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Roland

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Posts posted by Roland

  1. 3 hours ago, Mastermind said:

     

    That's like...  1 year old news! 😛

     

    Happy birthday! :D 

     

     

    He's been waiting all this time for his big batch of A18 Hobo Stew to finish cooking. That's why he wasn't around to find out about A19 Hobo Stew until now. ;)

  2. We are kicking off the A20 Dev Stream Series this coming Wed night Sept. 8th. In the first event, Lathan will Host TFP Co-Founders Richard and Joel Huenink who will be giving a sneak peek of A20 features and some insider news. Tune in at 9 PM CST here: http://twitch.tv/fubar_prime
     
  3. They aren't necessarily going to be triggered by an event although some of them may be like that. Rather the game extrapolates where you will be along the path you are traveling and places zombies/NPC/Bandits in your pathway out of sight. So global zombie population is not increased-- just your locality much like a wandering horde. To you it will seem like at times there are more zombies.

     

    Examples:

     

    When you get to your quest destination the POI is surrounded by 20 zombies you will need to clear before starting the quest

     

    When you round a hill you see some bandits fighting against some zombies

     

    As you walk you come upon an NPC survivor who has a quest for you.

     

    And it can be as you say as well, when you arrive to a particular spot an explosion goes off and screamers converge on you.

     

    In most cases it will simply be a manager that makes sure more of the existing zombies in the area that you usually never see end up in your vicinity

     

     

    They haven't talked about this since A17 so who knows if it is going to go in or be judged beyond the scope....

  4. 46 minutes ago, Matt115 said:

    Yes. but this is not "devs" decision. i'm sure if they decided " well guys number of zombie will be x2,5 higher" it would have influence on pois , guns perks etc

     

    What is more likely to happen than them overhauling zombie numbers and rebalancing everything to the new numbers is that they will cheat it in through the random encounter system they talked about.

  5. 37 minutes ago, pApA^LeGBa said:

    I remember that when that slider was removed, that it was said that it´s only due to balancing reasons and that it will come back. I really should start screenshooting such posts from the team. @Roland

     

    We really shouldn´t have to fiddle around with xml files just because we don´t play on a potatoe. I don´t even have a high end PC (CPU was 180€), but i can up the spawn at least 3 times with no performance issues. What is wrong with bringing back that slider? Won´t stop the game from running on old computers.

     

    There's nothing wrong with it. A slider would be great. The two sliders for damage we do to zombies and damage they do to us would be great to have back as well. I'm just saying that until/if they add them there is no reason to not enjoy having more zombies today.

     

    I wasn't saying no slider because we can edit spawning.xml. I was saying learn how to edit spawning.xml so you have what you want starting now and despite whatever may or may not happen with the top menu.

  6. 59 minutes ago, pApA^LeGBa said:

    Give us the slider for the spawnrate back

     

    Technically it is still there but you simply have to change values in the xml. Don't even need a modlet to do it. Just go to spawning.xml and change the numbers for each biome for day and night. If you are feeling spicy you can change the values for the respawn delay. It is practically as easy as a slider if not as fast but you also get a lot more fine tune control over what you will get.

     

    2 minutes ago, Matt115 said:

    honestly the biggest problem is pc minimal setting

     

    honestly the biggest problem is lack of education about spawning.xml

     

    Regardless of the minimum specs posted on Steam, anyone whose rig can handle more can have more in less than 5 minutes of changing some number values.

  7. 5 hours ago, BrunoFuturista said:

    i have a question about alpha 21

     

    is there any plans of getting a way of capturing small animals? (hogs, rabbits), i got htis tought recently that there should be a cage u could place on a floor an din like 4-6 days there was a chance of getting one of those 2 animals, or just a way of domesticating them (a bit like minecraft breeding tbh, give them some kind of plant and they get domesticated aftera  bit), it would be something great for a future farm update.

     

    so i wanted to knowo if theres any plan of domesticating and capturing animals in alpha 21 and future updates

     

    No plans for that for this game.

    2 hours ago, Matt115 said:

    it's sound like : we will get A20 on christmas... well i have flashback from great war. "it will be ended before christmas" they said. but finaly it was a little bit longer - 4 years 😅

     

    I'm guessing 20.1 or maybe 20.2 at Christmas but I could be optimistic and wrong and optimistic.

  8. 4 hours ago, secateurs said:

    The information you want (what a skill actually does) is the last bit of information you get.  That is the reverse of how it should be.


    Maybe…If all the perks were just listed together at the top then you would have to click through them all to see which ones shared an attribute. That would be complicated as well. Learning the skill trees is just part of learning the game and it is going to be new however it is organized. Your main complaint was the names and icons give no information. The answer to that is mousing over them so they do. It’s more helpful to see which perks are in the same family than it is to see all the perks together first. 

     

    4 hours ago, secateurs said:

     

    Each stat has about 10 related skills and they're divided up by "combat perks" "general strength perks" and "construction perks", in the same font with yet another icon.  Pointless visual clutter that adds nothing but confusion.


    I disagree but to each their own. The “best” way to organize information will vary for each person. 

     

    4 hours ago, secateurs said:

     

    Quests don't even show WHO THE QUEST SHARER IS.


    I agree that a momentary flash of text is probably not good enough if you really need to know who the quest sharer is. Why do you need to know who the quest sharer is?  In addition, just talk about it. Again, I get the impression you guys don’t talk. Get a discord. “I just shared my clear quest with everyone” gets it done. 
     

    why do we need to know the owner of the quest again?

     

    4 hours ago, secateurs said:

    Engines haven't had quality since what? 2019? Mods never had quality on any release version.


    So possibly oversight for engines as well or they just don’t want them to stack. Mods did have quality for almost a year during Alpha 17 development so you never played with it but they did start out that way. Also they were developed from parts which also had quality and never stacked. 

     

    4 hours ago, secateurs said:

    jank hitboxes and animations are much bigger problem than muscle memory.


    True true. 

  9.  

    Here is truly the hardest thing to teach new players: When zombies rage, turn around and run away from them. Don't back pedal. Turn and run. 

     

    My friend died time after time after time when the zombie started running suddenly until he finally decided to listen to what I kept telling him to do and stop following his own muscle memory developed from decades of Doom, Quake, Halo, and COD. THAT'S tough to teach when every instinct would tell him to just press S and mash lmb....

  10. 1 hour ago, secateurs said:

    I've been playing with a few new players recently, trying to guide them through this game and it is not easy.

     

    I agree it can be tough. The game is still pretty complex despite the streamlining that has occurred.

     

    1 hour ago, secateurs said:

    Firstly the menu system is hideous, just a confusing mess of grey squares and minimalist grey icons.

     

    Well aesthetics is in the eye of the beholder but the minimalist grey icons can all be moused over for a text message of what they mean. Tell your friend to mouse over icons they don't understand.

     

    1 hour ago, secateurs said:

    Every skill has a silly name that doesn't really tell you what it does and for some reason, every level of that skill has a silly name too.

     

    The silly names are part of the The Fun Pimp style!  All silly names can also be moused over for a full description of what they do. If your friend can be taught the concept of "mouse over" then 3/4 of the battle is over. TFP might call this "No Clicky For Sticky" or "Hover Groove Brother" if it was left to them but I suggest you keep it simple with "mouse over" for your friend.

     

    1 hour ago, secateurs said:

    There are extra sub categories inside each stat just in case there weren't enough words on the screen for you.

     

    I tried mousing over this sentence but there was no explanation forthcoming. You'll need to clarify what you mean. A stat as I understand it is like your Stamina. What are the sub categories of stamina that you are talking about? Stamina is just the stat of how much energy you have to do things. As you act it goes down and as you rest it goes up and recovers. There is no sub category within stamina that you need to try and understand. Maybe you mean something other than stat? Like perhaps the attributes? I'm not sure. I'm confused and I'm not sure it is the game's fault. :)

     

    1 hour ago, secateurs said:

    Sharing quests is a huge hassle.

     

    Now I don't believe you as much as I did. This is one of the easier things to teach. I wonder whether you guys are talking to each other in real time using Discord or whether you are typing things out in the chat. 

     

    1 hour ago, secateurs said:

    Why can't I set up a box to accept only certain items, and have those items be highlighted in your inventory when you access the container? So bored of the debates over where do bones or glass jars go.

    Why can't a person, when within the landclaim zone, press a button to send unlocked inventory to it's appropriate box? Sorting loot is the most tedious and unfriendly part of the game

    Why can't stacks be bigger in fixed containers? Would it really be gamebreaking to be able to fit all our ammo or food into one box?

    Why can't engines stack? Or mods?

     

    I like these ideas. I can say that there are a lot of duping exploits that get created whenever the devs change how containers work so they are usually loathe to mess once they have things locked down the way they are. I'm not sure of the effort that would have to go into changing the way containers work. There are no containers that just vacuum up specific items when you are in proximity without having to open that container. Making such a change might be too time consuming and resource heavy not to mention possibly creating dozens of new duping exploits.

     

    The game is already super forgiving on how much material you can fit in a tiny space. I would say, yes, we are pretty much at the limit and storing massive quantities of materials and loot should require a base that is larger than a telephone booth.  If you want to throw out all limits for yourself then download a mod. There are plenty that increase stack sizes, increase container slots, and inventory slots. Go wild.

     

    Engines have quality and nothing that has quality stacks. Mods used to have quality but that was removed so it probably is either an oversight or they are still deciding whether mods should have quality or not for the game's final version.

  11. On 8/29/2021 at 1:40 PM, Lacy said:

    No, apparently we can't since these pros only have a contact for business oops or media requests. Real class acts. I wonder why they went under with the console version...

     

    lol...its not like console players have ever been shy about posting console queries in ANY possible forum thread/twitch chat/discord/facebook or twitter feed that they can whether or not it had anything to do with the topic of the console version. I maintain the media requests email for TFP and there are plenty of information request emails sent to that box, believe me.

  12.  

    Just for comparison, though....

     

    7 Days to Die started in concept on a napkin during Thanksgiving of 2012 and by the beginning of 2013 the Huenink Brothers were putting their concept into code using pretty much all stock art and sounds from the Unity store as well as other libraries. In July of 2013 the Kickstarter began and by August of 2013 the first playable Alpha 1 version of the game was released to all kickstarter participants. By December of 2013 the game released on Steam Early Access with Alpha 5 and it has continued to be available in playable form until today with original art, sounds, and music slowly replacing all of the stock assets they used as placeholders.

     

    They are going to begin their next project with original art, sound, and music from the get go.

  13. I'm pretty sure they are wanting their next game to be out there in playable form within a year or two of 7 Days to Die's release. Plus, as an independent studio, the crowdfunding nature of Early Access is too effective to ignore.

     

    I figure we'll have about a year break from being able to answer critics of a TFP game with "It's Alpha!" before we can return to that tried and true response again. ;)

     

    btw, I have no knowledge of timetables so this is just pure speculation on my part. Other than tasking some of the artists to start the process of creating assets, everything is still very much focused on 7 Days to Die. Neither Rick nor Joel have hinted at when they plan to have the next game in playable form or at what point that will be released for public testing through EA.

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