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Blake_

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Posts 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. 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.

  5. @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!

  6. 2 hours ago, NekoPawtato said:

    If I understand correctly, are you saying small loot containers are not disappearing as expected if the container itself is damaged before emptying out the container? They were disappearing for me on A21.2 b30

    https://i.imgur.com/sNS7fLc.mp4

    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.

  7. 10 hours ago, Jost Amman said:

    Did you notice that at 480p? :heh:

    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.

    7 hours ago, Adam the Waster said:

    I bet once they add the window tint system stuff will be so much smother

     

    And skeletons. We shall let them smother those too.

  8. 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?

     

     

  9. 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-).

  10. On 11/4/2023 at 12:37 AM, Adam the Waster said:

    While I think that would be too taxing

     

    Have random events like survivors roaming around and pretend to savage and Bandits having raiding parties 

     

    The main thing we need is Post Apocalypse bases and poi. Both ones with zombies and survivors.  

     

    Like imagine raiding a overunned trader post (trader Jimmy RIP). Old settlements/shanty towns full of zombies, maybe a biker bunker that was used for drug running or something.

     

    Then you got the active survivors camps. Some friendly.  Can trade a small bit. And take small jobs like the old missions (kill male zombies and come back) Or hostile... we're they shoot on sight. 

     

     

    And with any game with human enemies you gotta have some special uses!!! 

     

    Like melee, ranged, Stealth, tanks, heavy, demos, grenadiers ,snipers, support, archer, boss, 

     

    Hell throw in a odd tamed dog or drone to spice stuff up. 

    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.

  11. 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?

  12. 11 hours ago, n2n1 said:

    In this case, they can fix a lot of bugs in a month, and bring the polishing to a good level...

    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. 

  13. 12 hours ago, 3467542 said:

    NEEBS  at 8:59!  HECK YA "As much as we've ^&%$ played it, I still love playing it.  And you damn well know what it is"

     

     

    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.

  14. 5 hours ago, Laz Man said:

     

    Lots of grocery stores have cardboard balers in their receiving / warehouse areas.

     

    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. 

  15. On 9/27/2023 at 8:23 PM, Roland said:

    They're hoping we will count A22 development from the day they start the A22 dev diary so they can come in under a year... ;)

    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? 

  16. 6 hours ago, FranticDan said:

    Just wanted to point out that the permadeath setting in A21.2 doesn't clear the kill count and death count back to zero

    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 !

  17. On 7/13/2023 at 4:18 PM, meganoth said:

     

    Even then players would want some of their equipment to fight bandits to come from looting or crafting and not all from the trader. The solution can be to reign in the trader OR to speed up looting and crafting.

     

     

     

    But we haven't even reached the "you said this 5 posts earlier" phase !!!  😁

     

     

    Traders do need to be decentralized. More npcs should give quests, more shops should be available, non-important ones, with respawnable random npcs that give and maintain quests even after death because they will respawn close by in the worst case attack/raid. THEN, we can talk about the balancing. Right now, they are good for what they are, a bit OP without a reputation system and faction shenanigans, but ok. I do understand the need to do something. I'll still vote for waiting right now. Gameplay is still in flux as we said, and late game hasn't even been touched, as we understand. It's all Rolands fault, a Math teacher can't be a PHD in International Diplomacy, yet that part of his AI works too good, so it must be broken.

  18. I personally believe y'all make fair points. BUT, what if bandits are in, and a complex system of random encounters makes it in   and the game becomes much more difficult? then the crazy amount and quality of rewards and loot would be partially justified and naturally restrained. And then balancing would become easier.

  19. 8 hours ago, faatal said:

    I am not aware of the issue, but playing a sound at the hips (the ragdoll root location) is no harder than at the entity position (controller ground position), it is a matter of finding all the places in code playing sounds on the entity and changing them all to account for ragdolls being on or making it always use the hips.
    I made a ticket.

    Wow, thank you very much, I'm glad it's an easy fix. I thought it was known. Gameplay will improve a lot by this. 

  20. @faatal , I think you are the one to talk about performance, right? Well, there's an issue that has been in the game for quite a few alphas and I would like to know if it has an easy fix performance-wise. 

     

    The thing is, when ragdolling, entities (all of them, animals and zds alike) only emit the sound in the exact spot the ragdoll started, so that means entity sounds are not tracked while in ragdoll mode, not even a little.

     

    That means, dropping a zd from any slope, building, block, path, edge,etc, and engaging or just following the entity will result in no sound, except in the point of origin.

    There are many combat situations in which that issue happens, but most noticeably while using the club, that has a book, BATTER UP VOL.6 (ragdolls enemies) that generates that issue and the repulsor mod for the baton (lots of fun though, if it weren't for the sound) .

     

    I believe the team might be aware of this? Would "tracking sound" while ragdolling reduce performance or is it negligible?

     

     

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