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Arez

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Everything posted by Arez

  1. Oh my god. What a great profile pic! You know what's disappearing for me? Street decals. On the road that has Bob's Boars on Navezgane, there's that big dip. In that dip I noticed that the newspaper pages disappear when I get close to them. It could be happening elsewhere too; it just hasn't grabbed my attention. BTW, I just gave birth to page 398!
  2. I don't think it's placebo...it might be, but I just got finished playing on A21.2 for some hours and at the end I switched over to A21.1 to show someone a house I built, and I noticed that it did not look as nice. I don't know how to explain it. There's a subtle classiness to the visuals of A21.2. I could be fooling myself, but I don't think so. Also, reflections in windows and such look better too. Really good. But...there's something wrong with the shadows. I've only noticed it when talking to Joel though. The shadows on him look as if I turned the setting all the way down. They're kinda blocky and shifty. You can do that right now if you swap your boot.config file out for the one that has the lines of code to push things to the GPU. There's the "Yakov Performance Mod" you can find on Nexus mods. It's not a traditional 7 Days mod. It's a Unity thing, that is officially being used in other big games like Tarkov. On A21.1, I ran some benchmarks with MSI Afterburner and Riva Tuner and it most certainly improves framerates and works the GPU harder. I did the test in the desert city on Navezgane. Without mod - Min FPS = 71 | Avg FPS = 135 | Max FPS = 221 | 1% lows = 47 FPS With mod - Min FPS = 104 | Avg FPS = 161 | Max FPS = 248 | 1% lows = 54 FPS I haven't gotten to that city yet on my A21.2 run. I might just start up a test save to run a new benchmark and see if the 1% and 0.1% lows improve.
  3. I tried to read through the patch notes but it's in developer speak, and I don't understand most of it. Is it me or do the graphics look better? And the lighting...it's changed, no? I loaded up the Exp build, started a fresh Navez-game, went to the Mushroom Mining Co. and the lighting was nice! I can swear it doesn't look like that in the stable build. It reminded me of Day of the Dead, when they had to run through the cave and the lighting got all colorful. It was very vibrant. I also noticed the boot.config file has the lines for pushing things to the GPU. My frames were through the roof. I was flirting with 300fps, and I don't lower my graphics settings. Though there were stutters. Maybe it was loading textures, shaders, I don't know. I didn't play for too long. Would I be able to open a save that was started on the latest stable A21.1 build without issue? I have a game where I'm in a city and I want to compare the performance.
  4. Are there patch notes for the experimental builds? What's the difference between them and the current stable version?
  5. It seems to be possible. The sink can go inside the cabinet and window frames interlock at their edges. I was also watching someone stream the game (vanilla) and they placed a campfire on top of a sheet, where the sheet's transparent boundaries were facing up. Maybe it would just be a lot of work to recode all the blocks for it to be possible.
  6. Maybe I'm misunderstanding this, but there are shapes that interlock/allow for another shape to be placed within its transparent boundaries.
  7. I tried doing that too, thinking it would make the night come sooner. Nope. It just allowed the zombies to run for a few more hours. Speaking of A16...I started with A21, but a month or so ago I downloaded A16 and played it for a little bit, and the darkness at night in that version is kind of exactly what I think it should be now. Though it did stay bright for too long in that version too.
  8. I think it's way too bright at night. I understand in real life that a full moon could add a decent amount of light, but I feel like in this game that should be rare. Also, it should get darker sooner. It's weird to me that at 10pm it's still fairly bright out. I have experienced that in Detroit, being that it's fairly westerly but is part of the eastern time zone, and also when I was in Norway where it actually never got dark. Navezgane feels like it's set in Norway with how bright it stays at night. Also, it's strange that if it's raining during the day, it's somehow much darker than when there're clear skies at 2am. I know zombies run at night (by default) which ups the threat level, but I think it would be great if the threat level was upped even more by making it much darker at night. And that full darkness should start by at least 8pm (20:00 hours). If anything, at least add an option to have the current nighttime brightness and a new dark nighttime.
  9. I don't necessarily mind the super dense fog in the snow biome, and I absolutely LOVE the fog on the ground in the forest biome; I wouldn't mind if that appears more often. But when it comes to the gyrocopter, the snow biome and wasteland fog is crazy. You cannot see anything when you're flying. If that could be cut down some, that would be great.
  10. The Neebs Gaming crew calls the redhead Lois and the burnt one Ashley.
  11. I was doing a tier 6 at Two Bit Tower yesterday. I activated a whole bunch of zombies and vultures and fell off the building trying to avoid death. Most of them followed me off the side of the building, but others went a different route. It took me at least 10 IRL minutes to find the remaining zombies and birds. No matter what floor I was on, it sounded like there were birds flapping right next to me. The same goes for the zombies. Their audio was crystal clear as if there were no walls, floors or ceilings between us. It would be so much more helpful if occlusion filters can be applied to entity audio. Thank you.
  12. I agree. I want the game to be realistic too. If I eat a Sham sandwich and get dysentery, I should @%$# all over the place every time I exert myself. And once I smell like doody then the zombies would avoid me, because in real life when you cover yourself in the smell of death, zombies avoid you, and doody smells like death.
  13. Ok, let's compare anything to the most successful game of all time. C'mon brother. You're say I have a "nice argument"? Alright, you wanna put some stuff into perspective? Red Dead Redemption 2, which was made by one of the biggest most successful game companies, with the most resources, took 8 years to make. Anthem, which was a colossal failure, made by a legendary dev team, backed by one of the biggest publishers, took 6 years to make. I think the small group at the Fun Pimps are doing pretty damn good, especially with the scope of this game. But that's not gonna mean much to you anyway. You won't be able to get over the fact that the jars are gone, you can't learn by doing anymore, etc, or that you're still seeing the "alpha" tag next to the name.
  14. The latest reviews are considered "Very Positive" on Steam. Most of the negative reviews don't give any details on why they don't like it, or are fixated on it being in alpha, or are having technical issues. The game has more players on average each year. It's number 26 right now on Steam. 26 out of 50,000+ games.
  15. PUBG is doing just fine. It has not been defeated at all. It is the 5th highest selling game in the history of video games. It has over 100k players on Steam right now. It's number 4 on the list. Call of Duty (Warzone + the multiplayer) isn't even in the top 10, with less than 50k players. Yes, COD is also bigger on console and has their own PC launcher as well, but PUBG does pretty well on console too. I seriously doubt Capcom really cared much at all about Resistance. It was simply an add-on to pad the content of the RE3 remake.
  16. Dead is a very relative term, and nowadays it seems that if a game isn't on the top of the charts, it's a candidate for the "dead game" label. There was so much done to Friday the 13th to kill it (buggy mess, no new content, dedicated servers shut down, account hacking on console, etc) yet to this day you can easily find lobbies on console. It's hard for me to consider a game like that as dead. The PC version, on the other hand, is so filled with hackers that it's just not even worth playing. Is it dead in terms of developer support? Yes. But for player base numbers? No. Evil Dead though is dead. F13 has been going for 6 years, and it only took a few months after release for Evil Dead queue times to become a problem. And PUBG is far from dead. In the US it might not be as popular but it is always in the top 10 on Steam. And who knows how well it's doing on console. I know my cousin has no problems getting games on the Xbox here in the US.
  17. I like it. I'm obsessed with the game so I welcome the added difficulty. But one of my friends I play with isn't obsessed, so when we play the mod together we have the repair degradation option off - though I insisted on bumping the difficulty up to at least Nomad and having it headshots-only. One thing I did notice, since the mod combines learn-by-reading with learn-by-doing, I'm kinda able to cheese the degradation system a little by simply scrapping the broken weapon and crafting a new one, which always ends up being a higher quality level than the previous one. It's gonna get interesting though when I get to better weapons.
  18. I'm playing a mod that has that. It's called the Winchester mod. It's very good. You can't repair until you reach a certain level, and repaired items drop in quality level. It's an interesting dynamic. I had to repair a piece of armor that had a pocket mod. It dropped in quality which also got rid of the modifier slot which equaled "no more pocket mod".
  19. As someone that put a lot of time into F13, I can say that the legal issues just sped up the inevitable. Friday the 13th is an isolated IP and there wasn't much more content they could've put in. If there was no lawsuit (which has ended btw) I can't imagine that the game would've had more than 1 or 2 years worth of new content. With that said, F13 was a successful game. It sold a lot of copies. On console, lobbies still fill regularly. The thing is, nothing is gonna come close to Dead by Daylight. It's a horror aggregate. It's not tied to a specific IP like Friday, Evil Dead, Texas Chain Saw, etc. There's just no competing with it.
  20. There's also a more detailed description on Illogika's website: https://www.illogika.com/en/partner-games/our-projects/145/7-days-blood-moons/ The game is relatively far from release. I'm pretty sure we'll see more advertisement next year. Also, it's said that matches will be about an hour long. Somebody posted a video on the 7 Days Reddit saying that Blood Moons sounds more like some other game (that I never heard of) than DBD. If I can find the video I'll edit this with the link.
  21. @%$#, that's basically it! I think I'd be 100% satisfied if this was in the regular game. If this is that easy to do, with default world building abilities and such, why hasn't this been part of the game? It's like biscuits and gravy without the gravy. Get it? Grave-y. Sorry, that just popped in there.
  22. I'm thinking more for POIs and stuff like buried supplies missions where you see them spawn out of nowhere. And also they should only dig out of certain materials like sand, dirt and topsoil.
  23. Yes. It's very Mike Hunt-y.
  24. It's one of my favorite bits in a zombie movie, seeing the zombies crawl out of their graves. There is that one POI in the Wasteland where there are zombies sleeping in open graves and it's a great touch, but I would love to see them actually crawl out of the ground. You can have some kind of animation with their hands coming out, throw in some dirt particles flying around to mask the seams and replace the patch of ground with dirt, so their aren't random holes everywhere. Zombies mostly spawn out of site, but there are some times where you'll just see them pop into existence. This could be a way to mitigate that while also representing how zombies behave in real life.
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