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Shado47

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Posts posted by Shado47

  1. 8 minutes ago, Jost Amman said:

    @Shado47 You seem like the type who picks a direction and follows it no matter what... even if it brings you down a cliff. I guess TFP have done everything wrong apparently, they should have listened to you, it was so simple after all! :caked:

    Thats not at all what I said. But show me one other game where the devs have redone features this many times over. Not even Minecraft redid their world gen this many times. At some point you gotta decide "this is good, lets move on" and get to more of the stuff on your roadmap. Instead every new update, half the content is like "yeah, lets do all this stuff again once more". But if the concept of a development roadmap (which is usually a very central element in game development) is so absurd to you, I guess I can't help you.

    I didnt say they're not adding any good stuff, but like half the content per update is reworks of stuff that has already been redone many times over. Not improvements and tweaks that build on the current system. No. A complete rework from scratch. And in the case of the skill trees or world gen, often the new iteration isn't even any better than the previous one.

  2. On 2/19/2021 at 3:37 PM, meganoth said:

    So you are saying you are against the current RWG rework because it is another rework even though it should bring back some features we are missing since A16?

     

    Now I don't know why A16's RWG was deemed not good enough, I can only assume it had its limits as well. But I'm pretty sure I want that overhaul that they are doing now if it brings back rivers and lakes and cities as their own "biome".

     

     

    I am against keeping to redo the whole generator. At some point they'll have to settle on one that they'll just keep improving. Over the last 6 or so years there were a whole number of great Random Gens out there in the game but they always go back in to "improve it" and sometimes its hit but more often its miss.

    A16 was great and I think if one took that one, got bridges in so roads don't just cut through a large lake on an embankment, got caves in and a bunch of the other new features, that one would absolutely slay. It had different districts for cities with fluid shapes instead of the super boring grid circle/cube layout we have today.

    That generator stuck in mind because it was the most memorable out of all of them with its 20 km diameter (round shape) world, good performance, nice mountain hapes etc.

     

    Take that one, add the new terrain erosion features, for the love of god don't remove even more biomes, fix the roads that used to end in the middle of nowhere (still happens on A19 so who am I kidding), add the terrain feature stamp system from A20, proper caves (!!!), few more tweaks ... and voila. You got yourself an amazing worldgen.

     

    But nah, lets add even lower tier firearms that based on early game progression will need like 20 shots to the head to even kill a zombie at the start and that will be completely obsolete later on once you got your first pistol, proper shotgun etc.

    Lets redo the clothing system we haven't redone that one in a while.

    Lets redo almost all the zombies again because we haven't done that in at least 1 version.

     

    I love this game but the devs are basically in a maze and instead of trying to get to the target they just explore all the dead ends over and over as if the pathway to go gold is just suddenly gonna open up on one of them.

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  3. Thus far in most regards, A20 seems like a bit of a downgrade from A19. New unity version that slightly improves performance and removes some bugs but as always likely introduces new ones. Removal of yet another biome. Change of the custom character system that takes away from just how much can be done with it. Change of clothing system to some pre-determined outfits and removal of clothing slots to simplify it. (What feels like) the 20th rework of the zombie models and loot progression. Even lower tier firearms that will probably be even more useless than the Blunderbuss is. Idk I feel like 7dtd peaked on A16 and A19. A16 pretty much had the best progression but lacked the dungeon crawler POIs and improved distant terrain stuff we have nowadays. It also had a pretty good terrain gen and worlds weren't as small as they are nowadays; (if I wanna generate a world on A19 that has the size that A16 worlds had, I can't do it on my PC anymore because I "only" have 16 GB of RAM).

    Get your s#@! together TFP. I can't count just how many times you already reinvented wheels in this game. Hiring more talent to the team won't change a thing as long as there isn't a clear development roadmap and as long as half the resources go into redoing features that were already done 10 times.

     

    And I'm saying this as a big fan of the game who bought it for a bunch of friends and has over 1.5k hours in it.

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  4. Hey folks. Back in 2013 / 2014 I posted a forum thread to the Pimp Dreams section and it doesn't appear to be there anymore or at least I don't know how to find it. I don't know what it was called, I just know this account I am using now was the author of it back then already. I wanted to check back in with that old forum thread today to see just how many of my suggestions made it into the game over the years (I was a very early 7dtd player from a time when the devs still regularly checked that forum section) - I know that the AK47 has been implemented since, as well as sleeper zombies - and I was curious to see if any other stuff I originally came up with for the game made it in there yet. Just out of pure curiosity, not to take credit or show off anything. I know the game was way different back then so I'm also interested in seeing what else I envisioned for it back in the day.

     

    Would appreciate some help or if there's an archive section somewhere that has these super old threads - since it isn't listed on my profile anymore.

    Cheers guys and have a great day.

  5. 42 minutes ago, Jost Amman said:

    What you just described was called UMA, and it was a complete and utter failure due to performance reasons... :nono:

    Because that iteration of the UMA system was a mess. And the game is in Alpha, so I wouldn't worry about performance too much just yet.

  6. @madmole Hey, I wanted to bring up something that I have been thinking about for a long time and probably suggested once before. Seeing as people keep asking if more basic zombies will be added, its safe to say players want more variety in terms of zombies. Have you considered adding a clothing / hair color system for zombies? Basically all zombie models would be with only basic clothing and individual zombies spawn with different clothing items on, similar to how Minecraft zombies can spawn with different armor items on different slots. This way a horde of zombies of the same type would still look massively different from zombie to zombie. Add randomly tinted hair colors to that (95% natural colors) and hordes will really have all the variety anyone could ever ask for without the devs having to add more zombie types. This would also allow any zombie to become a "special infected" by giving them a gamestage dependent chance to wear special clothing like the Demolitioner zombie's bomb jacket. I mean, you'll most likely be implementing a system just like this for bandits anyway so they can have varying outfits made from different items... there isn't really a reason to not do it for zombies as well and once and for all get rid of the question of variety and making hordes look like actual hordes, not the result of a cloning accident.

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