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Showing content with the highest reputation on 10/02/2020 in all areas

  1. 6 points
    It is a bug I noticed and tried fixing, but it's an engine bug. I reported it to Prime so once he gets that fixed Traders Rekt will be selling seeds.
  2. 4 points
    The first ever bug report filed with the bug attached.
  3. 4 points
    There's that exploit word again.... I'm sure you just meant it as a synonym for "use".
  4. 3 points
    Unless you're someone like me, who often has a quest from the trader for days before I actually go do it. If that POI had been reset at the moment I took the quest then on a MP world it is very likely looted by the time I get to it.
  5. 3 points
    I'd be happy if the exlamation mark were swapped for a dude who was facing the POI from across the street so you would have to turn your back to it in order to face him and accept the quest. Then the reset would be hidden from view. Those two things are really my only issues. I think trying to argue for a fix or prevention method to the double-dipping is futile because when it comes down to it, right or wrong, exploit or fair, Madmole likes it and does it whenever it suits him. He has already said (directly to me no less as referenced in the OP of this thread) that there is nothing wrong with clearing the same POI twice if you want to do that and it isn't going to be removed. I've moved on from that issue and now only care about the floating orange exclamation point and personally witnessing the reset. Fix those two issues and I think the quest rally point/ reset functions are ready for gold.
  6. 3 points
    You forgot those other players who will come here to complain about those sitting there for three days with Q1 stone axes getting advantage over them, you know more loot, more wasted time, not to mention how much iron/stone will they gather by smashing that 80000 HP block with that tiny Q1 stone axe for three days straight, that's surely a reason for Q1 stone axe nerfing! Really? And what if someone starts looting the said POI before you get there to do the quest? LOL
  7. 3 points
    Also, to be fair, the OP is hosting a large PvP server. Active players for that is going to be a rolling door no matter what game it is. People will rage quit regularly simply because it's PvP. Half the time they probably don't even mean it, it's just that the nature of that community in inherently toxic.
  8. 3 points
    Fair enough. Don't get me wrong, I'm not opposed to a change in the quest system. I just can't agree with anyone calling the existing system an "exploit". Immersion breaking? Unrealistic? Even clunky? Sure, I wont argue with someone that feels that way.
  9. 3 points
    I'm sorry, but until you have at minimum 9000 posts in this forum you really are not in a position to be able to understand the nuances of text-based conversation to demand anything of anyone. Now... I'M going to need a complete list of names and timestamps.
  10. 3 points
    Once the new framework is done (if we do it) then all shapes will be unified in menus and all will upgrade, except for certain blocks we might not want in steel like iron bars, etc.
  11. 2 points
    Hello! A19.2 b3 is coming to EXP! Please as always start a new game and or make a backup of your stable savegame. With A19.2 we enabled Steel Series's game sense feature, allowing Steel Series Mouse and keyboard users to have some ingame events tied to their hardware LED lights. We currently support (default settings): Time Progression: F1-F12 Ammo: 1-0 Health: Q-P Bloodmoon Warning: A-L Visibility Meter: CTRL - ~ Tool / Weapon Durability: Num - - Player Facing Direction: numpad 1-9 Bleeding: Del-Pause Being Hit: Mouse Duke Amount: Display We also updated to a new version of microsplat, improving performance. Changelog A19.2 b3 Added Console command "ai pathgrid" Console command "gfx dti" to set distant terrain instancing Console command "gfx dtpix" to set distant terrain pixel error Trees are set to consistent LOD transition values by code Support for Steel Series SDK Changed Renamed console command "ai path" to "ai pathlines" Optimized path grid move buffer copy Optimized path grid block checks and misc Reduced the effect of High and Ultra Object Quality settings Deleted WaterDepthRecorder that reduced FPS a bit Updated terrain shaders Improved terrain shader settings for better performance Prefab editor to use same tree LOD bias as game Our custom speed tree shader to Alpha Test queue Fixed Trees are not rotated correctly on the diagonal directions Desert terrain normal textures not set as normals FirMed01 tree popping in oddly Two trees not instancing 8 block entities not instance rendering You could see under the water plane when camera was close to it Unlit explosives can explode in hand after throwing a lit one
  12. 2 points
    I think they had more before and they trimmed it down if I'm not mistaken. If I am never mind 😛 We would love more colours to play with too.
  13. 2 points
    I never paid much attention to average and peak players to see how popular or unpopular a game was to be honest. I can't be the only one who will binge on a game for a few months, then move on and binge on another then another. Eventually completing a circuit of about 10 of my favorite games and starting the whole cycle over again. Then add some new games that grab my interest and the cycle gets a little larger. Just because my +1 is no longer included in the player base on certain months has nothing to do with how I feel about a game. So implying a game has problems because of shrinking numbers with no other data is incomplete at best. Do others play in cycles, did new games come out during that time, were there any updates to other games during that time, did other games go on sale or become free, etc, etc.
  14. 2 points
    It's in the Steam Top 100 sold games of all time.
  15. 2 points
    You know, I would actually like to see that happen at least for a week, just to see you guys run back and forth to reset the quest, just to have it failed before you get there. Sorry, I don't mean to sound harsh, but this whole "fix" is rather absurd and it's ridiculous how much you guys seem to insist on how good it is when it's really not...
  16. 2 points
    From everything I've seen there are three basic camps on here. One group that likes to double-loot POI's, one group that doesn't, and another group that doesn't really care one way or the other. Why don't we just let those that want to double-loot do it if they want. Those that don't want to double-loot don't have to do so. And third group will just decide what they want to do that time like they're currently doing anyway. Why do some people want to change the way other people get enjoyment from the game? It's like someone saying that they don't like to use mods so no one else should be allowed to use them. Let people play the way they want to if that's the way they enjoy it. It takes nothing away from anyone else's enjoyment. If you don't like playing with them, ban them from the server, password it, etc... so they can't play with you. Just my two cents...
  17. 2 points
    To be fair, he said "rage quit" which can, but doesn't necessarily, mean that they left the game permanently. That said I'm having extreme doubts about not only personally witnessing 100,000 (or even 50,000) people leave but also having the mental fortitude to keep track of such things, and lest OP take that as an insult, I wouldn't be able to keep track of that sort of thing either unless I was obsessively tracking it with hard numbers/data.
  18. 2 points
    Millions have come and gone and millions probably tried the game for an hour or two and that was it. I still get weekly requests from kickstarter pledgers to help them convert their kickstarter key to a steam key because they are finally ready to play and those were purchases from 7 years back. It really doesn't matter that not all 10+ million purchasers play the game regularly since it isn't a subscription game anyway. What matters is that the trend is upward even 7 years after initial launch and that the developers are still excited about working on it. Most games get 20 hours of play so it is pretty ridiculous to say that the game is failing because it can't retain player interest past 5000 hours and nobody with 5000+ hours is left to give any feedback.
  19. 2 points
    Now it´s 50-100k players that rage quit. So 3-6 per hour played. You basically saw a ragequit every 10-20 minutes? And all of them announcing that they are never going to play the game again? I have played like 15o hours of PvP, seen a few people ragequit the server. About 20 i would say. None of them announced that they are never going to play the game again. I am close to 5K hours btw. And i am glad they focus on PvE first like they planned from the beginning on.
  20. 2 points
    You must be a far better player than I.... because I don't see it as "way less effort". For me it's microscopically less effort.
  21. 2 points
    It would have been foolish of you to elaborate upon a false assumption like that. LOL...which one is it? Is it that there were complaints that the devs listened to and that is why LBD was removed or was it that TFP changed something that NOBODY WANTED CHANGED! Because I've heard both arguments ad nauseum over the past year and a half and the hilarious thing about it is that while both are mutually exclusive neither is true. I'm gonna throw the Devs under the bus for a minute and tell you that the decision was theirs and theirs alone and it was a long time coming through gradual changes. Alpha 11-13 was pure LBD mechanics + books. Alpha 14-16 added skillpoints but still with some LBD mechanics in place. Alpha 17-19 was skillpoints and books and LBD was phased out finally. From Alpha 14 onward LBD lessened with each update and skillpoints grew in importance. This was a result of the dev team, and them alone, experimenting and iterating and looking at balances and finally settling upon the system they felt they could develop into the best game they wanted. I mean, here we are a year past the final word that LBD would never come back and we still have voices in opposition. If TFP were susceptible to the crying voices of loud and persistent players then LBD would be back, we wouldn't be pulling stone axes out of shotgun messiah crates, and XBOX and PS4 players would have their updates. But they aren't. So don't blame some faction of players who don't want others to have fun a different way. That faction doesn't have their fingers on any buttons that matter. The decision to go full on skillpoints and phase out LBD was made at the TFP studio over a long period of time and from many many conversations and design meetings that didn't involve any forum factions at all. The fact is that no player anywhere who complains about anything can enforce their playstyle upon you. If people asked for digging zombies and TFP did it, it was only because they planned to do it anyway. If people complained about people driving around all night on hordenight and TFP made it a death sentence to do so then it was only because TFP was planning to do that themselves. I am not playing Devil's Advocate on this either because that would imply that I am also making assumptions and speculations as an alternate possibility to your own assumptions and speculations. I am giving you the facts which blow your speculations out of the water. LBD was phased out due to balancing decisions and design choices. Perks with skillpoints were listed in early mockups during the kickstarter. They experimented with LBD but ultimately chose to return to their original plan and despite the huge backlash that has continued from a very vocal faction, they have 100% resisted going back to it precisely because they are not as easily influenced as you suppose.
  22. 1 point
    A19 RELEASE DATE 30th October, 2020 ABOUT Undead Legacy is an overhaul mod for 7 Days to Die, that changes a lot of things in the game as well as adds new features never seen before, you can read more about upcoming features through this link on my official Undead Legacy website: https://ul.subquake.com/wiki/About LINKS Official website - Official Undead Legacy website/wiki Discord - Undead Legacy Discord Community Install Guide - A quick guide how to manually install the mod. A16.4v1.3.0.3 DOWNLOAD Bigger Backpack - Undead Legacy for A16.4 with 80 slot backpack (EasyAntiCheat must be turned off) Standard Backpack - Undead Legacy for A16.4 with 32 slot vanilla backpack (EasyAntiCheat Friendly) FEEDBACK & SUPPORT Please consider supporting Undead Legacy development through PayPal or Patreon: Thanks to all the wonderful people, that are current and former patrons as well as people, who contributed, I can't express enough how much I value your support, it means a lot to me!
  23. 1 point
    I actually don't know. I saw it not work for someone else too, but it was working for me. I'll look into it for when 19.2 comes out.
  24. 1 point
    Hello i wonder a bit about the sound output if i land a headshot on a zombi...it groan. Ok groan, let it be if a Z fall down, hey they are dead, normal they should say nothing... but headless?....
  25. 1 point
    Those two issues are not connected. Even after making loot rooms non cheeseable (by nerdpoling for example) they still will need to reset the POI prior to every quest. The POI has to be in virgin condition at the start of the quest. Period. End of Story.
  26. 1 point
    Thanks for the feedback and glad you are enjoying it . Vanilla spawns still have the indicator enabled ..so yeah will turn them off in next update. The bounce effect is strange and seems to happen on uneven ground more ... looking at possible fixes for that. The Military Truck glitch may be due to the vehicle collider not destroying the the spawn block instantly and can depend on the rotation of the spawn block.... we have changed the colliders for next update and have actively been looking at a fix for that , it seemed to happen on that truck from the recent update so maybe something I did messed that up on for the last update. The spawns for servers information is useful and thanks for the feedback on your findings ... Regards Ragsy and Tiger
  27. 1 point
    I knew it that the head on this costume reminded me of something, but I couldn't really put my finger on what it was, but now I think I finally figured it out! THIS:
  28. 1 point
    Why overcomplicate things by trying to do something algorithmically which every player, if he/she is so inclined, is perfectly capable of doing on his/her own? I mean, nothing, as far as I'm aware, prevent players from positioning themselves so that their back is towards the POI when starting the quest at ! mark.
  29. 1 point
    A new version is in the works. The coding part is finished but some testing remains. It’s just been put on hold while working on SMX updates. The icon size for the buffs and then collection sections have been increased and it is coded in such a way that it is easily interchangeable by setting a controls node in windows.xml. I expect to get it out in a few days.
  30. 1 point
    It would be great if someone would open a bug report, and do the needful. So far the only people I've heard having this issue are... A. Playing on an old save that isn't compatible. B. Playing on an old Nitrogen map. (Around a19e b154 Nitrogen stopped being 100% compatible. That was back in the middle of July.) C. Playing with mods that aren't compatible, or just playing with mods. D. Playing on a server with options A-C, or a server where their ping exceeds 70ms on a regular basis. So far, I'm not aware of anyone doing this. It's been a couple days since I looked though.
  31. 1 point
    Nah it was my fault.. No idea how i managed to link the thread twice lol.. It has now been updated. Here is a quick link for it. And it should work in a19.1.. not much changed in .2... Telrics Pokemod A19
  32. 1 point
    The very first computer bug that ever occurred was a moth that flew into one of the early computers and shorted out a circuit to produce a error.
  33. 1 point
    TFP never made a single official poll regarding LBD. Forum users made polls galore, but not TFP. Most of the outrage came after A17 was released and people played with LBD completely phased out. That is also when most of the polls made by users appeared. After. During the 1.5 years during the development of A17 there was not much said about it other than lingering gripes about crafting xp being finally completely removed when A16 released. Interestingly enough there is crafting xp once again in the game. TFP does listen to the players but listening and obeying are two different things. They listen they discuss amongts themselves and then when they reject, there are a lot of players who just assume TFP never listened (Because if they truly listened, how could they POSSIBLY choose differently than my opinion). I agree with you that there are a segment of players who incessantly talk about how much they hate the tactics, actions, strategies, and exploits other players use. I disagree with you that those people have any kind of power at all to enact their wishes. So what if someone hates the way I play the game and posts it here? Unless it is Madmole or Gazz or faatal AND they also have the rest of the team on their side it won't make any difference. You are assigning way too much power to people who have none. Do we usually disagree on everything?
  34. 1 point
    If it's not meant to discuss that then why were you the one to bring it up in order to try and make your points relevant? When you use your "vast" experience as a qualifier you open that experience up to review for validity. Not my doing - yours.
  35. 1 point
    I'd argue that the mechanic itself isn't boring.... the way you're using it may be to you, though.
  36. 1 point
    It is not something I've tried and I don't know of anyone on the team that has one. I use a 32 inch 4k 16:9 monitor for my main. Running in windowed mode would allow us to test any aspect ratio.
  37. 1 point
    But the zombies, I mean stichtes aren't in the same place, and you still have to glue all the vultures, I mean, clothing... I mean, hitting the buttons in the head with the sledge... Okay, maybe I got a bit confused, but it's not exactly the same and you still have to do it.
  38. 1 point
    Ooook, I see your point, but if you find it boring doing the same POI twice, wouldn't the solution be to not do it? There seems to be people who like doing the POI twice.... seems wrong to remove something that people like because others find the optional activity boring. Personally, I never do the POI twice. I'd rather get another quest and do another POI. That would be cool.... but is this speculation or based on something thats been said? I may have missed something, but the last time I saw this issue discussed, Joel felt that it was fine as is.
  39. 1 point
    This is an old thread with multiple game updates since then. No need to necro this considering is has little bearing to the current stable version of the game.
  40. 1 point
    Preview - version 0.9 Implemented: * Added hint to ALT info box. * 5000% - 10000% percent faster global block search + support for searching for block names instead of block IDs + new global block search won't close your currently loaded POI * more soon... Planned: Map post-processing feature allowing to add ships and other water related POIs to the coast + underground tunnel systems/dungeons below towns.
  41. 1 point
    That's an issue with Sphereii's Core. Apparently some 19.0 and 19.1 mixup, he is pushing fix.
  42. 1 point
    If isn't broken don't fix it. The system as it is now works well. If some people enjoy doing low tier mission twice each time, be my guest. I not gonna decide how they play.
  43. 1 point
    Honestly, like many others here, I don't see a problem. So called double dipping still requires you to spend the effort to loot a POI twice... which makes it, effectively, no different than looting 2 POIs. In fact, you'd be better off looting it once then going back for another quest. I'd rather loot 2 POIs for 2 quests than 2 POIs for 1 quest.
  44. 1 point
    I'm the kind of guy that takes everything apart for parts, breaks every door for the knobs, and generally takes way too long to clear every building lol.
  45. 1 point
    Or the answer is, if people feel an advantage even if there is no one and they don't get it even if someone explains it, let them do so. And people that are anoyed of it and aware that it has no advantage, simply skip it. If it is changed in whatever way, there for sure dozens of people will stand up and complain that that "exploit" was removed.
  46. 1 point
    I find double looting to be a non issue really. Double looting a POI can only happen once per quest building. If a player wants to loot a building and then activate the quest to loot the same building again I say go right ahead. With how frequently we get the same buildings over and over during questing I don't see a problem looting it one additional time lol.
  47. 1 point
    @Liesel Weppen Than just add 2 buildings to the quest one. It doesn´t change anything if you loot the quest POI twice and another house or only once and 2 others. You still get the XP, ressources and loot from 3 houses in both cases during the same time. Main loot like on that dungeon POI with 3 shops and a crack a book at the end where the loot is just on the roof with no Z´s in your way or Water works where there is only one zombie between you and the main loot are the real problem.
  48. 1 point
    Double looting is only a thing up to tier 3. From at least tier 4 quests on it is too time consuming to clear and loot the same POI twice. The only advantage of double looting is that you save time on the way from the trader to the POI and back since all the zombies inside respawn as well. Besides, it can happen that a trader gives the same POI over and over again for quests. Happend to me a lot in my last playthrough. I do not understand why this is such a problem for you. If you don't like it then don't do it.
  49. 1 point
    Happy Tuesday! A19.1 is going stable today You can find the changelog here. You can report bugs here, but please read here first. Enjoy this patch and have a great day! Hated A19.1 has: We found Tim the Toolman Taylor's toolbelt and gave it to players allowing you to carry 10 instead of 8 slots A fix for the robotic turret freezing games and servers when destroying a block as collateral damage Huge improvement to ladder usage Some new and shiny zombies, one of them with hair physics! Added Player side stepping while on ladders Players falling onto ladders will be slowed until they reach a reasonable speed to attach Support defining POI zones in Prefab Editor Set entity rigid body drag to .25 when spawned with 0 Death ragdoll physics set max velocities lower 20 Slot Toolbelt for Prefab Editor New Stripper, Utility, and Business zombies Changed Improved AI ladder use Ladder type blocks to only be climbable when vertical Increased player horizontal move speed on ladders and running boosts Jumping conflicts with starting to climb a ladder Console command replies on the Windows Dedicated Server terminal window same green as regular console output now Loot window of writable storage box shows custom text if assigned Reduced zombie flesh physics bounce and increased fat bounce Increased toolbelt size to 10 slots Increased value of cigars Reenabled docks_02 in Navezgane Fixed Switch lights do not seem to be working when they are placed. Switches that are turned on will be white when logging back into the game Fixed light source on player industrial light First person hand animation for block placing is faster and doesn't de sync with fast placed blocks Stone axe abledo brightness Trees are invisible from one side and not the other Object quality diminishes world object render distance too far Cops and Radiated Cops aim poorly (Increased vomit radius) Soldier zombie only shows head on fire Goldenrod seed uses full grown stage ghost when planting (and similar drawing bugs in other plants) Block placement would start rotated for certain blocks Broken glass looked white when holding AI jumping at you thinking the path to you was unreachable if you had moved AI could not jump while on a ladder AI obstacle check was disabled on ladder if not climbing AI pathing not making horizontal ladder connections AI pathing making unneeded inside drop connections "house_modern_03" has zombie trapped in tub if/when spawned Trader hughes poi has missing beam Terrain AirPocket in cave_04 House_old_victorian_10 fire place paint looks out of place Player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block Player or AI moving down from air to a ladder would fall 1m Player moving down to ground while in a ladder block would keep you attached (slow) Holding jump after attaching to a ladder slowly slides you down Player does not use stamina when bunny hopping Ladder rung above hay bale negates hay bale protection Water makes moving dots effect HUD timers overlap icons with local language changes Prefab Editor nullref when toggling 'Show Stability Glue' "ERR Prefab loading failed" when clients join a world with a custom POI Toolbelt only remembers one slot per item type to return to (e.g. multiple spears) Controller unable to select player profile character onSelfEquip event consistency issues Harvest animation plays when out of range to harvest Healing other player is not working Food animation speeds up after firing any weapon Deployed robotic sledge animation doesn't have firing sound(s) for clients Deployed robotic sledge animation doesn't fire correctly for clients AP rounds not working as expected Robotic sledge placement can be rotated using reload key during placement process Junk Sledge dupe on 2 player pickup Auto turret and traps use mod of item held in hand. ie. burning shaft mod Spawning in a trader with ctrl num* causes nre Error if anim pause (ctrl num*) enabled when placing robotic turrets Dynamic resolution causes Z selection box issues Floating crawler stumble Zombies fall through floor/world when jumping over metalRailing blocks Knocked down Fat Cops play a weird ragdoll Bear corpse harvest ragdoll is excessive Bear ragdoll hips could keep moving and improved impact handling Lab and Hazmat zombie show no fire when burning Robotic Turret freezing game when shooting a block and having 0 BlockPenetrationFactor
  50. 1 point
    Would be awesome if someone could figure out a way to make a 7 days map editor where you could generate a map in 7 days open it with the editor that overlays the pngs and the height map and you could just edit everything. And when you change the height it would automatically recalculate the heights for the poi's. Making a biome editor shouldn't be to hard since your only working with a set format and 5 colors currently. Then you have the few colors for the road splat. I have been trying to find an image editor that will show the height map in 3d. That would be cool.
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