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Showing content with the highest reputation on 04/25/2021 in all areas

  1. I took a quick look on steam and saw one bad review someone gave because the game was still in alpha after 8 years. I would think that would be a plus. It means that for 8 years there have been updates to the game making it better each time (ok not to all but to most ). They also don't realize that when they say it has been in alpha for 8 years that means that the devs worked (and still are working) on it for 8 year....they never suddenly vanished or gave up on the game and went on to do something else. They stuck to it. To me that says a lot about them.
    5 points
  2. The quest location names show that this is unfinished software in development (in contrast to a service game for example). Unfinished features, unbalanced parts and bugs, that is EA (Early Access). Because with EA you can peek into development. But you don't decide the priorities If you could play games from AAA companies before release you would see exactly the same or worse unfinished heap of software. Oh wait, just look at cyberpunk 2077 for a recent game that shows how a game might look in a state of development. Sure, that doesn't count as an excuse when a game was released, but THIS game is not released yet. Whether you like that or not, whether you blame the rules of EA generally or TFP specifically for this, I don't see it likely that the devs will change their development model for you. I also don't think there will be any change in development speed as the only way to do so would be to hire lots of people, half of them for speeding up development and the other half to make up for the delay of getting all of them up to speed on the code. In software development this is done only in emergency situations. I'm pretty sure you will still not be pleased by the progress when you come back in a year. Maybe you can even just copy your current complaint post and repost it verbatim. 😉
    4 points
  3. LMAO. Yes a lot of people say that. I actually like 17 a LOT more than 16. tried to go back and see why I was so wrong according to the forums and.... ya 17 was still a big improvement even with all the things that were objectively worse.
    4 points
  4. Congrats on your new record: 41,726 players on Steam (last 24 hours peak). Plus 86% positive reviews... Nice! Alpha 20 will make it go even higher for sure. My all time favorite game seems to be extremely popular and liked... Loving it!
    4 points
  5. If you haven't seen significant changes then quite frankly you're blind or lying. The game underwent a huge change with A19. So you're complaining about localization not being done with quest location names and also complaining that they're doing too much localization work? Ok then..... troll detected.
    2 points
  6. Just the vanilla rwg. Not sure what you're referring to with either of those, honestly. Lol. If the vanilla rwg, just gen the map. It may not have every single POI of mine, but works fairly well. If using Nitro, you'll need to look in my mod's folder and find the txt file that has the Nitro info and copy it to whatever prefablist.txt you use with Nitro.
    2 points
  7. A17 never happened. 😜
    2 points
  8. Does anyone else feel like the traders are an overly dominant presence in the game? By and large, if I need something, the trader is the most lucrative place to get it. Weapons, armor, vehicles, defenses, decor, books, consumables, raw materials: the trader will have it. They’ll have more variety on any given day than I’m likely to find in a week of looting POIs. They’ll have higher quality items than I can craft, except for maybe a few things I really specialize in. This has been the case for different builds, including ones that don't specialize in Intellect/Influence perks. I feel like my character’s life revolves around the traders. Literally, since their location outweighs any other consideration on where to build a base. Does anyone not build really close to a trader, other than those going out of their way to add challenge? And it’s the only place you’re completely safe, outside of PvP or erratic zombie behavior. And they have free stations to use. And as the quest givers, they have the exclusive power to reset all the loot containers and harvestable blocks in a POI. I can anticipate some responses to this thread. If you don’t like the traders, you don’t have to use them. You can mod them out of the world pretty easily or just pretend they’re not there. That’s true, but as with other balance concerns, such sentiments dismiss the possibility that the game could be better. __________ How would I do traders? Like food trucks. In fact, they could use the box truck that was recently added to the game and already has several variants. In the morning, the truck appears at a semi-random place along one of the roads, with a map marker if you’ve seen that trader before or are close enough. The trader character can stand inside, ready to interact with you, or it can just be a talking truck to save art budget. The traders are presented as itinerants, that make a post-apocalyptic living by roaming the countryside to meet other survivors and swap goods. The truck is just a truck. You can’t hide inside, and it can be destroyed like any other vehicle. Another truck can take its place tomorrow or however often the trucks change locations, not necessarily in the same spot. The existing trader POIs are kept around, sans trader, for whenever the developers add bandit defense quests, or whatever their plans are for these locations. The working stations and vending machines can stay there, but the POI is destructible like any other. Quests can still be given by traders for now (they're the only choice until other NPCs are added). Trader loot is more specialized per trader, as is already planned. But they also have less inventory overall - say, a quarter of what they have now. And it’s more closely aligned with your loot stage - not in lock step, but how much better a trader's stock is over what you can loot is at least controlled. This is important for not overshadowing scavenging gameplay, and making it feel less like going to Costco and more like picking over a booth at the flea market. A few items are randomly rolled to be ‘on sale’ for a limited time discounted price. The trader perk (or your reputation with that trader, if the devs get around to that old idea) affects the number of items on sale and the amount of discount. And when viewing all, the trader inventory UI is still sorted by category, e.g. all the clothing inventory first, followed by all the ammo/weapons inventory, etc., instead of whatever it's doing now. The impact: No more weird, exploitable sections of land that can’t take any damage in this purportedly 100% destructible world. No need for the other immersion-breaking bits we have now, i.e. teleporting you away at night and making the trader invulnerable. Trader location no longer dictates a handful of best places to build a base. More incentive to explore more of the world, since the traders move around to unpredictable locations like air drops (the “get off your ass” philosophy). Traders are more of a bonus, and less of a reliable safety net to soften your survival concerns. The intended loot progression the devs have worked hard to implement is not so easily bypassed by buying your way to stuff that’s otherwise ‘too good’ for your current character. (I know some people don't like leveled loot in the first place, but if that's the direction the game's going, it should be consistent). More and different POIs in a world can be in range for a trader quest over time. Expanded opportunities in PvP to reach a trader before others and/or set up an ambush.
    1 point
  9. Make sure both you and your friend have excluded the client from security software. Also always ensure the client is exited properly. This normally isn't a glitch in the game client, but something caused by external means.
    1 point
  10. I find them hilarious to use for hordenight. The junkyard POIs have the sunken bay (from auto repair type shops).. With the right setup, the zeds tend to flock to that since they can't get to you and you just toss a bunch into that bay,, then 1 to set them all off. I've bounced zeds off the ceiling doing that. Hilarious. Trick is getting them into a nice cluster to make it worthwhile. As for throw distance, block dmg etc: not realistic with explosives yes. 10 zombies all stacked into hitting ONE block isn't realistic either. (which is why I cut their block dmg to 25%) Dynamite: huge block damage. used for clearing a road/shortcut through a mountain. WILL gen screamers fast though. (what a surprise) Grenades: don't use much, so dunno. Pipe Bombs: a fun thing. use a lot. (just like in Duke Nukem 3D.) Used on horde nights only, no screamers during that. So no, they are not too strong. oh, I play MY way, you play YOURS. As long as we're having fun, both ways are fine. (you in the the generic sense)
    1 point
  11. No, really, it isn't. You're like the person that wants to criticize someone halfway through doing their job that they didn't do it the way you wanted them to and that they're not done yet... and you're not even their boss. It's an early access game and you knew the risk and what to expect before you pressed the purchase button. You have access to a lot of alphas so go back and play one released before you started playing to get the feel of a different game.
    1 point
  12. It is laziness though. If you've ever worked with a person who felt that the job he or she was doing was "good enough" despite not being done well, then you know about what we're dealing with here. The fact that the quest location names haven't been corrected doesn't ruin the game, but it does communicate very clearly that the development team really does not care. New animations are obviously significantly more complicated, so the art team could be excused for not having addressed missing attack animations... If not for the fact that they just spent time creating an HD model that nobody asked for. Not going to quote your whole post, but I never made any insinuations about them being greedy or malicious with their earnings. Curious that you would bring it up. And as for social media, Facebook is for boomers and Reddit is for young men with debilitatingly low testosterone levels. So having said that, my occasional criticisms will be posted here exclusively. Hopefully after my next year-long break from the game, we'll see a little more effort and new content aside from localization and zombie model edits. If I had a nickel for every time I've read something like this, I could buy a copy of this game for a dozen of my friends so they could all criticize it here with me. I purchased this game a couple years back and haven't seen significant changes. Maybe just a couple more years though!!
    1 point
  13. Yep, I personally love the Early Access model for stuff like this, Rimworld, Factorio etc. You play the game for a couple hundred hours, take a break for a few months and come back when the next batch of content comes out and play for another couple hundred hours and repeat. It's literally free expansion level DLC
    1 point
  14. OK! I will point him to this, but he already started to generate a world, so we will probably try that one out first. Cheers!
    1 point
  15. Excellent, in that case, all I'll share is a NitroGen POI list for just Vanilla POIs and The Wasteland Mod files (with the mechanic trader from bdubyah's vehicles which is easily removed) and the connect configPrefablists that has them added to the custom area of NitroGen interface when choosing which list to build a World from. This took me a good hour and will save your buddy the groundwork. The rest will be second nature if this is their thing. https://www.dropbox.com/s/zkn7rgeo2rb1i90/The_Wasteland_and_Mechanic.zip?dl=0 If you aren't using this vehicles mod, your buddy just needs to delete 'Trader_Mechanic,ANY,2,-4,47,22,49,custom_town_size_25' from the list so the generator doesn't try to look for it. This helps reduce the special POI locations but as with CtnCrunck and Slickster, ensures you'll get the Book HQ added. Your bud will see how it works and customise appropriately for sure.
    1 point
  16. Ya, I hope we can get you set up with a NitroGen so you don't miss out on these. Those And those. And thems. And of course, that.
    1 point
  17. @Rukminesh@Gamida Windows 7 is not compatible with python 3.9. I will downgrade to python 3.8 and build KingGen v0.4.0 there. Then you can try it and let me know if it works, (it might also happen that we fixed one issue, but something else comes up). I will let you know when v0.4.0 is out. I hope around tomorrow night.
    1 point
  18. Boo to outfit slots going to 4. I always like more slots for more customization and tweaking my character. but I have a whole alpha to home that changes 😛 Yay to everything else. The game is going along really well. Every alpha has been better than the last (including 17) so cant wait for 20
    1 point
  19. I demand 200 quatloos to teach you how I did this: Edit: Hmm, Venmo doesn't accept quatloos. Alright, a free sample then. Edit /Config/XUi_Menu/windows.xml line 639 (-ish). It looks like this: <gameoption name="BedrollDeadZoneSize" title="goBedrollDeadZoneSize" value_wrap="false" value_type="int" values="0, 5, 15, 30" display_names="goLandClaimNoDeadzone" value_localization_prefix="goLandClaimDeadZoneValue" /> Just add whatever values you want in there. Note that I have not actually tested whether the bedroll deadzone changes to 60, though I presume it will. I'm the idea guy, I leave implementation and testing to others! (But seriously, I'll go run a test here shortly...) Edit 2: Seems to work as expected.
    1 point
  20. Download Notepad++ and always keep the prefabs.xml for the map you are working in open. Save after every change you make and be sure to restart as often as possible. Every time you hit the save button, notepad++ will ask you to verify change. Best way to make sure settings are being saved. I make worlds constantly,and theres no way I could do it without doing this way.
    1 point
  21. Are there any plans for a20/21 to be able to make the “fog” color of a biome (or the world) modifiable in the xml (either in biomes.xml or weather.xml). Currently You can change the fog color/density via the console, but you can only mod the fog density in the xml. it would be nice to be able to mod biomes to have green/yellow/orange/red/black fogs. Right now xml moddable fog is “realistic” white/grey.
    1 point
  22. Any dates are just guesses and talk of releasing anything generally means an experimental with stable following some weeks later. I moved about 2 dozen commits to 19.5. Optimizations to a large system are generally many commits. Some of those commits do have to do with chunks. Most optimizations have to do with improving minimum FPS and my before and after graphs do show less minimums, but I have no specific numbers.
    1 point
  23. Careful, that's not a legal tender denomination, except when referring to the national debt.
    1 point
  24. Here's some screencaps. I'm still looking into the specific prefab names: Notice the phantom blocks present here, but not in the newer POI across the street - See the following screencaps for additional older POIs. Curiously, the Dishong Tower highrise was fine, while the pharmacy high rise had phantom blocks. Meanwhile, nearly all the older POIs consistently had phantom blocks.
    1 point
  25. https://drive.google.com/file/d/1EFWSrE3YZDnFgZF7iZHHrlkmYQFIrbrU/view?usp=sharing - 4km x 4km NitroGen map with the following parameters: Replication steps: 1) Start a new game, with any settings 2) Spawn into the world and make your way to the city (roughly in map center) 3) Either spend an extended period in a POI on the edge of the city (+1 hour) then return to the middle of the city (high rise or trader area), OR - 4) If phantom blocks aren't appearing, return to POI on edge of city, leave the game and reload / reconnect and then travel to the middle of the city Some Notes: - As stated before, phantom blocks tend to appear more frequently on older POIs from pre-A18 builds of the game, but I've also seen them on newer prefabs - I have seen this bug in singleplayer, a private friends-only game, and in a dedi server all with the same map - The bug persists in vanilla and modded 7DTD - When the phantom blocks appear, if you quit and reload (sometimes restart the whole game), they vanish and will start appearing in chunks other than the one your PC loads into on entry
    1 point
  26. I love 7DTD, it is beside CIV games and some MMOs the only game I have several 100s of hours played. BUT, I remember the discussion around A15/A16 when it took nearly 1,5 years for a new alpha, and from TFP it was stated, that it takes so long, because they implement a system which allows them to work on the project faster for future alphas. What happened: Every new alpha took as long as the old ones (between 6-15 months). I can live with that, but don't understand what system was implemented to speed up the development to end up with slower release cycles :-). But as I'm a developer myself I understand that, and the fact that TFP is working on another project, while 7DTD has still real good sales counts (so money should not be the problem) it will probably take another 2 years to get it gold (or never will be out of EA, who knows). I check out other games or mods and as soon as new alpha drops in, I will check it out. So I will not spend any more time to think about "why is there no new alpha", but just going to enjoy other stuff.
    1 point
  27. would you rather have a good quality update that takes a year or a meh update that takes 6 months unless you understand programming and coding you really dont know what your talking about it is alot harder than you realize
    1 point
  28. We should just get rid of all the difficulties and bring back the toggle options for % damage done to zombies and % damage received from zombies and add a toggle for % chance for zombie rage. Then you can play a game where you can one shot the zeds but they can one shot you too...
    1 point
  29. I don't believe I'm using Compopack. Where would it be situated in my directory? Edit: Confirmed I've only used A19 Vanilla (default) setting for my prefab list parameter in NitroGen. Not sure if it's somehow pulling in older POIs and that's having some strange effect. I don't seem to have any issues with the phantom blocks on vanilla, and as you said they void on a reconnect to the dedi server I'm using. The bug is 100% chunk-based though, in that the issue never occurs for me in the chunk I am located in on load-in, but I'll see it when I move into adjacent chunks. This persists if I move to another chunk with the issue, leave, and reconnect - then travel back to the chunk which was phantom-block free on the last load-in. So it seems like the game is only executing correct LODs on whatever active chunk you load into and then fails to do so on all others. I'll keep experimenting.
    1 point
  30. The problem has fixed itself. Every subsequent quest, the "stuck" trader supplies moved one space over in the inventory. When the supplies were in the last slot in the inventory, I accepted another quest. When I got to the location and activated the yellow exclamation mark, the game instantly told me to return to the trader. I had not even entered the building of the quest location. And so I returned to the trader. He took the stuck supplies. What a strange glitch. 🤔
    1 point
  31. Set your game mode to drop everything on death. Then empty your inventory and toolbelt into a chest. This would leave only the stuck supplies in your inventory. Proceed to kill yourself. Then just don't retreive your backpack and you will no longer have the trader package. The backpack will eventually despawn.
    1 point
  32. Guys, if you really want a nice natural biome that matches the actual terrain, have a look at this tutorial.
    1 point
  33. Hey arramus, We assumed the mod would work best with Navzegane. Did we zig when we should have zagged?
    0 points
  34. I honestly hope they remove the entire quest thing from traders completely and just leave them as actual traders. I have quit so many games I have started for a few alphas now (so I am talking this has been going on for years) after getting burnt out at all the endless driving back and forth between traders and poi for the quests over and over and over and over and over. This game doesn't have that great of a driving system and wasn't initially built for it so it works horribly as a heavy-driving amount game. This is not at all GTA5 to put it very kindly, I don't want to spend that much time driving. I want to spend most of my time looting, exploring, and killing zombies. You know things like that. Not driving back and forth between multiple traders and poi again and again and again and again and again and again and again and again and again and again and again and again and again (have I demonstrated how annoying this is yet?) since traders have the best of everything, especially loot with the now absolutely gutted non-trader loot system.
    0 points
  35. Do you have any plans on fixing the SMG and marskman rifle animations so that the bolt and magazines move with the hands during reload? Currently the models are static and seem like work in progress.
    0 points
  36. Yes, but don't misquote yourself. You said you hadn't played in months and then logged in and noticed..... My advice to you wasn't based on the months of not playing part of your statement. My advice was based on the you logging in again before the game is done part of your statement. That advice still stands: If there are in your estimation inexcusable omissions in the game such that you leap to the conclusion that the devs are lazy and that assumption leads to you feeling upset in any degree and ruins your appreciation for the game then refrain from logging in until you get the notification that it is out of early access. On the other hand, if you are interested in providing bug reports in a nonaggressive manner and without loaded assumptions mixed in as to the capabilities and work ethic of the developers then by all means log in, play, and report. It's not absurd when the announcement of the work completed is from the art team. What is absurd is thinking that the entire TFP team is only working on HD zombie models. There are some working on those, others doing optimizations, others working on fixing bugs, and others working on new features and improvements of existing features. It is true that nobody has as of this writing worked on changing "house_old_3" to "Cooter's place" in the localization files. But somebody will when the time is right. And even though you can't see a picture of optimizations and bug fixes like you can of a new HD zombie model, those things are being worked on by the appropriate members of the team. In the meantime, it is nice to get updates of whatever is being worked on by whoever and since the game is still in development those who don't find the process inexcusable understand that sometimes they might have to read something like "house_old_3" until a member of the staff gets to that job. No matter how much I may love the game, you are justified in your criticism of these decisions. Agreed. Thanks for your comments. You're welcome for mine. Public forum. Look, I get that you don't like the favorable, forgiving, patient, and hopeful vibe of this forum. But you have to understand that this is the developer's forum and those who are here long term are fans and generally believe that the developers are competent and hard working. So when criticism is given it is best given with a respectful attitude-- this being their house and their party and all. Criticism is welcome, for sure, and even those of us who post here often have differing expectations and views than the developers. So we voice our dissension and give our suggestions for what we would like but simply leave insults like "lazy devs" and "too complicated for them" out of the post. If you want to call the devs lazy and then have twenty comments backing you up and piling on about what scumbags they must be living off all that money for years and inching along just to milk everyone for more...you can get that catharsis on reddit or discord or facebook. There are plenty of avenues for toxic conversation and insults vs the developers on message boards out there if that is what you are looking for (and viewing your post history it seems to be what you're looking for). Here, you get called on that behavior. I never discounted your actual criticism or denied that there are unfinished localization issues and that the healing perk is not working like it used to. I affirm those observations. I also agree that the development time has grown long in the tooth and the good news is that the development team feels it too. They are excited by two future projects and so are working hard to finish this one off-- hopefully to most everyone's satisfaction.
    0 points
  37. There's no pressure for them to work hard on quality update, because this community is full of apologists. I suspect some may even be on the payroll, if you pay close attention to the reactions to many posts. I had not played in months, and the first thing I noticed upon logging in is that there is still no attack animation for the spear - a little jarring when you're playing with a friend. It's not that this is a game-breaking issue, but it's just inexcusable that this is somehow a lower priority than updating the Hawaiian zombie model. Additionally, the quests you receive from traders are still labeled with locations such as house_old_03, or store_02. Really, how lazy is this team? Oh and before I forget, the reason I made an account was to report two bugs I had found. One was that the Physician perk did not actually allow you to heal allies as it claimed, and the other was something to do with the stun baton perk. Not only have those threads been deleted or hidden, but the Physician perk no longer even claims to allow players to heal allies. What, was that too complicated for this development team?
    0 points
  38. Just wait another three months and maybe we'll get another HD model.
    0 points
  39. I have read most of this topic's entries since my last post and I can say some of your findings are not correct. I have seen these blocks in vanilla, in slightly modded (xml by hand) games, in nitrogen generated worlds and in darkness falls. I have an Nvidia card and ssd drive. I have tried pois which switches this off and using it again turns the problem on again. These blocks are completely immaterial, you can walk and shoot through them and when you're inside, you can see the outside world (they are one-sided). These blocks are chunk based - I experience them in building X, ride my motorcycle to a distant trader (no blocks during the travel), return back and the blocks are gone. I have read about a memory leak the game has, that is correct. Most often these days, when I quit the game, I restart the pc as well. Sometimes I do that before I start the session as well, since the leak occurs when exiting game, not the actual program itself (continue game, exit, continue game, exit, likely crash from insufficient memory). I guess this has nothing to do with these blocks but it is just an educated guess. No proof here. I'm starting to believe this might actually have something to do with hardware graphic card, although this is not backed up by proofs either. I used to have a weird glitch (which by the way occurred to me exactly once while playing a19) where one vertex of a triangle moves away to infinity, stretching that rectangle all the way until it's no longer visible in the distance. Again, completely phantom. In the past, I solved this issue by returning a faulty graphic card and properly cooling it. Might it be the card is too hot and fails to remove some objects? Anyway, this needs to go, since when you are a server and four people connect to you, it's not really a solution to restart the game. Given the eternity it takes to load the game... this has to be fixed. Sooner than we get another fat cop model. Please.
    0 points
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