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Laz Man

QA
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Posts posted by Laz Man

  1. 12 hours ago, Riamus said:

    With 1.0 coming out and plans to finish everything in under 2 years, I'm wondering if there has been any discussion about improving the POI Editor and World Editor?  The World Editor lacks the ability to do anything besides mess with POI placements.  It would be a huge improvement to be able to save changes to the world that you make in it.  And the POI Editor has numerous bugs and many of the controls are either confusing or hard to use or simply undocumented.  In short, it's clunky.  It was okay to be left in that state while in early access while the game itself was being worked on, but now that things are coming to fruition, it seems like it's a good time to get these updated to be more useful.  I'm sure even TFP POI designers would appreciate better editors and I know the rest of us would as well.  So... any chance they'll be updated and improved?  Maybe not for 1.0, but at least somewhat soon?  Please.  :)

     

    We plan to do some documentation at some point once changes have settled.  As far as improvements / optimizations, a few did make it in for 1.0.  Hope to get a few more in the future.

  2. 45 minutes ago, FramFramson said:

    So here's a question which probably won't get an answer right now, but I'll ask anyway. 

     

    In the prefab editor, there are a number of very interesting, yet incomplete skyscrapers. A bunch of them, including an absolutely glorious 25-story tall monster under "aaa_skyscrapers" and a rather civic-minded/government-looking one under "skyscraper_05".

     

    I know we're getting at least a couple more large buildings in, but might we hope for the completed versions of any of these specific ones in A22/1.0?

     

    And is there a plan for that 25-story behemoth? Because hooooolllly sheeeeeeeet.

     

    Some of those are proof of concepts and/or facades for possible future content.  They are not all guaranteed to go into production.  Dishong is still currently the tallest skyscraper in A22 / 1.0.

     

    We are still focused on downtown remnant POIs currently, but it is still possible for extra unplanned content to squeeze in if we have time so there is still hope.

     

    Out of curiosity, what new POI would people like to see in A22 / 1.0 if you could only pick one?  Sorry, no airports or yachts...😁

  3. 15 hours ago, mstdv inc said:

    There is one topic that bothers me. Attracting and retaining new players.

    This concerns how the game is being talked about on the Internet.
    Most often in the tops and articles, the game is referred to as "survival in the open world in a zombie apocalypse with horror elements."

    Sometimes it is called "voxel-based".

    Do you know what "voxel-based" means to ordinary people? It doesn't mean anything. An incomprehensible set of words. And they are not interested in finding out what it is, they are unlikely to go Googling. Yes, that's not necessary.
    They want to buy a game and play it.

    And the "voxel game" is the main reason why it is incorrect to compare it with ordinary AA, AAA, AAAAAAAAAA-class games.
    But people don't know this and compare instead of trying to play on their own. They rate the game based on articles and tops that miss one of the most important features of the game.

    There are very few official materials on the game. Screenshots and videos for the press.
    Game reviews often use old screenshots or videos.
    Personally, I learned about this game in 2018 from a YouTube video with a review of the games. I was shown the gameplay from the old alpha version, and I just scrolled through it.
    Right now, open Google images and write "7 Days To Die". You will see a couple of new covers and screenshots, and then only the old alpha versions.
    I was so surprised when I first launched the game in 2020. It was completely different from what I saw on the video. It was much better.


    I think it is important in the video about the release of version 1.0 to focus on this and show clearly what can be done in this game, but cannot be done in 99% of other games.

    I do not know who wrote the text that Rick voiced in the Alpha Exodus video, but this text is addressed to people familiar with the game.
    To attract new players, it is necessary to show everything that this game can surprise and delay, without using definitions that are difficult for ordinary people like "voxel-based".

    Show how you build a beautiful building, and then destroy it, show that you have a huge city in which you can enter every building.

    The video that will be released for the 1.0 release is very important to attract a new audience.
     

    I also really hope that you will pay attention to the training quests.
    Journal entries are evil. Nobody reads them.
    Show the basics of the game in the form of short videos. Tell us about the tools and their levels from simple to steel, weapons, survival and base construction.
    Biomes, loot, progress, and more.

    Here's the right way to beat the grass. Here's the right way to defeat zombies. It can be cured, and it can relieve a headache, it can cure an infection.
    That's how to build, and that's how to modernize. With this, it is better to extract wood, and with this, stone and iron.
    You can barricade yourself in a ready-made building or build your own base.
    And so on and so forth. 
    You shouldn't expect people to figure things out on their own or turn to google. 
    They will close the game and make a refund.

     

     

    We have a couple of new things shipping with A22 / 1.0  that should help in this area. 

  4. 1 hour ago, aamatniekss said:

    Looking good! I have only 1 question

    1. Will the invisible trigger/zombie spawning out of nowhere in rooms you already cleared system will be fixed? I remember some very jarring experiences in a21, where I cleared a bathroom, went into a living room which triggered something and zombies spawned in the bathroom I already cleared. It feels terrible to play like that. Another  example is the big prison, where there's just tens of zombies spawning in thin air, as soon as you step over some invisible threshold. In my opinion this has been a real downgrade to the enjoyment of the game, so I hope it gets fixed/changed.


    Outside of that, im loving all the new stuff coming, keep up the good work!

     

    Do you remember the name of the POI with the bathroom / living room?

     

    The trigger system has received some improvements in A22 but how they function is still mostly the same.  Hopefully stealth gets some more love when bandits are worked in, but nothing definite yet.

  5. 13 minutes ago, WaywardEko said:

    Was curious if the new character models would be dropping with 1.0/A22.  That was a little unclear for me since the Wardrobe system was called out for the Q4/Storm's Brewing drop and there is no mention of character overhaul in 1.0.

     

    Thanks!!
    Eko

     

    Yes, the new character system will be in 1.0 / A22.

  6. 2 hours ago, RhinoW said:

     

    The irony of talking about false assumptions and then calling me uneducated on my area of work lol.

     

    I know they are not the same ones working on AI, you should probably read what I said more carefully. My point is, have you seen any attempts at bandits for over 21 alphas? No, you havent. Instead, you saw systems being reworked countless times, pretty assets being made to blind the actual "uneducated" people of significant work being done and mediocre quest and enemy variants with very few significant things inbetween that don't justify how long each alpha takes to make. I would accept arguments of budget and team size many years ago, but they gained literal many many dozens of millions of dollars since it first appeared on steam.

     

    They became greedy, made greedy choices and lost the love for the game they once cared for. Which I understand the last part, its been too long working on this game that it probably feels like you're moving on ice, no wonder they announced a new project a while back.

     

    Again I don't expect much from a user that defends this game tooth and nail any time criticism surfaces (As if I hate the game lol). This is my take, this is what I see, and there's plenty of evidence around. Sorry to burst your bubble.

     

    No bandits in 21 Alphas?  If I remember correctly the first iteration of bandits were what the modders first used for their modded bandits.

     

    There was also a new version of bandits in testing / development prior to the release of A21.

     

    On the level design side, we talk about their implementation in levels all the time.  I know it sucks having to wait, but can assure you progress is being made.

     

  7. 1 hour ago, Adam the Waster said:

    So when you were talking about remenat shopping plazas@Laz Man

     

     

    Are they like ruins, ravaged and broken down or Just another set of plazas 

     

    And how do they improve performance.  Do you merge them together? Like zoes nails and Vick Garsons 

     

     

    Remnants are often referred to as non-questable POIs.  They are great free form exploration locations and often are designed with the mindset that they can be taken over and retrofitted into player bases.  Coincidently, they are more performant than questable POIs (e.g. less vert / tris).

  8. 2 hours ago, beerfly said:

    About cars on the roads, we had some issues while driving around to have them spawned just in front of us, not only them but different assets also.

     

    Is the view distance gonna be reworked in A22 ?

     

    Have you submitted a bug report?  If not, I encourage you to do so along with your game settings so QA can see if it's happening in A22.

  9. 22 minutes ago, Riamus said:

    Of course, we also have strange situations with vanilla tiles already.  An unfortunate side effect of tiles when there are so few of them is that designers like making unique tiles and the tiles often don't really merge well with one another.  Numbers of lanes changing repeatedly along a road, road borders not always lining up between districts, crazy corners in odd places, guard rails between tiles that get placed facing one another....

     

    I think I would prefer having more tiles, even if they aren't "perfect" just to help diversify the towns and allow for more variety in how things can look.  But I do agree that tiles need to have some kind of cohesion between one another so the town looks at least somewhat okay.  At some point, Teragon will offer the ability to dynamically place tiles with specific restrictions on which ones can attach to each tile.  This can allow for much more variety without randomization messing up the overall look.  For example, you'll be able to have boulevards that don't randomly go from one lane to two and back again over and over or raised roads that don't suddenly become not raised, etc.  But that's down the road a bit.  It would be great to have something like that in RWG as well but I kind of don't think it'll happen.

     

    The history of RWG maps is an interesting one.  I remember back in the days before tiles were introduced how POIs were placed strictly by code in a grid and felt very disconnected / unnatural.

     

    What I appreciate about the tile system is it eased some of the responsibility off of programming to create a natural looking city scape through code and pushed some of that responsibility onto the level designers.

     

    Although still not perfect I feel it was a huge improvement.  We have some new RWG and tile updates coming in A22.  Stay tuned. 😎

  10. Tile design is very intricate.  There are alot of things to consider such as how many POI markers can fit into one and what variation of road placement can you have. 

     

    For example, it is generally bad to design alot of roads on the edge of a tile since it creates strange parallel roads when 2 such tiles would happen to be placed next to each other.

  11. 2 hours ago, HB_H4wk said:

    Is the Game Engine part of the issue of "Performance"?

     

    Imagine if all the roads were filled with vehicle models.  That is more polys for the game to render when the player comes upon it.  Downtown is already the heaviest district verts / tris wise.

     

    We also intentionally design spaces for players to drive their vehicles through in tiles and POIs.

  12. I think Jiggle physics has received an optimization pass in A22 but not 100% sure.  I recall it being talked about (e.g. disabled at a certain distance).

    13 hours ago, Adam the Waster said:

    New business strip

    20240413_232850.jpg

     

    We have several remnant strips being worked on currently which will add to the variety and help with downtown city performance.

  13. If I recall, faatal mentioned many things are on the main thread because of unity.  I know some users have posted suggestions in the past and he explained why it wasn't so easy.  

     

    As far as optimizations are concerned, they are happening all the time.  There would of been no way the game would work on the consoles without them.

     

    More optimizations will keep continuing to happen.

  14. 2 hours ago, WarMongerian said:

    I know this game has been around for quite some time, but for me there is still undiscovered areas on the map and undiscovered game content to experience for the very first time.  Given also that the few folks I know that played this game back in the day, and all of them agree that the game has changed over the years from what it once was to what is has become today, and what it will become in the future, are you really saying that new players/customers should not come on these forums and enthusiastically share their ideas for what they (rightly or wrongly) think will make this game even better than it already is?  That would be disappointing.

     

    The game has been around for a long time but we are always interested to hear thoughts and ideas from players, especially new ones.  It is one reason why we have a pimp dreams section on the forums so players can post things they would like to see in the future.  Although we are at the tail end of adding features for 7D2D, doesn't mean we won't consider them for future content (e.g. DLC, future games, etc.).

     

    Edit:  Thank you for posting your ongoing experience.  Will share with others on the team.

  15. 1 hour ago, User said:

    Yeah, its kind of a neat idea. More special enemies/gameplay elements would definitely be a plus.

    I personally am curious why they added the mutated zombie, since we already have an acid spitting archetype, and they dont really do anything other then do some radiation splash damage, and I'm pretty sure spider zombies dont climb up walls anymore? Could be wrong. Variety is good, so I'm happy we have them but these things make me think of more unique possibilities, my mind immediately goes to l4d2's zombie subclasses. Imagine a zombie that can displace you and bring you into dangerous situations like the smoker, or a zombie/screamer that if you disturb, summons a horde? Which would add some caution when exploring pois. You could even use  displacement to your advantage in a tricky situation, adding some fun gameplay complexity and risk as opposed to just shooting. As it stands,  I think the tier 5 pois are kind of meh is because the whole challenge is purely due to absurd numbers of zombies, at least from what I can tell, could be wrong. Hopefully tfp learns something from Blood Moons no matter how it performs, even though they're not the developers. It also really tanks performance in the higher tier pois, to facillitate the sheer amount of zombies, so I'd be all for more individual threats over sheer numbers.

     

    We have had plans for zombies with special abilities in the base game for a while now, its just other things have been given higher priorities.  Hopefully some of those special abilities still come to fruition at some point.  We will see how things come together once bandits are introduced as that will allow us to create different experiences, especially the ranged bandits. 😎

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