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Laz Man

QA
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Everything posted by Laz Man

  1. Yeah I don't think that's an A21 exclusive issue.
  2. It's not so much reach has been increased but network traffic improvements has changed how combat timing feels compared to last Alpha. Will take a bit of muscle memory relearning. However, Faatal in his wizardry has come up with a way to shorten the reach of smaller enemies such as crawlers which should make things feel better.
  3. I like your way of handling your friends....😅 I'd play alone too or do my own quests if my friends always gave me the leftovers after getting the enjoyment of opening everything...
  4. Also, I'd like to reiterate crafting progression was broken and needed to be fixed. A good example was weapon quality unlocks. (E.g. perks unlocking the same crafting quality levels for all tiers of weapons governed by said perk) The new crafting magazine system smooths out that progression while giving players even more reason to explore the POI filled world which is a large part of the gameplay loop of the game. Although its definitely slower then unlocking a recipe by buying perk levels. For me, it feels more immersive and rewarding to scavenge the world for knowledge of the past to improve my crafting skill. Additionally, as someone who loves crafting, I now have the potential to craft everything if I play long enough instead of being locked out of high quality crafts because I don't have enough perk points to spend.
  5. Hi jdzane, click the A21 banner above on how to submit a bug report if you haven't done so already. I think there is a known issue with running out of memory if you generate too many maps back to back without exiting. Regarding the no trader issue, we will need your map info. / seed. Thanks. You may want to clear out some old generated maps pre A21. I know those take up alot of space. Stored somewhere like... App data / roaming / 7d2d / generated worlds Just make sure to backup any old saves or worlds you plan to keep.
  6. Pretty much yes. Most of it feels fine to me. There are a few exceptions though like luggage loot. I think we don't have an open state container for those that don't look strange yet.
  7. It's not a questable POI in A21 so make sure to set expectations accordingly...😅
  8. The majority should be. However, the Navezgane map has alot of work still needed to be up to par with RWG games tiles and roads. On the flip side, Perishton did get an update and also has an exclusive mountain tunnel...😎
  9. True, I guess mining lead to make the ammo when you need it is probably the way to go. At least with it in loot though, it's just another path, especially if you don't like mining...😅
  10. Junk turret ammo uses lead now so you might want to hold onto the lead you find in loot still...
  11. Just imagine Jen is smacking you away when trying to jump over her counter....😁
  12. Joking aside, that bandit change is probably ground work for future behavior. My guess is something like this...😅
  13. That's one hell of an awesome texture update... 😎
  14. The book that allows multiple enemies to be hit with a power attack is awesome. Feels so good to knock back multiple guys with one well timed power attack....😎 In regards to the loot container change: Keep in mind the new auto chunk reset feature. Busy servers will definitely want to use this feature so areas that are not visited frequently can reset which means new unlootable birds nests, etc. With the destroy/convert on loot feature, now you won't have to waste time opening containers others have already looted.
  15. If you haven't seen it yet, check out the release notes here: https://7daystodie.com/?p=3088
  16. So if no major bugs are seen (by QA) on Wednesday, the likelihood of an imminent release is higher? 😁
  17. FYI, no exp. release this coming Monday (June 5th). Should know more next week.
  18. After drinking the water it gets back into the toilet to become murky water jars...😅
  19. That's funny you mention that. I'd be interested if those players are the ones who have already reached end game at least once and don't want to deal with the durability hamster wheel any further?
  20. Game is not a simulation, so there will always be some level of abstraction. The changes to vehicle damage was not done for realism, it was to fix something that wasn't working well. If it was for realism, we would make you do a lot more then just pop a few repair kits to fix them. I am willing to guess most people will enjoy the change since vehicles can be used as weapons against zeds again. 😎
  21. And this is why texting while driving is a no no.... 😆
  22. @Cr0wst0rm I am not exactly sure what feature or number of features would satisfy your expectations. It is no secret what features are left for gold based on promised kickstarter features (e.g. bandits, character overhaul, story quests, etc.) All I know is our programmers bust their butts off to get their work done. The dismemberment system was not an original promised feature but it was greenlighted and the game is so much better for it. I know Steve has spent a ton of time squashing bugs left and right while rolling that feature online onto more zeds. Faatal's work on the vehicle changes was just one of many tasks he has worked on this Alpha. As our lead programmer he is involved in so many different areas its hard to keep track. I wish I could clone the guy as he is always willing to listen to my level design rants and even fix bugs on the spot instead of telling me to get in the back of the line...😅 It sounds like you develop games too, so you should know that not all games are created equal. Let alone one studio vs another. I think it's unfair to compare development of a racing game to an open world voxel game like 7d2d. Yes, I am sure there are some similarities, but the scope is much larger and there is much more moving parts under the hood imo... Hopefully once A21 lands, I hope you feel all of the work that went into it. If not, I hope you at least get a good amount of enjoyment.
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