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Laz Man

QA
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Everything posted by Laz Man

  1. All of the skyscrapers were questable dungeon designs even before A20. That did not change. As far as the crack a book HQ is concerned, it was redesigned to be more believable. The old version had alot of unbelievable things (e.g. printing press on upper floor but no elevator?) As far as loot is concerned, it probably was reduced because it was not balanced. The new one is relatively faster to clear in comparison to the old version and other skyscrapers. As far as the joe bro builders POI (skyscraper_04), it is a T4 POI and was balanced accordingly. It is worth pointing out there is still a considerable amount of construction crates which yield alot of good loot for crafting which was buffed in comparison to A19 (Great source for acid btw)
  2. The challenge is probably where to draw the line and/or a limitation with the new material upgrade system. One of the benefits of the new shapes system is being able to quickly add shapes without having to manually setup things like block upgrade paths, etc. This also reduces errors.
  3. Restore Power quests as well can be quite a bit away. It would be nice if the distance a POI is a variable in the duke or xp reward. This might be a nice incentive for players to take the farther quest since it essentially would require more of their time to do.
  4. Assuming the zombie spawning is not delayed by server and/or latency issues, please submit a report which POI you are experiencing this. If its a volume configuration, level design can probably adjust it. See this tread as reference. https://community.7daystodie.com/topic/26624-sleeper-alerting-system-is-weird/?do=findComment&comment=464543
  5. My guess is the volume bounds is too small and needs to be adjusted. Won't know for sure until the designer takes a look at it directly.
  6. That is perfect example. Those types can be adjusted on the level design side. If you have any more of these, please submit a report. I am familiar with this POI and will get a ticket submitted internally for it. Thanks.
  7. It's specifically for POIs in the country town tiles where there is a driveway and part within or greater than 5 meters of the POI edge. This ensures the tile sidewalks align well with the given POI driveway parts.
  8. Now you are just trolling lol. Lots of stuff break from build to build even from changes not directly related to each other. I will concede the last word to you though if it makes you feel better. 😄
  9. Yep, that is one of the dangers of modding in code that was commented out. Chances are the commented code was not tested by QA in the numerous builds leading up to the A20 release. Point being, just because it wasn't your code, doesn't mean it should work without issues.
  10. I am not intimate with the code in question but perhaps that is one reason why its not implemented in vanilla yet. Its not fully tested and/or there are issues with it. It seems the doom is fine for now so hopefully things are good for now. 😎
  11. @Doomofman I found your inquiry to Khaine here. Just because he says it works for him and others that doesn't automatically mean its not a mod issue. The error you are getting is definitely a XUI error which tells me its probably related. My best advice to you is to disable/remove the mod, revalidate your files and retest. If you continue to get the errors with the mod disabled, then repost your new output log in your bug report so we can continue investigating the issue. If it only happens with the mod enabled, then it is definitely an issue with it or how you are installing the mod.
  12. I read your bug report and log. Actually your NullRef is probably because of your xui mod. Also the QA rep. Referred you to the mod author for help. Did the mod author tell you otherwise? NullReferenceException: Object reference not set to an instance of an object at XUi_FallThrough.Update () [0x00031] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0
  13. Also to add, lots of new lot_industrial POIs were added that make good starter bases. There is also another thread someone started of their favorite A20 POIs to take over. 😎
  14. All of those were probably updated because they hadn't been in a long time and not because players were using them as bases. Would need to know what was changed specifically in them that you missed to be able to tell you why. Edit: for example, most of all of the old vacant lot POIs were replaced with something new since they were so old and outdated.
  15. Leave the politics at the door please. Also, the game is an early access, things will continue to change from Alpha to Alpha until the game is complete. As much as some people would like to think, the devs are not targeting players looking to ruin their fun. Bugs will arise and balancing is ongoing.
  16. Happy New Year everyone! There are actually some survivor site POIs out in the wilderness that look like horde bases that failed. (E.g. spike traps, corpses, etc.) Not sure if player built horde bases will ever be added part of vanilla because they would look inconsistent with the rest of the POIs in the game world. However, I think it would be cool if there were POI versions of our electrical traps as that would make even more interesting survivor sites.
  17. Have you tried the community compo pack? Apart from the very specific loot requirements and electrical traps, it has alot of experiences you are describing. @stallionsden should be able provide you more info.
  18. Yep, they are also designed with multiple ways in/out and make for potential horde bases.
  19. As fun as the dungeon POIs can be, we definitely want to add more remnants as well since those offer a different gameplay experience. The new restore power quest will most likely undergo some more gameplay improvements as well.
  20. I encourage anyone who experiences a zombie pop within their view or late (especially in Single Player) to submit a bug report (see red banner above). You can take a screenshot of the POI that you are in very easily by pressing F11 and typing a comment. The screenshot will be saved in your 7 days to die directory (e.g. C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Screenshots) and have the name and coordinates of the POI on it as well. Alot of the time, a sleeper volume can be adjusted to fix the issue, assuming the delay isn't because of a server issue (e.g. max alive reached).
  21. Ooo sweet, you got the new remnant skyscraper there too...😎
  22. Last time I checked it was roughly double line of sight and hearing. Lighting impacts line of sight though so if you are standing in a shadow it probably reduces their ability to see you as well.
  23. It is also worth mentioning parts don't spawn within the editor > playtest. To test them out, you will need to load your POI / tile in an actual game.
  24. New doors and windows like the cellar doors, roll up doors, and shutters can be shot through when they are partially broken. The older doors will get their pass once they are updated. I'm leaning more towards feral sense during the day since night time has running zed threat already. If playing with no bloodmoons, I'd suggest feral sense on all the time. 😁 I hear yah, there is a fine line between super OP aimbot AI that insta headshots you and blind bandits that can't shoot the broad side of a barn... I have faith in faatal and the programming crew....😎
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