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Showing content with the highest reputation on 03/13/2021 in all areas

  1. Why don't they just remove wood, stone iron, coal, lead, KNO3 and shale and make ONE generic blob we can collect called "Material"? It'd streamline the game and make every recipe so simple after all. On a serious note... I'm all for streamlining "the process", but what about maintaining some "flavor" in the game? @madmole Don't you think you've gone too far with this simplification process?
    4 points
  2. This streamlining stravaganza sure is frightening... I don't care much about the streamlining of building, but I can't help but wonder what's next on the streamline list and where exactly will the line be drawn...
    3 points
  3. Is obvious his answer is no, or else he wouldn't want to keep doing this. @MadMole, can we get rid of all the different types of things that you can eat and just call it "food" for simplification sake. Its complicated having to learn how to make all the different types. "food" would be much easier to manage for us non hardcore players. C'mon we cant all have played as much as you.. just think about the new people. Gardening would be much easier as well.... Just having 1 thing called "food Crop" which grows into "food". When u kill animal you get Raw Food. Yes the cooked raw food and picked crops would both end up being called food but hey... gameplay > realism.
    2 points
  4. I suggest to nerf airdrop accuracy in A20. At least in A19.5 it's just too easy, they are making perfect secure drops right on Jen's roof 😆
    2 points
  5. Don't sweat it. In the interest of improving performance and simplifying the overly-complex and antiquated "ammo" systems the firearms use, (IT IS RUMORED) that the devs plan to move toward a system of fungible ammunition like we saw them do in Mass Effect. No more having to carry all these weapons and their required ammo types! You just bring your weapon...say...Light Pistol to a Weapon Locker (distributed throughout the map) and your total ammo is scaled with the weapon you take out of the locker. If you start using a .50 weapon, you might see your 300 rounds of Light Pistol ammo drop to 40 rounds of .50. We can all rest easy and focus on the main point of the game which is killing zombies! You can still craft ammo, but now it will fit all of your guns! No more of that micro-management that the 7D2D community just hates! You can make up for any realism sacrificed by using your imagination.... -Morloc
    2 points
  6. Frankly, I'm not convinced. You also ignored the part where I was talking about flavor in the game. If I want a simplistic experience with lots of action I'll go play (e.g.) Left 4 Dead. 7D2D has always succeeded in striking a balance between a survival simulation and an action FPS game. TFP seem to be heavily shifting toward the latter, which can be partly ok, but my question is: when is much going to become too much?
    2 points
  7. It's entirely different. All the shapes are in categories now, and unified no matter what material you are building with. So if I want wedge 60, it's always in the exact same category and same position regardless of if I'm building with wood/stone/concrete/steel/cloth etc. All shapes now exist in every material and are in the exact same menu location when using a different material helper. You can build steel tables if you want or cloth tables, we don't care. Having a powerful build system you can get creative with is better than using realism to determine what you can and can't make. The cool thing is once you memorize the layout of where each shape is you'll never have any trouble finding it, and the categories are pretty good so even if you don't know where something is, you have a good idea on where to look. On top of that all icons are now grey, shaded and rendered like art, similar to sketchup art. So they are very easy to read and tell what the shape is. The background of the icon has the material in it so you can tell what helper it is in your belt. Finally you can just build with wood, stone, concrete and steel. All the upgrades in between have been deleted, and wet concrete is gone too so less clicking and just build with steel if you want. Nothing downgrades to anything either, when the hit bar is gone the block goes poof. A fairly big change, but now each tier is meaningful and it won't be 1000 clicks to go from wood to steel now.
    2 points
  8. The limited range of the radar should be addressed. You should be able to adjust the range so you're not overwhelmed with targets. There is nothing more frustrating than to have a mission that you can't complete because you've cleared out every Z in the POI except for one that is not showing up on your radar and you've covered the area several times and are dealing with Z's that wander in from the background.
    1 point
  9. 2026. It's taking TFP so long because they're trying to fix roads. It's proven to be a difficult challenge for them.
    1 point
  10. Unfortunately, this is really unpredictable. (right now i'm tuning up 14k worlds... nothing has changed in terms of the number of cities. Last time i got 5-6 major cities on 14k map, but there were also 3-4 cities.... when as... ) PS: try hur950p97 "Mavisi Mountains" - i got 6 cities with it, including not very large ones. (but i already changed the code a little - maybe everything will be different) PPS: i sent via PM new RWG file for 14k
    1 point
  11. No problem. I know. You needn't worry about that IMO. They've already done it quite a few times and it's always balance between headaches vs fun. To reduce dev headaches problematic/convoluted mechanics usually get a haircut without losing the core fun. LBD for example, is better than the current system if done like an hybrid with limited training situations. For example get armour to only level with hits by stronger enemies and increasingly less from the weaker ones(kenshi) . But in reality that game took 12 years to make because of that (and it's great). So there has to be a fine line. The current problem is the game still lacks a lot on the RPG side and has been relying on the same general gameplay for a long time. Like you said. We'll see how it goes. I'm fine if I like it.
    1 point
  12. Yeah, and I have a pretty good idea how some of the conversations have been going... MM: "look see, I wanted to simplify a bunch of this crap so we can do some of this other stuff... they did it and it works. Screw it, we are doing it!"
    1 point
  13. idk why fun pimps still didnt hired you ur the best
    1 point
  14. Well...they HAVE been playing a lot of Valheim so you never know. They might be open to pumping out a smelter and simplifying the forge as a pure crafting station. It all depends upon time and resources. Even if they don't, I think a mod that adds a smelter and changes recipes to use ingot versions of iron, brass, and lead would not be too long in coming. I'd use a mod like that.
    1 point
  15. Sounds good. +1 for the idea. Seriously though, I am sure the changes will be fine. There will just be more gathering and crafting, instead of gathering, waiting, then crafting. A lot of that stuff is just a time sink. They can probably make it less confusing and get more players into the game as well. Hopefully we will have better stuff to do with that time, like random encounters, bandits, and more quests.
    1 point
  16. @Blake_ As I said to Roland, I need to see the change for myself to tell if I like it or not. And again, you're again going back to the forge, but I'm really talking more in general.
    1 point
  17. I understand your fear but in this case I think aligning the forge with the other workstations is a good thing. Imo, the flavor comes from having various workstations that manage specific recipes more than how complex a process it is to use those workstations. Valheim workstations are very simplistic in use. The complexity is in adding mods to them and the fact that there is a large variety of workstations to build. Valheim’s forge is a simple crafting station but is still very flavorful. I do like processing raw ore into refined ingots which Valheim also does with a separate smelter. I would be all for that although I think just fueling it with wood or coal would be fine instead of requiring an additional process of making charcoal. So anyway, I think in this instance simplifying the forge to being a workstation would be fine but I would love for a simple and separate smelter to be added and then bring back ingots for the raw iron, brass, and lead that we mine and scavenge. As was brought up, the smelting process is a reason to harvest and use wood. Remove that and a major reason for the existence of wood would be gone. Smelting keeps us needing wood beyond the early game when we build with wood.
    1 point
  18. I took the liberty of condensing your post. No offense intended. 1/2. Of course it is more performant. You are taking what some of us find to be a valuable time sink and reducing it into nothing more than base decoration. Don't we already have enough workstations that offer nothing in terms of gameplay? It may be hard to believe but some of us enjoy the early parts of the game and all of the quirky mechanics and time sinks much more than the late game FPS aspects. I usually quit and start over once vehicles beyond minibikes are unlocked and tier 3 weapons appear. 3. Bandits and NPCs? Truthfully, do you really think that the AI for these will offer any real challenge or even interest beyond a few hours? I'm not too sure. Frankly, I think TFP would be better served to forget NPCs and bandits beyond a very rudimentary implementation and focus more on PvP. I just don't think there is any way that we can ever agree... and that is ok. You want a pure looter-shooter. I came to the game more for survival-crafting. The issue is just that it is the survival-crafting that is always getting stepped on to the point that much of the character or, as some may put it, flavor is being excised from the game. The problem with simplification is that it tends to go too far and the baby gets thrown out with the bath water. For instance, this is why we no longer have a thoughtful repair system in the game. For that matter, why is item degradation still in the game? Repair kits are now irrelevant, so isn't degradation now pointless too? On a positive note, the new shape menu sounds great.
    1 point
  19. Yes that is the guide I did. Instead of me trying to load the server with that fix I sent the files to my friend and it worked fine on his computer. So only lost my character levels now and that's simple to just give xp as you said.
    1 point
  20. Do you mean the forge suggestion from madmole a while ago ? While we currently have an interesting and original take which balances realism and simulation while making the forges "gamey", doing them cost a lot of balance and coding time and it's currently still a bit confusing in a few aspects for newbies (recipe availability, resource cost balance, etc). The main problem is performance. A revisited forge with no "melting" will help performance in workstation heavy areas A LOT, because 4 workbenches = 1 forge in terms of performance (that's a minimum. It's actually a bit more costly than that; we could compare a forge to 6 whole entities at runtime ). I would like to hear the opinion of @Gazz and @madmole on this one, because this is a very interesting subject. I believe it's a change to consider (if not for a20, for the future) because: 1-Performs more than 4x better than the current forges. 2-We already smelt iron into iron, lead into lead, clay into clay, brass into brass, stone into stone (really ?). What about just using the resource as is and stop with the sharp sticks ? Ingots would be just recipes and the forge animation would be the same. Virtually no change there. 3. The game really needs npcs and quests and awesome threats that result in emergent gameplay and awesome PvP and PvE experiences, not convoluted #forgegates everywhere that take us away from that by staring at a timer. I've never heard a party talking about "that awesome weekend when we smelted that sweet brass". 4. The new recipe-based forge would be faster, simpler and easier to understand both for newbies and veterans and would help managing time for the horde. 5.The new forge would be fast to do in dev time terms and easy to balance compared to the old one. 6. You wouldn't need to have that many forges and to micromanage the smelting process like a madman/madgirl. Just select the recipe while having the resources and craft away like cement mixers, chemistry stations or workbenches already do now. 7. You could still improve them with mods, which will make the proper gating for end game resources like steel. 8.You could argue that smelting allows to store resources in a place and adds an extra threat or losing said resources, but in reality that is easily solved just by increasing current resource stacks to 10000 and if you lose the chest you would be in the exact same situation. So no gameplay change there either. So, you see, when you think about it you already start to hate the old system. Surely enough, the game lacks quite a bit of content right now, but that won't be the case in a couple of years and by then we will wonder what is this smelting nightmare all about. We just want to kill sexy bandits.
    1 point
  21. The building changes are part UI improvement, part streamlining of materials. And I would assume the former is undeniably positive and without downsides. The latter is a two-sided coin. On the one hand it is safe to say that the majority of people will use the better variant of any material almost exclusively whenever they build something. I.e. they will always use reinforced concrete when building with concrete. So in this respect the removal of simple concrete is generally similar to the removal of wooden sticks even though in actual gameplay there are lots of small exceptions to the rule. I actually often think about upgrading specific blocks or not, while my 3 co-players deftly apply upgrades to everything in reach. Another difference is in POIs. Here we will loose a finer differentiation in buildings. I.e. when we are taking over POIs as bases there are weaker and sturdier stone buildings depending on the stone used. Or a building with lots of concrete still might need some upgrades but could be easier to adapt for a low level character (hacking away those stairs before nightfall takes a lot longer if the blocks have HPs doubled). Still, the impact is small In summary, as a long time player I don't like the removal of the material variants and it isn't just because I'm used to them. But I can live with the change.
    1 point
  22. Ok. It looks like a quest-related treasure chest of the player is bugged (with a smaller chance the world data at that place is bugged). And the bugged information may be on the client side. Seems we all forgot about client side data until now: The bugged player should look into C:\Users\<User>\AppData\Roaming\7DaysToDie\SavesLocal\ and delete everything in there. If this doesn't help he should start the launcher, use the tools tab and clean local settings (he would loose local games and all his settings as well with this and it isn't even sure it will help, so he probably should do a backup first).
    1 point
  23. At long last, I've completed the release and have quite a bit packed into it. Sorry for the long wait on this one. As mentioned before, I would recommend you use this on a new game. But if that is not possible or undesirable, please be aware that anyone with an active quest will have to drop it and start the quest over. There is a critical bugfix in this release that closes a loophole that previously was allowing players to craft a writ for a quest, without ever having started the quest. This loophole is fixed by handing the player a token coin when they first start the quest, and requiring them to use that token when they craft the writ item. As usual, please let me know if you find any bugs, typos, or otherwise have any issues. White River Tools of Citizenship A19.4_1.0: CHANGELOG: German localization translated by sechsterversuch & Zeeeni. Big thanks to them for this! All other language translations generated via IBM Watson Language Translator New Quests Added: Amelia’s Gyrocopter Molino Bulletproof Glass Created Darkness Falls Compatibility Modlet, that allows this quest pack to be used with Darkness Falls. Additions to Existing Quests: Added a Remington’s Steel 762 Auto Turret to the Remington Steel Ammo quest. This turret fires slower, aims slower, and has a smaller turn radius, but uses the steel 762 ammo and does more damage in turn. Bugfixes: Writ exploit/loophole fixed. No longer can players endlessly craft writs without having worked through the quest itself. The fix implements a token coin that is provided to the player when they accept the quest that is an ingredient in crafting the writ. A player without this token coin would be unable to craft the writ. Fixed bug with quest pack’s lootable books. Fixed multiple small typos in various Localization.txt files. Added the proper perk enhancements to the Deschain’s Revolver, Bambi’s Bow, Daryl’s Crossbow, and Rick Danger’s Augers quest items. Tuning: Completely re-tuned the Dundee’s Knife as it was substantially over-powered in comparison to vanilla. The intention of this quest pack has always been to only provide items that are a notch better than vanilla, so as to not throw off overall balancing of the game. Reduced the amount of bicycle parts and overall higher tier loot provided by the citizen’s crates. Adjusted the loot in BlackBart’s coffin to be gold & silver instead of dukes to better follow the storyline. Made the steel ammo more difficult to craft. Repair kits are easy to come by, so weapon damage alone is not enough of a detriment to the extra damage and ease of crafting that steel ammo provides. Also tuned the ammo to cause more weapon degradation. Adjusted the AI behavior and difficulty of the Spirit of Vengeance boss. Added longShaft tag to Bunyan’s FireAxe, Jason’s Machete, and Rick Danger’s Augers to allow them to hold the burning shaft mod. Added sneak damage bonus to Jason’s Machete Reduced the probability of finding the dark tower books. The item is supposed to be a legendary item, so it should be extremely difficult to collect all the books to obtain it. Reduced the block damage on both Rick Danger Augers as they were too over powered.
    1 point
  24. Just out of curiosity does that come with other balance changes like reduced zombie damage to higher tier blocks or increased hp? The change would result in the higher tier blocks losing a massive amount of durability otherwise.
    1 point
  25. Will there ever be a visual representation of block support / strength? Valheim does this very well and leads to far less wasted time while building.
    1 point
  26. We should create an entry in the a20 bug report forum that reads: "Stainless Wet Concrete bee hive not working properly when punching it with sticks" . Deep thoughts.
    1 point
  27. So I inquired about this and what I was told was that Sony and Microsoft have responsibility for the descriptions of what they sell in their store. TFP does not maintain those store pages. The feature descriptions and screenshots that the respective stores provide for the product they sell, would show it to be a different product. If there was a problem, Sony and Microsoft would be in contact with TFP-- but that hasn't happened. Really, if you think about it, when you buy something from a store that wasn't what you expected, you go back to the store and complain/return/seek refund etc. That communicates to the store that there is a problem when they start getting a lot of similar complaints. Complaining to the artist or creative team can give them feedback that is worthwhile but it isn't going to change the store policies of where you bought the product. Sometimes you are directed to handle problems with the manufacturer. But in this case the manufacturer (publisher) was Telltale. When they went out of business the manufacturing role was never re-filled. No physical cases and discs have been made since Telltale went under. The game is now exclusively sold as a digital download that is handled by those stores. These complaints that the console version is different than the PC version and should be stated as such on the store page need to be made to Sony and Microsoft who will then decide if a change is warranted. However, if most people are happy with the version they got and don't really care how it compares to a platform they don't play on, then neither Sony nor Microsoft is going to change anything because as far as they know people are satisfied with their purchase.
    1 point
  28. Insane, always Nightmare speed, 10 minute days, 25% loot, no respawn, build your base only out of cloth is the new ultimate difficulty!
    1 point
  29. MOD version UPDATE - CSH_v19.4.01 TEST version for A19.4 stable link here: CSH v19.4.01 TEST (completely incompatible with previous saves and worlds). This is a big patch. Added content, all sorts of improvements, changes, a little redesigned GUI, including: - improved the work of the scalability sliders for large monitors - please note that the woodLogs now do not work as before. They can still be placed on the ground and on top of each other, but they do not cling sideways. They are knocked out by zombies very easily, and require an upgrade to become a solid structure. - the distribution of biomes has become more unpredictable - so it is recommended to check the worlds in the previewer. (later, after my tests, it will appear in the modlauncher)
    1 point
  30. I would think not for horde zombies. If you ran into a POI on horde night, then POI zeds would follow sense rules? Be a while before this gets worked on. We pool a lot of stuff, but you often get spikes anyway. Even changing parent from the pool to another owner can cause spikes. Instantiating after the first time is typically cheaper, since Unity keeps resources around, so instantiate is often not that bad. Unity 2020.3 LTS released today and in testing so far has been working great and in general, due to optimizing, the game is running quite well now.
    1 point
  31. pvpers will camp your bag so why not npcs and aggressive animals? you admitted he may not have had such a good meal so he is waiting for 2nds to be delivered.
    1 point
  32. ok since crackpot has taken down all his vids, I'll share what I have archived in terms of coordinates, Maps: https://imgur.com/r/7daystodie/CLqcB Valencia - (11 Towns) BASE test - (11 Towns, 3 Hub Cities) Roobie - (11 Towns, 2 Hubs) no puppers pls - (11 towns, 2 hubs) crackpot20 - (12 towns) WnJ - (11 towns) vast biomes AllOurDestiny - (2 Hub Cities + Towns) EverQuest Goat4521Cheese - (11 towns including 2 Hub Cities) Other Good Seeds: Omega123 <-- Lots of snow Cabininthewoods <-- lots of islands, lakes & Mixed biomes Nipopolis <-- lots of grass and forest GamingBuds420 (This seed has 2 hub cities 11 towns and 3 crossroads.) 99WAYSTODIE (There are 6 towns, hub city and a few crossroads.)
    1 point
  33. This is already confirmed completed for A20. Player placed blocks as well as destroyed game generated blocks are updated and represented in distant terrain dynamically. Destroy a building and walk out of the chunk and it is still gone. Add enhancements to an existing POI and walk out of the chunk and they remain. Not a timer and not at shutdown or restart-- immediately. IMO, One of the most significant awesome new features for A20
    1 point
  34. I too rock Leather for a very long time. In AGI builds you never know when you gotta throw yourself from a third story window and land safely. Free movement speed is your best friend.
    1 point
  35. The first thing you should do, as others pointed out, is doing your quests. Your last quest will lead you to the nearest trader. If he is in the forest biome, set up your first base very close to him, but not exactly beneath him, so his safezone doesn't interfere with your base. Just take over a POI about 100m away from him. Do buried supply quests in the first few days, if the trader has some and they are less than 500m away. Don't waste your (initial scarce food) on mining in the first few nights. Either clear a nearby house before the night and loot it in the night (while stealthing), or use the night to read talents and tooltips. Everything from there is subject to your liking. Do whatever you have fun doing, but keep a close look on your food. Also don't forget to have a save place for the first bloodmoon. If anything else fails, just go on the roof of a building (I wouldn't recommend your base, if it isn't somewhat safe) and remove all stairs and ladders so the zombies won't reach you. As a general advice: Always carry at least first aid bandages with you and an always loaded gun/ak/pump/... in case the @%$# hits the fan. And running is always an option, just look where you are going, there are mines in the game. The two things I didn't figure out myself until I was three weeks into the game: a) There are 4 workstations you can build (or find in some buildings) after reading the blueprints or chosing the respective perk that allow you to build more stuff. You can also buy them at the trader sometimes. b) You can disassemble stuff (like cars) with a wrench and thus get materials you wouldn't get with an axe or pickaxe. The best container to find wrenches in are sinks (mostly found in kitchens and some bathrooms). Since you also get a cooking pot in kitchens and need at least one, looting kitchens is an advisable activity in the early days.
    1 point
  36. When I start a new game I finish the starter quests ASAP and, regardless of what attribute i plan to build i always put a point into each of "iron gut", "healing factor" and "rule 1: cardio." food is scarce early on and investing into "iron gut" reduces food consumption basically any time you're using stamina, which is almost always. Stamina can really hold you back early in the game and also you're going to spend a lot of time running early in the game so "rule 1: cardio" is a great early game skill. Healing factor is because i'm not always perfect in combat and healing items and food are scarce early on. The fourth point can go towards something you're specializing in or other high-value general game skills like maser chef, advanced engineering or daring adventurer. After completing the starter quests head toward the trader, but keep an eye out for cotton. stop and harvest (punch or hit with a weapon) some. craft it into cloth and then into bandages, 10 of them and put them on your hotbar somewhere to use if you happen to get hit and start bleeding. Goldenrod and Chrysanthemum flowers are good to collect if you put a point into master chef, if not then you can probably ignore them until later. I highly recommend stopping and chopping down any stumps you see as they have a chance to yield honey, which can cure infections. You can loot stuff like trash piles along the way, but don't let your inventory fill up to the point you become encumbered because it'll slow down your movement speed. A cooking pot or grill will be required for any cooking you want to do so make sure to hold on to them if you find them. Once you've reached the trader you'll need to find/ build shelter. For your first time I'd recommend finding a small house nearby and clearing it out then putting down your sleeping bag and a chest for any loot you've collected so far. Optionally you can fortify your base with wood spikes if you want to (and have enough wood) or barbed wire. If there's still time before night grab a quest from the trader prioritizing something close and buried supplies, which usually has food and food recipes. Allot yourself a few hours for buried supplies quest, if you can't finish before night then just loot nearby buildings instead or chop trees/rocks until 21:00 then head for your base and do the quest the next morning. During the night take a look at the skill/perk system and decide what line you want to specialize in.
    1 point
  37. Hello. Rubber bands are great. If you can't get one rep done, just pick a band that will offer enough support so that you can. Then, you can adjust the support from the band by how far you extend your leg. The more you have to work yourself, the better of course. Keep the reps heavy and few to gain some strength.
    1 point
  38. There's a big difference between cutting your nails and cutting your @%$#...
    0 points
  39. I'm hoping more for an advanced food cooker than an advanced forge. It always seems weird to me that even in late game you're still using a basic campfire to cook rather than any kind of oven or other cooking implement. I'd love it if the campfire would only cook basic to intermediate foods and you could build an oven for the advanced recipes. Gators would be good - they could come in both zombie and non-zombie versions like bears.
    0 points
  40. Yes!!! I signed up for a forum account just to yell about this exact topic. Everything else is fine, but now every time I softly breathe on my left thumbstick, my bike does a 540. Making my vehicle useless made this game useless and now I have to go play Valheim until this is fixed. :(
    0 points
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