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About jeromeN7

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  1. You can type 'help' into the console, and it will tell you all the commands. It should say the FOV command, and I do believe it was 'sg fov'. But the console will tell you what it is exactly if you type 'help' and scroll through it.
  2. Go to a navezgane or random gen town, and destroy a car thats on terrain blocks. Then get some wood frames and place them where the car was. You'll see that the car has actually created a indentation in the terrain. This behavior is persistent with all multi-blocks
  3. Honestly I don't think your understanding what I'm saying, I understand how the terrain system works. After destroying or placing a multi-block the terrain block doesn't get set to the default size, its acutally indented. Place any multiblock on any navezgane or random gen terrain blocks and it will cause an indentaion in the terrain even if it's perfectly falt terrain. At one point many alphas ago, it was an alpha that had smooth terrain, this bug did not occur. It's hard to explain, would some screenshots help? This is where I report bugs, right?
  4. The bug. -Picking up or destorying any multi-block will cause all terrain blocks, except for one, that were in contact with the multi-block to become indented/deformed -It only works if the multi-block is touching the terrain blocks with more then one of its multiple blocks. Some noticable exmaples of the bug in-game. -Picking up a bedroll it will cause one terrian block to become indented. -Breaking any car down, at any stage, and with any tool will cause the terrain blocks below it to become deformed. -Breaking down large boulders, will cause the terrain blocks below it to become deformed. -Desroying a fridge on its side, will cause one terrain block below it to become indentated. Important notes. -This terrain deformation bug only occurs on non-player placed terrain blocks in both random gen and navezgane. -It will not work if you place a bedroll and pick it on dirt that you mined to, non-surface terrain. -The bug occurs with all multi-blocks so long as more then one of the multi-blocks, blocks are touching the terrain blocks. -The bug will occur with player placed multi-blocks as well as world generated multi-blocks. How to reproduce. -Load up random gen or navezgane. -Find some flat terrian, easier to see the bug. -Place any multi-block so that more then one of it's blocks is touching the terrain blocks. A bedroll, fridge on its side, and/or car will work. -Pick up, destroy, or break down the multi-block, and there should be an indentation in the terrain. Additional information. -I'm playing Alpha 19.2 B4 but the bug has been in the game for many previous alphas. -It happens both in multiplayer and singleplayer. -I'm not using any mods. -I have verified my files and created a new world to test it. I can't image how this could be an intended game mechanic of any kind.
  5. Im gonna have to agree. As much as I dislike A 19's loot system, A 18's loot system was a little bit too generous at times.
  6. This game used to be fun, now it tends to get more annoying every new alpha. I gave up on alpha 19, it's trash. Edit: I was angry when I siad trash, that's a little too harsh.
  7. The fact that birds can slow/stop vehicles is outrageous. Instead of actually doing something that makes sense and will prevent people from driving vehicles during the blood moon, they just take the lazy rout. Instead of adding a parachute they just added candy that disables fall damage, kind of lazy. If people like cheesing the game let them have fun. Everytime a developer adds excessive anti cheese features they are ruining many peoples fun. And if they're gonna add anti cheese it shouldn't be done in such a lazy way like; birds slowing down your motorcycle or a candy that disables fall damage instead of parachutes. People will always find a way to cheese the game, if it's what they like doing. I too think the stamina has been annoying for a while now.
  8. I literaly just said: 'no heavy attacks'. And I siad: 'Maybe, if you did it too much you could get fatigued.'
  9. I can't even do quests with loot re-spawn disabled, as I always have since 2014. Quests just respawn loot anyway. Loot shouldn't respawn ever, if loot respawn is disabled. And there is a silly bug that makes all the grass disappear after starting a quest. -When the structure is reset by a quest all the containers that were looted should keep their inventory/state. In the case that the container was destroyed, it should be replaced, and count as if it was just looted and be left empty. -I can imagine the grass bug is already known and will be fixed. Awful stone age concept. Gun crates should have proper GUNS in them, tool crate should have proper TOOLS in them, and med crates should have proper MEDS in them. No point to looting anything with the stone age in effect until gamestage 50, and getting to 50 takes a long time. It's easy to get iron tools up and running from the forge, but they are removed from the loot tables anyway. -Restoring the A18 loot system would fix the problems I have with it. Using 50 pillars for a melee base is still not great because dogs can get through. -Not allowing dogs to get through them would be nice, more base building options is better. Injury system that forces you to wear armor and there for have poor stamina. -If the stamina cost of armor was reduced that might make it better. I played Navezgane for 7 days and not one dear, ridiculous considering how much I have to eat in this alpha. -Making deer spawns less random would be nice. Zombies rock their head back and forward so much when hitting walls. That it's a pain to use the bow to shoot them from above. -A little bit of zombie head movement when they hitting walls is fine and balanced, but it needs to be reduced. More viable base defense options is better. Zombie hit boxes are terrible. It's happened more times then I can count, I watch my arrows pass through their face. -Fix the hit boxes, sync issues, or whatever is causing the problem. On the positive note. The new lighting looks good. The new zombies look good. The dynamic music is nice. The new guns are a nice edition. Unfortunately, nice graphics don't make or break a game. You can get offended, say I'm complaining too much, and try too undermine what I say, but these are just my honest opinions about alpha 19. No harm intended, it's just my honest feedback with some possible changes and solutions that I think would make 7 Days To Die a better game.
  10. What if when your stamina bar is empty you can still sprint and do normal attacks, no heavy attacks, but the catch is that it directly taps into your thirst and hunger. Maybe, if you did it too much you could get fatigued. Maybe it would only normally kick in, in combat, but a perk could unlock it for use anytime. It could be like an adrenaline system.
  11. Just about every system in the game has been reworked many times. Sometimes the new system is worse then the previous, melee is a fine example of this cycle. When melee in A18 works I think its pretty fun, but not being able hit what I'm clearly aiming at, is broken.
  12. I hope A19 will have better melee combat. From what I've seen I'm the only person who thinks melee is half broken in A18. I recently noticed how I slowly quit playing after A18 came out and I have over 1100 hours played. Melee in A18 seems to be one of the biggest culprits. More often then not I feel like I should have hit a target but didn't. What I think is wrong with melee: -The weapons have terrible hit detection, and stop mid swing once they reach the center of the screen. -The area effect on melee weapons is completely inaccurate and often hurts your friends, it happens often to me and my friend. -With some melee weapons, the center of the screen gets obstructed by the weapon itself during the swing, making it harder adjust aim mid animation to hit the target. What I think could make it better: -It shouldn't be so easy to hit friends with area effect damage. -Melee weapons should always hit in the center of the screen and even better match the surface area of the weapon being used. -Without proper procedural animations, I think it was better when the weapons swing arch just continued on, for me the melee animations felt more natural in A17. -If possible the center of the screen should rarely be obstructed by the melee weapon during the swing animation, or never completely obstruct it, until the target is hit. -It would be a nice feature if there was procedural animation hit detection. If you hit a target the weapon stops, if you miss it doesn't, etc.
  13. Some of the poi's have never been updated since they were added, such as some of the destroyed buildings. It sure would be nice to see all the poi's updated with the new level design, intended paths, and new blocks. Those destroyed buildings could use a make over with the newer destroyed blocks. I love the new level design/poi's, they really make looting so much better!
  14. Alpha 19, YEAH! I'm excited to see whats coming! A19 could be called: The animation update. The tool and weapon model update. The quality of life update. GUNS, GUNS, GUNS UPDATE! I think 7DTD could benefit from: -New pump shotgun model, and reloading the correct amount of shells instead of just 2 shells every time. -Same for the double barrel, loading the correct about of shells would be a nice detail. -Improve the semi auto snipers iron sights. -Option to the disable crosshairs, and remove crossharis when aiming. -The option to unload a gun. -Guns can have one bullet in the chamber. -Auto lean and auto peak cover system. -GUNS, GUNS, GUNS, MORE GUNS AND AMMO. BARRET .50 CAL AND browing machine gun!!! -M249 SAW AND RPG-7!!! -Explosive/incendiary ammo. -Ammo types: .22 rimfire and centerfire, and .50 BMG!!! Real time ray tracing/path traced lighting...? More zombie models/variants...? Ideas, ideas, ideas...
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