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Posts posted by jeromeN7

  1. @madmole@faatalTo anyone that will hear me out. Frankly, me and my friends do agree that many of the gun's iron sights are just bad.


    The iron sight's front posts are too tall, and/or not centered, and/or the rear sights are missing or unused when aiming down sights. Though I can understand if there are no rear sights on pipe weapons, as they are primitive weapons, but modern firearms should use and/or have rear sights. That, or at least there should be some consistency... For example either we should be using rear sights on all the guns or not using them on any guns.


    No matter the case, front sights should always be in line with the center of the screen. But they aren't, in the case of weapons like the pipe pistol. Please, at least revert the M9 Beretta Pistol to what is was in Alpha 19. I used to love that gun.


    Another critique I have is the way pistols displayed. The pistol's appear to close to the camera. It looks like we are holding the pistols up in our face. Please do try and hold a pistol and make it look the way it does in-game. You will understand what I'm talking about. But I think, that's a topic for another day.


    With all the other visual improvements, I do think the game could stand to benefit from a little more attention to weapon sights. But it's you game do what you want with it, I get that. Though I do think some weapons iron sights in Alpha 20 are a regression.

    • Like 1
  2. Often when I'm collecting cement, cobblestone, and stone from POI's there will be things like cardboard boxes left hovering after removing the resources... Obviously, I don't mean actually floating, but because there is something near by, supporting it.


    There's two things I can think of that would need to happen to solve this problem. A system that allowed for some things to only take support from below. And a system that allowed for some things not disappear or turn into rubble after falling. This behavior would work well for furniture and other similar items like cardboard boxes, and loot/storage boxes.


    It's something I didn't question too much until now but if some objects feel straight down, if unsupported by something below them, without breaking, that would really improve the block physics system. Of course, at a certain height differing objects would actually have to break.

    • Like 2
  3. This worker zombie walked trough my cobblestone wall. I had just loaded the save within five minutes. I shot at the zombie from the top of my wall a couple of times. Then went into my forge and storage. I heard he was close to my wall. So, I turned around to get up the ladder and go kill him. I just barely got to see him glitching through the wall.


  4. With the quality improvements to rest of the game, the iron sights and rendering of held firearms looks outdated.

    In general all the guns should look a little further away from the camera.

    It would look much more natural if held weapons would play a different animation when sprinting.

    Like lowering the gun or pointing the barrel up.



    All the pistol's appear too close to the camera in and out of iron sights.

    Just imagine how you'd have to be holding the pistols for the way they look on screen.

    In iron sights it looks like we are holding the pistol 3-6 inches away from our face.

    I shouldn't have to say, that's not how we operate pistols.



    Pipe Pistol - Other then the main problems with all pistols... The tip of the front post iron sight doesn't align with the center of the screen.


    Pistol - In iron sights the front post is too tall, it should be about this same height as the rear sights for aesthetics alone. This gun's iron sights look clownish.


    .44 Magnum - The big font post and not using the rear iron sights is a problem.


    .44 Desert Vulture - This gun has the same problem as the .44 magnum... Also, please, this gun needs rear sights.


    Pipe Shotgun - All it needs is for that front post to be in the center of the screen and it's perfect.


    Double Barrel Shotgun - The front post is a little low and should be in the center of the screen. It's a stylish depiction but the gun should be level.


    SMG-5 - Front post is too tall. This gun needs rears sights, which should look like a small cut out in that cylinder in the back of the gun.


    Ak-47 Machine Gun - This gun follows the trend of not using it's rear iron sights, which is a problem.


    Tactical Assault Rifle - No rear sights, please give it some and incorporate them.


    M60 Machine Gun - Well, the sights aren't good enough in comparison to the power of the gun.


    Hunting Rifle - Front post is clownishly tall, and there are no rear sights. The old hunting rifle had great iron sights.


    Lever Action Rifle - Front sights look believable but no rear sights...


    Sniper Rifle - This is the top tier precision rifle in the game, and we are looking through a circle. It needs a thin piece of metal to come up and meet the center of the circle.



    I'd give the other guns a free pass for one reason or another. The biggest problems with iron sights are... Missing rear sights... Not incorporating the already existing rear sights when aiming down sights.... The end of front sights not aligning with the center of the screen.... And front post sights being too tall, especially on pistols.


    I really like the aesthetics of guns with no optics. The Pistol (M9 Beretta) was really nice before, and I preferred it with no optics. If I'm being honest I think the Pistol's iron sights are ruined. It's the same story with the M60's and Hunting Rifle's iron sights. I liked using those guns with no optics, but now the iron sights are honestly terrible.


    Please excuse my rude honestly.

  5. @madmoleAre The Fun Pimps or the Unity developers looking into getting 7DTD to actually take advantage of high core count CPU's?


    On my CPU, the game runs best when forced to run on 4 threads from 4 separate cores. When more then 4 CPU cores are allocated to 7DTD it runs worse. There are huge performance improvements to be had by getting the game to properly use more CPU threads.

  6. 19 hours ago, meganoth said:

    Haven't you heard? Blunderbusses are gone, we have scrap weapons in A20.


    The rest is normal loot progression though, in RPGs you don't find high level items in the first few days.


    Perhaps there could be an argument that shotgun messiah was shipping out antique blunderbusses, but no way that's the only thing they were distributing to gun stores. I don't see how it makes any more sense for them to be shipping out makeshift pipe weapons... At least in many RPG's the loot you find in crates and other locations actually makes plenty of sense while also being balanced.

    18 hours ago, shimdidly said:

    I agree. Alpha 18 was just more fun with the loot progression. It was cool when, though not likely, you could find any weapon at any time. It also felt more realistic. It just makes less sense that the contents of chests changes from primitive to advanced over time.


    I'm hoping that Alpha 20 brings us a balance between the loot in 18 and 19. 

    I think the loot in Alpah 17 and 18 was a little bit too good, but in 19 it doesn't even make sense.

  7. The current loot progression puts progression over common sense. I would prefer it if all items could be found at any point. But at the start, be mostly low quality and have lower stats, those stats being fire rate, damage, stamina usage, hit speed, etc. Along with bringing back quality levels 1-600 instead of 1-6. Or perhaps a blend of the current system and my suggested system would be even better. That being, still able to find higher tier but lower level items from the start, yet low tier items being more common. Reducing the quantity of loot crates, and increasing loot quality in loot crates could support being able to find all tiers of items.


    Honestly, I still find it nonsensical to be finding blunderbusses and stone tools in sealed shipping crates and locked gun safes. It's also nonsensical that most quality leveled items just don't even exist in loot until 14 hours of game-play more or less. I can see some people just giving up on the game thinking it didn't have any guns or different items, after playing for 5 hours. If of course they didn't just buy guns and tools at the trader. Which brings me to my next point. Why even lock down higher tier items when we can just go to a trader and buy them. So many loot crates all filled with items worse then what we can just buy at the traders. I'd like it, if looting was as rewarding as trading, from the start.


    A negative of the current system is that players may not even be able to collect the lower tier level 6 items after progressing far enough. Then we have those instances when for example, I have level 6 primitive items and I start finding the next tier, iron tools and weapons, but the iron items are useless because the primitive items have better stats.


    Honestly I don't expect anything to change. After playing a lot of alpha 19 and previous alpha's, I still prefer it when I was finding all items with quality and stats increasing over time. I will always kind of resent the direction TFP took with the loot balance. And, I don't expect my opinion to change once pipe guns are added.

    • Like 5
    • Dislike 1
  8. @faatalDetails, I've recently noticed that crafted topsoil blocks have 200 durability, but world generated topsoil blocks have 250 durability. Will Alpha 20 have topsoil durability parity? And now the ideas are rolling... Will there be a system for topsoil and dirt, that's anything close to how grass and dirt work in Minecraft? It's always annoyed me slightly, that no matter how long topsoil blocks are buried for, they will never turn into dirt blocks.

    46 minutes ago, MechanicalLens said:

    Will hatches and doors still downgrade in A20?


    Has the max health of vault hatches and doors been reworked to more closely match blocks upgraded to steel, or are they staying the same?


    Has glass been redone in A20? The vast majority of glass types and shapes in A19 are completely transparent to the point you wouldn't even know they're there.

    I'd say the glass needs to be more glossy and reflective...

  9. 11 hours ago, Fanatical_Meat said:

    Would forcing the game to run on physical cores or select cores inprove

    performance as opposed to letting it run on any of the 16 cores when unity only needs a few cores to run.

    It depends on your computer. If your GPU usage is not at or near 100% usage, you can most likely increase performance by forcing 7DTD to run on 4 cores. Doing this, I'll see about a 20% increase in GPU usage and FPS. First I tried running it on my 4 fastest cores. But I got the best results by running it on 4 cores from only one XCC, the XCC with my fastest core. You can find out which cores are fastest and how many XCC's you have with Ryzen Master.

    • Like 1
  10. 1 hour ago, Fanatical_Meat said:

    Disclaimer: I know enough about this subject to be able to do stuff but more than enough to do damage or false conclusions.

    I believe I can restrict cores in my 3800x, is a performance increase possible by restricting virtual cores or even physical cores?

    As in restrict the cpu to only use four or eight physical cores or is this crazy talk?

    What exactly are you saying/asking?

  11. 8 hours ago, littlegreen said:

    @Roland @faatal


    Guys, are there any future plans to enable super sampling for the game? Either DLSS or FFX-SR (preferably DLSS lol)

    I know it is best to optimize as best as you can so that stuff like that is not needed at all, but I am struggling to display Ultra settings on anything above 1080p in high frame rate, and I happen to be running a 3080, so... super sampling maybe makes sense? 😇

    Yes please, for now I wish they'd at least get exclusive fullscreen working because without that I can't even use any down sampling resolutions without first setting my desktop resolution the desired DSR resolution. Even with TAA, a little bit of down sampling helps reduce blurring.

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