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DanLW

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Everything posted by DanLW

  1. Here is a video from MarMole about the process. It is 7 years old, so some parts are not relevant (like the part with TellTale and Iron Galaxy) but it contains other useful info. Basically, Sony and Microsoft have their own set of rules and standards that provide an additional barrier to providing a console update. On Steam, they can just push a new build, bugs and all. But when releasing to console, the quality/reliability bar set by MS and Sony is much higher. https://youtu.be/3O3HjqDNlmk?si=4h4eqf3NMI73FBnX
  2. You mean this post: Which states that items and everything built is still gone? Not a fix. And when it happened to me the client did not crash. The game updated and I logged into my SP game with nothing. Or perhaps you are referring to the post further down where you copy the existing folder and generate a new world with the same settings. This also has mixed results. And how is one supposed to know their save is corrupted before loading the game only to discover the corrupted save which just overwrote the one good backup? There should be more than one. Or the save files should be more robust. Or the game should detect the bad save and automatically restore in the background.
  3. This. I stopped my A21 playthrough when the game updated and this happened before even the first bloodmoon. Copying the entire game save directory as a backup before every play session should not be necessary. And what is even the point of the .bak file if it doesn't function as a backup?
  4. Condolences to TFP and Robert's family... What a bummer.
  5. I just don't understand why people cry about games being in Alpha. As long as significant progress is happening, so what? The money I spent on 7DTD has had by far and away the best return on investment (in terms of hours played vs money spent) of any game I've ever spent money on. Edit: Since June 7 2014, 1371 hours on $24.99: 1.8 cents per hour. I wonder what other people's figures are?
  6. Yes, the game world is abandoned. Any POI in disrepair is free for the looting. You may see a zombie or two. They are kill on sight. If you see a POI with a fence around it that has not been breached, it is probably a trader. Try to find Trader Rekt. He is a very cheery and helpful chap who can offer friendly advice.
  7. Rather than delete items, I like the idea of generating a zombie doppelganger of equivalent level as the player when they died. The doppelganger defends the base and is tough to kill. Maybe even shoots back. So if a player wants the stuff back. They'd best level back up and come prepared! Of course, an obvious workaround is to leave stashes away from the base. But a lot of any of these alternatives depends on players being disciplined enough to not game the system to circumvent permadeath. After all, even a 'delete the save' option can be circumvented by maintaining a backup copy of the entire save folder.
  8. That gives some perspective. On the one hand, this move is something they hope can erase almost a billion dollars of negative cash flow. So in that sense, this could collectively cost developers a billion per year. But Unity can't keep operating with these sort of losses, so they have to do something to keep the lights on. If they go under, the software gets sold and the new owners may stop giving it away for free.
  9. The Hoeg Law video I posted earlier is very informative, and worth the watch. Key takeaways: The model seems to be pushing developers to purchase Pro ($3k/yr/seat) and Enterprise ($5k/yr/seat) pricing. So if a developer has 10 devs, it would be $30k/yr for pro licensing. No indication on how Gamepass installs work. Likely, MS will pass it on to gamers or possibly developers as a "sales tax". How do they track pirated installs? The install tracking is "black box" algorithms. This is new to the industry as there is no way to audit or prove accuracy other than "trust me". The new agreement constitutes a breach of trust which is not necessarily illegal, but is unethical. The old agreement allowed developers to stick to old Unity versions of they did not like the new agreement. That clause has been dropped. Not illegal, but shady. Ambiguity exists between the various agreements and amendments. If a developer disagrees can they stick to old versions, or do they have to stop using ANY version of Unity? Possible legal recourse for developers exists in the concept of "promissory estoppel". This goes outside the terms of the agreement and asks the court to provide relief on ethical grounds. This can go either way. Basically, contracts are not necessarily binding if they are egregious. For example, if you sign a contract that says somebody can cut off your arm if you breach the contract, you could take it to court and a judge would almost certainly declare it null and void.
  10. Here is the video without the commentary interrupting it: There are some misconceptions in the forum that the video does clarify. The retroactive thing is ONLY for counting the number of installs to see if certain thresholds were passed. If they were, then the devs start paying for new installs after Jan 1 based on the tier they are already in, but not for past installs. So there isn't an apocalyptic upfront bill. Still, this will affect 7DTD. If every experimental release counts as an install (and as I understand, EA games iterations count if they do not reset progress) then what does that mean for the future of experimental releases? Each iteration could cost TFP thousands of dollars in added costs. So get ready for potentially closed experimental open only to players who play often and provide quality feedback. I haven't watched yet, but I am about to. Here is a lawyers perspective from Hoeg Law:
  11. Well there's the problem. Rain must be the new default weather! On a serious note, I recall in the last alpha that if my play session lasted longer than a few hours, it seemed to start raining constantly. Leaving the game and restarting seemed to fix it.
  12. Realistic water simulation in a voxel world will be cool once it becomes reality. Likely won't be in this game, but one day... Roland (I think) posted a video of a game years ago that had voxel water that would fill volumes. I don't remember if the feeding volume would lower and drain out. Working flowing Voxel water that can fill, flow, and drain realistically would make for some interesting builds. Imagine being able to build a tank that a pump would fill over time, and releasing the water in that tank into a trough to "flush" a whole bunch of zombies at once. Or having an island base in the middle of a flowing river. Or the dread of having water that could actually flood a mine if you aren't careful.
  13. Imagine if they employed those weird twisted cutscenes randomly in that window of time between a player dying and reviving. Not saying they should do it, but it would be an interesting discussion topic over some adult beverages.
  14. A competition for a fan made trailer to potentially become the new official would be cool! Not sure what the legalities of that might be. Essentially a good agreement saying any submissions can be used by TFP forever without any payment other than bragging rights.
  15. You mean like this? https://youtu.be/XRBE1z8qvSc They are 8 videos I to their "Survival Logic" series.
  16. My most welcome addition was something I didn't know I needed... the recipe tracker. No more forgetting that one special item! I also really loved the checkpoint and lines of cars at gas stations. Hopefully there are a lot more of these storytelling type scenes. It really gave the vibe of a world in chaos right before everybody got infected rather than a town that just one day turned into zombies all of a sudden. Very excellent additions! One concern I have is the POI difficulty announcer. I know I've found a few POIs that look tier 1 or 2 on the outside, but there are big hidden bunkers/labs/caves underneath. I'd much rather loot a smallish house and be pleasantly surprised to find the entrance to a CIA black site or something rather than immediately see four skulls telling me "Hey, look here, there's something hidden, wink wink." I would want an option to hide the threat meter... accidentally getting in over my head leads to some of the most intense (and FUN) moments in the game. That and if I just see the 1 skull, I'll know I can just casually blaze through a POI without much worry. The possibility of an unexpected mass of zombies should be a surprise. Maybe link it to difficulty settings. If players choose low difficulty, have the hand-holding meters on by default. For higher difficulty, off by default with the option to turn it on. Related is the XP popout. A few alphas ago zombies were changed to get up after being "not quite dead". But when the XP popout was added, it was easy to rest assured that the zombie you just turned your back on will not get back up.
  17. That should be how insane difficulty starts players out by default. Broken leg care of the Duke, middle of the wasteland, no starting items. Maybe even half hunger/thirst.
  18. They made the mistake of releasing on Friday. This is why TFP alphas are generally released on Monday so that unexpected game breaking bugs can be worked during the work week. (Star Citizen is currently experiencing massive.outages) 7 days will go gold long before Star Citizen or Squadron 42.
  19. While not necessarily a bug I do wish there could be a 5 second "oops" timer where the last placed block could be picked up before it becomes stuck. I'd also make it so that if the block takes any damage, it becomes stuck the same way the wood frames do when damaged. Don't know why this isn't a thing... Probably because it can be exploited in a way I haven't thought of.
  20. I didn't realize this because I never had a name put to it, but I am caught in this also, and here is why. Killing Zombies is the best way to get XP, which means perks and progression. I've not used traps and turrets because they "rob" me of XP. (This is partly why I hope your 0xp mod makes a comeback) If killing Zombies was not about XP, I think the tower defense aspect would make a huge comeback. Instead of trying to funnel them straight to me, I would set up 360 degree defenses and automation and management of defenses would become my goal. Judging from all the traps that TFP have made which I never use, that would be more in line with TFP's vision. And I think it would be more fun than me trying to be king murder hobo.
  21. Timeline is "when it's done". I'm fine with that. Plenty of other games in the meantime. I picked up Skyrim SE for $10 during the sale and am re-discovering the game. Got other games in the queue and plenty of IRL projects. When 21 drops, it will be a pleasant surprise. Graphically, Skyrim SE is definitely better. But graphics aren't everything. The enduring popularity of Minecraft proves this. My current Skyrim playthrough is my 2nd playthrough. (First playthrough was way back when it first came out). With 7DTD, if a "playthrough" is considered day 100-ish, I've lost count of playthroughs.
  22. On the first day of Christmas, The Fun Pimp's gave to me... A newly re-balanced perk tree...
  23. Do we get XP for running down a zed? Everybody needs to watch Death Race 2000 now... The original with Sylvester Stallone very early in his career playing a non-leading role.
  24. I've been getting a 522 error from CloudFlare all day when I try to go to 7daystodie.com form multiple devices. I thought this meant that TFP quietly dropped Experimental and crashed the forums... but I see the forums are still operating if I link directly to community.7daystodie.com. Is the website being updated in anticipation of the big new Alpha?
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