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hotpoon

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Everything posted by hotpoon

  1. I think that's because the game changed so drastically in A17. A16 was still fun, but it introduced sleeper zombies which I don't care for. At least in A16, the sleepers weren't all hiding in the walls and rafters, but still. A15 had the hub cities teaming with zombies. The game now, whilst much better looking feels empty and devoid of zombies.
  2. If I’m correct the current console version is 15 which is the best version anyway. I foresee a lot of console users are going to be massively disappointed when they try the game in its current state and realise how much less fun the game has become.
  3. Increasing the zombie count probably only increases the numbers of zombies hiding in cupboards and up in rafters. There is a mod...I think its called "Increased Wilderness Zombies" that helps make the world feel less barren.
  4. Thanks for the clarification. I think if that were made clear to streamers, none of them would use the integration. 20% cut of bits is nothing for TFP who are already multi millionaires, but it makes a big difference to streamers. Pretty unfair.
  5. Am I correct in saying that TFP take a 20% cut of all the streamers bits whilst integration is running?
  6. I also prefer stupid zombies. I’ve had the opposite experience of unnecessarily long pathing. The other day I was on a building roof and took a shot at a bear, which immediately ran around the back of the building to the entrance, to break down the door, obviously planning to come up several flights of stairs and break through the roof to get to me.
  7. YES! I brought up similar sentiment when these illogical skill trees were introduced. In fact I recall a lot of people did, but from the few responses I saw, I got the impression the devs thought it would increase replayability to tie specific weapons to specific attributes, thinking people would have separate playthroughs for specific builds. Like a 'perception' playthrough etc. I hope they don't still think that. Your system makes SO much more sense. I really hope the devs will consider it. Also agree with the OP. The more I play with the magazines, the more I dislike it. Coupled with tying loot to gamestage, it forces a very linear playthrough having to unlock and use things in their 'correct' order. We no longer get the thrill of accidentally coming across a compound bow on day 2. I know I might be in the minority, but I love the randomness of RNG.
  8. My husband is having the same issue - not getting enough seeds back to replant. Guess he's also unlucky.
  9. Last night I died due to my own stupidity, and then chose ‘spawn near bedroll’. I spawned on the road next to the POI and instantly died again for no reason. I have had this bug once or twice before in previous alphas, and other people i have spoken to say the same. Seems very rare, but it happens. Have any of you had this? Is this a known bug?
  10. It’s not that stealth is OP. It’s that sleepers make the game easy. I don’t spec into stealth at all but I can clear a poi with one shots from a distance while crouching because all the zombies are sleeping. If they were walking around, you’d have to watch your back and front constantly, even if you’re crouching, That’s how it was in A15. It was quite scary and thrilling. The only thing that makes a POI a challenge now days is the occasional auto triggering wake up event, but those negate stealth altogether so are unfair on those who spec into it.
  11. The graphics (with the exception of the sickly looking character models and hairstyles, and UI that looks like it was design on Word) in this game has gotten better and better over the years, but the sounds are worse than ever. Especially the level up and party invite sounds - they have such a negative gong to them, it sounds like you’re being punished for something. The pumps really need to hire someone who knows what they’re doing in the sound effect department.
  12. This. Probably an unpopular opinion, but I think the game has gone downhill since A15. In A15, we had hub cities and zombies roaming around everywhere so it felt alive. Then when they added sleepers in A16, it felt a bit empty because half the zombies were hiding in closets. It seems like every alpha since, they have been adding more and more into closets and less and less outside, so it just feels like a ghost town now. The other day, I fired up the A15 alpha and it was thrilling. Knowing there's no sleepers, you don't know when you're going to go around the corner and walk into a zombie who is AWAKE and ready to end you. You can't just sneak around one-shotting all the sleeping zombies like you can now. Of course A15 also had other great stuff as well like learn by doing, lootable corpses, smell, gun parts, the wellness system. What a gloriously close to perfect alpha that was. All they had to do was add more stuff, pretty up the UI, and fix the player models, and it would have been bliss. Since then it feels like the Fun Pimps Police just take away options to funnel people into how they think the game must be played.
  13. I recently logged in to 7 Days to Die to check out the new content and see I have a new Steam achievement "Meet Your Maker (Die 28 times)". Is this the dumbest achievement in the history of steam achievements? This is in fact, the very opposite of an achievement.
  14. Removing jars is an unnecessary simplification, just like removing gun parts was. Just another thing modders will have to fix.
  15. If I can die from falling, so should zombies, even without spikes, but ESPECIALLY after going through the massive effort of digging the trench and chopping down a forest for the wood of the spikes, and then having to go and repair all the spikes afterward.
  16. I wouldn't take what the echo chamber in here says to be unanimous. With over 10 million copies sold, there's all kinds of people playing with different desires. I don't think it's a bad idea to have a skill like you suggest,. Don't know if I would spec into it myself, but that's because I subsist mainly on what I loot rather than harvesting/mining. My husband would love it though because he is always looking for eggs and stuff to mine . It could even work with a hotkey - like you hold alt to see all the things you've tagged - similar to how you hold down alt to see loot on the floor in Diablo/PoE.
  17. Just saw this tweet: From all the talk of new 'decorative' vehicles, I imagine this is just a prop, but people who aren't reading stuff on the forum (most people) won't know. Going on the wording of that tweet, they will think they can hitch a plow to it and ride over zombies (which would be cool). I foresee wailing and gnashing of teeth when they find out that was fake news.
  18. Well said. I agree on almost all points. QUESTS Sounded fun in theory, but quests have ruined the game for me. Fully exploring a town is way more fun for me, but knowing I'm getting left behind while everyone else no-lifes the quests bothers me. It's the meta for multiplayer now. GAME STAGE I didn't care for game stage when they added it, but tying loot to game stage was the worst idea. I'm a big fan of RNG, and not knowing whether you're going to get lucky and find a pink compound bow on day one was half the thrill. My last playthrough I knew I was only going to find stone crap even if I break into a safe, so why bother? Kill zombies until the game stage gets higher and then go looting. That's sad. SKILLS My husband and I really enjoyed LBD, though I think it was applied to too many things. I'd prefer LBD for attributes only, and uncoupling specific weapons from specific attributes. I hear a rework is on the cards though, so I guess we'll see. SCREAMERS AND HEAT MAP I don't mind screamers and heat maps, but I think high skill in sneaking should hide you from zombies, even on bloodmoon. GUN PARTS I enjoyed gun parts but don't feel strongly about it one way or the other "SMART" & "GIMMICK" ZOMBIES I like the gimmick zombies, but don't like the AI. For me the issue is the way zombies know the hit points of every block in the game and path to you via the easiest route. I'd be ok with one specific gimmick zombie (e.g. the one with the hardhat) to be able to have structural knowledge, but I expect the rest to rush at me via line of sight only. I also expect only the spider zombie (and maybe the cheerleader and skateboarder) to be able to jump far. Currently they are all super jumpers which doesn't make sense. My fear is that the devs have realized that with the current fancy graphics they can never have a lot of zombies, so they are making them smart instead. I'd rather have worse graphics and more zombies. NPCS I think NPCs could be a good addition, but need to be implemented well. OTHER 1. The game could benefit from end game content - maybe boss zombies in difficult areas guarding the best loot. Think of Conan Exiles/Ark Survival Evolved/Valheim. These are fun to prep for, especially in multiplayer. 2. All zombies should ALWAYS be searchable. If I have to expend a lot of ammo and risk my life for bloodmoon, it should be worth it for the loot. 3. There needs to be toggles for things that people are highly polarized about (example digging zombies). I don't care one way or the other, but for some people it's a deal-breaker. Just give an option to turn them off. Problem solved. 4. I'd like a mode where you have to penetrate the brain to get a kill. You should still be able to do damage to anywhere in the body, but you should need a headshot/cut off head/bludgeon in head to actually kill it. In State of Decay 2 it was absolutely hilarious to create zombie slugs by chopping off all their limbs.
  19. General A20 Feedback RWG has come along way and cities look fab. A lot of attention to detail. Tier 5 towers absolutely wreck performance for every one on the server even if they aren't in the vicinity when someone starts a quest there. Farming is not enjoyable, so its increased difficulty this alpha, has made me add an A19 farming mod. I prefer not to use mods because it makes me reliant on the modder to update it. Similarly, I use a mod to make the zombies lootable. This should be in the default game, as it used to be. Find it strange that you need a recipe for bacon and eggs, but seem to have innate knowledge of how to make pipe weapons. I've come to the conclusion that trader quests ruin the game. The ease of reepeating quests, together with small inventories and low stack sizes make people on our server less interested in exploring the map - instead they just do trader quests over and over again in the town closest to their base, and quickly become bored of the game and stop playing. I think it's getting the same feeling of pointless quest repetition that you find in a lot of MMOs. Still think specific weapons shouldn't be tied to specific skill trees. It makes me feel cheated when I have to put points in 2 different trees because I want all the perks of one tree but don't like the weapon associated with it. If you instead made weapon skill increase with some form of LBD, that feeling of frustration would disappear. Absolutely LOVE the way you can now scalp zombies, and how their heads sometimes pop off. Twitch integration is HILARIOUS, especially the big head zombies and silly sounds. Looking forward to roaming sleepers, better player models, and water overhaul in A21. Pimps, thanks for your passion for this game, and that you are so communicative with your player base. Most other devs could learn a thing or two from you.
  20. I agree with most, if not all of your points, but especially the above two. 1) Since removing the wellness system, there isn't much desire to cook exotic high tier meals, so making farming even more of a bore than it already was isn't a step in the right direction. It's just not fun, at least not for me. 2) Personally I think the zombies should only die from head wounds. We should still be able to hit limbs in order to pop them off to make a pet zombie slug though :). But, if a zombie falls from high enough, his head should pop like a grape, and that should be instant death. That would be really entertaining, and a reason to build tall bases again. I'm not a sociopath, I Promise.
  21. I've experienced this problem in a T4 recently (the university, I think it was), where I'd snuck through the whole POI, killed everything and looked in every cupboard (because I'm a hoarder), but the quest indicated that I hadn't cleared everything. So I ended up running through every floor in order to make a noise, and that is when a couple of crawlers eventually fell through the ceiling boards. I thought that was a bit annoying, and a waste of time. I've never been a fan of the sleepers at all. I preferred the liveliness of A15. The hiding zombies make the world seem abandoned. So for me the first prize would be to remove all the sleepers and jump scares. Of course, I highly doubt the devs will do that because they have clearly invested a lot of energy into turning every POI into a mini dungeon. So if that is the way it must be, then, I agree with the above quote. Edit to add: Another possible solution would be to mark off the last 5 zombies on the compass.
  22. I'm not talking about A19 to A20 updates. I could certainly understand the config changing between major releases. I'm talking about setting up a server for A20, and then a minor update to A20 overwrites the config. We've run so many different game servers and 7DtD is the only one that does this. It really seems sloppy to me. Your snide remark with nothing constructive to add is the most pointless of all. My PC runs Cyberpunk well and that's also very CPU heavy.
  23. I don't know why you think the config would be a critical file that's expected to be overwritten. If they make changes to it sure, but if they don't then including it in the update just creates unnecessary work for the server admin. I'm not a game developer, but I do a lot of web maintenance, and when I update a website, I only upload the files that I've actually changed. Similarly when WordPress pushes out an update, they don't overwrite the config file with all your database settings etc. That would be absurd. On the optimization point, I think you're quite lucky not to have noticed. I have an oldish CPU, but a GTX1080 and 32 gigs of ram which runs a myriad of other games very well. I have most of my settings in 7DtD on Medium with all the extra jazz like bloom etc turned off, and I get 50-60fps usually. When someone enters the tower though, it doesn't matter where I am on the map, my FPS goes down to single digits. It's a total slideshow at that point. Horde nights are also unplayable so we switch them off now. I'm aware that the bulk of optimization is supposed to happen in beta, which is why I say I hope they have something up their sleeves.
  24. I'm playing on a multiplayer server with a few friends, and I have some brief negative feedback that I hope will be taken constructively... 1) Updating the game should not overwrite the server xml file If you update 7DtD, your single player game settings don't change, so not sure why the server settings xml file needs to be overwritten. It's quite inconvenient to have to go reconfigure all those settings every time there's an update. 2) The T5 towers are unplayable Any time someone on the server enters one of the T5 towers, others in a different town on the same map get such a hectic FPS drop that it's like a slideshow. The towers were always taxing to those exploring them, but I don't remember them being a problem for other people on the server that aren't even near it. Surely this is a serious optimization problem? Lack of optimization in general worries me. This game keeps getting more and more beautiful, but the FPS worse and worse. Is it a really a good idea to introduce things like waving grass, jiggling bits, and higher res textures when what so many people are really asking for is more zombies? Maybe TFP have some optimization tricks up their sleeves...I hope so.
  25. The way my husband has been running his Twitch Integrations is to have integrations on, but paused to allow viewers to lurk for points, and then near the end of the stream, he unpauses, and viewers throw what they can at him with their accumulated points. There appears to be a cap on how many points a lurker can accrue (the xml says 1000 for non subs and 2000 for subs). He has edited the xml on the server to be 5k for non subs and 10k for subs. We tested these new settings last night, however, and it seems the 1k and 2k caps remain, even though the xml files show the new figures. Do these settings need to be changed elsewhere to take effect?
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