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Showing content with the highest reputation on 10/07/2021 in all areas

  1. Yes, it was a console command for 100% dismemberment. It is far from being done. It was not planned as an A20 feature, but looks like it will be in A20 for some amount of zombies. There will be a lot more tweaking as Steve and Ryan (artist) work on it and changes can continue through experimental and into A20 point releases.
    5 points
  2. Its cool to appreciate any given aspect of development. However, its a team effort and there is no reason to draw lines which component is greater/lessor.
    3 points
  3. The grass shown yesterday was amazing. That sounds silly on the face of it, but there you go. Big kudos to Shawn and to the artists involved in it! But then you add the weather effects and it went to a whole other level! Awesome!
    3 points
  4. Although my completely unbiased opinion is that POIs are the best feature of the game....😅
    2 points
  5. My feedback on last night's dev stream: New quests are cool and well done. Lathan is a cheap "mustard" and didn't show all of it under crap allegations of spoilers and the like which we might forgive when a20 is out . Very nice work though, quests are a lot of work. Twitch integration is a bit "meh" for people who doesn't use it. It's just like "McDonalds" integration: nice and fun to code but ultimately "meh". I would've liked to see more non-npc quests for this (like: "bring me 4 pimp hats and clear". "retrieve the note but don't read it", "clear and bring me 50 cloth and fetch the satchel contents", "blew up X block in a location", "discover what happened at -location- bia reading or whatever" ....etc) and NOT that "meh" feature that is Twitch integration for non-Twitch users. Zack's stuff sounds good. Or not. It depends on if you have a bed and 2 children or if you are standing on one leg and hopping into the sunset. Then it might sound better. Those things happen everytime, he just took the short straw this time. Nevertheless I love his work and the Blood Moon music was awesome. Everything that Shawn did was whole, good, meaningful and amazing as always. Vehicle mods, grass, wind, weather, Zd's duck behaviour, high impact optimizations, etc. I know he is married, but still my favourite, lol. The drone was impressive. It is a HUGE system with lots and lots of niche cases and even then he fixed and shipped them ALL (except maybe the sneaking-sound behaviour for the drone). I didn't expect it to be so polished and well done, it definitely was the right choice to wait for it to cook properly AND with mods. There's always bugs, but it was one of my favourites. Well done Steven!
    2 points
  6. In the current game most hits do not cut off limbs, there is just a chance that it will happen (at least I remember it happening on occasion with legs). And I assume that it is the same chance to cut off the head with a headshot. Consequently you seldom see a zombie with both arms cut off because he will often be dead before random chance allows both arms to be gone. Players can't depend on it or use it as a strategy because it is not happening often enough Now if they increased the chance for cutting limbs off (though I haven't heard of such a change) then the chance to get armless zombies would increase as well. In that case I would hope that they also change it so zombies dish out less damage (not 0 because they can still bite) when their arms are off, because players will use it as a tactic and expect it to work
    2 points
  7. I'm sure the level designers would love it. Maybe recreate the Blue Oyster Club from Police Academy. =P
    2 points
  8. 7 days to die, server using LinuxGSM script in Docker Information This container works with mods, if you have any problems, open a GitHub ticket. Also, this container has: Automatic backups and auto-restart if crash. The first time you start the container, it will be auto-installed stable version. If you want to change any server settings, edit sdtdserver.xml in /path/to/ServerFiles/sdtdserver.xml If you want to receive alerts, check ALERTS. Read everything to avoid any errors. Usage Docker docker-compose Parameters START MODES START_MODE Information 0 Install server 1 Start server 2 Update server 3 Update server and start 4 Backup server and STOP the container WARNING IF YOU UPDATE FROM STABLE TO EXPERIMENTAL OR VICE VERSA, REMEMBER TO BACKUP FIRST YOUR SERVER TO AVOID ANY ERRORS, and if you do not care about files at least backup your /path/to/ServerFiles/sdtdserver.xml yo save your server settings. Backups The backup command allows the creation of .tar.gz archives of a game server, alter these three settings by editing LinuxGSM Config maxbackups maxbackupdays stoponbackup Backups settings can be changed in /path/to/LGSM-Config/common.cfg If you want to force a backup, run this command: docker-compose exec 7dtdserver ./sdtdserver backup Alerts LinuxGSM allows alerts to be received using various methods, multiple alerts can be enabled at same time: Discord Email IFTTT Mailgun Pushbullet Pushover Telegram Slack Alerts settings can be changed in /path/to/LGSM-Config/common.cfg You receive alerts only if the server crashes or updates itself. Changelog Changelog
    1 point
  9. I have 1175 hours in this game. I've been playing it since the terrain looked like Minecraft. I've always loved it and at some point the wife got into it as well. Now we play it together. It's literally the only thing on the market that isn't some lame fps rehash or some Indie game that dudes in panda beanies pretend is the ultimate game. That has been the case for many years now. There's just nothing like it and I doubt there ever will be. You have managed to sell millions of copies of an alpha based on a playable game with a great loop and brilliant future ideas. I'm one of the many who bought that game, knowing what it will eventually become. All the while, being able to enjoy it for what it is in the meantime. I've watched all the babies @%$# and moan about how it's taking too long, knowing that there were just a few of you working on it and that you were trying as hard as you could with your limited resources and still having streams to keep people up to date. Now you've gotten to a point where you're able to hire a larger staff. That's great! It means we will see quicker updates and new features that may have been too much for a small team to take on. Wonderful! The problem I have with this new found boost of energy you're able to apply to our beloved game is you seem to be adding things that are more 'quality of life' than features that make the game more interesting. The new models and terrain updates are definitely needed, but when I see things like Item Markers floating above the plants in the world and Drones that are apparently self-aware and make silly little quips to you, I can't help but think of many games I've loved before that became popular only to start catering to the casual crowd and streamers. Losing many devoted fans in the process. The game does not need to be easier. We already need to use mods for that. 7 Days became the most popular alpha on Steam because it had a certain atmosphere. It had a challenge to it, more so even in it's early days, but that's why it sold so well. It doesn't need silly one liners from a drone that, according to the 'lore' of the game we'd never be able to make in the first place. But somehow we can program it to follow us and say goofy @%$#. It doesn't need giant yellow markers floating above everything assuming we're just sitting at our computer drooling and need help to find something that's a foot away from where we're standing. It's nonsense, and it's killed the population of many o' good games in the past. Casuals are just that...casuals. There's plenty of games they can play if they don't have the time for a challenge. To everyone thinking this is a small nitpick: That may be the case NOW, but if the game goes in this direction, it will kill everything the game was about to begin with. I can point you to many games I loved with forums who would say to anyone even suggesting it was the wrong direction to 'Stop complaining. If you don't like it, don't play it'. That's exactly what I did, but so did millions of other people.
    1 point
  10. Parent: What a lovely day outside. *Looks up at the sky* Those are some ominous looking clouds rolling in. Timmy, come inside for a few minutes until the storm passes!
    1 point
  11. I don't see any news stands. We have this newspaper dispenser.
    1 point
  12. You've solved this with your own post... Mods. Let them make the game for these so called "casuals" and you can enjoy it with mods. Why is it that you think you should get the game you want, while these "casuals" have to mod their game to be easier? That's the power of games like this is the mods. You can literally tailor the game to exactly what you want. I just don't get the viewpoint that your opinion should be the base game, while the "casuals" as you call them are required to mod it to be easier or how they want. Imo it should always be the other way around. The more experienced gamers should, infact require mods to increase difficulty beyond the base game. Imagine if a brand new player came to the game and were part of this "casual" crowd. They jump in all hyped up and end up in a death cycle due to it being too hard for them. Well, since they are new, they might not know about modding or anything like that. So they end up putting the game down. Now, take yourself. You know of modding. You think the game is too easy, so you're able to mod it to be harder to your hearts content. I see this only as a win win situation for all. Look at minecraft. The base game is extremely simple and easy. The players who have progressed past that base game have installed mods to create an endless amount of difficulty and experiences. But if minecraft had all those difficulties and experiences as base, many people would be turned off. In the end, the more people that aren't turned off, the better for the game and the community, even if some of those people come onto forums to scream into the void.
    1 point
  13. 1 point
  14. I can't speak for others but it is mostly the clientele that would be hanging around the neighborhood for me. In the USA, especially smaller towns it is common for members of a neighborhood to actively protest certain businesses from going up too close to their residences or their schools. Strip clubs aren't the only types. There are others as well.
    1 point
  15. I might just be to european to understand this xD What is so bad about a stripclub? I mean... except the noise... but that is the same as a disco or any other party place. Is it because you connect it to crime? Is it because you don't want your kids to randomly stumble upon it/walk next to it? And if they do... what is so bad about it? They aren't getting in. And if they are interested, you can just tell them that it is a place for grownups and explain once they are older. Or is it a big city thing where stripclubs are just the beginning of a change in clientel of the block or something? Please. I honestly don't get it
    1 point
  16. I found "headcuts" to be repetitive and exactly the same animation across every single decapitation with the machete. Not really impressed because I predicted exactly that: the falling head needs 2 or 3 different animations to have a consistent and non-repetitive visual impact. Right now it looks a bit 90's zombie arcade machine videogame feature. On the other side, the limbs are ok, they could be improved with custom bones showing and some movement in the cutted pieces, but the basic implementation seems ok.
    1 point
  17. Added Update 2.4 to fix Unix CL not working.
    1 point
  18. I'm guessing they fudged the probabilities for the demo. Dismemberment should be a semi-special event when it happens. Wasn't dismemberment super common when they first introduced it and then got toned down later with an added perk to increase the chance? New systems like this tend to go through balance passes. Anyone remember when broken legs were first introduced? 😅
    1 point
  19. Hey Roland, I dropped you a DM, let me know if I've missed anything mate? Cheers 👍
    1 point
  20. Are they really talking about balancing a game that has Treasure Hunter and trader's rewards? Lol I thought they just didn't care about balancing To make the zombies less predictable, they should with some probability use suboptimal paths, and also have a script to purposefully collapse the building if there is no path. Unfortunately, this will never change. As they say, fix the xml file or try to limit yourself by playing without a base and without a weapon
    1 point
  21. Vitamin E and almonds can help. -Arch Necromancer Morloc
    1 point
  22. As I said, knowing this is not good for the game, but the knowledge is out of the bottle. As Roland said the developers don't want to incur a really stiff death penalty because of all the players complaining about it and so there is the situation that either people value their in-game lifes and have fun, or they don't and then they sometimes don't have fun. My group of friends has no problem putting a high price on our lifes and the last time one of us died he really got into a bad mood because of his death. I would call that the right mind set. You have a group of friends who are really not compatible with the way you want to play the game, it seems. If the game had a "dead is dead" aka "permanent death mode", would your friends even accept to play with this switch turned on? To me that seems doubtful. 30 hours? Ok, in SP I usually have fun for maybe 50 hours until I drop out. But I take my time, especially playing AGILITY one doesn't level that fast. So? Can you show me some pamphlet that says 7D2D has some specific minimum hours it should run? But I know of players playing a world for hundreds of hours. I have heard they often build seriously big buildings or even cities, just like in minecraft. Just that minecraft has a lot more automation, not sure if already in vanilla or through mods. If I want automation I usually play Factorio, but thats beside the point. I don't see why building a horde base from idea to finish (which is usually what drives me in this game) would not suffice as a goal. Or just surving (which actually points to this game being a survival game if you let it). But I distinctly said that those goals are only there if you choose to go for them, like in a sandbox game. Because this is a sandbox game as well. I already said that but it seems you missed that somehow I also spoke about a real in-game goal that will be added to the game with bandits. You complain somewhere else that it isn't in A19, not even in A20. Yes. TFP take their time. They were never faster. I expect bandits in A21 and I expect A21 in a year. If it takes even longer, so be it. This is a game in development and you can always choose to play this game only after release if incomplete features that take ages don't suit you. I have no doubts that as long as TFP still exists in the next years there will be bandits in the game and they will provide one actual in-game goal. By the way, the 800 bullets on day 1 you mentioned: This is another unfinished work, trader loot and rewards should have been rebalanced in A20, but this was postponed to A21, I assume because they fundamentaly changed the looting code because of the RWG changes and so had no time for that. Yes, TFP is slow for anyone looking from outside, don't expect this to change. Not my choice to add such a feature, but If I want to play dead is dead I will. I know lots of people here who at least say they play dead is dead. My advice: If you are playing on some external server and want to start over again once you die then contact the server owner so he deletes your character for you. And ignore what your friends do.
    1 point
  23. Hello all. I've been distracted lately just playing 7 days while anticipating the alpha 20 release. Partly playing vanilla single player on insane difficulty for kicks, and partly playing with enZombies for quality control. I'll have an update for the enZombies mod by the next week or two. 😎
    1 point
  24. My dogs find Hello Kitty highly offensive. And my cat finds my dogs to be highly offensive.
    1 point
  25. Entire structure is now made of bears...
    1 point
  26. i know the same irony as people have no issue with zombie heads popping and blood squirting but a pair of boobies and its nuclear war XD
    1 point
  27. Yes, but you can add as many new stamps as you want. It will also blend them together, so you might see some things that look kind of familiar but when you're on the ground it doesn't look at all the same and I've ran many many many seeds. Also, modders can add to the terrain stamps using png files, there is a base height level (r:32 g:32 b:32) and anything darker will dig down, anything higher will build up. Once I go over how to use our r16 format you'll even be able to define lakes at certain heights IN a stamp. It's really nifty. a20 (gold) RWG has a LOT more content driven design than any iteration before it. I'm very confident people will be happy with how it generates and modders will be thrilled at having a fairly easy way to build customized random maps. (looking at you, total conversion modders ;)) Anyway, I'm trying to avoid talking about the details too much on here. I'm super excited to show off / talk about everything and have a whole list of stuff that I'll be going over on the dev stream on October 13th (this week is the other programmers).
    1 point
  28. Fair enough. I'll have a look around once I get my hands on it. Probably easy enough to add blocks people want with the appropriate textures and hook it all into the new system.... I hope.
    1 point
  29. Phew.. I thought I was the only one who ate his water with a spoon irl.
    1 point
  30. Yes, but not for A20.
    1 point
  31. The two biggest things for me from this week's dev stream were doors: Cellar doors! I've wanted that for so long that I asked JaxTeller to add it to Ravenhearst back in alpha 16. You can shoot through holes in the door as they get damaged! Yes! The grass looked good too.
    1 point
  32. I've really been enjoying A20. I think builders will have a blast with all the new toys. 1.) New shape menu 2.) Stability shader shows in real time which is really nice. 3.) Loads of new shapes... LOADS. 4.) Wood is decent to build with. 5.) Upgrade path is simple and less frustrating, less pounding/time wasted upgrading to a million materials. 6.) Land claim seems very generous, I don't know if this has changed though. 7.) All shape menus are the same. 8.) Building with particle board is a huge win versus the transparent frames. You can see exactly what you are building now, like before getting a wedged incline block rotated the right way was tricky because you couldn't see very well. Overall building is vastly improved. It's really nice not getting in the dev menu to get the blocks you want, and much easier to find/navigate IMO.
    1 point
  33. Just wanted to point out while the topic of the zombie designs is still kind of fresh in this thread that imo the new models for the feral Z's like the spider and wight, while they look good in general I think the shorts look a little silly and reduces the scare/cool value. I liked how the wight before looked completely different from any other zombie in the game and had no clothes, reinforcing that they're more monstrous and inhuman. My buddy got genuinely scared @%$#less the first time they got ambushed by the current wight lol, because it doesn't look at all like a normal zombie and it's shocking to see that sprinting out of nowhere without warning. Same friend also agreed that the shorts looked goofy when I showed them the new designs.
    1 point
  34. Well that's not completely true. While most people (male or female) accept as a reality of life that strip clubs exist somewhere-- even within their own city, most would probably not want one to open up in or too near to their own neighborhood. So there is probably at least a little bit bad about them in the minds of most people. But...even though I wouldn't want one in or near my own neighborhood in real life, I have no problem with them being in the game. I mean they are not even depicted as being in business but are instead closed and boarded up like everything else in the post apocalypse except for the Trader stations. But even if the Duke's casino gets added and if there is a currently operating stripper club in that casino, I wouldn't be against that being in the game. Just like life, we simply avoid places we don't want to go if we feel that it is wrong to go there. I think the game is better for presenting moral dilemmas and choices-- not just to the character but to the player. If a person has a moral code that prohibits them from going to a strip club then there should be no problem with one being in the game. They just need to follow their moral code. If they are afraid they might be weak willed in keeping to their code then they can mod out the POI or just move on to a game that doesn't make them face their inner demons. Everyone is different. I have a friend who is an alcoholic and he won't everr enter a bar again for the rest of his life because he doesn't want to walk the edge of the cliff and feels more secure staying well back and away from the temptation to break his promise. Others with a stronger will could probably sit in a bar easily and stick to their vow to never drink again.
    1 point
  35. i have always found that ironic people have no issue with all the blood guts gore and swearing but the second they see a half naked woman they lose their bloody minds
    1 point
  36. Strip clubs are a part of society. Nothing bad about them. If she is old enough for zombies, she is old enough for strip clubs and their meaning (aka, that there is a reason they exist beyond "mah mysogony" I know plenty of women who don't mind. They are grown ups and know that these places exist and that there is nothing bad about them. Be it male/female strip club. I am. Sad to say... I 100% disagree. This sounds like outrage and less real reason for concern. It sounds to me like "remove the Woodcutter, because his masculine body is bodyshaming!" I mean... the poi should be pretty easily removed... in the poi xml... and I am sure that ppl here in the forums will gladly help you. Just don't ask everyone to conform to your personal dislike of it ❤️ It's ok to raise the point, but you can see that many people do not see this as an issue in an adult game
    1 point
  37. This issue was discussed recently by the team and the plan is to only have that arm wiping brow animation for the very first spawn of the game and not for respawning after death. I’m not sure exactly when they will get to that though.
    1 point
  38. No, no no, nothing about the stripper poi or stripper zombies makes me feel objectified. In reality, nothing about removing money from dumb horny men seems objectifying of women. Personally, if I was younger and had the body I would be up there being "objectified" and makin that cash too. LOL Kidding aside, seriously, its a game, play it or don't. I am glad you are looking out for your daughters and this is one thing you can control. Play it dont, You can also mod it to your liking. Remember they are going to encounter a lot of adversary in their lives. Teach them to be strong to deal with it personally, but do not give in to this cancel culture mentality. It helps no one and soon freedom wont be freedom anymore. Personally, this lady votes for the strippers to stay!
    1 point
  39. As a woman, the stripper zombie and stripper POI don't offend me. I do think there needs to be a male stripper zombie though. If I saw a buff zombie wearing nothing but a dollar wadded silver thong, I would find that hilarious. If anything would offend me as a women it would be trader Jen's shirt. That's not the shirt a doctor and business women would typically wear. It's something I'd expect to see on an attention-seeking high school girl. Still, not enough to get me upset though, just an observation. I do appreciate your point of view and sensitivity towards women though. I just think it's a slight over reaction.
    1 point
  40. So what are your thoughts on the "Lady Killer" challenge in the game? Demeaning to women, or sexist as there's no "Gentleman Slayer" challenge? Get yer pitchforks, we ride at dawn! This is all complete sarcasm. This thread has cost me precious brain cells. I want a refund.
    1 point
  41. The "strip clubs and sex work are demeaning to women" cracks me the f up. I was getting 50 bucks an hour to model nude for an art class in college. As an actual feminist who knows what the word actually means, I find this attitude archaic and demeaning. Who are you to judge a woman if she sells what she has because a man (or woman) wants to pay her for that service? Women don't need protection, they don't need anyone hoisting some moral righteous flag about how they are being objectified or demeaned because they have something people (including me) enjoy looking at. They can't all be rocket scientists and if what they have is a body that won't quit... use what you have. (omgosh let me tell you about that red headed stripper and she had freckles EVERYWHERE!) As far as strip clubs being in a video game... hmmm They are The Fun Pimps, strip club seems right up their alley. I have a friend that plays GTA and you can solicit the prostitutes in that game and then rip them off.
    1 point
  42. Yeh the cool special looking things on these new zombies will even further showcase the lack of zombie diversity in game. It'd be cool if there were regular mundane zombies but when you see 50 soldiers coming at you and they all have the same vest tear and same exact guts bouncing around, it'll really highlight just how badly the game needs variants. Don't get me wrong, they're cool looking AF, but I'm still right. My *recommendation* would be to take a zombie, say the soldier, make ONE version and then have different children on the mesh have the variations, then on spawn roll a random number to decide which child is shown and which is hidden, so that you can have multiple variants using the same model. One child has the guts, another a bite wound, another a clothing tear, another a sidearm, another a rank insignia, etc... all hidden, then on spawn it decides which 1, 2 or 3 of those children get shown, and voila, instant variants. I know this method already works, because science tells me so. 😃
    1 point
  43. Here's a little idea I thought about which could be very epic, but it is understandable if such a feature is very hard to implement. But, wouldn't it be cool to be able to place multiple non-building-blocks (like switches, torches, etc) in a single voxel, like this: (It's an edited image)
    1 point
  44. Strength has been pretty wildly OP for a fair while, so they def might try to distribute the goodies around. I just want wrench perks to be in the same tree as mining ones, it's really weird that wrenches are under perception randomly instead of with all of the other builder perks. Anyone who's ever tried to take a wrench to a rusted old car knows it's not got anything to do with perception, and it's all just brute force strength to break everything loose I could see strength being the building focused tree, while int is the crafting one
    1 point
  45. This has to be a troll, it reads like a 4chin parody of Tumblr.
    1 point
  46. I think we should choose the media we like rather than dictate media be to our liking. If this was a gameplay mechanic I would have have that debate, but this is a game rating debate. Devs decide that. I personally don't want anyone's art to be restricted based on a minority of people that won't deem it acceptable. Art isn't for everyone Music isn't for everyone Movies aren't for everyone Games aren't for everyone Allow creative expression or you risk making creators second guess everything they do, and in turn water it down until we get a homeopathic dose of a zombie apocalypse.
    1 point
  47. Can we go back to the point where someone is letting a small child play M-rated games? Of course there are reasons why they are rated as such.
    1 point
  48. Wow! Thank you for that great answer, zztong! Beautiful and very understandable choice of wording. Thank you. You must be a good programmer. 😉
    1 point
  49. There's nothing wrong with it. A slider would be great. The two sliders for damage we do to zombies and damage they do to us would be great to have back as well. I'm just saying that until/if they add them there is no reason to not enjoy having more zombies today. I wasn't saying no slider because we can edit spawning.xml. I was saying learn how to edit spawning.xml so you have what you want starting now and despite whatever may or may not happen with the top menu.
    1 point
  50. I remember that when that slider was removed, that it was said that it´s only due to balancing reasons and that it will come back. I really should start screenshooting such posts from the team. @Roland We really shouldn´t have to fiddle around with xml files just because we don´t play on a potatoe. I don´t even have a high end PC (CPU was 180€), but i can up the spawn at least 3 times with no performance issues. What is wrong with bringing back that slider? Won´t stop the game from running on old computers.
    1 point
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