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Snowydeath

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Posts posted by Snowydeath

  1. 1 hour ago, Riamus said:
    • I died without a bedroll down and drop everything on death.  I did not get an option to spawn at my bag.  It seems like it might be tied to having a bedroll in order to have this option when that should not be necessary.
    • Ferals on day 1 night with normal settings and everyone under level 5 and no feral sense?  Not to mention the big fat guys day 1 night.  Seems a big exaggerated in difficulty from A20.

    1) I believe they specifically stated it was tied to having a bedroll, or at least that's what it sounded like when reading the notes (I may be wrong, they need to clarify)
    2) Ferals always spawned at night in A20 even on day 1 in my experience and the fat guys aren't hard, they just have a little more health, idk what the problem seems to be. I also had them on night 1 as well as spider zombies and had no issue dispatching them on default settings with my level 1 club. Difficulty overall seems to be the same but maybe a little more balanced in terms of damage and debuffs.

  2. 5 minutes ago, jdzane said:

    If you base it on what Roland said about someone being able to take a 4 hour nap, it probably isn't coming for another 2 hours

     

    Very true, probably doing the rollout per region like steam usually does. Shouldn't take too long but could take a couple hours based on the stability of the servers. I'm cool with waiting but I'm just soooooo excited. This should tie me over until the release of Starfield, Cities Skylines 2 and Armored Core 6!

     

    As soon as I mention it, it goes live!! Also 10.7 GB whew! Thank Roland for gigabit internet!

  3. As the title says, when I look around and move in game the world lighting seems to flicker. It seems to switch between lighter and darker when I start and stop moving. I tried to record it but it doesn't show up as well in the recording I don't think. It's super noticeable as I play and I haven't figured out what settings affect it.

     

    Specs and Settings are as follows:

     

    R7 5800X

    32GB Ram @ 3200MHz

    RTX 3080 Ti

    Playing @1440p 165Hz

     

     

     

     

    7dayssettings.png

  4. On 11/3/2022 at 11:56 AM, meilodasreh said:

    that cool "easteregg" POI at the southernmost edge of the navezgane map has some nice outside landscape with cascading water, which does a really good job of "simulating" a flowing river if you ask me.

    What POI is it? I am genuinely curious and would love to go look at it in game!

  5. 20 hours ago, Zoe Lycan said:

    What I honestly think is that TFP should have moved this project into a new modern engine. As I play the game, it is still quite shocking to me that some aspects of the game are still so unpolished or feel clunky. This is even more noticeable on multiplayer, looking at another player model interact with the world. NO animations and movement is clunky. This project has been in Alpha for way too long. It's about time they "as developers" finalize this project. I've been calling it a project and not a game because their intention of making so many mayor changes proves they were not happy with what they previously did. Which is a normal thing on a 3-5 years Alpha, but this project will soon reach a 2 decade long stage in ALPHA. I only know of some MOVIE stop-motion claymation that have similar time in the making, but though out they mostly have a clear goal and passion. Here it sure feels like they are presenting this project and want us to play it, the exact way they envision the game.
    And I'll be a bit salty here, specially with a project that started as a Minecraft Clone. Don't get me wrong I enjoy 7dtd, since I like survival games and zombies are always a nice theme, but truth be told, that's how it started, but was able to offer something new. Sadly Now we don't see that same "new" since it has been so long in Alpha and still feels incomplete, both from players point of view and clearly from game devs, if they still have the need to re-work the entire project.

    I guess you don't realize that games stay in alpha longer than you think. Hell, look at Star Citizen. It's been worked on for well over a decade and yet I see few complaints from the actual playerbase. On top of that, they rework systems here BECAUSE it's an Alpha. The whole point is to get the game where the developers intend and then releaee it. Not cater to you and a few others who don't know what they want or know what the game is supposed to be (it's their vision, not yours).

  6. 6 hours ago, Jay_ombie said:

    Not been about for ages as like everyone else now highly expecting A21.

     

    Without reading 84 pages prior, I just want to feel happy in knowing and hoping lots of time has been placed into the fine tuning of the games performance specially when zombies (the games main protagonist) are on the screen.

     

    That's all, nothing more....

    As usual, the game will be properly optimized when all features are in the game and it is in the final stages of development. It would be worthless to optimize it now when more core changes will render the optimization pointless.

  7. 9 hours ago, meganoth said:

     

    I would guess the main reason (or at least what started their thought process) was that getting water currently is trivial. Something like that is either a candidate for removal or redesign. Now in a survival game you don't remove water, you make it scarce.

     

    While they were mulling over different ideas they also noticed that bottles and (the already totally useless) cans were the only liquid containers left. And that one solution to the water problem would not only make water scarce but also make glass jars unneccessary, two birds with one stone. OR removal of the containers was on their mind anyway to make handling of liquids generally the same and that was another positive factor for the water scarcity solution they eventually took.

     

    Again, this is just speculation from the few facts we know.

     

     

    I think you're right about the fact that water is trivial in the game. You don't have to do much in order to be stocked up on water the way it is currently. Plus it's another item that won't clog up the inventory space too so that's a bonus!

     

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  8. 12 minutes ago, Blake_ said:

    Zd AI took around 2 years to reach this point by 1 person (faatal) but the feature was not being focused on 100%, due to other features  . Worst case scenario is 24 months, not factoring previous work that might quicken the process. It's a fairly realistic estimate if we also account that,- from here to Gold-, Npc AI will not be faatal's full focus ALL the time, hence the 2 years. 

     

    We kind of know what's being worked on (mostly). Props,, POI, RWG, AI, Water, npc models, etc etc. After a few years listening, nerds just can tell most of it barring those surprises that always pop up, and in this case, madmole is in the shadows of one of the big ones yet.

    I like the in depth answer you gave me and yeah 24 months is probably a decent guesstimate, especially factoring in the unknown variables. We'll just have to wait and see I suppose. Either way I can wait and enjoy the updates to come regardless of the content. This game has come very far since I began playing back in 2014.

  9. I want to go into the game files and edit the progression.xml so that every 5 levels I gain a second skill point. How would one go about doing this? I'm unfamiliar with xml editing and only really have experience in python, java, c++ and r. Any advice or knowledge is greatly appreciated.

  10. 7 hours ago, Blake_ said:

    Npc AI is 24 months to design, prepare, code and polish a bit by 1 person at the very least. The event system is something similar in depth. Not counting RWG , those are the toughest systems remaining. Character creation and water as well as the event thingie are deployed through many devs, so no real delay there vs npc AI.

     

    7dtd might be released at some point before 2026 at the latest, so 13 years is a good timespawn for a breakthrough indie project. See Kenshi, Rimworld, etc.

    I would prefer that they loosen the sharp stick up their dev cycle and just call it 1.0 at random with more core system development through gold and onwards, like Empyrion did. What does it matter anyway? We are enjoying the heck out of the game.

     

    And caves. Kinirjakujuu pinky-promised, lol.

    What's your basis on how long it takes to code AI? (genuine curiosity) I'm sure @faatal would be able to do it much quicker since he isn't starting from straight scratch. While AI is certainly a very taxing endeavor I feel like 24 months is a bit steep (unless of course we were starting from nothing and working our way up. Though I couldn't even come close to guessing a time frame without seeing what's being worked with and being an amateur coder myself I'd definitely take longer than a professional.

  11. On 12/31/2021 at 10:11 AM, v101 said:

     

    It's 2021....  Star Citizen is in alpha by less time.



     

    Gonna quote you here. Star citizen has been in development since 2011, and official development began in 2012 plus their team was over 230 at that time and is estimated to be over 300 now. Can't compare the teams or games by any means. At least this game has made progress toward the goal instead of almost nothing

    9 minutes ago, Mahnogard said:

    Weird. Could just be Steam being Steam I guess. I tried it just to be sure before I posted that and it went right into the game. Did the same just now. Steam does have its quirks.

    Yeah, with steam there's never a solid answer to any question lmao. I dunno if there's a way to make it do what mine or yours does intentionally

  12. On 12/31/2021 at 8:04 AM, Mahnogard said:

     

    If you start the game from the Steam main interface "Play" button, you get the launcher option every time. However, if start it by using the list of recently played games by right-clicking the Steam tray icon, it goes straight into the game. I used to use that method to start a lot of games but the same thing happens with other games that have start options and sometimes I need the start-up choices (ie, starting Ark with or without anti-cheat depending on server, etc) so I broke the habit of using that.

    Unless I did something wrong, I followed your direction and am still prompted to play the game or show the game launcher no matter how  I try to launch it

  13. 6 minutes ago, pApA^LeGBa said:

     

    They simply need to bring back the slider for zombie spawns in the game. That´s the best solution.

    If they do that then people would whine about performance worse than they do now. So no thanks. the forums are already spammed by people who can't be bothered listen or read. HOWEVER, if they're able to optimize and add more in future builds that'd be great

  14. 12 minutes ago, v101 said:

    I will show u more as soon as they come out.
    Like in a run my character was not saved, and rolled back 3 levels lost all new stuff in the inventory also.
    ..... lucky u that is running ok for you.
    And dont get me into pipe weaps ... what a bs, the pipe baton is a joke. Whoever animated that knows nothing about weaps.

    Did you bother to clear your game files before updating like the devs have asked everyone to do? If not then we can't really help you if you won't follow directions.

  15. I'm sure most people are gonna be glad you could make the game appeal to you more using mods. It's almost like TFP themselves encourage modding by making it extremely easy for people to mod. Seriously though. It is great that you can tailor the experience with third party game modifications with ease. Just look at games like Skyrim. Most people who play to this day enhance the experience with modifications. Anyone can argue that adding mods to vanilla would make the game "better" but not everyone wants to tailor their experience to be like yours. I for one do not mod the game because I am satisfied with how it is and how it progresses. There are hundreds if not thousands of others who feel and do the same thing. There is nothing wrong with tailoring the experience for yourself. But fyi, zombies are fiction and can work however the author or visionaries want. Considering they cannot biologically exist in real life there is no reason to confine oneself to how some people may assume they have to work. The final thing I'll say is. The game is what the devs want and I (and many others) simply want to enjoy their vision and see how it pans out. But again. Theres nothing wrong with changing it how you want it to be. This reply is not meant to be rude or attack you either. I just wanted to add my opinion to the mix before others decide to just be plain rude.

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