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Jost Amman

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Posts posted by Jost Amman

  1. 4 minutes ago, FranticDan said:

    This is the only game I have played that doesn't auto uncrouch when you sprint (because of sprint crouching). Also, I want to make it clear, most of the time when I get jump scared, I am NOT crouching, and it's the panic that makes me crouch and then I can't run away. (because I press both ctrl and shift by mistake)

    I don't understand why people are complaining about a simple toggle addition, just because they wouldn't personally use it. Imagine if you were forced to play with nightmare speed all of the time because TFP decided they wanted their zombies to be speed demons? You'd ask for the speed toggle option to come back, right?

    Remember when you couldn't run while you were aiming? And then TFP made you auto unaim when sprinting?

    I'm not against it. Also, as you said, other games do this. :third:

  2. 19 minutes ago, JStanleyF said:

    Call me crazy but .. wouldn't it be way more resource efficient (for artists) to make a couple basic zombie models based off the player model (naked or with underwear) and dress them in randomly generated vanilla cloths that already work on player models and that already exist in the game? That would give much more randomization. 

    LOL! You really never heard about UMA, don't you? :nerd:

  3. I'm currently playing A19 with Darkness Falls overhaul mod and I don't even need A20 to have that same feeling of being hunted again.

    I'm not saying I'm not happy about the changes, just saying that some stuff can be covered by mods if it's not in Vanilla.

     

    That being said, I'm looking forward mainly to the BIG news: namely improvements to the current game mechanics (RWG for one) and to the new stuff in general. :happy:

  4. 18 minutes ago, bachgaman said:

    Logic elements AND and OR are the basis of electrical circuits, these are common, very common things called "relays". By the way, there is a relay in the game, but this is not a relay in its function.

    Sorry, but in fact, this device is much simpler and much more common than a drone and is often made on exclusively analog components.

    If they can add it without looking like Electrical Engineering stuff, then I'm ok.

  5. 5 hours ago, bachgaman said:

    It seems to me, or did you not so long ago advocate for a self-made flying intelligent robot? 😂

    Never did. I just copy-pasted questions about the drone from the Steam forums, as I often do.

    I guess you assumed that because you can't imagine anyone willing to help a fellow player finding answers.

     

    Also, a flying drone is much more doable than whatever those other guys were asking... at present there are already drones you can buy on-line which can fly and follow you with an integrated camera. So, it's not difficult to imagine that after the apocalypse you could find parts and put them back together to build a ragtag drone.

  6. 2 hours ago, dcsobral said:

    I saw yesterday that Night of the Dead introduced electrical traps, including a couple of kinetic traps I've wished for in 7d2d since alpha 16, literally, and something that has always been a pet peeve of my for their lack in 7d2d: AND, OR and XOR gates. I've grudgingly accepted no new electrical traps, but I still dearly want some of that gating and I hope this might be revisited before going gold.

     

    Chained triggers are equivalent to an OR gate, but there is no OR gate for switches. Triggers with relays between them and switches are equivalent to an AND gate. There's no equivalent to a XOR gate, or a NOT, and that severely limits what can be done. 

    I completely disagree with that crap... maybe it's good for a mod, but 7D2D theme doesn't fit IMO.

    I like the ragtag look and feel of everything we use to survive. NotD devs just add stuff because they can, it's becoming a high-tech sci-fi game instead of a survival struggle.

  7. This idea (with some degree of variation) has been posted many times over the years here and on the Steam forums.

    In general, I agree that Airdrops should get a second pass and be made more significant but also more dangerous.

    On the other hand, it's very easy to create something unbalanced, so I guess we should leave the final implementation to TFP's experience.

     

    The most probable change (if they'll ever change it) would be that airdrops will spawn a mini-horde each time you try to get them, but the loot will stay the same.

    Anyway, thanks for opening this discussion (again) because I think that before going gold TFP should definitely have another look at this.

  8. 3 hours ago, ZombieHorde said:

    Yeah, I'm not implying they didn't make a great game. As you said, 7dtd is still at least top 5 of my best games, only lowering from the top spot simply because nearly 2000 hours later and I need a little change and to appreciate some of the other great games around.

     

    I suppose I am saying that when they chose Unity, I doubt they thought something as spectacular as this demo was going to come along in Unreal engine, otherwise I think they would have gone for Unreal and developed it with the future in mind.  So in that sense it's a bit of a disappointment, but definitely nothing anyone could have seen when Unity was chosen.

    Who tells you they won't use THAT for their next game? :gossip:

  9. 1 hour ago, meganoth said:

    Don't think so. Any redesign would face the same problem, a section of players always wouldn't like it, for this or that reason. There is a group of people on the forum who complain the game is too hard and a group of people who complain the game is too easy. Seems that makes it a good balance.

    That's the most "generic" <insert argument here> comment I've ever read! Congrats! :lol:

    I'll up. Why make any design choice about anything anyway... there'll always be people pro and people versus whatever you choose... :blah: :decision:

     

  10. 3 hours ago, Roland said:
    10 hours ago, Jost Amman said:

    If this has to be a discussion among players a mod could as well lock it

     

    So...here it seems like you are griping that the players have to answer questions because the devs aren't answering.

    You read too much into it, I was just saying that the Dev Diary should have devs poking in more frequently, but in weeks we haven't seen anyone from the dev team answering, giving any news snippets, or even just reacting to posts (excluding faatal).

     

    I wish more devs could be involved in that thread, even just to let us know they're sometimes reading (or have been personally forwarded) the questions.

     

    4 hours ago, Roland said:
    10 hours ago, Roland said:

    or you could simply refrain from answering questions directed to the devs and wait for them to answer.

     

    So, I answered that concern to let you know that you don't have to answer questions at all. You can just let the devs do it.

    As I said, you made a wrong assumption, and because of that you created the problem.

    At least now I know why you replied like that... I know you're not a rude or dismissive person, so sorry for misinterpreting on my part.

     

    But in the end, my point stands: lately the devs have been lacking a more frequent contact with the community. Peace.

  11. 1 hour ago, Roland said:

    or you could simply refrain from answering questions directed to the devs and wait for them to answer.

    With all due respect... this is bull crap. If I can answer a question that has already been answered before, I'm actually saving time for the devs who'd have to repeat themselves.

     

    Where a dev answer would be much appreciated is on stuff that has never been answered before. Or to give some new snippet of news on A20 development. Isn't what this whole thread is supposed to be for after all? I'm not asking to "spoil" anything, but... I mean, we're not kids before Christmas! If we can have some info before A20 release it's a service to the loyal community, doesn't ruin anything especially if it's given in a "teaser" format, if you know what I mean.

     

    Anyway I understand, it's our fault apparently, we write too much, we're too enthusiastic! So be as you ask, I'll refrain from posting here anymore: like if this changes anything... if the devs are too busy to do some simple PR with their community, well, I'm a busy man too. I don't need to be flapping my cheeks (keyboard) here for nothing. Jost out.

  12.  

    I just wanted to say that this thread has become almost useless, no reply/info from the devs in weeks (except the usual courtesy answer from the great faatal).

    If this has to be a discussion among players a mod could as well lock it and move everything under "Developer Diary Discussions"... does anyone hear us?? :horn:

  13. 2 minutes ago, n2n1 said:

    Yes... but.... caves don't need to be generated on every meter, in every chunk.

    It is enough to have a small amount for a certain area in the ratio so that the "loss of performance" does not exceed one POI ....why is the question posed as if it is implied that there should be many of them? Any POI makes a decrease in performance... why not refuse the cities then? there's a lot of POI...

    As I understand it, it's not the same as with POIs.

     

    When you run around with your vehicle you're touching the terrain which in turn may be connected to an underlying cave system. In that case, the game has to do SI checks to see (e.g.) if the ground will crumble under your vehicle. The same is not true for POIs since you normally don't run at full speed inside POIs with your bike! :madgrin:

  14. 10 minutes ago, AndrewT said:

    I wanna know if the pipe guns will replace the blunderbuss because the blunderbuss can be tier 1 (primitive guns) pipe guns tier 2 (19th century weapons) and then tier 3 (modern guns)

    Yes, AFAIK a "pipe blunderbuss" will replace the traditional one, also because now it'll use standard shells. :smokin:

  15. 1 hour ago, Vaeliorin said:

    Which is great until people have seemingly randomly collapses of bases they've built.  Or we bring back the old issue where blocks would randomly break in 1 specific spot with no apparent reason.  Super annoying to place a block on the ground and have it break when you can place blocks for 100 meters in any direction and they're fine.

     

    I'd love to have caves back (and the old massive orbs of resources) but if they can't make them somehow stable or not interact with surface SI (as obviously in the real world things are built on top of caves and don't just randomly collapse) they're probably more trouble than they're worth.

    Actually, even IRL sometimes buildings collapse if built over caves.

    This happens all around the world in specific places so the wise engineer will use special techniques for the foundations (as some players do in game).

     

    11 minutes ago, n2n1 said:

    Regarding the caves.

    With my knowledge (i do not pretend to anything, but i had experience in low-level programming) - i do not see any problems to have these caves.

    Those excuses that are provided to us - can not justify their absence. If someone could adequately, in technical language, explain why this is impossible to implement - perhaps he would be able to close this theme.  Lengthy explanations are not appropriate.

     

    Besides, we already had caves!

    in addition, the problems that they allegedly generate (such as occlusion) seem to have already been solved .... Well, what new problems are associated with them? Who can answer?

    As far as I can remember, the main problem was not so much "static" SI, but more about caves making vehicles lag at high speeds because of the added CPU load of SI calculations while passing over a cave, even when it's not visible.

  16. Caves were very fun, it's a shame they had to be removed (mainly) for performance reasons.

     

    However, it all goes back to my OP: years have passed since then and the current computers can handle much more plus the game's being actively optimized the more we get near Beta, so I think it'd be possible to add caves back (in one capacity or another) without compromising too much performance,

     

    As for the SI problem, the solution would be simple: don't add caves under POIs (or vice versa).

     

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