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Blake_

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Posts posted by Blake_

  1. 1 hour ago, unholyjoe said:

    currently in newer map with 3 dew collectors and 4 of us and yet none of us have had the issue you pointed out.

     

    last map we had 8 collectors and so much water that no one even bothered to empty the collectors for a few game days... we still had no issue with the take all button as far as not getting the full amount and no console errors or warnings.

     

    :) sorry but no issues with my rented dedi... (so far)

    Got it. I will investigate further and get back to you.

    (Edit: Just for clarification, It's not that you don't get the full amount, it's just that of the 3 bottles you can take 1 or 2 instead of 3 when pressing R, so you may need to take the rest by hand or using R again).

  2. Dew collector seems to overflow the stack limit order if it generates more than 3 bottles and while the specific number of bottles left is correct, the "internal dew collector stack limit" (whatever it's called in the code, lol) doesn't clear the order and results in the player able to only take 1 or two bottles when using the "take all" key, I believe it's R. 

     

    Expected result: The player should be able to take all the bottles when "taking all" with R no matter how long has passed.

     

    I'm not sure if this warrants a bug report? Tiny code issue? Small unpat in the back for the programmer?

     

  3. I've got an offer of a quality 4 nailgun as an end tier reward from Tier 2 to 3. It was day 12 (default duration) . I hadn't even unlocked quality 1 hammers. I believe that was not intended? Late game weapons and tools from trader rewards and "end tier" quest rewards should never exceed progression for that much. I believe those are items more suited for an "end Tier 4" or even Tier 5 quests.

     

    It happened with a few other items, but nothing too brutal as my gameplays aren't lasting more than a few days.

     

    I think this issue is known, but it doesn't hurt to report specific items that struck me (lol).

  4. @faatal I found a few things in the experimental version that might be considered an issue.

     

    .When zds reach their path destination they can stay idle for too long, allowing a player to kill them with ease. It happened to me a few times, most significantly in the buried supplies quests, where they (occasionally, 1 or 2 zds)  went directly to the location of the chest/player and refused to acknowledge my presence while passing by (I might have been able to hit them, but they should see me on their own, because it is the player they want to eat, not the path destination).

     

    .Also, they are significantly bugged in situations with more than 1 player in a continuous, sizeable screamer horde. In those cases they should immediatly path in full when at X distance to the closest player, which currently they might not. I believe they update a bit too slow for those dynamic situations.

     

    Performance is good. Very good, if those things get fine tunned, we could stand 128 entity hordes with absolutely no problem.

     

    An idea here, we could have a performace option when creating a game that sets the complexity of the AI, like: SIMPLE, NORMAL, COMPLEX. The performace impact of the latter would be greater, yet more precise. Just a workaround if performance gets in the way of current CPU technology. This will be a non issue in 6 years.

     

    Water: We cannot always directly drink from water. The option is buggy and the "press E" doesn't always appear.

  5. 12 hours ago, Jugginator said:

    Yeah so what Joe said. There's been support added for odd-ball sizes such as 2k/3k/4k/5k etc, but they aren't entirely fully functional in that regard. They work to make a world that's usable, but things such as no traders can happen. It's a little of a weird spot, why in the server config it says "officially supported sizes", since we know those work (or should). It's all a WIP and who knows if the oddball sizes will remain for sure, but that's the gist of it.

    I hope they will remain! they are awesome for potato pcs, they use way less memory,  and there are tons of packed fun inside!

     

    Around 20.6? they were implemented and, to my surprise, they were all functional and more often than not 2k maps used to have at least 1 trader.

     

    In a21, with the code change for POI sorting, it seems that particular size has suffered a bit. Biome distribution is also quite off at lower sizes, yet it's still tons of fun to play small maps. 

     

    Btw, 2k, 3k and 4k maps are perfect for Integrated Graphics too, and I was amazed to get stable 40-60 fps at playable resolutions with an Intel HD graphics from 11 years ago. Modern integrated cards can even do 1080p medium with good stability for those sizes.

     

  6. 37 minutes ago, faatal said:

    I'd turn up Loot Abundance.

    I find the default abundance crazy high. 25% loot is already quite enough in a21. I would like to ask for less abundance in the  options, kind sir, like 10% or 12 % or stuff like that. I mean, for those who play alone is understandable, but we are 3 and still swimming in loot with 25%. There can be 500% loot too for the hoarders.

     

    Water survival is awesome, magazine progression is amazing (though they are a bit too abundant) , congrats to @madmole and the team for this jewel of a design and execution, simple yet incredibly engaging.

     

    What I find lacking: the UI. The aging parts of it paired with new but weird "POI title boxes" makes for a mixed feeling while they pop up or in general. status effects are better.

  7. 1 hour ago, RipClaw said:

    Bought from the trader ? That is probably due to the trader stage and Daring Adventurer as explained here

     

     

    No. I am specifically stating that, through the use of magazines that unlock tools and a bit of perk investing in tools, you can get to steel weapons in less than 12 days.

     

    You can also reinforce that fact by getting magazine bundles and spawning buried supplies to get several completion magazine bundles, though while possible, it is not necessary as with just a "normal gameplay routine" (lol, normality folks) you still get to them.

     

    That's a balance issue. I would tune down the three-pack magazine in loot a bit. A tiny nerf that would do wonders to ensure most end game content passes at least the 2nd to 3rd horde mark .

  8. After looking at some streams, I noticed a few things (I watched a few streamers and compiled a few bits from all of them):

    A21 is quite polished, yet it has a few inconsistencies:

     

    .Some cabinets do not stay open when looted.

     

    .Some visual inconsistencies with water, but way better than before.

     

    .Some popping where it should't be (some vehicles don't have a great LOD distance on higher settings, or weird distances at lower ones).

     

    .Magazines are too buffed. They are too abundant, resulting in an even faster progression than in a20, which is totally avoidable. maybe reduce them like in half?

     

    .Steel weapons by day 10-12? Not even power leveling, oops.

     

    .Water filters are a bit too abundant too. They need a bit of a nerf, specially at the trader (5 filters on day 1?, come on!)

     

    .Reloading animation bug for double barrel shotgun (reported in the alpha 21 pool with video proof).

     

    That's it for now.  I hope that helps!

  9. 24 minutes ago, Roland said:


    so far, the crates from shotgun messiah, shamway, etc DO remain as containers after you loot them. They remain as cardboard boxes and don’t get recovered in plywood but they do respawn loot. 

    Most cabinets and sink cabinets do not open after looting them despite already having open versions made for them. I've seen it in all the streams (I watched like 7 different ones already? lol) in every gameplay mode, so I believe devs know? If not, they do now?

  10. 6 hours ago, faatal said:

    His fix seems fine. The new hang was a decoration threading issue, which I think I fixed. We also found another error with getting an animated block update while the world is downloading, which I added a fix for.

     

    They are hitting the servers HARD to find bugs, so some of these may not even happen in normal play.

    Does that mean that we are close close? Like in close, close close? How deep is the Kraken?

    If there is a bug in multiplayer (there is always something in MP) we will encounter it and (if not crazy convoluted) reproduce it. Statistically speaking imagine that there is a 1% chance to find one in a 10 hour gameplay session. That's dozens of people across the world, just in the first day of the streamer weekend. That's one more reason to stay alert there. We can also report to you guys the ones we see in the streams, right? the more eyes the better to find those pesky bugs. 

     

  11. I came here to complain about the catfishing mechanic. I believe that after all these years there should be people that hide their real identity in the game, only to meet a potential partner and have them realize that we are naked all the time. Also,  coming from a dev team that makes streams in underpants and the fact that I'm an astronaut (they do not use pants), this should be easy to implement. Fun Pimps plz get your sh** together, as hard as that might be without undies. I'm sorry but I have proof : It gets itchy.

  12. 2 hours ago, Code6 said:

     

    Are you officially working with TFP for the translation?  I would very much like to contribute officially, but I don't know how.  I have put a lot of effort into translating already and I look forward to working on the new content to translate for A21.

    No. Though any and all modding work that I do belongs to TFP and always will. I intend to completely fix the LATAM and Spanish Gold release translation with full changelog and politely ask for official implementation. It would be a blast to work for them in the future, both as QA and translator or anything in between, It's a dream company, great work environment and partial to creativity bursts.

     

    Currently waiting for the whole txt file to translate and correctly fit wording size and stuff. We will have to wait until Gold. You are right, it took me quite a few hours to correct, fit and test.

  13. 6 hours ago, Code6 said:

     

    Which language are you referring to where TIME and DAY are not translated?

     

    Is there any crowd sourced effort to provide official translations for 7 Days To Die?  I manually translated A19 and A20 into Esperanto and made it available as a mod.  The only problem is that there is a connection between the compass and the chosen language which results in a blank compass when I set the language as Esperanto.
    I would love to contribute to an official translation that could be included in the game.

    Nice to meet a fellow translator. I'm correcting the spanish translations, both LATAM and Spanish but I will upload the final version with gold, as we are still missing the story, dialogues and some quests.

     

    I was saying that TIME and DAY do not show in the txt for "easy" translation.

    Time and Day are translated into all the supported languages, I've didn't imply otherwise. But in some of them the translation is bad. For example, Time is translated as "tiempo" in a20 spanish which means both weather and time, but referring to the measurement of time in a day, it always translates as HORA , as in ¿qué hora es? (meaning what time is it?).

     

    Current spanish translation, both Latin American and plain spanish are extremely bad. 1989 text engine bad.

     

    I've already correctly translated (fixed and retranslated) all the menus, tools, screentips, etc. But even the menus are still in flux, so I will refrain from fixing it further until release.

  14. @Hated do you know if the translation for a21 has been improved? Not only words per se, but some areas, like the UI "TIME" and "DAY" were translated (poorly) but are not brought forward to the txt, so we can't even mod them. 

    An easier-to-read file would also be appreciated.

  15. 15 hours ago, HB_H4wk said:

    So the story or lore as you might have it that a bomb blast went off thus creating the Wasteland and radiated zombies, but I've never seen a huge crater in the game, soo I'm making one. Maybe just a suggestion if they are planning on any End-Game type of ideas.

    7 Days to Die Screenshot 2023.05.17 - 14.48.24.13.png

    In a21 you can make that crater in like 2 seconds with the new terrain tool. Last dev stream shows off the feature (Episode 4). Still, cool crater. Huge waste of time. Very gamey. I like it.

  16. 32 minutes ago, Shein said:

    Boys, when I was playing for 7 days to die, I noticed one unpleasant thing, maybe it's a bug that can't be fixed for a long time? When I shoot or hit a zombie in a certain area, it grabs the place I hit. That is, does he feel pain? For example, I shot in the shoulder and the zombie grabbed his shoulder as if feeling pain. Isn't that inherently illogical? Right? The dead, according to the idea, should not react to external stimuli in any way and naturally they do not feel pain. It's also a little unclear to me why they are shaking so constantly? 

    They do that by design. The virus does not generate undead people, they are very much alive and hungry. I was wondering when will people's OCD would trigger up on this ! There are different kinds of zombies in many different games. You are saying that you want a particular type of zombie to be recognized as undead like in a D&D fantasy setting, but the truth is that, while this is still pretty much fantasy, they are not really dead, like with the Resident Evil virus, I am Legend, etc. Devs have stated a few times that they have a basic nervous system and can feel a bit ... in a way (hunger, hear, smell, touch).  It's a game ! Cheers !

  17. 5 hours ago, faatal said:

    Probably. Planned are more biome progression type mechanics.

    Was it just me or did animal animations get some love? I noticed quite a few in many of the biomes shown in the first dev stream. They seem to turn and move a bit smoother, though the pathing seems a bit broken as always ( 2 blocks wide AI like bears and 2 block long AI like cougars, dogs and wolves is wonky on many situations).

  18. 4 minutes ago, Laz Man said:

     

    I like to think we strive for "Believability" rather than "Realism" as long as it doesn't get in the way of good gameplay.

     

     

    Speaking of gameplay, I have a question about POI design limits for Level designers:

     

    Tier 1 POI Clear quests have around 9 zds, Infestation around 15-18 zds, sooo

    How many Zds is your design limit for Tier 5 Infestation quests?

  19. Hi @faatal ! loved the stream. Sick moves on the dance and song btw. I noticed that Lathan's fps didn't drop on the city, it was a demanding but very stable experience (crazy "exploding blocks" testing aside).

     

    One of the things I wanted to ask.... now that you have AI throttling, will you increase the blood moon entity limit for a21? 64 is nice, I don't know if you guys talked about it. I believe CPUs can handle a bit more in the very close future though. Current top of the line rigs are doing 200+ screamer battles without much of a slideshow.

     

    The not so good part (be aware, I know Robert did many other things in this alpha, but RWG.....): @Kinyajuu work on RWG was not a huge hit for me, due to most of the features (like preview quality options and biome sliders) already being in a20.6/.7 (except for better POI sorting and better road smoothing). 

    More on the art side, RWG is also EXTREMELY lacking in stamps, like cracks, lakes, rivers, etc. The single river stamp is awful, without an organic point of origin/end and there is a huge lack of variety in terrain features governed by those options (always the same crater, canyon, lake, river...etc)

     

    The terrain tool is just the best thing that happened to this game ever. Will we ever see randomly generated "cave stamps" aside from just "cave POIs" ,I wonder? 

    All in all, the programmer stream is always a blast to see. A bit technical, but their features are solid and always make the game better.

  20. 14 hours ago, Laz Man said:

     

    Great point.  Some people may not notice it, but in level design we intentionally control the pace at which how many zombies the player is engaged with at the same time.  A normal T1 POI with 9 zombies now with 18 sounds trivial at first but when you consider how many you need to deal with at a time, it suddenly is alot more challenging.  I am sure there will be alot of fun to be had. :)

    I loved that Earl guy in the Stream. Well he is named after my favourite tea, and also has mad skills doing  POIs. I'd love to see tier 6s from him. And cave POIs, lots of cave POIs. Shape guy is also my sassy hero, I like his beard and no nonsense attitude. Earl though, unbelievable nice guy.

  21. @faatal , now that we are approaching the programmer stream, I would like to ask if there are plans of making a few simplistic options for "player death" when creating a rwg or any map for that matter:

     

    The thing is, the current death mechanic is a bit lenient on the food and water side, and while I'm not asking for rocket science, just more options with values like

     

    SUSTENANCE PENALTY: "default no penalty/ 50% food&water/ 25% food&water /0%food&water" or something like that,

    ......coupled with another for diseases, like:

    DISEASE PENALTY: "default no penalty/ maintain all diseases (but a bit reduced to allow for some time to heal)/ maintain all diseases with a lot of reduction,in the earliest of stages"

    and another for XP, for example:

    XP PENALTY: 25%/50%/75%/99%

     

    While they are simple, they could work in avoiding the "I'm infected, let's die to cure my infection, abrassion, head injury and broken arms and legs, because it's too much work to find all the items to heal", Or even "I'm hungry and losing hp and thirsty and can't do things properly, let's eat glass to replenish, I'm only level 3 !!".

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