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schwanz9000

Fun Pimps Staff
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Posts posted by schwanz9000

  1. Since you guys have seen/guessed most of them, here is the current list of Armors for A22.
    As always, this list is still WIP and/or subject to change.
    Armors previously shown that are NOT listed below, may or may not be used in a future update.


    Primitive Outfit - Replacement for legacy plant fiber clothing. Adds some protection, but no buffs or bonuses.

    Light Armors - No movement penalties like legacy padded armor

    1. Lumberjack
    2. Preacher
    3. Rogue
    4. Athletic
    5. Enforcer

    Medium Armors - Replacements for legacy "Light Armor" such as leather and military

    1. Farmer
    2. Biker
    3. Scavenger
    4. Ranger
    5. Commando
    6. Assassin

    Heavy Armors - Replacements for legacy "Heavy Armor" such as scrap, iron, and steel

    1. Miner
    2. Nomad
    3. Nerd
    4. Raider
  2. No. Clothing mods will not show.

    I know this sounds like a huge reduction in customization, but you'll just have to trust us that we have a plan and will reveal that plan once it's ready.

    We fully understand your concerns. I, Allan, understand your concerns as I'm a player too. I'm on your side. Trust the process.

  3. 2 hours ago, User said:

    Hi, dumb question;

    Will they be like, an actual item or accessory? Feels a bit weird if they're just like, random magical stat cubes you can find in loot that aren't actually equipment/gear, at least to me. Or is the picture/title of the strength mod that we've seen just a placeholder? Just curious since I don't know much about them. Thank you!


    They are just mods that install into headgear. Most of these replace the old glasses or goggles that no longer have an equipment slot.

     

  4. On 3/27/2024 at 12:00 AM, Old Crow said:

     

    Isn't that Fortitude?


    Correct. My bad. I mix those up all the time AND it's been a long time since I've played/worked on A21.

    Guess I'll take the Strength out of the cigar now that we have the dedicated Strength mod. IDK. We'll see. 😛

     

  5. 1 hour ago, POCKET951 said:

    I do wonder if the mods you unlock from investing in each stat are all part of the same mod group and are not stackable (like you cant put a large and a small gas tank on an augur for example, or the +2 and +1 armor plates on the same piece)

    I.e you can only wear a cigar or only wear nerdy glasses but not both at the same time because they are in the same mod group


    I haven't added any restrictions to the Cigar + Attribute Mods...yet. We'll see how testing goes.

    Attribute Mods can only be installed into headgear, so no stacking issues there with other armor pieces.

    You cannot have more than one Attribute Mod installed on a headgear at the same time.

    image.png.92f9a4d9dc5cc8a18129d8e9b7b7b36b.png

  6. 8 hours ago, POCKET951 said:

    Yes. I mentioned to him that I had played 2500 hours of 7 days to die prior to playing the demo at Pax and he said he wanted my feedback on the controls.


    Correct me if I'm wrong, but I think you're the gentleman that was accompanied by a Party Girl on Sunday?

    I also remember the "thing" you found too. Something pink perhaps? :D

    Let the folks here stew on it a while and see if anyone can guess what it was. 😛

  7. 18 hours ago, RStarphoenix said:

    I checked, most of the RWG do give me more than one point, but it gives me the first spawn all of the time solo even if i add some random spawn points in and start a brand new save file. It only uses the other spawns when I'm playing co-op with my friends.


    Sounds like a bug then. I'll send word to QA to take a look and get a ticket in. Thanks for double checking that!

  8. Most of the issues you're talking about need to take PVP and/or general multiplayer scenarios into consideration since we don't have a true single player game mode (setting Max Players to 1 is the only way).

    1. Backpack left in the world: PVP Permadeath (as brutal as that sounds) would be a lot less rewarding if players couldn't loot their kills.
    2. LCB and bases in general: I think we can do something about the LCB, but we are not nuking the whole base for those multiplayer folks that are sharing bases. It would really suck if Bob got eaten by a zombie only to leave Frank standing in a crater where the base used to be if Bob owned the LCB that was placed.
    3. Vehicles left in the world: Nuking the vehicles on death has the same issue as bases in multiplayer. Bob gets mauled by a Dire Wolf and all of Frank's loot left in Bob's 4x4 goes poof. As of now, we have no plans for "fixer upper" vehicles. 
    4. Spawn point: This sounds like a bug or a RWG map that only gave you one spawn point for some reason. If RWG, you could check spawnpoints.xml in the following location to see if that is the case. C:\Users\<YOUR_PC_NAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds\<YOUR_MAP_NAME>

    We'll work to get this polished up a little bit more as we reach for Gold. Thanks for the feedback!

     

  9. As the description of Wasteland Treasures Vol 3 states...

    "Adds a chance to harvest acid from cars, medical equipment, and acid barrels."

    "Medical equipment" is pretty vague though I will admit. Medical Cabinets, med piles, and chem piles are all working for me in A22. The probabilities may be a bit too low on the piles. Also, in reference to what RipClaw was saying, players shouldn't have to fiddle around that much to get the loot AND the harvest.
    I'll make a note to see about reworking this for A22.

    Thanks for the insight!

  10. @Old Crow
    It was simply the random number helper changing the numbers on them. I saw the 8 which is the default number for the helper and then named it that way. Now it will always be an 8 on the sign to match the localization. 

    @Kiern
    That should not happen.
    Did you create the same map twice with the same seed between experimental and stable?
    Sounds like you've got some corrupted world files somehow OR the map was old and somehow the prefabs.xml file got regenerated with a different POI list. When the quest goes to reset the POI, it's reading the updated list.

  11. 2 minutes ago, gpcstargate said:

    I was wondering if any knew what this is supposed to mean .. I keep getting it every game in A21 ... Never saw it in A20. Thank You, The OldGamer

    7 Days to Die Screenshot 2023.06.12 - 17.33.43.99.png


    You can ignore that. Just an EOS message.

    Also, please follow the bug reporting instructions found in the red banner at the top of each page.

     

  12. 36 minutes ago, Callum123456789 said:

    @schwanz9000 since we are currently on the topic of questing is there a way for the user to manually edit the quests tracking range within the quests.xml file I noticed in alpha 20 there wasn't so I'm not sure if it is internally built in somewhere I just thought having different quest ranges could be good for a more exploration filled world rather than always getting them at around 300 metres away.

     

    As always thanks for answering our questions it's much appreciated!


    POI's are now put into distance "buckets" and are then pulled out to make up the quest offerings based on the type and tier level. I've seen quest offerings at a wide range of distances from the trader.

  13. 6 minutes ago, Thaledwyn said:

    Would it be possible to add a small "POI already done" marker on quest selection dialog?

     

    At the moment I use my brain notepad for this or scrolling down the quest log for already done POIs.

     

    Condition for already done: Player received at least 1 quest reward from trader for this POI


    Not exactly, but we do have some changes coming that will not only try to keep duplicate POI's to a minimum in RWG, but the quest system will track them internally and not offer ones you've already done for that trader. The internal tracking will reset though if you do not quest within 7 game days.
    We've also added the Infestation Quest that will add to the mix of quest offerings as well as elevate the experience for POI's you may have already completed previously.

  14. 17 minutes ago, MichaelL. said:

     

    It all depends.  I would rely quite a bit on breaking down trash bags and the like that are outside on the streets to get plastic for steel arrows/bolts - or for some other recipe (usually in a last-minute panic to prep for horde night ;) ).  Has the occurrence of plastic in loot been balanced to cover the removal of this harvestable resource from trash bags and other random decor blocks?  If there were a recipe to craft your own scrap polymers in the chem station, that would be a good option.  

     

    Same applies for the feathers to make stone/iron arrows/bolts - I would usually take the time to break down the nests to get more fathers out of them.  Are there going to be more 'lootable' feathers in the nests to compensate for this loss of a harvestable resource? 

     

    Or... will skilling up in Archery increase the amount of feathers you can loot/harvest from nests/vultures/chickens?


    You'll find plenty. Loot and harvest lists have been changed to accommodate. Traders also sell more goods now too.

    Eggs - Again, you'll find plenty. Even so, with the new crafting skill magazines, you'll be able to make all kinds of different foods without having to worry about perks.

     

    2 minutes ago, Callum123456789 said:

    I'm pretty sure you'll just find straight up brass in loot now rather than all the unnecessary brass objects that you either scrapped or melted down in the forge.


    Yes, we simplified all that scrapping. Where there was once a trophy, you'll find the equivalent amount of brass or lead. 

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