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Showing content with the highest reputation on 11/03/2020 in all areas

  1. We're looking at spring which always leads to more like summer. We'll see though, we're making good progress.
    5 points
  2. Your experience is VERY different to mine and I still don't quite understand why. If possible you should provide more information regarding your playstyle along the lines I mentioned in my previous post. Are you playing with any significant changes to the game settings, e.g. longer days or higher difficulty? Are you using advanced recipes that require canned food? Or are you expecting good value from grilled/boiled meat? Do you buy food from traders/vending machines? Farming helps supplement your supply, but I don't know that the veggie stew recipe is a part
    4 points
  3. And before that you will be frustrated and angry that you lost your Q3 gun and have to use the Q2 which has one modslot less.
    3 points
  4. And here I just wanted the vehicle engine sound be linked to the actual speed you are driving.
    3 points
  5. Quite right. Reflections ≠ raytracing. We've had tricks to look like realtime 3D reflections for 20+ years, before people even had graphics cards. The earliest case I can think of was Duke Nukem 3D, but I wouldn't be surprised if there was an earlier one. The trick there was to have an impassable window looking into a room with identical, mirrored geometry to the room you're in (and then draw a copy of the character). That doesn't work for 7DtD, since with few exceptions we expect nothing to be impassable. A later trick is to choose a location
    3 points
  6. I mostly disagree with point #1 above. I assume you mean lack of variety in weapons, not lack of variety in this game. Ignoring that I really agree with the above as a general "the game is not finished and needs a lot of polish". If I know anything about software development (and I do) I would bet that many of the performance issues relates to just how broad this games is in terms of features. Sure it can be optimised but the number of concepts here is actually mind boggling. You have distributed state management in a game with RPG and Tower of defence and FPS rolled
    3 points
  7. My main point was that new players are still in the phase of exploration and puzzling out how it is all done and so are more likely to enjoy the challenge moreso than seasoned players. However, I freely admit I'm projecting myself and not everyone obviously will be like me. I do think better communication to help new players understand where food sources can come from and the importance of shifting from basic foods to more complex recipes is important. I died over and over again (sometimes starving) in the beginning but didn't hate the game because of it. Figuring out the keys to s
    2 points
  8. To be perfectly clear: I support deepening the repair mechanic in a way that adds meaningful choice and improves the gameplay loop. I do not support changing the repair mechanic to "fix" an imaginary "economy". This is why I have answered "NO" to the OP's poll question.
    2 points
  9. I just don't see this as adding value to the gameplay loop. Downgrades feel bad, especially when there is no counterplay. If the counterplay is just spending more to maintain the same level...meh. It would be okay because the player accumulates so much over a playthrough, but it doesn't really add anything. Changing your perspective to consider all upgrades as temporary doesn't change that feeling, because you know the game is progressively getting harder...every day you survive and kill and gain levels the game is getting harder...if your items don't keep up with that curve...it just feels ba
    2 points
  10. Sure, you could call that an economy in the broadest sense of the word, but I'm not sure that nomenclature really helps anyone as most people understand economy as having to do with the exchange of goods and/or services between individuals - in this case game entities whether PC or NPC. I assert that this game does not have an economy as such, because by default settings the supply of every resource is theoretically endless, capped only by time and RNG. This means that on a long enough timeline the demand, and hence the value, for everything drops to zero. You cannot have any kind
    2 points
  11. @madmoleA question: Will there be any changes to flora? I love the new trees but would love to see someone try to do nicer performant grass. Every time I tell my brother about new updates he asks " have they fixed the grass yet?" The strands in the current grass look thick and too contrasting, sometimes too dark. I wonder can you do something a little finer and cohesive. Maybe closer in shade to the ground texture. I notice the old trees also having too much contrast compared to the new.
    2 points
  12. I have no interest in "fixing the economy", because I don't believe this game has an economy. Could repair be made a more engaging mechanic? Absolutely. The old days of combining parts on the workbench were much more engaging than what we have now, but that's neither here nor there. To add my anecdotal experience, I use a lot more repair kits than I find, but that's probably because I repair all decent value items before selling them. Still, I don't have a problem with kits because I prioritize the ingredients for them very highly in my play routines...I always have iron (first fro
    2 points
  13. Playing Devil's advocate here... The one thing that those lights don't do, is go out. Flares do. If they're commonplace (like, cheaper to make or loot than torches) it would add light management mechanics, which could be cool. Also things look spookier in a red flickering lights, so it would add to the fear factor. ...Having said all that, I'm not married to the idea, and I'm sure you guys have a lot more to work on. EDIT: Sorry for the two posts, I thought the forum software would "auto-edit" my previous post.
    2 points
  14. Not yet. That would require some kind of concept of what is inside and what is out. Hard to do in a fully destroyable game. Goggles occupy the entire head slot. You are always wrong bro.
    2 points
  15. I really should not bother responding to a post that complains about RNG in a sample size of 20+ loot bags, but I guess I am dumb enough to take the bait. Go play a theme park game with pre-determined loot and gameplay path if you can't overcome the difficulties that RNG brings using the multiple methods that already exist in-game. Maybe sandbox RNG based games are not for you? Personally, I like the RNG nature as it forces me to adapt and overcome when I can't find the thing I need.
    2 points
  16. I should hope vehicles can drive off road and I have no plans to change it.
    2 points
  17. Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. Alpha 20 Dev Stream Videos 1) Alpha 20 First Look with Prime and Madmole October 28th, 2020 2) Alpha 20 Developer Live Stream November 25th, 2020 3) Twitch Integration Demonstration (19.5 but also relevant to A20) Alpha 20/21 Roadmap 1) Unity Update TFP will be working with Unity devs directly 2) Random Generation Update New stamp tech that will allow artist created features such as mountains, hills, rivers, etc. to be placed in biomes. The
    1 point
  18. Well, lets assume that the perfectly rolled T3 q6 gear gets an exception, that it doesn't degrade because it is just perfect. No contest from me, I don't care about the "economy" of this game past day 200. But what about all the qualities inbetween? The long haul before you reach that exalted sphere of tier3 Q6 items? You have a tier2 Q3 weapon and it degrades. While it degrades there is still a Q4 weapon you could find, or a Q5, or even a tier3 weapon. Would you still see the search for better gear suddenly vanish?
    1 point
  19. 1) I would do a fresh install because that drain really sounds like a bug. Are you playing on an old save? 2) Meat stew is 50 food. Hobo stew is more than double as good at 64 food. Shepard's Pie is 104 and Spagetti is 122. That's more than 4x better than veggie stew. Limiting yourself to basic foods is a mistake. 3) It's your choice to go after such an elaborate Blood Moon setup. You can defend yourself in MUCH simpler ways at the gamestages you would be encountering on day 30. Just find a multi-story building and hack out the stairs. You can work on the big pit in you
    1 point
  20. You n You need to place the babies on the Fertile animal ground
    1 point
  21. That is one way to see it. I like to find nice things like Grandpa's Moonshine or a plate of spaghetti even though they "break" immediately when I use them. A good weapon is a good weapon whether I have it only for a week or forever. Lets not forget that at a normal progression it would go somewhere like this: You might find your first quality 3 weapon on day 13. But the chance for q3 weapons is constantly growing (before and after day 13) so the next q3 weapon you might find at day 16 besides lots of q2 weapons. At that time your current q3 weapon will be at half durability
    1 point
  22. Hi, I'm back. I have only one question (for now): Will grass have an overhaul in A20? It would be cool to have different models and sizes. Trees look great, lighting looks great, distant POI's, distant trees, distant terrain, hd textures, soon character overhaul and dynamic imposters will come...but it's the same old grass. I think a new one would make sense in the overall looks of the game. Thoughts?
    1 point
  23. I have some serious issues with the way the stat ranges are currently configured, but that's a topic for another thread... I hope my larger point is clear that perpetual advancement or at least the feeling of a chance at advancement is key to preserving and promoting player motivation. This applies to every item in the game and regardless of how emotional people get about digital items.
    1 point
  24. You are correct that items of similar quality perform so similarly as to be indistinguishable from one another in practical use cases. That, however, is not the issue...the issue is player feeling. When it comes to player feeling there is a clear preference for improvement in any game that uses items and item statistics. As soon as numbers get involved humans, and by extension gamers, want to see to those numbers go up over time. As soon as we get the sense that our numbers are stagnating or that there is no chance to improve them, the fun factor diminishes. Let's assume that you a
    1 point
  25. One thing I just realized is that after the first couple of days in a new game, looting piles of clothes, dressers, hangers, clothing racks, etc. will provide the joy that book cases do, where instead of getting some garbage t-shirt i have a chance at an armor set piece.
    1 point
  26. Every invest-vs-reward is an "economy". How much is a repair kit worth? Basically nothing, because you find tons of them and also can craft them easily, same applies to executing a repair process (because the doing itself is quite pointless). That's economy. If anything is massively under- or overrated, it's a bad economy. And there are dependencies of that. If repairing wouldn't be that "cheap", it would increase the value of found items. So once you have a found a t3 ak-47 and find another one, there is only few you can do with it. Selling it to the trader probably is done i
    1 point
  27. I can play dressup with that suit screw the bonuses.
    1 point
  28. Great mod n2n1. Btw is there a way to remove those strange boxes?
    1 point
  29. Yes, PeNa. This is something we all really hope for as the weapons are just superb. Based on the posting history: 1. Slawa has been working on restoring the original version to A19. 2. oakraven has been supporting the restoration and also expanding on the original with his own weapon types which he kindly let me test. I shall ask him if we can share here for testing before it gets its own thread. 3. Shoudenkalferas has also kindly looked at the files and helped restore to A19.2 even though there may be some things to tweak. If oakraven accepts, I'll try t
    1 point
  30. So I watched the dev talk for A20, and I can't help but feel the outfit system is sort of a step backwards and not really forward. Your removing char slots for equipping stuff it seems. Not to mention the amount of inventory clutter this is going to cause when its already super cluttered as it is. You could have added these sets, and kept the current system as well, I don't get why you scrapped it. I mean it won't fix the inventory clutter either way but. It feels the whole thing is a case of: "The current equipment system was not broken and did not need to be "fixed"." RWG stuff,
    1 point
  31. Madmole The above is just a curiosity, As of 19 it has prompted me to use more systems in longer gameplay days. I still play Nomadic, and turn lighting to 0, but the actual gameplay gives me more choices between horde attacks. A new midrange pc plus your optimizations and my terrain tweaks allow me to play a 7 day 120min session and ignore the time on my day off. Thanks
    1 point
  32. Awesome, thank you Gouki. It was pointed out to me the reason for the problem with my Play Testing, since I build in real world and zombies turned off... same problem I faced before and I simply did not remember. I had to load an old save that had zombie spawning turned on in order to set spawning to true in Playtesting. Been working with Stallion in Discords. He's gotten a hold of it for some fine tuning, bouncing it back to me to nitpick the details some more. I will likely get a new .zip on the forums when we both are happy with it.
    1 point
  33. Lol. Ad Hominem is always the cornerstone of a strong argument. I thought you left the job of making an ass out of oneself to Roland
    1 point
  34. Why not use what you have instead of asking for things you don't need. We have lanterns and torches you can place. Generators you can hook up and place spot lights. The drone has a headlight mod. Flares can be modded in IMO, it is a waste of vanilla resources and dev time when there are 50 things that do the same thing. It seems about as valuable as adding pinto beans, black beans, northern beans, red beans etc... who cares we have corn.
    1 point
  35. Not happening for A20. Vehicle mods are but the whole vehicle crit system has to wait because Faatal is swamped with other features. We have flashlights and gun lights and helmet lights. Do we really need more lights? No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already. That is already done.
    1 point
  36. I ended up having to use DM and CM commands to effectively recreate my character. Lesson learned, will be backing up .ttp files from now on haha. Truth be told this whole ordeal happened from me wanting to reintroduce the Blood Draw Kit item that was previously removed.... *smh* I just wanted something functional so I started with another Broken Glass recipe that damaged the player and yielded a blood bag, able to be crafted with polymers and grain alcohol. But then decided to start playing around with the mesh file, and the icon, and changing the debuff to another, and so on... Amateur Hour a
    1 point
  37. How much long distance running are you doing at level 100? I'd think you'd be busy getting hungry by stepping on the accelerator of your vehicle.
    1 point
  38. Why should I? If I don't like something, I can mod it. Then the problem is solved for me. I am not a game designer and therefore I don't have the knowledge or experience to decide if something is good for a game or not. I can only decide that for myself. I have always understood this in the context that players complain that they get ammunition but don't find any guns. I heard in the Developer Stream that MadMole said that the amount of ammunition you will find in the beginning will be very small, so you have to decide whether to fight in close combat to save ammo
    1 point
  39. Thanks for digging that up, it is what I am suspecting is the source of the frustration (not uncommon even at low gs to get a full 25 kits when they show up in my experience). That number could be tuned back a bit on the bottom end (to like maybe 5 or 6) and the upper end could drop to 10 if not a little lower and I'd be fine with it. The idea of removal of repair kits from the game or requiring "parts" to repair can go jump off a cliff.
    1 point
  40. In case anyone is interested, I've got this working under A19.2 without any errors: https://github.com/XelaNull/Snufkins_CustomWeapons/archive/Snufkins_CustomWeapons_A19.2_1.0.zip
    1 point
  41. Are there any plans to consolidate the UI? There's a few menus that could be moved onto one screen as opposed to flipping between several. A while back someone in the community had come up with a UI concept that better shows what I'm trying to describe.
    1 point
  42. I saw the indoors darkening effect in the stream. Any chance this gets taken out? It really feel more like a bug than a feature. You can see clearly what's inside a store and after 2 steps your screen dims to complete black. And if the POI has some areas where you go in and out a lot or there's a hole in the roof, your bightness keeps waving up and down. I don't believe it adds much to the game, rather takes away and feels like something is broken in the lighting tech.
    1 point
  43. Probably. How they react to volume triggers will depend on what the designers want. Bandits have not been proven to be anything, since no code work has been done on them yet. It is a scheduling issue, since we have many other things we would rather work on before them. I think the artists have done some work on their part and they will handle it just fine.
    1 point
  44. @madmoleA quest chain from traders that involves turning back on power plants , water plants and other utilities and farms/factories...leading to the eventual build up of traders , their goods , their forts etc. Like a slight upgrade to available items etc as you progress in "restoring civilization" That would be a nice addition , that would at least give the illusion that you are working to making it better for the other survivors
    1 point
  45. That was something Fataal was talking about possibly implementing as an adjustment, not what is in place. The testing done by meganoth, Boidster and Jugginator had the zombies time out. Zombies triggered by attack volumes are targeted on the player.
    1 point
  46. I guess it came down to, "what's worse?" Being able to drive on the bottom of a lake or having your 4x4 stop dead in its tracks when trying to drive through a puddle. I don't like either situation, but I think the former (what we have now) is better than the latter (what we had before).
    1 point
  47. Yes, that is a good reality argument and actually was brought up a few times by forum users. And if TFP could ignore balance then it would be a good reason to immediately change the amount of meat you are getting from a deer. BUT 7D2D is not a simulation and gameplay is a lot more important to the developers than simulating reality. A deer would actually feed a player for days or even weeks if he knew any preservation technique or lived in the snow biome. Now there are possible solutions to this dilemma, but all are not ideal: 1) Make deer and other big anim
    1 point
  48. Yeah, people don't get that UI icons are representative because what people understand/interpret via the picture and the reality often diverge. UI design is a tricky area because of things like this. If they showed a few scraps of meat instead of full cuts as the icon it'd be less clear for the user what that icon represented. Clarity of communication > realism when it comes to UI elements. And I'm sure some folks will say "but surely anyone would realize blah blah blah". No...they don't lol. For example when they were designing the Fortnite Trap Icon they went through many differen
    1 point
  49. Where did you get the 1kg from? There is never any indication how much a "portion" in the game is Don't look at the icons, an icon of a full cake may still mean just one piece of a cake or a minitature cake. Cans of food might mean smaller cans than you are used to or just a portion of a real can. A meat stew obviously can't be a full pot of meat stew (you couldn't eat one full pot in one sitting), it is just an arbitrary portion, maybe a full plate, maybe just 3 or 5 spoons full of meat stew.
    1 point
  50. Any chance of getting an A19 update for this glorious mod? The console hands back lots of red-script errors dealing with issues in recipes.xml - for some reason it's mostly the default gun recipes that are throwing errors instead of the modded weapons. Would really REALLY like to keep using this, if the author is still doing work on it.
    1 point
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