Jump to content

Roland

Moderators
  • Posts

    14,369
  • Joined

  • Last visited

  • Days Won

    393

Posts posted by Roland

  1. 1 hour ago, Viktoriusiii said:

    Okay... well that is not what the devpost said, but nice to hear that!

     

    Yes, thanks :) I updated it to be more accurate.

    1 hour ago, Viktoriusiii said:

    You said zombies were scarier than ever before.
    For me, they were just tightrope walking piniatas.

     

    I think that's because I was focusing on exploring POI's and spending the night on the roof of a house or inside a building when I couldn't get back to my base in my comment and you are focusing on horde night defense in your comment. I agree with you that they were too easily exploitable on horde night with minimal building effort and as I posted above, this is another time when TFP listened to feedback and made adjustments. The scary feeling was in having zombies wander in from outside while clearing a POI or doing a quest or a wandering horde notice me at night when away from my designed defenses. When having to wing it and survive the night in some house the zombies would be so much scarier because they would often run up and break a wall to run around on the roof and then come in through another wall behind me. I had a lot of close escapes as well as several deaths due to that.

     

    I would hear a pack of dogs and get myself to the roof of a house only to see them rush into the house and know that my death was really just a few moments away unless I could do something soon as I heard the sounds of blocks breaking and barking within.

  2. 1 hour ago, Viktoriusiii said:

    @Laz Man sorry buddy
     

     

    What @Laz Man meant is that they can duck and crawl when the space is less than 2m high. So for example, all those bases that use a 1 1/2 meter opening that we can duck and crouch through but the zombies can't....now the zombies can in A20. The animation is a crawl but faatal has not adjusted pathways for any zombie that allows them to crawl through a 1m space and won't do that until A21.

     

    I posted a narrative of a recent A20 playthrough and posted that zombies surprised me by ducking and crawling through smaller spaces than they had been able to. But 1m egress for zombies is still on the back burner.

     

    1 hour ago, Matt115 said:

    honestly can you explain why people are "hype" over they behavior?

     

    People who feel hyped over new behaviors (whether or not those behaviors seem to fit well with the game to other people) is because they offer new challenges for base building and new tactics for defending and fighting zombies. Old tactics may have to be adjusted or may not even work any longer. For some people, this is simply an annoyance and super frustrating. For others, the gameplay of adapting and exploring new tactics is fun and new or different behaviors set up the opportunity for that gameplay to happen again.

     

    Think of it like a brand new POI. For those who love to explore and clear POI's they've never seen before, the prospect of 100+ new POI's generates a lot of hype in their hearts because they know they will have something new to play with.

     

    The same is true for those of us who like to adapt and strategize vs zombie behaviors. New behaviors or changes to their behaviors that create new challenges get us hyped.

     

    A lot of people hated A17 because they felt the behavior didn't fit what zombies should be able to do. For them, the most important thing was consistent dumb zombies that "don't have a degree in engineering or ESP abilities about structure they don't have line of sight to" For me and others like me, A17 was a blast because we just forgave the misfit behavior and got to having fun finding new ways to adapt.

  3. AUGUST 2021

     

    • TFP formed a partnership with a distribution company for future distribution of physical copies of 7 Days to Die. As part of the deal the company printed copies of the original PS4 version but complete with all existing updates that had been released as their research showed there was still a demand. This re-release of the original physical game did not add anything new to that version but it did form the foundation for the future when they are ready to print and distribute the new game.
  4. 34 minutes ago, Laz Man said:

     

    Some people just see the words "console update" in a YouTube video thumbnail with HD zombie background image and automatically think consoles are being updated.  Its akin to tabloid front pages...😅.  Click bait....

     

    To be absolutely fair...this whole situation has caused a lot of customer confusion in the marketplace--be that end user or retail store. It is conceivable that some of these stores not being fully aware of the situation posted the re-release with copied and pasted information from the PC version not understanding that they are not the same. I know one of the complaints from end users is that John watches a twitch video of 7 Days to Die PC and then purchases it for PS4 assuming it will be what he watched and of course it is not. It's a really bad situation that isn't going to get resolved. 

     

    Of course, since the consoles were never going to be able to handle the full game anyway, this problem would still be around even if the console edition had continued to be updated. They were only ever going to get a few things from A16 and its doubtful in the extreme that they would have changed the console version into A17. They were only ever able to add things that wouldn't break saves. So even if 7 Days to Day console was completely up to date today with all planned updates it would still be different than the PC version.

     

    Probably they should have added "Playstation edition" or "Xbox edition" to the title itself so that the titles for all versions wasn't exactly the same.

     

    At any rate, it will be a brand new @%$# storm when people purchase the re-release and there is no new content to be found...

  5. You have to post your phone video to a hosting site such as  youtube and then link to it.

     

    Are you talking about restrictions when chatting? That may be something Sony or Microsoft can control without needing to update the game itself. All they would have to do is add words to an existing list that they maintain for their own networks. I can tell you 100% that TFP did not update the game to restrict the word COVID. There have been zero updates since the last one pushed by Telltale Games before they went bankrupt years ago.

     

    Can you create a sign in the game that reads COVID-19 or China Virus?

  6. 18 minutes ago, Matt115 said:

    they started to jumping on theyself like in cs 1.6 so it was annoying as hell

     

    And I love that they pile on top of each other and wish that it happened a bit more consistently. I love it when I knock out the stairs and a few still get up to where I am because they all piled up near the stairs. I think that it would be cool for an option that would give them ant-like instincts so that the piling up on each other wasn't just be accident or happenstance but intentionally done whenever they couldn't reach you. If zombies could see using each other to create paths to the player it would totally change the game and base design in a whole new way. Just as an option, though, since I don't think upsetting the entire base building meta like that as a default setting would be good.

  7. In another effort to make sure accurate news about the console version of 7 Days to Die is being reported, I am posting the happenings that occur towards console owners being able to play a version of 7 Days to Die that has parity with the PC version. This is a locked thread so that only news will be posted here. If you wish to comment on something you read here, do so in Console General Discussions.

     

    HISTORY

    The Fun Pimps formed a partnership with publisher, Telltale Games, to bring a port of 7 Days to Die to Playstation 4 and XBox One. This port would be based upon the Alpha 14 PC version. Telltale Games hired the studio, Iron Galaxy, to code the port and TFP assigned members of their own team to be liaisons with Iron Galaxy for giving support as needed from their end. The port was completed and the game shipped to consoles and was subsequently updated over time with bug fixes as well as new content from Alpha 15 and a bit from Alpha 16.

     

    Telltale Games then went bankrupt which caused Iron Galaxy to cease work on the port. In the aftermath, TFP was able to secure the rights to their intellectual property ensuring that they would be able to port future versions of the game to future consoles. TFP made the tough decision to not find a new partner to continue updating the existing game. 7 Days to Die PS4 and 7 Days to Die XBox One were in their final form forever.

     

    RECENT HAPPENINGS

     

    • Earlier this year TFP scheduled a consultation with Unity Developers to get personalized help for using Unity optimally with their game. The main focus of this consult was to get the most out of the heavy optimization work they were planning starting with A20 until final release of the game. But it also included help with easing the way for porting the game to consoles in the future once it was done.
    • In a tweet, Rick Huenink made the comment that there will for sure be a port of the finished game for Playstation 5 and the new Xbox Series. TFP is committed 100% to that goal and it is the reason they purchased the console rights to their game so they could ensure that it would happen once PC development was finished.
  8. Say what? The original game came out before COVID-19 was even a gleam in Wutan's eye. Why would it ever say COVID-19 in the first place? You will have to provide a source that some game reference to COVID-19 was removed. I am not aware of anything like that.

  9. UPDATE: Rick answered this issue on Twitter the other day. He said that TFP formed a partnership with a distribution company that prints and ships physical copies of games. This was a preliminary step towards the future release to console of the full PC game. Their partner felt that that there was still enough of a demand for the original game (just look at the price for physical disks on the secondary market) that they wanted to print 5000 discs of 7 Days to Die for PS4. This disc would not be the original disc that Telltale sold but instead a disc that included all of the updates that were added to the game. So the new disc would be equal to someone loading the original disc and then updating. But there is no new content on the disc.

     

    Whether the stores who are selling the discs misunderstood or are trying to scam customers purposefully, or accidentally copied and pasted a PC game description, I'm sure their lawyers will find the ambiguity in their wording needed to help them avoid getting sued. Since I'm pretty sure PS4 automatically updated 7 Days to Die to the newest version everyone who already owns the game will have exactly what the disc is including. It is the same game fully updated to what all existing owners currently have.

     

    In other words, you will be able to load the disc and play and not have to wait for long downloads. Period.

     

    On the positive side, this is more proof that TFP are making plans and preparing the groundwork for a future console port that will have parity with the complete PC version.

  10.  

    3 hours ago, meganoth said:

    I would say a recent example of the devs listening could be the focus on RWG in A20. Lots and lots of players critizised the vanilla RWG, wanted dense cities back and pointed to a popular mod as having a lot more features. I remember Madmole inquiring about this mod once and then, months later, A20's main focus was announced to be a substantial RWG upgrade.

     

    My guess is that RWG seemed generally good enough for them internally, i.e. they would have been content with Kinnjaju just working on it beside his other task until release. But when they noticed so many players were not content with it and they themselves had the idea of needing biome-specific difficulty settings they decided to devote a whole alpha to RWG.

     

    I'll add that if you look at the changes to zombie behavior from A17 until A19 you can see that faatal took community feedback very seriously. Now he didn't go as far as some people would like because they wanted behavior that completely matched pre-A17 zombies but I know for a fact that faatal watched streamers, looked at YouTubes, read the forums both here and on steam listening to what people didn't like about the zombies and also about how people were exploiting and finding loop-holes and weird limitations of zombies and he made changes based on that feedback.

     

    I, personally, loved how the zombies behaved in A17. There was definitely something very horrific and never feeling safe that I liked when I knew that they could get to me no matter where I hid. For the first time ever they were scary monsters to me and I really liked that-- especially for POI exploration. But TFP listened to others instead of people like me and I can recognize that. I would never say that TFP didn't listen to the community because they made adjustments to zombie behavior that I didn't like.

     

    Now, this brings up another interesting issue. Driving around on horde night. Some percentage of people in the community complained that you could drive around all night at zero risk. Some percentage in the community felt that driving around was just fine. This was an issue for years and TFP was aware of both sides. They went with preventing that behavior ultimately. Some may say that they don't like the solution that TFP implemented and may be mad that they aren't changing it but here we have another case of TFP listening to player feedback and acting in reaction to that but also sticking to their guns in how it is implemented despite more feedback that people didn't like super vultures. I don't even think that it is impossible that they may eventually make more adjustments to that in reaction to what they've read from player feedback. They do tend to like to do extreme draconian changes and then pull them back and soften them a bit over time.

     

     

  11. 1 hour ago, Jost Amman said:

    I don't think that's how it works, you know?

    Everything you add to a (complex) game impacts some other feature/item/game mechanic.

     

    If they did that, they'd probably have to triple the time for bug hunting and people will be extremely disappointed with the "current version" mess.

     

    Not only that but people don't appreciate having their saves broken so often. How many times has TFP claimed that starting with the next alpha they will probably be able to update without breaking old saves and it never pans out for them. It just isn't possible for this studio to do it and forcing everyone to start over and wipe all old maps every 2-3 weeks would not be good for morale. We will even get complaints about it when A20 hits and after such a long cycle since the last forced restart hit everyone.

     

    I think 8 months would probably be the sweet spot if they could hit that. The items on their list for A20 couldn't be finished in that time frame unfortunately. The good news is that people like A19 and the A19/A20 changeover is totally an enhancement of existing popular mechanics, the world, the zombies, and tons of new places to explore. It is going to be very different than the A16/A17 changeover.

  12. 16 hours ago, Viktoriusiii said:

    Well if you have 100 requests and only 2 are actually fulfilled... I would not say that they listen (numbers are hyperbolic).
    That is more like random chance that they wanted to do it anyways.

     

    Its more like 1000s and 1000s of requests (just read the Pimp Dreams forum) many of which are completely contradictory to each other and many others beyond the scope of the game and others still just not technically possible (although the requesters often don't understand that because they think programming what they want is probably simple...). The devs have fulfilled way more than just the two that you mentioned. Its actually hard to take you seriously when you say that the only two items you can think of that the devs did in response to player feedback was the bear model and the lava monster model.

     

    16 hours ago, Viktoriusiii said:

    Listening is nice, but I feel like (personal opinion) they do not actually take it into consideration... or at least not for long.
    Which means listening becomes pointless, because the result is not changed. I can claim a wall is listening to you, but you wouldn't try to convince it of anything.

    I don't think they are OBLIGATED to. But I do think that pushing your vision against the paying supporters is not ideal.
    And they have done that time and time again.

     

    How long are they supposed to consider something? What it comes down to is that if they took a year, three years, or even ten years to consider but then decided not to agree with what you want you would still feel they didn't consider long enough. The fact is that you feel that your ideas and your desires for what the game should be are the gospel and anyone who disagrees must not have considered what you said. There is no defense against that kind of hubris. Any time the developers ever do something contrary to what you want the reason will always be that they didn't listen or if they did they didn't consider or if they did then they bad developers for making the wrong choice.

     

    As to pushing their vision against the paying supporters? They are not. They posted their vision for all to see and the supporters paid them to push that vision. They still are pushing that vision and fulfilling all of their promised features and goals and then some. Just because some customers came along during A16 and fell in love with the mechanics of that version and then were disappointed when the developers chose a different mechanic to fulfill the same vision, that doesn't mean that they are pushing against their paying supporters. There are probably many customers who bought the game without ever checking to see what the vision was that they were supporting. That ignorance on their part doesn't mean that the $10 they paid during a Steam sale gives them the entitlement to push a different agenda or dictate what the game should be.

     

    TFP has been open about their vision for the game. Some of you thought that LBD was the vision and the game but you were mistaken. It was simply one way to accomplish their vision of player progression and they chose a different way to do that. When those community members gave their feedback that they were against it, TFP chose not to agree. They listened, considered, and made their choice-- and now the game is more popular than it ever was in A16.

     

    16 hours ago, Viktoriusiii said:

    A17 was just the most major one, because it basicially changed the genre, was released WAY too early to be sold in the wintersales and made modding a lot harder to do. It was an all in one FU to the community.

     

    A17 did not change the genre. The game's genre has always been what it still is. The genre descriptor on the Steam store page has remained the same throughout its development and there is no need of a change to its wording because there has been no change to the genre. It has been and will always be an open world zombie survival game with elements of tower defense and roleplaying.  It is Minecraft meets Fallout meets The Walking Dead. That was the elevator pitch for the game back in the beginning and I see nothing 8 years later to change that.

     

    That whole bit about A17 being released to coincide with the Winter Sale is just a bunch of hooey. A17 released to experimental on November 19 more than a month before the winter sales after being in development for over a year and a half. There was nothing rushed about it. Alpha 17 went from experimental to stable in little over a month. Alpha 18 went from experimental to stable in a little less than a month. Alpha 19 went from experimental to stable in about a month and a half. There was nothing out of the ordinary about A17's release schedule.

     

    A17 was the beginning of xpath and modlets which hugely simplified and streamlined modding. One dev from the TFP team in particular worked together with modders to make that happen. Maybe you mean something different about the difficulty of modding but you'll have to explain further than just the one liner you threw out there which by any measure is just a flat out inaccuracy when you consider how modding blossomed thanks to changes that came with A17. Heck....even I made a pretty nifty modlet pack because xpath made it manageable and accessible to someone like me who had never modded before.

     

    There is no doubt that a lot of people were unhappy with the changes that A17 brought. Those people were very loud and persistent in voicing their desire for TFP to abandon what they'd changed and go back to the way things were. TFP listened but did not agree with doing that. I think you are letting your disappointment in the A16/A17 changeover and TFP's insistence on sticking to their changes color your view. I feel for you. I wish you weren't so disenchanted and disappointed. But I also don't think your experience defines the reality of how they interact and listen to the community in many cases and I certainly can't stand by as you attempt to rewrite history with some blatant inaccuracies.

     

    16 hours ago, Viktoriusiii said:

    I would still appreciate it if they gave in once or twice.

     

    lol...I have lost count of the number of threads and posts by angry players who are angry precisely because they believe that TFP gave in to the demands of other players. I do know it was way more than once or twice. I guess what you mean is that you wish they gave in to YOU once or twice. Maybe what you want just isn't in the cards for this game-- or at least the vanilla version. But TFP has most certainly been listening to feedback and implementing it as it pleases them.

  13. 19 hours ago, Viktoriusiii said:

    They TWICE listened to player feedback, and that was the bearmodel and the burning Z model.

     

    Three times. They listened to the players who asked them to stick to their guns ditching LBD....

     

    Kidding aside, they have modified their design many times due to community feedback. It really is mainly when it involves simplifying and unifying and streamlining that they do not listen to the community of hardcore veterans who would love for every new update to add a new layer of complexity so that the game keeps feeling fresh and challenging for them. 

     

    Then again, every decision they make will appeal to some and be hated by others. The ones who like the decision will feel listened to and the ones who hate the decision will feel ignored. If you've felt ignored for years then it simply means you were on the wrong side of every issue of the last several alphas but it doesn't mean TFP wasn't listening to feedback. Alpha 18 broke all records for concurrent players and then Alpha 19 broke them again. That is some powerful community feedback saying, "We like the direction the game is going"

  14. On 8/18/2021 at 7:24 PM, Star69 said:

    What about not spending any points? Now that would be hardcore survival. No bacon/eggs until/unless you find the recipe in loot. Only using existing workstations, only using tools that you find except for level 1 stone tools. This might be too severe but I might just try it one day.

     

    My first thousand hours playing this game had zero perks or skills to buy or progress. If you were serious about doing this you would probably need to change block damage to 200% or something as I think we could mine better back then since our ability was static throughout the game. But I can attest to the viability of the game without xp or perks or skills or quests or traders.

     

    Makes you kind of wonder what we did day in and day out back then...lol

  15. 11 hours ago, skippy0330 said:


    Just wanted to clear the air that it wasn't me spreading a rumor, it was people hearing what they wanted to. 
    just doing my job and reporting things I see.   the whole title "do they know something we don't know?!" is actually a joke... lol.

     

    2 hours ago, Guppycur said:

    Yeh, it def wasn't one of your vids that I saw (and still refuse to link especially since it's bogus).

     

    The one I saw which was pretty egregious in speculative hype did have a k in their name but it wasn't you skippy. Rhymes with...Frakken tho....

  16. 1 hour ago, pApA^LeGBa said:

    Do you really wanna go into the menu to cancel the quest when there is a small chance to survive?

     

    Given the current death penalty? Why not? 

     

    Oh I know! It's because the game shows a record of our deaths, dammit!! If someone can't bear to see a record of their failed quests, they certainly don't want to see a record of all their deaths... ;)

  17. 5 hours ago, bachgaman said:

    Do you think the upcoming update is worth 1.5 years of expectations, or will it be disappointing?

     

    3 hours ago, SnowDog1942 said:

    Dissapointed, but I already expect to be disappointed, so in turn I won't be disappointed.  

     

    I don't use the built in random gen so I'm not sure I will even notice the improvements -- there are already several good ways to already generate good maps.  So unless the results are far beyond my expectations -- then I see no difference.

     

    It's not your fault for not knowing since the devs have been more tight-lipped than usual regarding A20 but you cannot begin to understand what an upgrade the world has gotten with the tile system, the dynamic distant terrain, and all the POI updates along with the new POIs. There are POIs that people dreamed of seeing years ago and probably gave up on but they are in the game and amazingly integrated.

     

    Sure, you may still want to use a 3rd party world generator for A20 over the advanced world generator interface the devs have made with its sliders as I think there are still not quite as many options in the Vanilla generator as there are in the fan created versions. But you will definitely notice an improvement in the world itself no matter how it is generated-- in particular towns and cities. It kills me that I can't show it to you and can only talk in generalities. 

     

    My only consolation is knowing how happy you will be not being disappointed. A20 is definitely a step up and when you see it and play it you will agree that the end is now in sight. This has got to be their last major technical overhaul update and from now until release it will mainly be remaining missing content which will make the next 1 or 2 alphas much more exciting. Still. though, this update has improved the current state of the game by a magnitude.

     

    4 hours ago, SnowDog1942 said:

    My feeling is Madmole is not interested in this Alpha as he was A18/19 -- this has all the signs of another A17 turd.

     

    Because of the nature of what was focused on this time around, Madmole has been less involved. Once they get to content lock, he will start getting more involved again. His main contribution is balance and tuning gameplay and with new builds always getting committed and stuff getting broken it is pointless for him to try and play a long game where he can make the adjustments he feels are important. A17 was a turd in the eyes of many because of all the things it undid and changed from A16 that were unexpected.

     

    So far A20 plays very similarly to A19. There have been no major departures like there was in A17. The thing we heard the most with A17 was that people wished TFP had just enhanced A16. Well, A20 is just an enhanced A19. There is a ton of new places to explore and experience. Feral mode really adds a lot. I play with it on during the day all the time now. That is my new default. When you can see your base along with other buildings from far away it just really enhances the feeling. No more is it invisible until you are right on top of it. The new primitive weapons make the slow progression in loot a lot more enjoyable than it currently is in A19. I haven't tried the new generator quests yet so I can't comment on those.

  18. 4 hours ago, xyth said:

    I expect TFP to surprise us when they work on the Bandits.  I have built working bandits and other NPC characters since A16, and the the Creaturepack NPC mod has many of the advanced features mentioned in this thread.  It would be trivial for TFP to expand on the basics we already have enabled.  In A20, Sphereii and I have abandoned using the zombie AI and replaced it with an extended version of the built-in, but unused, Utility AI system.  In a20, NPCs will, in addition to following, patrolling, obeying factions, etc, will also have new advanced AI abilities, like healing, looting, crafting etc, all fully customizable.  Basically each NPC will be given AI packages, with each package having xml configurable actions.  So if you load the healing package, the NPC can heal itself and others based on if it has the bandages, likes you or not, and if it should heal now or rather defend or attack instead at that moment.  Its a full decision tree system for A20.  We went this direction under the assumption/hope TFP will go this direction as well.  Having bandits and NPCs make real-time decisions based on the actual situation they are in makes for fun gameplay.  

     

    You guys are amazing as much as for what you do as for your willingness to update and retool everything every new Alpha cycle.

  19. 55 minutes ago, Kyonshi said:

    The minute i reply to one of them (yes, i know, i shouldnt waste my stamina with this) that the Pimps dont owe anything to anyone, i get served the same insanities, ranging from they dont know how to work and of course, as mentioned, "they owe us a complete game!"

     

    What? Nobody told you that they hope you get cancer and that a fire kills your entire family? 

     

    Weak sauce responses, man...

     

    :)

  20. 43 minutes ago, BFT2020 said:

    In a previous developer stream, they mentioned that they have started working with Unity on a console version

     

    I will clarify this part by saying that TFP had a consult with Unity early on in A20 development and went over several things with them including some things having to do with making the game more port friendly, But to say that TFP is working with Unity devs on an ongoing or regular basis and starting the conversion to console is a gross exaggeration that some influencers are using to build excitement.

     

    When the time comes to create the console version TFP will completely turn over development of that port to another studio and give support as they did with Iron Galaxy the first time. The things they wanted to know from Unity was the best ways to use Unity in developing the PC version so that it would be more friendly for porting later.

  21. Since this click baity title is here, let me just use it to state for the record once again that this is a scam. There is no re-release of the PS4 version of 7 Days to Die with additional content. There is only one version and it has remained the same for a long time and will remain the same until the end of time. Don't anyone be fooled by the claims of some European online stores that the PS4 version has been updated and rereleased.

×
×
  • Create New...