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Everything posted by Vedui

  1. In my experience playing Alpha 20, they all have in common that they act decidedly like Matrix Buggy Software Entities very often that need to be deleted They have behaviour that clearly is not intended, and unrelated to being dumb or smart. For instance: 1) Charging the player, gets stuck on a tree (or a 1 wide block) and instead of moving aside, just beats on it. Even with the player moving to stand watching right next to it. 2) Rushing towards the player. Then running away from the player. Then running perpendicular to the player. Then again towards the player. This can repeat making for a super jerky and buggy path. 3) Running towards the player. Player moves a few blocks. Zombie arrives at player position and stops, then starts leisurely walking (having obviously lost track of the player in the span of 5 seconds, despite no obstructions, daylight, etc). 4) Player jumps. Zombies run off to beat on a random tree or pillar, as for a moment the player is now not in the exact spot it was, being 1 meter up in the air. There seems to be something seriously wrong with the pathing, OR the zombie AI is hitting a lot of unintended decision tree branches struggling to adapt in a reasonable fashion. While we had some of this in Alpha 19, it's almost comical with how this makes zombies act decidedly non-zombie like. A "dumb" zombie I can understand trying to break through rather than path a convoluted path. This is not what is happening
  2. I would say the game has progressed towards more action rather than survival focus. Which is not entirely bad, it does make it more accessible. Progression still is super fast though, hundreds of rounds of ammo day 1-2 along with pipe weapons. Still with the view it's a Tower Defense game, I really do hope next alpha actually focuses on that and gives us a bunch more trap types to use. We've essentially had the same traps now for years with no new additions, even some that were eagerly anticipated back in A16-A17 like fire turret, piston crusher and what have you. Adding a few more trap types at the very least would be greatly in line with being a tower defense game ambition Just look at Night Of The Dead which has a huge number of traps, and while the overall game is nowhere near as good as 7DTD, that aspect is a huge draw as people love making traps
  3. Yes. If progression was altered. I personally had the comment watching dev streams that ammo and weapons were super common. It's not hard to have hundreds of rounds of ammo day 1-2, and a few pipe weapons. Save a bit of cash and buy a proper low quality "proper" firearm is easy day 1-2 as well. If progression was day 1-5 bows and if VERY lucky a pipe weapon, then day 6-12 pipe weapons, and 13++ getting into "factory made" firearms, I think people would for sure use them. Right now I commonly find pipe weapons that are better than factory made weapons. Why use that q4 Ak-47 when your Q6 pipe machinegun has more mod slots and better stats? I'd be proud if I could with some pipes and duct tape put together something that's better than a somewhat beat up ak-47
  4. This is starting to make even less sense though. If a pole represents 2-5 % of the material of a full block, it should also have 2-5 % of the resources to craft, and 2-5 % of the HP. Likewise if a plate is 10 % of the full block, it should have 10 % of the HP. But if this just applies to when you upgrade and repair, the whole purpose of pre-made (non wood) blocks falters, as it suddenly represents a much steeper material cost, which really makes the block helper system weird. Not to mention we can't see the HP until after we place, and then damage the block. Beyond that, if plates move back to 100 %, and bars are staying in 100 %, then why are poles and likewise smaller shapes penalized? Then you have basically "Any shape that is 10-100 % of the block space, has 100 % hp, but anything that has 1-9 % of the block space (ie, poles) suddenly have 25 % ... all it means is people won't build using the very tiny blocks for any structural purposes, which they likely don't do today anyhow. So why change it? The only reason I see this would be to discourage using smaller shapes in bases ... but why? If official POI's are an issue, talk to the POI creators. Otherwise it really seems to ONLY be to start restricting players in their builds, which is a super peculiar direction for a sandbox game. Let players build what they want, it hurts no one, not themselves, and no other players either. Now as to bars being intentionally excluded because they are primary window/elevated defenses, that makes little sense too. A pole raised base would suffer from collapses, but a bar-raised base (ie, bars as pillars) would work great. Full HP AND immune to cop vomit as it passes through. In either case, I just think it's a super peculiar design choice. People were super excited with using 1365 (or whatevver) blockshapes, and suddenly this is thrown in which I can't see having any positive effect for players at all, it's all downside. But it's great to see this in an experimental version, so that it can be discussed, fine tuned, and hopefully reverted an removed entirely
  5. I thought... this was communicated last time that there was NO zed damage buff, beyond a "getting stuck" 6x damage which just happened to hit certain shapes more than others, even though it could actually happen to full blocks too? Or are you saying that's not correct, and there was a specific zed damage buff to .. poles?
  6. What about the situation where the "selection" shifts as you click to place .. causing it to place a block not where intended? And to be clear, I am not talking about where the mouse was moved last moment and you misplace. Rather about where the game seems to "jitter" and place where it shouldn't be. This even can (infrequently, but I run across it now and then) place a block BEHIND another block, where you have no visual line of sight to the "back" of the block where it's placing it. Ie, there's no way you could do it on purpose, as you can't target the far side of a block that's out of visual view, but the game "jitter" (for want of better term) still targets it, and places it in an impossible location.
  7. Woo Hoo! Let's hope for those millions of survivors to turn out to the Alpha 20 launch! The feedback I've gotten on all the additions have been great, people seem really excited ... personally love the new RWG/City building style which together with all the POI's is gonna make for a LOT of fun hours exploring!
  8. I believe faatal DID say before Alpha 19 release, that melee bandits were pretty much done, and needed a few days of code to finish up. It was in one of the streams, along with that the raft needed a weekend of work type of thing to get into the game. Now this might have been a super simplification, that certain aspects were ready but not the "final" vision of what Bandits were intended for, but it also likely has increased confusion as to why they are not in. People for instance see lotsa modpacks with bandits and survivors in, very basic sure, but then wonder why TFP "when it only needed a few days" haven't also put them in But it's just one of the unforeseen side-effects of communication, questions are asked, answers are given, but people have their own interpretation on each side that happen to not be in sync
  9. Well, kickstarter developers "legally" owe their supporters (something) as defined in their goals. Early Access on most platforms owe nothing beyond what's there at the time of purchase. However most of this is not about "owing" anything. It's that good developers want to make a good game that their good customers can enjoy. Sometimes we run into not so good developers who are more scammy, but more often they genuinely try to do their best, and sometimes fail. 7 Days To Die has come a long way, and as many have said, likely have given their players value many times over for the cost of the game And not because they OWE anything, but because they LOVE what they do, not just as a business.
  10. I'm a bit surprised this hasn't been locked/banned 😛 I mean it's one thing to want to do a petition against the devs. It seems to go far beyond asking for DONATIONS from people here, to support them in their ... views. Then again I have 2 copies (on 2 steam accounts) and would happily pay for dlc. As far as Early Access games goes, while one can always have issues with speed of updates, there are few games who see active development 8 years down the line, paid for by the initial purchase. The game could have been released years ago and done with, but then we'd have missed so many fun versions to play with!
  11. In survival, not as such. In creative you have some more ways around it. Ultimately, adding a mod which lets you do it, or going into creative is essentially the same. Just use this way, make some brum brum tractor sounds and look away, and it'll be flat in no time! None the wiser! (Also works on MP servers). The actual line number has changed, just search for the stuff (leveltool I think) and it should show up
  12. I admit, I enjoy finding those edge cases where the AI breaks down and it becomes trivial. That said, what I would like to see is AI being different for POI Sleepers VS Blood Moon Horde zombies. Having a fancy "I can run the gauntlet in my POI" is cool, avoids swisscheese much more than what we had in the past. However, for a blood moon horde, a simplistic "We'll rush the player and destroy everything between us and them if we get stuck" would work a lot better (ie, A16 style) and avoid the suspension of belief when they go around the base, then up, then down, through a weak block and then circles around to the now open path to get to the player. In my view, Alpha 16 was the last version where base builds were really fun and challenging. Yes it had the problem with above/below, but if you avoided that particular cheese, you suddenly had a much more interesting base design that looked like a real base, as opposed to a simple A17+ "platform path the zombie falls off on their own" or any other number of ways to treat them like lemmings
  13. I was of course not invisible, as can be seen in the video by all the other zombies working just fine It was only the hawaiian that was having this issues. The same was experienced whether god mode or not. I remember the invisible feature was "fixed" fairly recently in the patch history, which was great and really helped test some other stuff. But in this case invisible mode had nothing to do with it I just happened to be in god mode as I was zipping around while trying to figure out what was going on Yes, it only seems to happen at specific locations. I showed this in the video too, running around outside on the streets was all fine, but as they got (too close) to the tunnel, they had a tendency to just go in tracking the inside point and stop following the player. So it's not something which happens all the time or everywhere, but it definitely is happening at that location consistently.
  14. I was making a new base type, and all was going great, until I tested with Hawaiian Zombies. And was stunned! For some reason, if near the location they will go towards a specific location, going through blocks as opposed to an open corridor 5 blocks away, through concrete, steel, and ignoring me until I'm ~1 block away. As from the pic, they are aware of me, they look at me, and they're even targeting me in their AI. But they WON'T come for me. Has anyone seen that with the new Hawaiian zombie? I included the overhead debug info (num-pad 0) in my video, so it's clear they are targeting me as a player, but they simply won't approach. Other zombies were all fine, I tested that too, so it's only the Hawaiian zombie. Full video where you can see how really weird this looks in action: https://www.youtube.com/watch?v=-CfCjBYy6xM&list=PL5Z54hiemOAvj8-PeONb-9O2Y3fTgg7pN And needless to say, it is causing some issues with the base build, as while the zombie itself doesn't try to kill me, it'll make tunnels through the base trying to go straight to the location luring them in, busting through walls and traps alike 😛 Trying to figure out enough to leave a proper bug report on it
  15. In general, unless the game publisher has explicitly given you permission, the answer is (in I would wager many/most) jurisdictions: 1) Yes, you are legally allowed to record (for own use). 2) Yes you are allowed to upload to anywhere (for own use). 3) No, you're NOT allowed to give OTHERS access to the footage. Which makes YouTube pointless if you just keep it private. But you can use it as a video storage site just like dropbox. As soon as you share the video content, you're distributing it which normally is license violation and often a crime. 4) Yes you normally violate a bunch of copyright laws, and likely your terms of use not only for the game, but YouTube as well which prohibits sharing copyrighted material. That said, those don't really help you, as in MOST (not all!) cases Game Publishers are very happy when people play, record, and share their gameplay. Some have been known to make explicit licenses for it available (on their website). Most simply leave it unsaid in order to not open up the legal box of a poorly worded license, leaving open in the future to making one should there be a need. Since more views means more sales (normally) it's a win win. However, mutual benefit doesn't make it legal as such. I know at least one Early Access game I have, that I can not cover as the publisher specifically disallows it under penalty, so I simply don't record or play it until they relax their use license. For 7 Days to Die content, TFP have been very supportive, and you'll also see mods, Roland especially, who've had threads linking to guides and footage, their twitter account have pushed out info on videos, streams etc, to support the community. You often hear people speak about fair use, and such. However most videos on youtube using copyrighted material would never pass the criteria for fair use. It's a huge topic of its own, interesting to read for those who are so inclined, but more important is really "will I get into trouble for it?" is sometimes more useful. Unless you get a copyright strike, nothing is likely to ever happen And copyright strikes can happen regardless of whether you have a license or not, whether it's copyrighted or not, so has little connection to the legality. I would wager the risk of getting legally in trouble (ie, sued) by a publisher for making a video on YouTube is so small that it's unlikely to be an item to spend much time on And for the record, I make YouTube videos of 7 Days to Die, and I stream it, and I love it! https://youtube.com/vedui42
  16. Always great advise to do a clean re-install, and start a new fresh game without any mods. That goes for a lot of problems with the game (and other games for that matter). There are just so many times people reach out to me about (issues), and it turns out actually they're trying this or that mod and it's not working, and people are upset with the actual game, instead of the mods they have themselves elected to install. Then describe the problems faced on a clean install/fresh game in detail, check logs, as that really does help people provide any specific information
  17. No I believe it's actually totally broken. It does not factor in any armor reduction at all. One could argue the way it's written that removing 20 % of armor means it would go from say 20 armor to 16. However since the damage is the same as regular ammo, one can easily conclude that this does not happen. We'll see how the fix ends up, however in my view the only reasonable would be for it to remove a fixed 20 %.. So it'd bring 20 % armor down to 0. It'd bring 40 % down to 20 %. Bringing armor down from 20 to 16 would be so pointless as to not be noticable, except for targets that had maybe 50-60 armor.
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