Jump to content

Blake_

Members
  • Posts

    1,968
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Blake_

  1. Still no bandits uh? Well, the armour system's bonuses, loot tables, modelling and rigging are a huge undertaking, so I'm not surprised that the foes slipped a22. I'm kinda impressed that both the character system AND the clothing system will be ready in time for this alpha. The animals look amazing btw. It makes me wonder about new ones and animal taming and the like. Hugs!
  2. Great job with the new road decals. Finally! Brilliant writting on the newspapers. Now I wish we had more of those bits of written info all over the place. It seems less important but it's always the little things that make a game feel great. Hugs.
  3. Hi, @faatal do you know if we're getting new terrain stamps for RWG a22? Currently there is exactly 1 type of crater on repeat, 1 type of river on repeat, one type of "crack" and I believe little more than one lake aside from POI/remnants. RWG art could use a bit of variety for us manly men to put holes in them.
  4. I wish you all an excellent 2024, it's always a pleasure to have such a great community to talk with. Might the might of the grey candy cane be with you.
  5. Maybe it's too soon, maybe I'm an insensitive piece of sausage, but I have to ask: Who inherited the daunting task of continuing RWG work for 7dtd and a22? More like the elephant in the room, it's like a T-REX with a monocycle stomping nuts inside a tiny shed.
  6. I've been tracking Robert's job for many years now. Really sad news for those who actually knew him and feel his loss. Aside from being a great programmer he seemed like a really nice guy. Rest in peace wherever you are, hero.
  7. @Laz Man Good day to you kind sir! I was wondering if you could answer some vague questions about a22: 1. What are you working on at the moment? 2. Are there many new tier 5 POI in the making for a22? And what about tier 1s and the others, are there any new ones too? Tier 1 Gas stations are a bit too abundant nowadays. 3. Tell us about triggers in POI. Are you a fire hose guy or more like an automatic door one? 4. What is your "most favourite" thing about a22 at the moment? Thank you for reading! Cheers!
  8. No. Not a bug. Balance. I'm saying that you can always hit a nest with an axe and get 1 or 2 feathers (like you are doing in that video) until your output damage for stone axes is too big. You can do the same for any of the containers that vanish that way. Let me be specific, the vanishing fact is awesome, but by doing that change you guys left the ability to get resources on hit, but that feature is now convoluted and niche, not only that, if a player has 25% loot and wants scarcity, that trick makes feathers a non issue, generating the balance issue. The problematic containers with that issue are ALL that vanish, so deleting the ability to get resources for them is a must. They give easy-to-obtain clutter anyway, except for the nests and water collector and the like.
  9. It's ok to look at. I was so pleased with those smartphone's settings that I played a couple of game days for funsies. And skeletons. We shall let them smother those too.
  10. Thoughts on a21 b30: .Good work with the optimizations @faatal & Co, I've been testing 7dtd 21.2 b30 in an integrated graphics card from 2013 and it works astonishingly well at 30fps lowest settings 720p. And 480p runs perfect at 60+fps (4k map). Very little stuttering (still there at times in heavy cities with heavy numbers). That's just impressive. On a side note, RWG needs quite a bit of work. Biome percentages work ok if all 4 are exactly equal in size for any map size, but if you tweak the numbers for lower-than-6k sizes wonky things happen, like just 2 biomes generate or things like that. Also, we need an option to pick which map border we want, like setting them to Mountains OR Water. What is the point to deselect rivers and lakes if you are sure to find plenty of water in at least 1 side of the border? Aside from POI and remnants with water that is. Those are plenty enough already. LOD is better, I can't quite put my finger on it, but the transitions are better for many assets and grass and stuff. There's another issue that needs to be tweaked: The thing about looting small objects and have them dissappearing is awesome, but why is it that I can still use my stone axe or wrench to take away some hitpoints from a bird's nest and get feathers or wrench a water collector with items inside before taking them so it doesn't dissappear? same with plastic from trash, paper, etc. I believe that is not intended since the change?
  11. A polite question to the devs: Why is it that 7dtd has everything renewed, like in assets, POI structures and design, items, weapons, animations, animals, textures, roads, RWG, zds, trees, grass, flowers!, every prop, shadows, postpro effects, complex LODs and LOD tunning, heavy optimized area loading, memory and CPU optimization to make the Pentagon cry in awe, a skyline to die for and npcs on the way with Skynet-like intelligence and WE STILL HAVE ROAD DECALS (blood, newspapers,cardboard) FROM ALPHA FREAKING ONE?!! (is he shouting? he IS shouting, what an unpolite forum user, good heavens ! -sips tea-).
  12. Well, most of what you say is already kind of planned, so not really a Pimp Dream. Bandits spawning tiny camps adds a "huge and organic" gameplay value. That's what she said anyways.
  13. Regarding future bandits: It would be kind of awesome if bandits that wander near your base for a tiny while can spawn a temporary camp (like a tent, a campfire, a barricade or a small shack) if the terrain conditions are right. This would add A LOT to gameplay value, and it could be set as a temporary spawn point for them (More could come out of the camp after a while and you could destroy it to stop that from happening... or just the campsite and that's it. Other stuff that can be done with this feature : . Their ability to spawn temporary structures or their numbers could be tunned in the settings. . The size of their camps could change over time (or not, depending on performance constraints). . Those makeshift camps could have a chest, with something interesting, maybe a random piece of what that current bandit group has in their hands at the moment, or just a random item. . Bandits can go to your base from those makeshift campsites and ask for dukes or valuable gear to delay an attack for a while, like 1-3 days or something. And a more complex one, .There could be quests associated with this situation, that are either shown at the trader and then make the campsite appear or they are shown AFTER the campsite appears and might dissappear if not accepted and the site is previously destroyed. This is not needed for the sake of the fun of it though. What do you guys think?
  14. They were near the collectors indeed. We were 5 dudes (and gals). You are doing it right though, and it should happen. If everything fails, then there might be some variables (test cases) that are missing. Can it be that our savegame was dragged from a previous 21.X patch and it might be causing issues for the p2p host and therefore it also causes those Dew Collector issues for the rest of the clients? While that would invalidate the bug, it could be a great test to discard it once a for all if confirmed . Even if it gets confirmed by this, the fact that it happens with this specific "fillable" container is an interesting case of analysis for future references. Only you can do that test though, as all of the people involved in this bug has long since wiped out their savegame, their PC, their house, their neightbors and their respective countries. Forges do have some edge cases, I'm glad you spotted them. Have a great day!
  15. It was seen in a MP session P2P. Given that I have not been able to reproduce the exact cause, you might want to bury this issue for now (as in "cannot reproduce"). It might very well be due to faulty memory hardware, because if and when I try to force the issue it doesn't happen. It's a rare issue anyways. Thank you for your time !
  16. Yeah, they usually give it a bump with the .1 to .3 and then it's all hands on deck for a22, yet they still port back some hotfixes or tiny tweaks here and there along the next alpha's dev process. It's been like that for a few years now.
  17. Talking @%$#e about 7days story. U know what? It's gonna be buggy, but when it comes, I will laugh in gameplay hours. All is fun and games until you come home from work, play a little and all of a sudden it's been weeks.
  18. I have one of those for my hopes and dreams about procedural cave POIs. Do you have any info on the subject? Loving the new POIs, but extensive underground exploration is extremely appealing for many. I have yet to meet a fellow player online that dislikes the idea.
  19. Lol, They are already on build 70+ of a22 and still no new thead, that truly is dedication to not being called untrustworthy or something hurtful and mean like "ugly kitchen cupboard devs" (lol) . If I cheat on you with another moderator but then I hide him in a closet while immediately spouting nasty things here, would you start counting from the moment I cheated on you or from the instant you can read me? I call hackz. On a side note, the time they take is never important, it's the dedication and passion of this team that really gets things done, and also in the right way. This game could use three more years to 1.0 to make it the best thing possible for the listed features. Aside from dlcs that is. It's a given that every alpha is greater than the previous one at this point. Why the rush?
  20. Yeah, there seems to be quite a bunch o little details to sort through for that particular option. I do like the previous one though, maintaining debuffs and a hit to health and hunger? , sweet. Take that, glass eaters !
  21. Thank you TFP for a21.2 It fixes a few of the most game breaking bugs while also adding death penalty. Finally, I can horribly die while triggering a trap at the end of a POI! And with consequences too!
  22. This issue might prove hard to find, as while the reproduce steps help, they are not 100% effective if you try to force the command to make it happen. You cannot reproduce it artificially by getting the time to pass by with a command, so that means the issue is in the code, specifically in the way the Dew Collector retrieves the state of "filling" that it is in. Sometimes, when you have a few collectors, and you leave one without checking, and you are either in a long play session (doesn't matter which mode, but single player is rarer) the game either fails to stop water from producing in the background or clones the previous state (unlikely). Might also point at a memory issue (probably a combination of some of the above). I'm inclined to believe this can be completely fixed and/or ensured to be fixed by making the retrieving of the "state" of the Dew Collector more fail proof, so when you open it, its independent slots show the state they are in without that "background overflowing" if time is excessive. As I said, rare issue, but worth looking at. Edit: Correction : Either in a long play session or in a Memory-filled multiplayer session*
  23. I don't know if this note is important, but the water bottles were taken by using the R key, not by clicking.
×
×
  • Create New...