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Survager

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Posts posted by Survager

  1. 44 minutes ago, dcsobral said:

     

    We have heard nothing about POI turrets capable of targeting players. If there was any such thing, however, then this sort of thing can be done as a mod. This interaction system that shawn described will lead to some very creative POIs from the modding community, I bet.

     

    Maybe you weren't listening well? )

  2. 4 minutes ago, dcsobral said:

    I can see it now:

     

    Done! I have restored the power! Now all active defenses are online again. Why is that turret turning in my direction? It wouldn't shoot at me, would it? Surely Rekt would have told me about it, wou...

     

    Meanwhile, at Trader Rekt:

     

    <PING>Oh, he actually did it! I didn't expect that. <PING>Annnd it's not going to cost me anything! Ah, nothing like business as usual.

     

    Hmmm ... which alpha version are you playing? 😅😂

  3. A question about a new type of quest to restore the electricity supply.
    Can we expect in 20 Alpha, in high-level locations of this type, the appearance of turrets with infinite ammunition that attack the player, protecting the top-end loot? Or other electrical traps that the player will have to disable in order to get to the top loot? Or is it a surprise?

  4. On 10/29/2020 at 3:49 AM, madmole said:

    10) Trader to Trader progression

    • Details Coming

     

    11) Loot Progression and Gamestaging Improvements

    • Details Coming

     

    On 10/29/2020 at 3:49 AM, madmole said:

    13) Dynamic Music and Ambient Audio Improvements

    • Details Coming

     

    On 10/29/2020 at 3:49 AM, madmole said:

    15) Digging Quest Improvements

    • Implemented but not yet revealed

     

    @madmole Hi. Alpha 20 should be out soon, can you give us some details on these points? If I missed them, may be it make sense to update the information in the first post of this discussion? Thank you.

  5. Once upon a time, before the release of Alpha 19, we on the forum discussed the appearance in the game of a kind of train.

     

    I couldn't find Joel's post, but I do remember that he was speculating that at some point in the game, improvised minecarts could appear that could move on rails that players can place. These minecarts could be used by players to conveniently travel to and from mines.

     

    Also, if I remember correctly, it was mentioned that such rails could be located almost vertically, which could replace the lifts for the players, which the developers refused to implement (lifts) in 16 Alpha (if I remember correctly).

     

    Q: Is the implementation of the rails and minecarts still under discussion, or is it Joel's ( @Madmole ) dead horse that shouldn't be kicked anymore?

    Thanks for what you are doing, I look forward to 20 Alpha)

     

    P.S. @Roland you can say that Joel never wrote this, I still couldn't find proof 😅😂

  6. 4 hours ago, Roland said:

    4) There was no response possible to avoid or mitigate vomiting whereas with attack volumes you can respond openly or stealthily as you desire. 

    You could have avoided poisoning if you took a green pill before meals) (I'm not sure if this was intended, but it always worked with me)

  7. 11 hours ago, Roland said:

    And Joel never said those words.

    Ok, what then is this, if not the words about what Joel told? ) lol

     

    English is not my first language, but I'm sure this is about food poisoning and unfair punishment of the player )

     

    "The fact is nobody on the team liked it. It was too demoralizing to lose all your food over something random, you didn't really do anything wrong and you got punished and food is very scarce on MP servers so its not the same as SP. Rotten food will damage your health."

     

     

  8. 2 hours ago, Roland said:


    For these guys it’s all or nothing. Either stealth works the way they want it to work(The zombie stays asleep) 100% of the time or it should be removed entirely. If the perk points work 95% of the time (in the narrow specific manner they’ve defined) but don’t work in that particular way 5% of the time then that means stealth is completely broken and all points spent on stealth completely invalidated. 
     

    Of course they will interpret anything you write as meaning Stealth should be completely removed. It’s the absolute terms in which they are thinking. 

     

    No, the point is quite different. The point is that trigger zones, in which the player's stealth skills are completely ignored, are implemented very poorly, they have no logic.

    In such zones, without any adequate reason, zombies wake up and attack the player, and this looks like punishment for mistakes that the player did not commit, just like it was with the poisoning, which was eventually removed. Then Joel also said that the poisoning looks like a punishment for the player even if he did not make mistakes, and therefore it should be removed.

    Trigger zones now work as punishment for imperfect mistakes.

    It seems to me that the solution may be awake screamer zombies who can hide behind corners in such zones and could wake up the rest if they notice or hear the player. It was logical and would not look as punishment for imperfect mistakes as it is now. True, for this, you will have to completely rebuild the level design so that even with such zombies, players have a chance to eliminate them before they raise the alarm.

    2 hours ago, Roland said:

    You want predictable controllable gameplay. I like surprises and situations that demand adaptation and survival.

     

    Such zones could be called a surprise if they accidentally appeared in completely different locations and in different places of these locations )

  9. 1 hour ago, Roland said:


    Are you sure? In A19 the chest spawns as soon as you accept the quest from the trader. The perimeter guide appears while you approach but still a ways away. Plus I never failed a buried supplies quest ever for stepping outside a boundary in the past. 
     

    In A20, only a rally marker spawns after talking to the trader. When you arrive and activate the marker then the chest spawns as well as the perimeter guide and a proximity warning. Finally,  I’ve inadvertently failed the quest twice already for stepping outside the defined perimeter. One was while fighting zombies that showed up and the other was from wandering around to get a rock to repair my shovel and not thinking about it. 

     

    That is why I insist that the game has a noticeable notification that the player has left the quest and must return there within some time, for example, five or ten seconds) Why are the developers against this? )

  10. @madmole @faatal @Gazz Hi.

    Is there a chance 7 Days To Die will support FSR from AMD?

    Today it became known that Unity now officially supports this technology, and this could significantly improve optimization even on older hardware.

     

    For those readers who do not know what is it, here is the link:

    https://www.amd.com/en/technologies/radeon-software-fidelityfx-super-resolution

  11. 41 minutes ago, meilodasreh said:

    So what about getting the camera perspective a little lower than now when crouched, plus making the screen egde darker/dim (similar to the freeze and heat indicators)?

     

    It will not change anything. Now there is already an indicator of stealth over the indicators of health and stamina, but they do not help.
    At the same time, if the exit from stealth mode works with any stealth button (CTRL or C), this may well solve the problem.

     

    Isn't that easier than moving the camera and dimming the screen?

  12. Tell me how to use the Splat file.
    If I generate the map several times with the same settings, the objects in the wilderness remain in the same places.
    I take previews and connect single locations to the main road.
    Create splat file and add it to generator.
    But after generation, single locations change their location and the roads are already useless)

  13. 23 minutes ago, meilodasreh said:

    Probably wouldn't make a difference in said panic situations.

     

    It was already relatively clearly stated that "the controls should be changed cause player doesn't want to change his muscle memory"

    Without wanting to get too philosophical, in fact that's one of the bigger problems mankind faces today. Seen from the perspective of evolution, one had to adapt to the given circumstances to succeed...nowerdays everybody is just complaining that the enviroment has to be adapted to the individuals best pleasure.

     

    I myself have to admit that I have run into those "why is my running speed so damn slow oh I'm crouched...ouch get away zombie" situations.

    ...then I feel stupid some time and just start over.

     

     

    According to your logic, character models and animations don't need to change... so they walk normally, shoot normally, look like people... from afar )))
    Why improve something that already works even though it looks some wrong? )

  14. 13 minutes ago, KingSlayerGM said:

    I could fairly easily add those roads. However I'm worried the world would be too cluttered by roads. Also a few people said they like to find isolated pois. Perhaps this could be a topic of discussion here to see what the community prefers.

     

    I reviewed your generator on the my youtube channel and some viewers said it was a flaw.
    By the way, the generator has the ability to draw a road map for the generator, but what color the roads should be, I did not find in the instructions.

    Wrong. This is a radiation map (

    As I can see, the generator does not create dirt roads. I think such roads would be great if they connected lonely buildings and main roads.

  15. 18 minutes ago, meilodasreh said:

     

    You're watching the news and the headline is (as several times every year) the following:

    "Old man drives his car through a wall because he mixed up gas and brake pedal"

     

    What is your reaction:

     

    A

    "confused senile $*I§head should get taken away his drivers license"

     

    B

    "poor old man, anti-gas-brake-confusing-device should be installed into cars"

     

    C (option only available in the US of A)

    "confused senile $*I§head should get taken away his drivers license, and car manufacturer must be sued for not having installed an anti-gas-brake-confusing-device"

     

    D - send the task author to hell )
    If the controls in the game are interfering with the game, rather than helping, then the controls are having problems.
    These are not Dark Souls, where camera work and controls play a role of additional complexity )

  16. 10 minutes ago, FranticDan said:

    So basically, unmap the ctrl key?
    Also, the only time I press C is when I use the gyro, pressing W and C at the same time is not something I've ever done. I'd have to change my muscle memory

    Vechicle management is configured separately.

  17. 14 minutes ago, FranticDan said:

    I play with nightmare speed, so yes, of course I'm going to panic and tense up when bikers are coming towards me from around the corner, especially rad bikers, they can kill you within a couple of seconds

    In response to what meganoth said "A disadvantage of the proposed change though is that running while being stealthed is probably a much used mode while traversing medium distances in POIs."

    My idea is having the toggle option in the settings, so you can enable or disable the auto stand up. A player who likes stealth will have it turned off, while a player like me who rarely uses stealth will have the option turned on

     

    The game has two stealth buttons. One switches the mode, and the second turns it on only when the button is pressed. Why not use a button that turns on stealth while the button is pressed, instead of using the mode toggle button?

  18. 5 hours ago, IzPrebuilt said:

    Games are meant to in some way challenge you. Meaning that if something is mechanically difficult (pressing the correct key while under pressure) then it creates a skill division between people who can keep their calm and press the right keys and the people who can't. Which is player skill progression where you learn to not panic and stay cool. they shouldn't remove a feature just because it depends on an IRL skill. Panicking is a real thing you have to contend with in games (and in real life lol) where you die quickly. If the pressure of the game is really SOOOO crushing that you just start punching the left side of your keyboard whenever you see a zombie moving towards you then I would like to point out that you can re-map almost every key in the game and move the keys away from each other.

    You are not entirely right, as the problem really exists.
    The problem is that we have two buttons for stealth.
    The first button (CTRL) puts the player in stealth with a single press, and the second button (C) keeps the player in stealth while the player keeps this button pressed.

     

    @madmole @faatal @meganoth

    It would be nice if the player, after switching to permanent stealth (CTRL), could cancel permanent stealth by pressing the "C" button, which is responsible for temporary stealth, and not must to remember which of these two buttons is responsible for which stealth option.

     

    Don't you think so?

    I have played more than 3000 hours and I still sometimes get confused about these stealth 😅

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