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Showing content with the highest reputation since 10/23/2020 in all areas

  1. 20 points
    I have made a lot of data changes and code cleanup for water, but it looks exactly the same at this point, so nothing new to show currently. I am taking a break from water and have spent the last few work days deleting old shaders (50+) and related files (old mats/images/prefabs/code) and renaming shaders into proper Game/ categories. Shaders are a big chunk of the game's build time and many of the deleted ones were being included in the build.
  2. 18 points
    Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. Alpha 20 Dev Stream Videos 1) Alpha 20 First Look with Prime and Madmole October 28th, 2020 Alpha 20/21 Roadmap 1) Unity Update Details Coming 2) Random Generation Update Details Coming 3) Vehicle Mods Details Coming 4) Shape Menu and Building Update Details Coming 5) Dynamic Imposters Changes to the world and player built forts will be represented in distant terrain 6) Micro Splat Improvements Details Coming 7) Feral Sense Game Option Set zombies to different states of awareness from dumb to feral 8.) Biome Difficulty Snow and Desert will have gamestage boost creating tougher enemies and better loot Wasteland will have a greater gamestage boost creating even tougher enemies and even better loot 9) Pipe Weapons for Primitive Tier Pipe Rifle Pipe Pistol Pipe Baton Pipe Shotgun 10) Trader to Trader progression Details Coming 11) Water Overhaul Details Coming 12) Loot Progression and Gamestaging Improvements Details Coming 13) Character Overhaul Replace UMA system with in-house custom system Thematic outfits will work like books. Wear the complete outfit and get a completion perk Foundation for Bandits 14) New POI's and Environment Art New Gas Station 15) AI and Sleeper Improvements Zombies can crawl through 1-meter holes Wandering Sleepers 16) Dynamic Music and Ambient Audio Improvements Details Coming 17) Animation Improvements Details Coming 18) Digging Quest Improvements Details Coming 19) Restore Power Quest Lights go out when rally marker is activated Find the generators and repair them 20) New Zombies/ Entities Nurse Drone Screamer Fat Cop
  3. 17 points
    Here is a copy and paste of my notes that I took during the A20 Dev Talk stream tonight. A20 Roadmap notes. Many of these will get details in later A20 Dev Talk Streams Unity Update as we expected. RWG is getting more work. Vehicle Mods Shape Menu They are working on Updating Distant POIs/Terrain. Not sure if it will make A20 Microsplat terrain is getting some performance updates Feral Sense game option. Lets you set how easily zombies see/hear you. From dumber than now up to Horde Night GPS all the time Biome Progression. Some biomes will be harder than normal. Snow/Dessert with Wasteland hardest Pipe Rifle, Pipe Pistol, Pipe MG(???) Pipe Baton. Water is being redone Loot Progression/GameStage tweaking based off data from A19 Gamesparks telemetry. Trader will be Gamestaged but probably a bonus over POI loot. Character Model Overhaul. More POIs more environment art (aka new blocks shapes for POI designers) 1 meter entrances for crawling zombies.... scary Some "sleepers" will be walking around instead of just sitting/standing Ambient Music improvements Existing Quest improvements. multiple tabs of quests so you can run lower tier than the max you unlocked. 5 quests per tier instead of 5 total to choose from. Restore Power Quest More new Zombies (New Zombie Nurse with Jiggle Physics but on her dangling Jawbone ) Doors are getting reworked. new farm block model. Character Model Overhaul details (still in progress) --- old Clothing UMA system going away replaced with code they developed. There are themed outfit sets. Each piece gives you bonuses (with QL level making them better) Full Set bonus for wearing an entire set pure Clothing often have some armor value as well Example themes include Farmer, Lumberjack, Miner, Nerd/Crafting, Nomad, Scavenger. they still have Mod Slots. At least some basic ones will be craftable. Sounds like current armor sets will become their own clothing sets. So you might have to decide between bonuses from say a Mining Shirt vs a Steel Chest Armor. Restore Power Quest first look --- Hit the rally marker and all lights in the POI go OUT. looks go spooky at night or in bigger POIs that get dark inside. go inside and find the generators and fix them. Q&A answers --- Drone work is coming along All zombie models pre-A19 are getting either redone or replaced with a different new model Bandits still in progress. The new Player Model tech is a part of making them work since they can have their own visual cloathing/armor sets that can change with GS. A20 ETA="When Its Done (tm)" Probably no more complexity to the electrical system Steam Workshop when the game goes gold not before. (basically because right now mods break with every update and folks expect Steam Workshop to just work...) No shooting from vehicles in A20 (Faatal in chat) POI localization will be coming (aka nice names to show in quests instead of GasStation_05 ) Vulkan graphics support still not working well due to Unity issues. No Dual Wielding weapons/tools FubarPrime's Twitch Integration he has been working on in his own time will probably come to Vanilla 7days eventually. still a work in progress.
  4. 8 points
    Just thought I'd show off the bridge I built. It's part a massive castle linking 2 buttes together on Navezagne.
  5. 8 points
    yeah, it's time to open the a20 thread:
  6. 7 points
    If scheduling is proving so hard, why not let the community help out with the baby sitting, errand running, and cleaning? Surely there is some calendar or spreadsheet that can be released, or some projected date that we can help brainstorm around.
  7. 7 points
    No, that would be like getting the book set bonus for not actually collecting the whole series. You will have to wear the entire outfit to get the full set bonus. What repair quest? That isn't in the roadmap. It is never coming. Requires starting over completely and we're basically 95% done with weapons.
  8. 7 points
    Srsly, can we please not balance basically *anything* around PvP primarily? This game seems to solidly focus on PvE which is great. There are plenty of other survival games that are built more for PvP where it works better with the existing mechanics and engine. So many things in this game get janky when you add in a PvP angle and basically every change you would have to make to balance it would make PvE worse PvE primary focus with a "Make sure this doesn't glitch out in PvP" makes way more sense for this type of survival game imo.
  9. 6 points
    Tonight at 9pm Central is the next installment of the Developer Stream series. Please tune in to see members of our development team talk about Alpha 20 for the first time and establish some of the projects that will be involved with it. https://www.twitch.tv/fubar_prime For those who can't make the event live tonight there will be a link to the youtube video posted right here in this thread once the recording has been uploaded. See you tonight in the chat! Here is the recorded stream!
  10. 6 points
    Ok, DF V3.2A is up. Changes as follows. - Coilshotgun can no longer be sold (same as other coilguns) - Fixed the Quicker Crafting book not actually levelling Quicker Crafting. - Fixed Mining Action skill not actually letting rare ores drop at 91+. - Fixed display on Nerdy Glasses regarding craft time. - Fixed a bug with tame wolf attacking AI. - Slightly lowered cement craft time as it was higher than intended. - Slightly lowered forged iron craft time as it was higher than intended. - Slightly lowered iron dart craft time as it was higher than intended. - Slightly lowered bullet tip craft time as it was higher than intended. - Slightly lowered both arrowhead craft times as they were higher than intended. - Increased iron bar craft time as it was lower than intended. - Fixed a bug with the prefab editor toolbelt (though it may not be useable). - May have possibly fixed a bug with the baseball bat and wooden club damage. - Added new menu music. - POTENTIAL fix for the "free bellows in forges" added. - Added a failsafe to properly remove Anemia 4 on player death. NO RESTART NEEDED! Client (GDrive): https://drive.google.com/file/d/1sLA6AxPxUS2oJGGntUeTcJ5xNCZgSyrI/view?usp=sharing Server (GDrive): https://drive.google.com/file/d/1jFkK8gcr9wq85Wt690pDhfFp7BDa-0MA/view?usp=sharing Client (Git/Launcher): https://gitlab.com/KhaineGB/darknessfallsa19client/-/archive/master/darknessfallsa19client-master.zip Server (Git/Launcher): https://gitlab.com/KhaineGB/darknessfallsa19server/-/archive/master/darknessfallsa19server-master.zip
  11. 6 points
    The first step is to replace everything, and get new HD player outfits working, which also opens the door to bandit models. If everything is running good yet there may be room for additional basic zombies.
  12. 5 points
    No we don't really look at mods, we have a huge list of stuff we want to do and don't need ideas nor care what 1% of the player base might be doing to their game. I hope that doesn't sound arrogant, but reflects the fact that we have a clear roadmap and list of features we need to focus on. A larger inventory is something we would like to see though. The distant POI tech is coming from a modder though. So if something brilliant comes up usually we hear about it even though we aren't looking for things if that makes sense. I did mention new AI like zeds crawling through 1 meter egress and windows, which will make horde nights a lot more challenging. Feral sense options. Game play is constantly evolving but will always be similar to A18. Progression is getting a complete rewrite from scratch. OMG LOL.
  13. 5 points
    Hah! You're hoping it replaces auto-aggro rooms! You don't fool me!!
  14. 4 points
    Your perception of the reason I brought up mods is different from my intent. I did not mean, "stop complaining, there's a mod for that". I meant, "you [Stranded Napkin] appear to have a balance issue with how you prefer to play a non-vanilla game. Here's a way to alleviate that issue so you enjoy the game more, today, right now, without waiting for A19.3, A20, or A21". Jus' tryin' to solve problems, man. With the game still under very active development (and very specifically including the loot system) I just don't get too worked up over balance issues, especially ones which are trivial to adjust. And especially especially when I am intentionally monkeying with game settings or gameplay rules in a way that will obviously negatively affect the balance that the developers have put in there. "I made these changes and now the balance is off!" "Here's a way to restore some of that balance, in light of how you yourself have chosen to change the game..." "STOP STIFLING MY CRITICISM!!!" I wonder some times if criticism is the goal, not the means.
  15. 4 points
    I built the house myself ...
  16. 4 points
    That's a minmaxer creating problems for himself. Most players don't need to reach 100% in every conceivable stat in order to play the game. Of course... once radiation is part of the gameplay. We're not going to remove bedrock which is the vast majority of indestructible blocks in the game. Traders make up less than 0.5% of the map.
  17. 4 points
    don't leave me with the baby.
  18. 4 points
    The game is exactly as we described it on the kickstarter 7 years ago, but your interpretation of what those features might look like and play like is different than ours. Magical food? Dude food is magic IRL. You can cure diseases with the proper food, coffee gives you buffs in real life, etc. Ours is gamey so it makes sense to players. What is candy is really drugs, or drugs packaged in candy bags. Future drugs, set in a future game. It isn't that hard to believe. UMA will be gone and no UMA code will work. If you want to add new zombies you model and texture them just like we do.
  19. 4 points
    Just finished viewing the recorded Dev stream, there's so much great stuff coming! Congrats TFP, you're going leaps and bounds to make this game better!
  20. 4 points
    The Robotic Drone should be in A20. Some code work may start on bandits, but they won't be in a20.
  21. 4 points
    I would like to offer my perspective on why this is an issue for many of us, myself included. I created my account just to reply to this thread. So, hello all! It has been stated that TFP want moments of direct confrontation in POIs. An understandable design decision. But the current handling of auto-aggro volumes in POIs is bad design. And I will explain why I say this. I currently have over 2000 hrs played, I mod my game to have to have 4x zombies with respawn rate of 4 times a day, and my wandering hordes are 20-30 in size. So I get plenty of direct confrontation in the game. And I have played practically all weapon builds. With that said, when a game, any game, offers stealth options as part of game play, I tend to gravitate toward the stealth/sniper style of play. I just find it very enjoyable. Now, I think we can all agree that games cheat. They know things the player does not, and they make decisions for reasons of game play, optimization, or whatever. When I stealth through a POI, the game knows I am there. But for immersion it pretends to not know I am there. It needs to do this in a way that makes me, the player, believe it is my skill and my character choices that are being rewarded. In the current form of auto-aggro volumes, no matter my level of skill or perks, even if my stealth meter is on 3. The moment I set foot in the volume, the Z's aggro. It does not matter what I do. Venturing through the same POI layout, the first time - "Oh, crap!". The second time - "Really?". The third time - "This is bull, the game is cheating." And I have played enough that I know where pretty much every single auto-aggro is. It is no longer "Oh, crap!", it's just "oh, this one again. No stealth here." A simple change of making auto-aggro volumes not 100% activation can fix this. If they had some percentage chance to trigger, regardless the player's stealth, that adds your direct confrontation moments. But when done well the player does not get the impression the game is cheating. If we didn't know auto-aggro volumes existed, over time, a very astute player may figure out that certain areas of POI's are tricky and dangerous to traverse, but many would just assume bad luck. And there would be a lot more of the "Oh, crap!" moments. edit - also add a delay, entry of the volume can trigger the event (percent chance), but the aggro action does not occur until after some random time has passed. This would make it harder for the player to determine a pattern, which is obvious as it is now, with immediate aggro.
  22. 4 points
    Don’t worry, next alpha Madmole said they were replacing that system. Instead you will a good spanking until your bottom is cherry red and a stern talking to by an in game Madmole
  23. 4 points
    Makes me think of an old comedian my dad used to listen to, you should look up Wes Harrison.
  24. 4 points
    Maybe they’ll restore LBD elements for the movie and the first forty minutes can be watching the protagonist grind up his skills before he does anything to advance the plot. That’s sure to garner a few points on the tomatometer!
  25. 4 points
    He hasn’t played 7dtd in 2 years and he’s impressed with how far the game has come
  26. 3 points
    They mostly come out at night... (V3.1) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  27. 3 points
    Now that you clarified, I can answer. The lights you turn on by fixing the generator will stay on, but if you are expecting some kind of sim where settlers move in that is not this game. Everyone knows the game is starved for resources and farm animals, simulation stuff like settlers moving in would eat our lunch and we'd be back to 8 zombie hordes or even less to accommodate fluff that doesn't actually do anything once you walk down the road, but continues to bog down CPU. I'm all for immersion but most of the time these requests are not wise roadmap additions. Remember the POI needs to be reused by the next player. Yes of course. I'm pretty sure we will support dyes. There are way less slots but no clipping, and no ugly. It will be less customizable, but look AA at a minimum instead of 95 indy quality. The perks and full set bonuses will make up for any lost fluff. Characters and animations are the biggest thing holding us back from becoming a massive success. You can mix and match pieces as you want, and there is a badass ranger outfit that looks like what you are doing there, but 100x cooler.
  28. 3 points
    Probably. How they react to volume triggers will depend on what the designers want. Bandits have not been proven to be anything, since no code work has been done on them yet. It is a scheduling issue, since we have many other things we would rather work on before them. I think the artists have done some work on their part and they will handle it just fine.
  29. 3 points
    Everything is getting deleted and there will be new outfits you can find and craft. The lineup isn't complete so I cannot confirm what might resemble old content, but a lot of the nostalgic things are sticking around in some way or another. Like I mentioned the skull cap is now lumberjack cap.
  30. 3 points
    Yeah adding a couple of musty old shamblers to the game would really help with the zombie theme. It would be pretty disturbing to have one of those guys burst out of closet and corner you in a small room. I think all the new zombie models are great but they’re all pretty fresh and all very unique and recognizable. I think adding some generic decayed zombies would help to make the current zombies feel less redundant.
  31. 3 points
    Oh please...you guys can't stomach even the slightest pushback to your own viewpoint. Someone posts an alternative view and all of a sudden you are being stifled. Boidster never said that he hopes TFP never strives to improve the loot progression, he was being pragmatic about what you can do NOW to enjoy the game while you wait for the improvements. It's not like TFP has no idea about the linearity of the loot progression and YOUR revelations are going to make lightbulbs turn on over the devs' heads. They know, and there is a plan to improve things, and despite all of that you can still complain and voice your disappointment and it all stands in digital print for anyone to read and nothing that Boidster nor me nor anyone else types in response is going to remove or oppress or stop what you've typed. So stop with the martyr shtick please (or is that too stifling...?)
  32. 3 points
    Because they are a company making a game and not a mod based community effort? Maybe, I don't know. It is amazing to me that how TFPs have been able to take this game in so many directions. People are always on them about being in Alpha so long but in my way too many years gaming, I have never seen a developer put so much effort in a game. I am looking forward to see what they come up with next!
  33. 3 points
    I understood you.... but what youre saying is that wood, for example, could hold only 4 blocks, whether those blocks are steel blocks or wood frames. I find that too simple a system. Building should be more complicated than just counting blocks, IMO.
  34. 3 points
    Walking sleepers sounds great. POIs need some unpredictability.
  35. 3 points
    magnum noun mag·num | \ ˈmag-nəm \ Definition of magnum : firearm capable of shooting moustaches. Popular in the 1970's
  36. 3 points
  37. 3 points
    @Fatal While I find any and all info that all of the developers share with us fans fantastic, the explanations that you provide with few words is unbelievable. With this quoted post alone, you can easily understand where the next couple of alphas are headed and what to possibly expect, without any spoilers, barring any unforeseen events. I can only speak for myself, your posts are extremely informative especially as the AI development is becoming a major component at this stage of the game. Thank you for the time you take for the forums on top of your work.
  38. 3 points
    What they should really do is get rid of repair altogether. Then you use parts to just make a new item. Triple the durability of everything to make them last longer before they’re junk and can be scrapped...for parts. Then, mods that increase durability are actually meaningful and finding a tier 3 weapon early on will only be a temporary advantage instead of lasting the entire game.
  39. 3 points
    Certainly is, the original post and download links have been updated this morning.
  40. 3 points
    yeah i got the same problems on mine. In A16 it was way worse tho. Solar Panels could render a Server broken. i think in the first two weeks of Experimental we had to wipe 10 times. That was "fun". Still refuse to use solar in the game because of that Trauma Both good ideas. My wish would be for an electrical kind of door that only gets opened with a switch. especially in Prefabs this could be immersive and forces you to go looking for that damn switch Doom-style.
  41. 3 points
    This is a lot of changes just to satisfy your need to get a gun in the first week. I think the increased in poi game stage based on the poi expected difficulty from A20 will be good enough to increase the excitement of maybe getting a gun early. But I think the way things are right now is still good enough. Getting a high enough game stage to get guns in loot is fast enough. And if you're in a hurry try your luck at the traders, spec in bartering or just craft the gun yourself. Repair cost is fine and simple the way it is now. Your solution is to allow to find guns in chest and tie the repairs to the parts, why not just use the parts to craft the gun?
  42. 3 points
    If you don't care about the death in the game everything is very easy. Even the strongest horde is then no longer a problem. Just undress and put your complete inventory in a chest, stand on the street and let the horde kill you. Horde done. I actually assumed that players, even if they are not playing dead is dead, don't want to die. I don't play dead is dead but I still don't take death lightly.
  43. 3 points
    @Roland The strawman is the assumption that we're complaining about not being able to 100% stealth clear a POI and you set that strawman out there for yourself to tilt at. The problem is that stealth is failing, if an entire @%$#ing group of enemies moves to attack you stealth has completely failed, not because of any mistake the player has made (other than possibly even bothering to try and make use of those perks and expect them to @%$#ing work as described in the game) but because of a Deus Ex Machina/ Skeweton King/ half assed "@%$# you" toggle that the devs are not up front about in game. The stealth system, perks and the descriptions of both in game are currently an out and out, bold faced @%$#ing lie from TFP to the player base and you're @%$#ing running purely dismissive spin and smoke for them. Nothing else a player can do in game has such a complete and utter "Nah, not happening here" counter mechanic directed squarely at it so exclusively. Maybe if roughly a third of ores were incased in bedrock, a crit effect existed that inverted the effect of Sex Rex and Cardio, and 1 out of 3 vehicles that someone tries to wrench blew up in their face the first time they even touched it, as equitable examples, Attack volumes would be "balanced and fair" compared to what the game does to other play styles. They currently aren't.
  44. 3 points
    I could do it! I would love the opportunity 😜 I'm perfect for the job, don't mean to toot my own horn but . Tooooot Tooot! Once you hear me, you will wonder why you didn't use me for all the traders, the wolfs🐺, dogs,🐶 pigs,🐷 deer's,🦌 and the chickens🐔. I can even do a convincing babbling brook🛬, if you're interested 😛
  45. 3 points
    You mean the suggestion I'd given on page 15? Yeah, people either completely ignored it or got worked up about that too lol Yeah, I had thought about that.. taking from games like Metal Gear, Dishonored, Batman Arkham series.. you can go about being out in the open and taking enemies down.. or you can go completely stealth without ever being noticed by them. Those cut scenes are mostly intended for storyline plots or for boss fights, which makes sense for the game. But when it comes to 7DtD, that doesnt apply - unless auto aggro rooms were designed to be the "boss fight" of the POI (and it doesnt seem like it was). @Roland you asked "People really want only that over and over again in every POI for 100’s and 1000’s of hours of gameplay?!" and the thing is: yes, some people do. The 1 shot kill is a reward for the perk in itself. But being able to clear an entire POI without once breaking stealth is a psychological reward for stealth players. And I understand that the game is not supposed to be a stealthy one - the stealth is just one option. But going back to that statement, isnt every other build just like that as well? "People going over and over again" walking into rooms and beating zombies to a second death with a club, sledgehammer, etc? Going over again and again into rooms killing zombies by shooting them with their weapons? The only difference is: stealth thrives on avoiding direct confrontations and what consequences it may bring. I understand both sides: @hiemfire's and TFP's desire for forcing confrontation. But unlike those situations that I stated from the games above, in 7DtDT these confrontations feel very counter-intuitive. Having an event force confrontations because the Devs want it to happen, is ok.. but they seem kinda unearned as they stand.
  46. 3 points
    For me, anything you do to the water will make it better than it is now! Thanks.
  47. 3 points
    I hope they post the recordings to You Tube. Twitch hates my internet connection.
  48. 3 points
  49. 3 points
    "Exploit"? I disagree and don't see any reason why TFP would "fix" that mechanic. They have given the player some guidelines about how the world of 7D2D works (possibly learned through painful experience): 1) Camp fires, torches, forges, etc. generate heat 2) Heat attracts zombies, which can be hazardous to your health If a player wants to attract zombies, so what? It's not an "exploit", it's just how the world works. You could role play as this guy: It is trivial to add back in a chance for higher-tier loot if you want it. Several mods exist for exactly that purpose. You are choosing to play the game (no quests, no loot respawn) somewhat differently from vanilla. Which is awesome, by the way, go have fun however you like. But you might also want to tweak some other mechanics to fit your chosen play style so that it is fun for you. Game can't be all things to all people.
  50. 2 points
    Yep. Probably the greatest thing about investing your money into forming a company and then investing time to creating a game is that indeed you CAN set the rules in that universe you have created. So you are correct.
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