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Showing content with the highest reputation on 12/19/2020 in all areas

  1. see what happens when wife catches you staring at the stripper or have 50 spawned. and for those of us who have or do work in construction... the men wont work when women are around.
    7 points
  2. Say what? What part of what you quoted was worded badly and why do you think it was poorly worded? The game isn't done yet. What you say might be true if what we have now is intended as the final version and the recent changes don't work well with it. But it's not the final version. It is an interem version and you have no idea what the final version will be to be able to make a statement like that. I know that 7 years is a long time but, yes, the game is still in development and there are future additions still to come that will make recent changes make sense. Talking about player freedom is not a card I am playing to excuse anything. There is nothing needing to be excused. You have, for some reason, momentarily forgotten that this game is still in flux and there are future developments that will make recent changes make more sense. Aside from the issue of your speculations into the design process of TFP, there exists a design conversation regarding the balance between player freedom that allows for playing in different ways and rigid rulesets that define boundaries and limit that player freedom. The developers have to weigh what they want to limit against what will be fun. They will favor rigid rules when the exploit is a "software exploit" and favor freedom when the exploit is just an advantage through strategy. I was just talking about design but I guess you thought I was trying to defend something. No. That is not what happened. I'm sorry. Again you are acting like each iteration was what they intended as a final version but then "oops, that doesn't work we have to patch that somehow...". If this game had no early access and all the development was behind closed doors you would never have played tower defense without vehicles, and then with vehicles, and now with vehicles that are rendered useless. It is exactly the method that features are added and then during beta those things are polished and balanced and melded. Those who play the final version will find that the vehicles and horde night are balanced mechanics and they won't know the iterations the game went through. What? You think other games you pick up and play as finished games achieved their final state simply from good planning without any back and forth balancing? Sorry to break it to you but they went through the same growing pains this game has but you were never there to witness it. By the way, Madmole did say multiple times for months and maybe even years before the change happened that driving around all night without risk on bloodmoon was not an intended game feature and would be dealt with. Seems like they did have some inkling about the obvious issue but had other priorities before they could get around to balancing vehicles and horde night closer to the way they intend it to be (not done yet). And as I just said, neither of these activities were considered intended allowable actions by the developers. In my poorly worded statement I specifically said that exploits that cause the player to play the game in unintended ways must be closed by the developers. Treading water safely all night and driving safely all night were not activities the developers intended players to be able to do. They warned us the change would be coming for a long time and then they made the change. So I agree that these were not legitimate strategies and that is why they were removed from the game. Kill corridors ARE considered by the developers to be legitimate strategies and so they will be staying regardless of some people's opinions that kill corridors are cheesy. The developers will have to decide whether zombies should be able to path across those or whether they should fall off. If they decide the zombies should be able to path across them then they will do so and it will end that method of defending. So far, the developers have been aggressive in closing endless loop behavior in zombies when they can fix it. They have fixed a lot of it and they will continue to work on fixing those issues because endless zombie looping is not something they intend the zombies to do. It has nothing to do with trying to one-up players or stop their fun. Some players will take it that way and that is why developers do need to be careful in how far they go. When the issue is something like zombies not behaving properly (such as consistently falling off a block that players can traverse) then they will try to fix it just as they did with the steep ramp blocks. Their intention was that zombies can damage blocks and walk up the same types of ramps we can. So faatal made the change so that they could walk up those ramps and successfully attack and break those blocks. I agree. As long as every feature is working as the devs intend it to then there is no problem. But keep in mind that this is not the final version. More changes are coming and may require balancing. If those changes are too upsetting then the best thing is to simply wait until the game is done. At that day, you can teach your great-grandkids how to play.
    3 points
  3. Here is a quality of life 'server side only' mod called 'Oak's Pet Animals, Guards, and Farm Jeep' by oak @oakraven with kind assistance from Dayhawk Mod. Thank you also to @Dre for giving it a good run through to check for functionality and potential issues. Download: https://github.com/arramus/Pet-Animals-and-Guards-A19-2021Jan01 This mod provides: 1) 9 Pet Animals - These include Boar, Rabbit, Stag, Chicken, Pig, mini Bear, Wolf, Coyote, and Doe. (These animals show no fear when approached and will stay within their confines. It is strongly recommended to always have 3 blocks above the highest perimeter point because the animals can climb up onto objects and each other and will be over the wall before you can notice.) 7 are purchasable from the Trader's with a starting base price of 800 or found in plane supply drop crates and use the Quest system to switch to a place-able animal. These include Boar, Stag, Pig, mini Bear, Wolf, Coyote, and Doe. 2 are only found by using a Coop for the chickens or a Trap for the rabbits. 2) 5 Guards - Guard Hell Bear, Guard Hell Boar, Guard Hell Wolf, Guard Hell Lion, and Guard Rabbit. Additional human Guards are undergoing a little more tweaking and will be released at a later date. All 5 are purchasable from the Traders with a starting base price of 800. 3) A Vehicle - Farm Jeep. (This is a miniature version of the 4x4 Jeep and is designed to be used for very local journeys due to its slow speed. Tractoresque.) Here are some pictures to show you how things work: PET ANIMALS Purchasing and Supply Drops Visit the trader and check the traps and tools section. On this occasion the trader was very generous with offerings and the animal icons have a description of what animal is being offered. The pet animals have been integrated into a default group and on some occasions you will get a lot of choice and on other occasions nothing. The base price of 800 has been lowered to reflect skill and buffs. Here is how I place a Pet Boar I purchased at a later time using the Quest feature. First, perform a 'Read'. Accept to Release the Pet Boar for Placement. A Quest Started prompt will appear and it will automatically be completed. Check you inventory for a 'dog house' icon and the name of the animal available. Place the animal on ground just as you would a vehicle and stand back. Incorporating a feature found in the Dayhawk Mod (thank you), a tile will appear on the ground which in turn will spawn the animal placed. If the animal drops onto the tile, the tile will break and a cobweb will appear to finalise the process. If the animal doesn't drop onto the tile, you can always walk on it and it will break. There are occasions where you may get lucky and a second animal will spawn. You may also get unlucky and nothing spawns; however this is incredibly rare and based on what we have experienced so far, blanks are less than 1 in 50, whereas doubles, and even triples on one occasion occur 1 in 10. I expect this depends on netcoding, latency, or any other factor relating to server processes. You can either harvest the animal for meat and other resources, or simply allow it to have a sedate life of roaming. Pet animals have been integrated into default supply drop settings and will be chosen from a select list of supply drop groups. Upon finding a Supply Drop Crate, you may get lucky and find a pet animal. Or more. There are also 2 Pet Animals that cannot be purchased or found. These include the Pet Chicken and the Pet Rabbit. oakraven introduces a method using default features in a novel way as follows: a) Construct a Rabbit Cage Trap or Chicken Coop and place them. The Chicken Coops can be placed next to each other but the Rabbit Traps need some spacing. b) Make some Chicken Feed and Rabbit Feed in your campfire and take them to your Chicken Coop and Rabbit Trap respectively. In this case, right mouse click and it will change the Chicken Coop status. Once receiving Chicken Feed the Chicken Coop moves to its Nesting Stage. And finally it is time to harvest. We can always receive feathers and eggs and regularly receive Pet Chickens. Pet Chickens are placed exactly the same as other Pet Animals. The chickens are prone to resting on ledges above the ground and your imagination can take that wherever you want it to. Pet Rabbits follow the same system beyond the reward and housing. Make some Rabbit Feed. Take it to your Rabbit Trap and right click. The Rabbit Cage Trap is Baited and Set. Here's one we trapped earlier. Activate and Release as with other animals. And should you ever lose your pets and have the skill in place, crouch. GUARD ANIMALS Purchasing Just as with the Pet Animals, the Traders will stock Guard Animals. The Guard Animals can be purchased for the same price and placed exactly the same as Pet Animals using the quest system. The Guard Animals will remain passive in the spot you place them until a Zombie gets to close. The guard animals can be used to protect your Pet Animals, general base protection, or even during a Blood Moon event. An unwelcome guest. 2 Animals Guards; Guard Hell Wolf and Guard Rabbit are released using the tile placement system and very quickly recognise the threat. After opening the shutter, the zombies attempt to enter the farm compound and are met by the Guard Animals. I got lucky on this occasion and 2 Hell Wolves spawned from a single tile. The skirmish ensues. One of the Hell Wolves was overcome and is ready to be harvested. The Guard Animals that survived will see their health restored. The Guard Animals also fare well during a Blood Moon event. Four Guard Animals remained until first light. Players will receive no XP for Guard Animal kills. There are 4 additional human Guards that are currently being tweaked for a future build. There was an issue with the Trader compound causing NRE for certain classes and that needs to be tweaked to ensure they function well with the few classes that are compatible. VEHICLE Farm Jeep The farm jeep is your tractor. It is pretty slow but will get you from A to B without running down your stamina. It fits the concept and can be constructed on the Workbench with less resource demand than a regular vehicle due to its limited functionality. It's just a bit of fun. And is scaled to match pathways. Carries 2 players... There will undoubtedly be updates in time, but this is a fully functional 'farming' mod and may serve you well as a break from looting, questing, and skirmishing. Installation If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. 👍 Hog Riding! but that's another mod.
    2 points
  4. -=TacticalAction=- Hello everyone, I'm from china, and not good as English. About this mod plese see the video : https://www.bilibili.com/video/BV12X4y1M7r6 This mod add a lot of guns and gun mods to the game. Right now, you can use EOTechG33 + AimpointM3 + PVS22 three scopes on one weapon. Or, ACOG_ECOS + PVS22, Or just G33 + PVS22, without Reticle. All those scopes use "C" or "Ctrl"key to change state. There have many other things in this mod. And the best, a huge display of fireworks. Noted LavenderManor : when you planted Lavenders, they have a chance to grow up to LavenderManor, it was more beautiful. TαVirus : when you get hit by zombies, you may infect TαVirus. at first , you feel nothing, then in a while, the symptom will show up. And dont ask again, this virus has no cure. That's why the whole world end. Download link A19.x : DownLoad Old versions : DownLoad Have Fun
    2 points
  5. My action when arramus hinted me about this mod probably tells something about these guys and the mods they create.... Sooooooooo.... Just downloaded the thing, barely tested it... did a backup of my server and threw it in there 😛 NOW I'm gonna test it... haha. Great work as usual, already love it, though I've barely scratched the surface Also, at the same time I thank you for all people that are involved in the Snufkin stuff + more. Love ya!
    2 points
  6. my wife wants to know why the female zombies are stereotyped and why there are no construction female zombies or mechanics etc. PS: the Stripper zombie was a great overhaul, the nurse and others need some love.
    2 points
  7. It was a real pleasure to watch it go through the creation and tweaking process and now we can enjoy it.
    2 points
  8. Interesting. You say others fail to understand the distinction but then you do the same thing with my statement. Obviously, I was saying that the devs will work to close and end "software exploits" but that they will not try to stop every strategy that people use to gain an advantage over the zombies. Stopping people from improperly using flaws (such as the hatch elevator) but allowing them to use legit strategies (such as kill corridors) that ultimately give them an advantage over their enemies is horrible design philosophy? I don't think so. The real problem is that some legitimate strategies work really well and people start using them to the exclusion of anything else and become bored and refer to them as "exploits" that should be nerfed all so they can be challenged again. The devs may or may not agree with that. But if they decide to "cop out" and retain some of those strategies in the game that are not software exploits but are simply effective methods of playing, I submit that it is good design philosophy because it gives more choices to players who haven't self-limited themselves by only doing those things they perceive as the most efficient and effective. Regardless, any time the devs remove an advantage whether it is a legit strategy or a software exploit, there will be people who get upset at the change because they liked using it. That was my point. Therefore, the devs should only focus on actual software exploits that they deem important and not try and nerf every gameplay strategy advantage that players find. Now we may not all agree about whether a particular activity is the type of thing the devs should limit or not. That is their perogative.
    2 points
  9. I think any loot item that has no use in any recipe and exists only to be scrapped should be removed and the scrap brass, lead, etc., should be found instead.
    2 points
  10. This mod contains 5 custom zombies: Santa, BernardtheElf, HollytheElf, BuddytheElf and BobbytheElf. These will all spawn in the Snow Biome and are all harvestable after you kill them, they reward; Up to x500 of each round at a 50% chance, they also give Dukes, Santa up to 15k, Elfs up to 10k. To spawn these in yourself search Santa and Elf. Happy Christmas :) MickkpewpewChristmasMod.zip
    1 point
  11. @War3zuk Bad ass mod. Thank you! Works great with a19.3, Sorcery mod and all the @arramus / Snufkin server mods (using on a client based server with 10 plus hrs on new game so far). Adds a lot to the game, over 500 hrs of play on 7dtD
    1 point
  12. @arramus and @oakraven put a TON of work hrs into this. Have it on my new game (client side server) with a few other server side mods, sorcery mod and war3zuk alpha 19 AIO without issues. Super cool.
    1 point
  13. I have been on a site that they really do have female construction workers and you can tell they stand out but not for there work in construction. I found them very distracting.
    1 point
  14. A19 RWG 8K - World Seed " last person standing "
    1 point
  15. *************************************** i have submitted an improvement/request ticket to have a visual identifier for such an issue. hopefully they can add what i suggest. still not gonna be 100% fool proof because of human nature but every little bit helps. QA Tester-unholyjoe ***************************************
    1 point
  16. Nice to see my video coming up as an explanation! There was a bunch of testing I did, including a follow up video trying to show and explain what I saw happening. People (on reddit, kind souls!) were able to replicate the 6x with even square full blocks. It's just a lot harder to set it up so the zombie glitches into it and does the extra damage, whereas some blocks (poles/plates) seem very prone to it. Centered poles for instance were a lot safer and much harder to glitch into. I can see why it's there, it's just "over-aggressive" and if toned down so it's less glitch-damage and more "I'm really trapped, LET ME OUT!" damage instead as intended. In TFP's defense, they early on did hone in on it, that maybe it was happening a lot more frequently in normal game play than anticipated. Maybe it's also not super easy to "fix" either. @Jugginator I also don't think it's horizontally placed poles. I showed that in my video before, that horizontal (centered) poles are normally just fine. It's the edge-placed poles that had the issue.
    1 point
  17. A server side only mod as well. Absolutely superb and time to share the good tidings.
    1 point
  18. The simple reason many people "exploit" during BM nights is: There currently is no reason to kill the hordes of zombies. Now, if there was a reason... -The zombies you kill, reduces the power of darkness (JC Channel uses better terminology and lore) which causes some good things to occur. -Killing a full hordes worth of BM zombies will keep (Zombie Game Stage) at manageable levels. Otherwise you will be seeing the green zombies very soon! Just another reason to separate Loot GS and Zombie GS.
    1 point
  19. "gfx st budget 0" in the console after every joining the game or if you just see these blurry textures
    1 point
  20. Ooh, to go along with CrazyAluminum's suggestion of a chemistry box, I would like to throw in a proverbial coin for a container with a Gear icon for mods with a big pretty please, using that same website they posted. This one is a really good option, imo. It gets the point across pretty bluntly and it's a rather clean and easily-editable icon if it needs to be edited! It also fits in well with the other icons you've chosen.
    1 point
  21. Meet my new ghoulfriend! 😉
    1 point
  22. This is still a great game. Even though graphics are much better in other games. I can leave this game and pick it up after a few months and it will still scare the crap out of me. I walked up to a tool shed head and one of those things popped out at me growling. I jumped. lol I really don't know how TFP's are going to top this one.
    1 point
  23. Limited storage isn't a problem for the devs to solve. Inventory management is a core part of gameplay.
    1 point
  24. Press F7. Also, why not have options, people?
    1 point
  25. Deleting the HUD altogether and having your dog lick the PC screen while you sniff some recently mowed grass will do it for me. Most immersive.
    1 point
  26. Having the EXP never pop up whenever you make any kill anytime would be most nice....
    1 point
  27. I'd love a full character customization setup like Bethesda has but we're a small team and have to pick our battles or never ship. The head system is expandable and we might get a little face customization in, we'll see yet. After a few hours though everyone has a full helmet on and you never see your face anyway so I don't see the argument. Cool, maybe I missed it, but a smiley face to indicate humor with text is a must have usually I agree, and I myself have spent hours making new characters for certain role plays in other games, but 7 Days was never that game for me. The customization wasn't good enough and the game is too light on the RPG side for it to matter. Console outsold PC with zero customization, all it had was presets you could pick from, I just don't think our audience cares that much about it. I'd LOVE it, but we need to get bandit AI in and get something that looks decent for player characters, and not spend 2 years R&D making a Bethesda like character system. I heard they had at least 2 years in Fallout 4's setup with several programmers and a dozen artists just on that one feature. It's a fixed time to scrap an ounce I believe, so we'd need to reduce the time, or make everything insta scrap, which probably would make for a better game honestly. Waiting for a timer isn't that great of game play.
    1 point
  28. Could the scrap timers for brass items (minus radiators, of course) be reduced in A20? It would be such a wonderful quality of life change. I never scrap brass unless I absolutely have to, but it's a bit excessive in my eyes that it takes nearly 2 minutes for a single candlestick to be broken down when lead items only take a few seconds per.
    1 point
  29. Yeah, companies like CDPR get this and never bothered with the AI in the first place!
    1 point
  30. Well, they are really really small. Or it might have been sarcasm.
    1 point
  31. 900 hours of gameplay later and I'm only just now learning that there are rabbits and chickens in this game. Bless you gifting me with your divine knowledge. Cancel the idea animals in various stages of health, we have chickens and rabbits.
    1 point
  32. Usually, the only times I die in the first week is when I utter those famous last words : "Yeah! I'm sure I'm ready to take out that bear!"
    1 point
  33. The number of deaths "expected" in the first week varies greatly depending on what kind of map and settings I'm playing. I've been playing this game on survivalist for so long that anything less seems easy mode, but I'll still do it on occasion to play a more casual game. Some deaths just cannot be avoided easily (getting jumped while out of stamina at low levels, for instance). I don't have an infinite amount of time to play so I rarely do perma death or drop/delete stuff on death anymore. Spending all that extra time starting over for stupid/unexpected things (in game or out) or running back to get my stuff just doesn't make sense for my lifestyle.
    1 point
  34. Here is your problem.... you're not supposed to kill them in the first week. You should be avoiding them at all costs.
    1 point
  35. Its funny to see some people, being personally mad at something in the game, requesting adjustments from the devs, like its due to them, like they own that game. What's nice about the current AI is that you can replicate the approach you could have in a real-life situation, naturally : study the behavior of the threat and use it against itself to neutralize, contain and idealy suppress it. All humans tend to do this with their survival instincts. Its actually a tour de force from the Pimps to have been able to develop an AI that features those aspects, that constitutes so many entities and at the same time and that gives players the possibility to creatively circumvent, face and adapt to that dramatic situation (the Blood Moon) in an efficient way. They can also fail if they cant adapt adequately, that's the beauty of the thing. Even if you think you got it and hold the Zs by the balls, there's always something that can happen and screw you up in a second. I've watched enough of Glock9 and Capp videos to see this happen and those guys are far from being noobs. This also nullifies the claim that "7DtD Youtube revolves around cheezing horde nights". Maybe some videos show some cheap and boring way to play the game, but its nothing wide-spread like OP claims.
    1 point
  36. There is a clear difference between the verb "to exploit", as in to take advantage of, and the noun "software exploit", as in improper use of a design flaw or oversight. That distinction, however, does not exist on these discussion forums for whatever reason. People use them interchangeably and it renders these conversations completely circular and utterly pointless. I gave up trying to correct people long ago as I suspect many of them are being willfully obtuse about it. Unfortunately, that is the prime reason for the cop out argument that Roland made, which while technically correct, is horrible design philosophy.
    0 points
  37. Variety is fun. For some of us, playing around with sliders isn't just something to get out of the way before you get to the game. It is itself fun, intrinsically: a place to experiment, be artistic and creative, role play, and take satisfaction in the fact that no one has ever played the game with this particular character before, in the same way we find it satisfying to play on a random world no one else has seen before. My first hour (literally, I clocked it) of playing Fallout 4 was spent in the character creator, despite the rest of the game not holding my interest for long. Swapping between heads that have gotten an artist's stamp of approval guts most of that fun. Don't forget, people make bases that aren't professional looking or performant, and share images and videos of them, all the time. And you let players do this, because it's fun and this is a sandbox. You do your best to make the pieces look good and perform well, but with few exceptions (like a minimum distance between trees) you don't limit what players can make. ...With that said, the greatest need for variety is not with the player characters, but with the zombies, and eventually bandits. If a new player starts a game and plays just through the first Blood Moon, they'll still typically see hundreds, possibly thousands of zombies. And they're only getting a subset of the zombie types at any given gamestage. So if you do any further work on character variation, I hope you do it on zombies. Tinted clothing and skin, subtle scaling, body part swaps... I get that UMA didn't pan out, but anything would be better than clones - even new, high quality HD clones.
    0 points
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