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Roland

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Everything posted by Roland

  1. Okay, you make a good point with the 50 unique zombies. I think there probably were 50+ unique zombies at one point but things changed and the website didn't get updated. @Crater Creator can probably bring that up with Rick at some point now that you've brought it up. Just understand, that it will be the number that changes and not the game. Or maybe they will change it to "over 50 unique enemy archetypes including bandits, animals, zombies, and special infected" because once they have all the bandit types in it may be back up to 50. It isn't false advertising, it is outdated information and while it is still important to get it updated it isn't the same thing nor does it have the same intentions. The screenshots and video clips of the game on Steam were outdated for years before they swapped them with more current footage and pictures. Its not best practice but it happens and when it is known it should get fixed. This is exactly right. All quests and POIs are still labeled T1-T5. An infestation label makes the quest and the POI effectively +1 Tier in regards to how many zombies there are. It also adds an infestation crate to the loot room. There are no natural T6 POIs. So... Take a clear quest at the Hospital and it will be a T5 clear. Take an infested clear quest at the same hospital and it will be like a T6 clear would be if they existed naturally and there will be an extra infestation loot box with the rest of the final loot.
  2. I look forward to the day it goes public. I'll definitely share the info with Alloc once there is a link to be shared. You can send one right now to @Crater Creator by PM and he'll pass it along privately if you can get permission from the creator of the mod. Alloc is the developer that would look at this sort of thing and evaluate its usefulness.
  3. There is a difference between working steadily on bandits since A15 until today and starting on bandits for A15 and then putting them aside until the start of A21 work. The first statement denotes about 5 years of working on bandits while the second more accurately puts it at about a year and a half. Because the second version is actually the truth it explains why since the time of A15 we had a lot of experimental work on zombies and adding new models and then finally updating a subset of all there were to the set of HD models we have now. It also explains why there are no new zombies for A21 because the team turned to focus on bandits and character models and there is nobody working on zombies at this time. You can quote whatever you want. I'm just telling you the reality of where the game is continuing. There aren't going to be any more new zombies until they are finished with bandits and player character models. That is a fact. Go ahead and read the line about the world being overrun by the undead a couple more dozen times and still, it won't change the fact that the world is going to have zombies, mutants, bandits, traders, the Duke, Noah, and all the hostile animals. It also won't change the fact that the priority at least through A22 is bandits and player characters and not adding more zombies.
  4. Actually working on bandits since A15? No. They started and added some models back in Alpha 15 and then left them in the code which many overhaul modders took and have used. The devs have punted the work on bandits every single alpha deeming the timing to not be right. They started work on them again really for the first time with A21. This is the first time the bandits were pushed back due to not having enough time to finish the work. Also, you call this game a “zombie game”. That is how YOU see it but it is actually a post-apocalyptic survival game with zombies, radiated mutants, bandits, and hostile animals. It is 7 Days to Die by several means—not just zombies. Let go your fixed belief about what this game is because you will just get more and more disappointed as the game continues to grow beyond just a zombie game. If you don't see it in the game then it didn't get a new HD model. Everything that did not get a new model was cut. Since that time the focus has been on bandits and player character models. Once they finish with the current tasks there might be time to do a few more zombie models. I'm not sure how to make it clearer. Hopefully, you get it from this statement.
  5. Im not sure I understand what you are asking. The current crop of zombies replaced the previous crop. Many of the previous crop were upgraded to what we have now. Others were cut.
  6. They were cut because they weren’t up to the standards of the new models and would have looked horribly out of place next to them. the team has been completely focused on bandit models and character models since that time so there has been no time to do more zombie models. Once they are finished with bandits and player characters, if there is time, they will do a few more zombie models. But they’ve put off the other entities in the game long enough and these others they’ve been working on are must haves before the game can be considered done whereas more zombie models would be nice but not necessary.
  7. I know. And what I'm saying is that despite his slip of tongue there is no way to know--even for me. As I've said, I know that Rick has spoken favorably about fast travel in the past but all the devs like to talk about wishlist stuff. It doesn't always make it in. As you say, we will know at some point and if it turns out to be true we can all laugh about how Rick slipped up in this past dev stream. Personally, I'm against such things in a game such as this. Time should be an expensive resource to spend but doing things like making the days 240 minutes long and possibly adding fast travel mechanics cheapens that resource until it is meaningless. I was glad when the wellness feature was removed because it could be used as a currency to teleport back to base which again cheapened the time resource. My own preference would be that the game is balanced to where the player has barely enough time to stay abreast of the difficulty progression curve of the game.
  8. It's definitely not in A21-- but in the future? Quite possible! Rick has always been a fan of fast travel mechanics so it wouldn't surprise me and it would be a good use for the helipad and nearby radio. But I really have no idea if it is a sure thing or not. Nobody is talking about it on the dev team but that could be mostly because it is all A21-focused right now.
  9. I agree but I also think that there are people, unlike us, who enjoy playing 7 Days to Die with less or no immersion.
  10. You got flagged by Steams auto moderation bot and the post will be hidden until a steam mod can check to make sure it contains nothing malicious. The 7 Days to Die mods can't do anything until steam verifies it is okay and then makes it visible again.
  11. Rick always does that in every stream or interview he does. He is always hopeful and optimistic…haha. In this case I’d say that it is definitely likely.
  12. No need to wait: https://www.twitch.tv/videos/1792347503
  13. April 2023 In the first Dev stream for Alpha 21, Rick and Joel showed A21 footage running on a PS5 to highlight the fact that they are developing the new console version concurrently with PC along with partner Titanium Games from Australia. In a shocking announcement, Rick says that not only is the console development even with PC but that if all goes well their goal is to release PC Alpha 22 as the Version 1 release for console. Cross-platform play will come later. So the old goal of waiting until PC goes gold before releasing console versions has been altered to getting 7 Days to Die out to consoles even before PC goes gold and to continue to finish up both PC and Console versions concurrently. Rick also mentions that they are in talks with Microsoft and Sony to negotiate a discount program for existing owners of the original console game. https://www.twitch.tv/videos/1792347503 Start at time stamp 38:25 to skip to their console announcements and see the footage and hear the amazing news yourself!
  14. THE reason for 1.5 years of everyone playing A20 confirmed! Anything @Kinyajuu wants to confess? 😂
  15. What are the snacks? I like honey mustard pretzel bits when on a road trip.
  16. Malicious as in Twitch competes with Steam's own streaming function.... I bet a link to the Epic store would be considered even more malicious.
  17. That might've worked if I was still Super Moderator. Now though....I'm like Robbin Williams who just got set free of the lamp.
  18. Both of our super powers was and is to do wtf we are told to do...lmao... If CC hasn't posted the announcement for the Streamer Weekend then it is simply because he hasn't been directed to do so yet. The last thing I want anyone (especially my wife) to think is that I take or have ever taken initiative on my own. That just leads to expectations of things like work and even worse....work ethic....
  19. There is no cheating in single-player. There is only having fun the way you like to have fun. Enabling the creative mode is simply a different type of mod that some will enjoy playing. I know that it is often asked of people who show amazing bases whether they did it using creative mode or not and some people feel like they have to state what was or was not enabled when they share pictures. That's just opinion, though, and everyone has their own opinion. I can tell you that even with creative mode enabled I wouldn't be able to build some of the amazing bases I see built. My bases are always bricks and when I get really creative the best that you could describe them would be a variation on the theme of...a brick. So creative menu or not I am always impressed by the designs regardless of whether all the blocks were hand mined, hand crafted, or whether they were upgraded from frames or placed as whole blocks. I once tried to replicate my own house and I grew bored of it long before it was completed and a big part of that was that I wanted to do it without the creative menu. If I get the urge to try it again in the future I will certainly use the creative menu so I have a chance of completing before the grind erases the fun.
  20. Send me a join game invite and I'll come into your game and give you everything you want. ...er....on second thought.... Send Meganoth a join game invite
  21. This is a great point also for those wanting to find the better gear earlier. You can still go into the tougher biomes and find better stuff and you might prefer this method to cracking open the creative mode. Those who like to craft their own gear before they find better should steer clear of the tougher biomes as Old Crow suggested.
  22. Can't you press F again to cycle over to your headlamp? I thought this was possible but I'll have to check. Honestly, though you only need either or so if you have a headlamp just remove the light mod from your gun or vice versa. I guess the same could be true if the headlamp was prioritized instead of the weapon light so I'd be perfectly happy if TFP changed that priority. It wouldn't hurt anything and help those who are bothered by the current setup. Giving the ability to switch items in the crafting queue is fantastic. Making grenades attract zombies like rocks is cool. Making repairs auto top priority in the crafting queue is awesome. Making the source of noise be the impact for everything is preferable-- not just explosions. If I shoot a normal arrow and it hits a wall the zombies should run to the wall and not to where I was when I shot the arrow. This is extra true for explosions, of course, so I'd say this mod is a good start. Sounds like some great QOL changes! It would be great to see these things in the default version!!
  23. To be doubly fair, the game has always been envisioned as a progression but the progression has always been able to be easily circumvented and rushed by those who wanted to do that. It still can be circumvented and rushed but you will have to do it by blatantly enabling the creative mode rather than exploiting the loopholes that once allowed people to rush the progression. The game can still be played as a pure sandbox but that is going to be increasingly through the use of creative mode. Remember that just because you use creative mode, it doesn't mean you have to fully use it for everything. Someone like me enjoys using a wood base for the first bloodmoon and then a cobblestone base for the next two to three, and then a concrete base and finally a steel base for the higher bloodmoons. So I probably would never enable the creative mode since the amount of mining I need to do in the beginning is minimal. By time I'm going for concrete it is around day 30 and I've progressed to the point where I'm ready-- and (IMO) getting a concrete base for the first few bloodmoons is totally overkill defense-wise and makes them so boring (for me). Someone like you who enjoys mining but only with the best tools and wants to get to concrete as early as possible and is probably going for a much more massive build than I might use the creative menu only for getting those tools and that it. Then there is sure to be someone who hates mining in any form and they just want the blocks. They can open the creative menu and take 20,000 concrete blocks out and get to building without going through the grind of mining and crafting those blocks. In single player I don't see any harm in using the creative mode as much or as little as you wish in order to make the game a fun sandbox experience. In this way those that want a progression to the game can do that and those that want less rules and more sandbox can option in the creative mode to get that. In fact, if it was my game I would re-label "Creative Mode" in the options to "Sandbox Mode". That would remove any doubt about what option to toggle in order to get the full sandbox gameplay back into the game.
  24. Well if you guys are playing single player then just enable the creative menu and give yourselves the best mining tools. The default game is designed as a progression and with the new system you will have to progress through all the quality levels of stone and then start over and progress through all the quality level of iron and then start over and progress through all the quality levels of steel. There isn't going to be high quality top tier mining and building tools by Day 2 in Alpha 21 unless you use the creative menu. There isn't really an effective method of rushing to the top of a particular crafting skill tree since you can't control what magazines you will find so you will spend some time at each stage of tool quality and tier. I personally enjoy the progressive nature of the game and am fine with it being a slow but steady growth of my character and abilities but it sounds like you guys can't stand playing with the low level stuff and are perhaps playing the game more like a sandbox anyway.
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