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DuHast_Play

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Posts posted by DuHast_Play

  1. 8 hours ago, Code6 said:

    I'm all for having pretty assets in the game, but I don't think the forge needs to be portrayed with all those tools and such.  Who only has a single forge in their base?  It is going to look really busy to see a bunch of those forge accessories repeated for each forge.  Plus the waste of space to require them to be 1x2.

     

    I have been building my forging area like this picture for years now.

    7TagojPorMorti_20.x_20220612_131805.jpg

    For the execution of this design, I put 5 out of 5. For the Aesthetic and logical look, 1 out of 5... Let's share screenshots with workbenches. It’s interesting who manages how and what area allocates) I’ll throw it off when I return from work)

  2. It would be great if modifications to armor, clothes and weapons were visually displayed. In addition to the silencer, sight, laser pointer and flashlight. After all, there are "Folding butt", "Extended barrel", Extended magazine "and others for weapons. And all sorts of armor plates, pouches and other things for clothes with armor.

  3. 55 minutes ago, Jost Amman said:

    Actually, that was something we used to say here in the past, when development of a new alpha took too long and we got impatient asking every day. ;)

    I understand you) I'm new to the forum) But it's cozy here, if you do not take into account some toxic personalities. It's like in a hostel where a nasty person lives in one room. Everyone is friends with everyone, but he likes to bend his own line and swear with everyone. You closed the window in the downpour, and he came and opened it, because of which the table and floor were flooded in the kitchen. This is so, for the general impression I just added)

  4. 13 hours ago, Sir Negan said:

    Would actually love to see a UI update maybe? Something that looks a bit more fresh and what not. Menu's, text style etc. all looks straight out of 2010 or something, I feel it could be a bit cleaner maybe ? Might be just me.. however, would love to see a reply with thoughts on the matter :)

    Besides that, great updates for A21! Looking forward to it.

    I agree about the interface. The black outline around every UI element is not enough for me. especially the compass. because it is light in itself, but is lost in bright areas) you have to turn your head to see what's there)

  5. On 3/11/2023 at 7:42 PM, Zombiepoptard said:

    Just play mods. That's my suggestion. 7 days to die is made for overhaul mod creativity. Darkness Falls, Undead Legacy, Sorcery, Age of Oblivion and on and on.  

    My friend and I are just hanging out in Undead Legacy) I really liked that crafting has become more logical, various workbenches have been added. more doors and transport. And there are more game settings. We set the maximum time per day) and of course we play not so much in a co-op, but in a trade union, with notes of PVP.
    well, in the vanilla version they made a pvp server for 4 people. It’s just that my laptop doesn’t really pull the game, but there’s no other iron yet ... and it’s even worse in fashion ... it freezes for a long time, crashes ... It’s sad, but there’s nothing to do ..

    On 3/11/2023 at 7:13 PM, mstdv inc said:

    The game has too bad network code for PVP to be taken seriously.There are plenty of other games for a good PVP experience.The whole atmosphere is lost in the cooperative.I have never understood people who play co-op games as playful projects completely ignoring the atmosphere and goals of the game.I would only be interested in an rp cooperative.Everything is bad with the servers themselves.They are not regulated by anyone and you can be banned or taken away at any time.Perhaps official servers with support and their own forums would fix the situation.But if I remember correctly, official support is stated for 8 players, which is not enough for PVP servers.Only if the co-op.

    I don’t agree. What is a cooperative game, what is PVP ... everything goes equally well (if the ping is adequate)). Haven't had any problems in over two months. And those that were, are related to the fact that I play on a laptop .. not even on a gaming laptop ... at 15 FPS ... at about medium settings ... it sounds sad ...

  6. Decided to ask just out of curiosity. I noticed that many people write that at some point the game becomes boring ... Have you tried playing with friends? but not in co-op, but in pvp. It adds emotionality and sharpness. When you arrange a base somewhere, you try not to shine. And at the same time, you yourself listen, sniff in search of your friends in order to kick their ass, to raid their base. And if you happen to be discovered, look for a new place, move, rebuild. The game has many features that will not let you get bored. You just need to be smart) do not be sad, friends! and good day to all!)

  7. the raft or boat idea is not so bad.
    A flooded biome is actually a great idea. A small (or rather large) town in a lowland, which was flooded so well. Just a town in a lake. flooding on 2-2.5 floors.
    If the raft/boat is to act as a standable object, not as a vehicle but just as a platform, then logically the vulture spawn should not happen. But for this it is necessary that the zombies were not able to swim. Which is essentially logical. I do not think that they should have the necessary motor skills and buoyancy for swimming (I speak as a person who cannot swim)

  8. 5 hours ago, faatal said:

    Some news.

     

    The basics of an entity activity throttling system have been added to A21 to allow servers to handle more zombies. Large AI counts would overload pathing causing all zombies to be delayed in moving, so this decreases the update rate based on distance from players while still allowing each player to always have some fully active zombies. With this change, max zombie counts for blood moons and sleeper volumes are allowed to be scaled around double what the the cap is set to. The system also disables jiggle components for clients with distance as these were getting expensive as more zombies have them. The system will continue to be improved to throttle other activities.


    I noticed last week we had an old Terrain Tool that was not being used, as it did not work very well, so it has gotten some changes and bug fixes. It now grows terrain in all directions (was just upwards before) and you can select the fill block. Undo also works. This will allow POI designers to make easier and faster terrain instead of the old add/paste/cut blocks and modify density using the cursor keys. Other improvements are planned.

     

    Grass like plants now have shadows, which were removed years ago for performance reasons. Based on tests enabling shadows for grass near the player, I saw no reason we can't have these shadows and it looks nicer. Enabling and distance is controlled by shadow and grass quality settings.

     

    We are also finishing the process of doing one more Unity update to 2021.3.19.

    I'm glad that there was news directly from the team) I'm glad to see them with my own eyes) I would like to ask if there is an approximate date for at least the first streams of the new alpha? just an approximate date according to your plans and expectations)

  9. I don't understand some members. If you really don't like the game, you're disappointed in it...why transfer this mood to other forum members? For what? everyone has their own head on their shoulders and everyone knows how to think (to a greater extent). Isn't it easier to silently leave the game and the forum? make the game easier? Or maybe it's easier to set the highest difficulty and set the minimum experience with loot in the settings? ass will burn like a wick from such a game to a greater extent. I tried ... I didn’t even live 1 day without death. let's wait for the real and long-awaited news on the new alpha and just discuss something interesting.

  10. 45 minutes ago, meganoth said:

     

    You know that only one pole of an electric fence gets damaged when a zombie walks through the fence? Since 4 and 5 are a pair, only one of them will get damage.

     

     

    It may not be very visible on the screen, but they are all connected in series. The numbers indicate the connection sequence. and only 2, 3 and 4 take damage.

  11. here is my problem with the electric fence. 2,3 and 4 take damage. 1 and 5 remain untouched. how to properly arrange the parts so that they can be used and repaired efficiently? and I attach a general view of this part of the base already without a fence. 

    I would be very grateful for your help)

    1.png

    2.png

  12. Friends, who is well versed in how damage works on an electric fence? just as far as I know, in the chain, the last element of the link receives damage. or so it should be. and out of 5 points receive 3 damage. I would be grateful for your help) After work, I'll take off the screen with the problem area)

  13. 27 minutes ago, Naz said:

    Something i'd like to see addressed for the gyrocopter is biome fog elevation limits. Currently fog in the wasteland goes from bedrock to the top of the world. This means you can't see anything when you fly in the wasteland making the vehicle a hard skip for some despite being the end game vehicle. I could accept in any biome fog like that as a weather event to make things interesting, but not 100% all the time as is the case with the wasteland biome. The smoke there should really stop above 50ish meters.

    about fog, sandstorm and smoke support. and I got fixated on the rain .. although I myself recently burned out due to fog)

  14. I also wrote about the rains in one of my ideas. and it would be great if it rained not over the entire biome, but over a part or several parts of the biome. Indeed, in reality, rain can pass over part of the city, for example. and for acid or radioactive rain to harm the player, I agree. And I think on 4x4 you need either a mod that adds a roof, or the cabin needs to be reworked. and then the gyroplane will also need a mod that will protect the player from such rain.

  15. I read what has been going on here since my last visit to the forum. I agree that a variety of skins for existing zombies would spice up the game more. When they go, for example, the standard zombie Steve and 2 more versions but in different clothes. 3-4 skins for each, I think it would be nice. Or make a randomizer with body parts in different clothes. According to the technology of the player's clothes. so that pants, parts of the torso, hats and shoes are randomized.

    But I'm already satisfied with what I have, as a big fan of the game, who has played more than 300 hours in a month ... very addictive) and even playing at 15 frames and freezing when opening storage (due to weak hardware) is not a hindrance)

  16. I think it would be great if there were zones contaminated with radiation, so that the RZK suit would be useful. And, perhaps, the moment with the rain would be interesting. So that, in addition to the usual rain, there could be infected rain, from which it would be necessary to hide. and it would be nice if the blocks did not let light through. so in dungeons without light it would be really dark and even turning the brightness on in the settings to 100% would not help.

  17. 3 minutes ago, Jost Amman said:

    Не беспокойтесь об этом, потому что «традиционных» NPC не планируется. Только бандиты... и единственный способ, которым мы будем "взаимодействовать" с ними, - это оружие. :хех:

    Well said!) It will be necessary to remember)

  18. 37 minutes ago, Dimasic-Colbasic said:

    Уважаемые разработчики, подскажите пожалуйста, планируете ли вы ввести в диалоговую систему перки вроде Красноречия и Бартера? Например, к вам подбежал обычный NPC из фракции Белой реки и спросил, безопасно ли в том доме. А перк красноречия добавляет вам возможность обмануть его и завести в ловушку к ходячим мертвецам. Или, например, вы встречаете злобного неадекватного NPC, который грубо с вами разговаривает и с помощью прокачиваемых умений, например, "Силы", вы его запугиваете. Он извиняется, бросает все свое снаряжение и в страхе убегает. Я помню, когда я играл в Fallout New Vegas, там был классный навык «Страшный человек», которым было очень приятно пользоваться. Мне кажется, что такие навыки значительно повысят ролевую составляющую в игре и мир будет казаться намного живее.

    Dude, I love this idea! I didn't even think about eloquence. This can be applied to merchants as well. for example: The player looks at what he has for sale. After a little threat to him, the merchant gives out several other goods that the player needs more. and so for example 2-3 stages. But in such a way that not the entire inventory changes, but 4-6 items, for example.

  19. 13 hours ago, Roland said:

     

    ха-ха... шутки в сторону, это реальная вещь в A21.

    Are you saying that in Alpha 21 there will be a zombie that can not only set fire to our asses, but blow it up in the literal sense?

    Is there any information. did Joel start a new game? I just recently appeared on the forum. and while I read all 183 pages, the alpha may come out already)

  20. 7 minutes ago, RipClaw said:

    Как новый зомби по имени Роланд, который все время пытается подобрать мины с помощью гаечного ключа? 😉

     

    it would be interesting if they added a zombie spitting some kind of sticky goo. So that it does not cause damage, but significantly slows down. But about zombies with a wrench also sounds interesting) and it seems to me that zombie clowns are needed ...

    20 minutes ago, Aldranon said:

     

    - Моторная лодка не упоминалась!

    Конечно, это необходимо для путешествия на другие острова!

     

    -Радио не упоминалось.

    Это чтобы подслушать планы Бандитов!

     

    - ДИРИЖАБАЛЫ упоминались, но, может быть, вы не заметили.

    Запускайте своих обученных медведей-коммандос с зиплайнов и наблюдайте, как они бьют и бьют этих злых бандитов!

    The airship seems like overkill to me. Here I would like to see more functioning transport and an adequate helicopter in the game.

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