customer service is extremely important in an this sort of business model. Maybe another point to consider is that to some of the people posting here that 30 bucks could represent a significant amount of money, and store front doesn't represent the current situation. Again these are customers, not crows summoned from the ether of tarturus to peck at your liver. Yet another point to consider is that the customer got boned here. While TFP isn't in a place to fix anything, some sympathy and kind words would smooth things over a bit. It couldn't hurt in any case. Point 9. 7 days to die isn't doing anything differently that the other game companies in this sphere aren't. It might do X better then company A, but it doesn't do Y as well as company B. But that couch co-op is something I don't see anywhere else in this space. TFP aren't currently a console company, but that they can't be. The resources to do so come from making sales, and all 9 of my points in the original post are aimed at helping a small company do just that. If you could I'd like you to email my OP up the chain. Please.
    1 point
  43. I'm sorry for jumping into your conversation, but you're talking about "the rest of US", so that includes me as well. Where exactly did he mention the mod? All he really said there was that he hopes Subquake is doing well during these hard times in real life. On the other hand, it'd be fair to add that if he opened Subquake's profile, he would see that Subquake is actively visiting this forum - "last visited 6 hours ago" at the time of writing this message, so it's not like Subquake lost interest in these forums or anything of that sort and I don't know how about you guys, but I do have a good faith that this also means that he's doing well in real life, even if he's quiet here and I'm pretty sure that he will come here to speak as soon as he has anything to share with us.
    1 point
  44. Clients do not need to download them for the server. Quick question, as I am new to this forum. How do I respond directly to someone's post???
    1 point
  45. Navezgane A19 B157 Map is available for download
    1 point
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