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Kubikus

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Everything posted by Kubikus

  1. I believe to know the reason: They design the game for a first and single "playthrough". If it's your very first game, and possibly your last one, the steering of the player by the game mechanics should be quite alright. You won't be overpowered within days (thanks to the loot), you won't miss out on items and recipes you need (thanks to the perk system). The homogeneous world design forbids any surpises. Etc. etc. Digging zombies for example: Say you play for the first time and build a base underground. Without digging zombies, horde night would be boring. People who play the game
  2. I hardly ever mine, you can buy a lot of stuff from the trader. Once I have an auger, I go for these stone, cobblestone and cement piles in prefabs. And automated mining machine as a reward for level six quests (no, they do not yet exist) would be great, so you can think big in the very late game.
  3. While I kinda swore myself not to mod again before the game's going gold (too much work gone down the toilet), I actually did some modding yet again. Here's a neat concept I'm currently using in my arcade mod: One group of radiated zombies that have a long respawn delay, so you can clear them out and then they're gone (for a while). One group of feral zombies that have a short delay, so you can clear them out for a day. One group of easy zombies that have none and will spawn constantly (delay set to zero). Might be neat to make it so that you can clear out particularly dangerous zombie
  4. I can confirm that this is an entertaining show of high production value. I've only seen season 1 so far, the only thing I don't like so much is that the scenes with the zombies are kinda rare. But when they're there, boi oh boi.
  5. You can with the spawnpoints.xml in the folder of each generated world, that is somewhere here: C:\Users\[YOUR PCs NAME]\AppData\Roaming\7DaysToDie\GeneratedWorlds\THE WORLDs NAME However, when you do that, people will spawn there after they die and have no sleeping bag to create their individual spawn point. Btw can you find your current position by entering debug mode (F1 - dm - Enter) and then ... I think F3. It shows all three coords and you can even decide the direction the player looks at, for example as a massive wall of server rules.
  6. Thanks for the effort and sorry if I wasn't clear enough. The issue is only with buildings that have a side (length or width; no idea about height) larger than ~ 25 blocks. My selfmade prefab with 30 x 30 base did not spawn, 25 x 25 did. The ones you posted images of are smaller, but what about these guys: waste_rubble_bldg_05 waste_rubble_bldg_06 https://imgur.com/a/bRPBpBV They are > 30 blocks, did you see any of them? Also, I did try it, with no change, but the "AllowedTownships" property-notation "wilderness" seems to be irrelevant here. Small enough prefabs appear in the wi
  7. Curious. Can you copypaste the line that worked for you? Inside regular (non-sub-biome) wasteland? I will try it in a non NitroGen world then, but since I need a flat earth, I too need the tool to get it done. New vanilla RWG sucks and overall world design with measly 5 biomes certainly sucks. What were they thinking.
  8. Have you tried it and can confirm larger buildings spawn? I have created a map with the NitroGen tool using all options to make a flat world, that I then would like to turn in one mega-city, packed with all kinds of buildings. And it turned out very flat indeed. Noticing that only the smallest prefabs spawn (I made a list with literally every one), I had made a couple of simple prefabs to test my "theory", just squares of different sizes with three layers of some block. 25 x 25 spawns, 30 x 30 does not. I just tried again, setting the prob to one-bloody-hundred, , but same result. Visual e
  9. You can place prefabs as decoration in biomes.xml, like so: <decoration type="prefab" name="waste_rubble_bldg_03" prob=".003"/> It seems that only prefabs under a certain size (roughly 25 blocks) can be placed, even when the terrain is practically flat. Is there a xml-workaround, a notation in the prefab's xml that I am missing, or is it what it is? I'm personally not interested in any advanced methods like .dll hacks and whatnot.
  10. Yeah but Roland, I just don't know how to counter your arguments. What else remains but attacking you personally and discrediting you in front of the readers?!? lol I wanted an interesting discussion with someone interesting who has a different opinion. But we grew too far apart, it's not the same level anymore. What you're saying is kinda like 95% absurd in my perception. Besides the point, plain out wrong, and so on. *shrugs*
  11. Your terribly overused "it's EA"-litany does not apply, Sylent. It's besides the point. I just don't see an argument here, Roland. *shrugs* Simple as that. You're once more in your "must... defend... the company..."-mode, looking for hairs to split and angles to counter valid criticism. It's boring. Progression is a core element. Is that true? Yes. It was redesigned in A17, from LBD to perks. Is that true? Yes. Now it has to be balanced and fine tuned. Is that true? Yes. You say no? lol You've become incapable to have an actual discussion. You see any criticism as an act o
  12. I just said and marked that it's not about "I'm sad a feature I like was removed". And then I explained what the problem was. And now you pop up saying if I'm sad a feature I like was removed, I should go away. Absurd. *shrugs* So once more, buddy: We are back to square one of the progression system, because now the perk system has to be tweaked. It's not the end of the world and whatnot, but it's kinda a problem to go back to square one after the game is already longer in EA than 99% of all games in EA.
  13. LBD itself is not a core element. Ob-, Roland, -viously, as it is gone. Noone ever said LBD was a core element. If you think someone did, you misunderstood them, I promise. For example did Bob very clearly say "Changing such a core element of the game". What was changed? Was LBD "changed"? No, Roland, LBD was not "changed". LBD was removed. What was changed, Roland, was progression. Which is a core element. Tweaking progression is the core of your mod, isn't it? 0XP? This discussion is not about "but I prefer LBD, I'm sad they removed it". The point is that the design of a core element wa
  14. Progression is a core element of the game. There is no doubt about that. Progression is not of the same relevance like 1 type of enemy or "zip lines" or one of many locations. It is of essential relevance and highly important. It also is a "delicate" system, that needs to be properly "balanced", something you can only achieve over time, through testing it over and over and over again. And the devs designed it as LBD initially, and they designed it quite thoroughly, it was a complete system, just that it had flaws. And when they removed it, they changed, as Bob said, "such a core element of
  15. What I have the most use for is a pistol + ammo, but now that I can find that on day 1, I realized with perfect clarity that not finding what you really wanna have is a lot more fun.
  16. High enough to code it though. Which seem pretty high. Seems like their first choice, even though perks are actually indeed more common in all kinds of games.
  17. We all know the reasons for the unreasonably long time that 7dtd is in EA. Devs developing by trial and error, changing stuff around. We knew that years ago already. Here is a video about it:
  18. Bug or feature? The blood also looks pretty fresh, like it died less than an hour ago. Or killed someone and it just so happens that that persons blood is wettening up it's own wounds. But yeah, looks generally good. New animations would be brilliant as well.
  19. Looking at the list: https://forums.7daystodie.com/forum/-7-days-to-die-pc/news-announcements/138574-alpha-19-dev-diary I guess the new weapons could be fun.
  20. Yeah, now that you say it, it really seems silly to wish for a game to leave EA. What was I thinking. mega, those people of yours? They're stupid. I realize that now.
  21. These people of yours. They would like that a game will leave EA within a reasonable time. I don't understand what you don't understand about that.
  22. They sure could get a bunch of monies from me with DLC. Additional biomes, prefab packs, weapons (same stats, just different models and sounds), vehicles, more zombies, animals, other NPCs, plants, blocks in general. Game modes. Not sure how big the market is for that, but I wouldn't hesitate for a second. Of course it'd be a massive stinker tryna sell dlc before even releasing a final version.
  23. The only "conclusion" in my post is the remark, that 7dtd is in EA for an unsually long time. And without doubt is 7dtd in EA for an unusually long time. It's in the top ZERO-point-3 percent. Particularly when we're discussing "industry standards", it's a fun fact that deserves at least an honorable mention, eh. Further conclusions might be that if you sell a game for seven years, some optimisation here and there feels expectable (and has been done, I guess). I'd also say that it's not unheard of for customers to wish that the devs should get it over with already. Instead of the n-th redesig
  24. At this moment, 4201 games are in Early Access on Steam. Guess how many are longer in Early Access than 7dtd. Now do a quick math to find out how many games are less long in EA. Percentages..? But hey, if you think anything is unusual here: You're stupid.
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