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Jost Amman

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Posts posted by Jost Amman

  1. 1 hour ago, Doomofman said:

    You know I can't unsee that thing about towns/cities having no elevation changes now. Not a hill to be seen in a 7 Days town or city 

    It's a minor compromise for me. All it would change is that you'd have to climb a hill to get there instead of running/driving at the same level.

  2. 1 hour ago, FramFramson said:

     

    I'm really curious what that one lonely "lowest priority" bug is, hahaha. You really think there would be at least a couple more of those!

    They told me...

    Spoiler

    - For some reason empty jars do not appear in loot. Also, when using jars on any water source they don't fill up. (low priority since the introduction of dew collector)

     

  3. 2 hours ago, faatal said:

    Boss ideas are not discarded. Those are simply things we are not thinking about right now. Bandits need to be in a good place before I concern myself with special ones.

    Thanks for the reply... good to know!

     

    2 hours ago, faatal said:

    but then they found a case where it does it when sliding around cars, so have to figure that one out.

    Easy fix: just remove cars! :lol:

     

  4. Watching the stream made me think about one question on future content after 1.0.

     

    Has the idea of Bosses and mini-Bosses been completely discarded?

    We still have only Grace as a unique boss, and she's not even a (human) zombie!

     

    It would be great to see something like that added to the game at some point.

    Imagine reaching the end of a T4 or T5 POI and having to fight an end-level boss (like in 90' games) and having it drop legendary parts! :hat:

     

    Any news on that?

    @faatal @madmole or anyone who can reply...

  5. On 5/24/2024 at 7:42 PM, dcsobral said:

    The downtown Business strip tweet says "hundreds of new POIS". Does that include remodeled POIs or is it hundreds of all-new POIs?

    If they've lied, who will check? :suspicious:

     

    Edit: just to clarify... it was a joke, I'm not really implying they would lie. I was just saying that it's hard to count so many POIs one by one! :loco:

  6. 1 hour ago, Doomofman said:

     

    That's not the point I was making but ok

    Yeah, sorry, not a personal attack, I'm just saying that even if they delay the "officially confirmed official roadmap planned release" , it's still... whatever. Game'll be ready for 1.0 in the next few months anyway. Some incomplete features may be added later, but in the grand scheme of things it doesn't make much difference to me. We're almost there!

  7. 2 hours ago, Doomofman said:

     

    Wild to hear features are still in development for a supposedly long time planned 1.0 launch that's roughly a month away, figured it'd be all bug fixes and polishing at this point

    Oh, the thrill ! I can't stand it. Will 1.0 be delivered in time, or will the world end? :ranger:

  8. 11 minutes ago, zombieron said:

    i dont use traders so i have no dog in this but isnt this pretty much the same as crafting?   in order the get bullets you have to get this and that etc

    Not exactly, because crafting recipes have a fixed number of ingredients, while each trader (and even the same trader in different days) will ask for a varied number of items or services to give you what you want. This change would also encourage exploration more, since you may want to explore POIs you'd never explore just because you need that specific item to barter.

     

    Also, you'd need to hurry, because if you come back tomorrow, the same trader may not need that item anymore and will ask for something else maybe.

  9. 2 hours ago, Old Crow said:

    probably why Lathan has to babysit him.

    I don't think Rick needs babysitting by anyone. He's one of the founders of TFP, if he wants (even accidentally) to leak stuff, he can.

    This narrative that has gone around for years that Rick and Joel somehow have to answer to their employees it's kind of ridiculous frankly.

     

    I'm not attacking you, I'm just saying this condescending attitude is kind of ludicrous, don't you think?

     

    7 hours ago, Yakov said:

    they could certainly use Unity's new ECS system though. but the zombies are far from the only performance issues with this game.

    I don't even know what ECS is... I'm not a programmer.

     

  10. 51 minutes ago, AlexsandrDark said:

    To implement a large flock, I think you can try to reduce the intelligence of mobs in 7DTD in order to free up resources, and also divide them into groups and individuals, groups will have one intelligence, and individuals will have the appearance of diversity. This is roughly how it works in Days Gone

    https://youtu.be/g2uQq36ec1M

    that won't work in 7D2D. You forget this is a fully voxel and destructible world.

    You can't calculate the path a "group" will follow because 1 entity will occupy 1 block (+1 vertically). Unless you want them all to move in a silly single line.

  11. 2 hours ago, Pinnollo said:

    Fog - imagine a toxic fog in the Wasteland. Where you cant see far and you need a mask and a Oxygenbottle to survive. Zombies should then have a, (for example), 20% chance to tear off the connection to the oxygenbottle when hitting you, so you just have a minute left before you suffocate. Im not a programmer but I cant imagine its that hard to create a fog that deals damage and 2 more items to craft. 

    Toxic Fog / Radiation damage = Potatoe / Potato in my opinion.

    The oxigen bottle idea is interesting though, since it would be basically like "going underwater".

  12. 8 hours ago, FramFramson said:
    23 hours ago, Jost Amman said:

    Could you tell someone to rename that "Lumberjack Beanie"?

    I think it would be more fitting judging by the image.

     

    If you're an aussie, maybe. If you're Canadian. that would be a lumberjack toque.

    Look at the picture. It's made of wool, so a toque doesn't fit in my opinion.

    If it smells like a beanie, talks like a beanie, looks like a beanie... then it's a beanie! :classic_tongue:

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