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Roland

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Posts posted by Roland

  1. 33 minutes ago, Riamus said:

    I don't mean on the road.  I often drive through yards and between POI (on the POIs ground area) as it makes it faster to travel through a town without having to follow roads that often don't go straight to where I want.  This would pop up continually as I drive over the various POI properties.  The only times I don't cut across POI is in the wasteland due to the annoying iron everywhere or if the destination is straight down a road rather than off at an angle.

     

    Gotcha. Yes, that type of off-roading will cause the pop-up more often. Hopefully during experimental they'll add a toggle.

  2. 3 hours ago, Guppycur said:

    Yeah but that doesn't really address the issue.  Since you can manually adjust the density of the block to have it "snap" and remove the gap, doesn't it stand to reason it can be done programmatically?

     

    ...if adjacent to non terrain block, set density to x?

     

    Also, didn't you retire?  :)

     

    I'm not saying it can't be done. I'm just explaining why in this game compared to other voxel games the gap exists in the first place. Other voxel games have universally consistent voxel shapes throughout their game-- not that the shapes are the same but their orientation is based off of the same basic shape.

     

    I know the team has discussed the gap over the years and they know about changing the volumes but I seem to remember there being an issue about it. But one of the programmers would have to explain it.

     

    I did retire....meaning I only do as much as I want when I want and its all free. I traded my company pants for a kilt and I'm feeling the breeze.

  3. 3 hours ago, Ouch Quit It said:

    QUESTION.............Im not a programmer/coder,  but......how come we cant have the ground snap to a block when placed. I dont know if anyone has ever played ECO...but when you dig a hole and place a block, the ground snaps to the block and closes up any gaps....making for a MUCH cleaner look...Anyone Anyone Beuller???

     

    Terrain blocks are not cubes like player placed blocks are. They are octahedrons I believe. The terrain used to be cubes in the earliest alphas but they changed them from cubes and actually experimented with a few different polyhedra before settling on what we still have currently. I'm pretty sure most if not all other voxel games base blocks on the same cube shapes whether they are crafted or terrain-- so they fit together perfectly. 

  4. 22 hours ago, Riamus said:

    Personally, I don't mind it as long as they make it the size of the clock text and place it directly under the clock.  But in the middle of the screen like that will be horrible at you drive between dozens of POI while going somewhere and having it flashing constantly in the middle of the screen.

     

    That said, +1 to customizable.

     

    That isn't how it works. If you drive down the middle of the street you wont see any indicators at all. You must enter the tile that contains the POI in order for the pop up to show. It really doesn't happen that often and sometimes when I'm curious I have to run up closer to the POI than I think in order to make the indicator appear.

  5. 56 minutes ago, Vaeliorin said:

    I gotta admit, I'd been tempted to try and make a mod where there were no poi's, no lootable items around, but zombies would have a relatively high chance to drop loot bags (I'd have to test and balance it), those loot bags would be able to contain any item, and it would be meant to be played with a very frequent blood moon (probably every night, or maybe every 2 nights.)

     

    Its the Super Shooter Looter!

  6. March 2023

     

    In answer to this question:

     

    16 hours ago, Aldranon said:

    Faatal how much improvement did they make on this one?

    Any improvement is good news If I'm understanding it correctly.  :)

     

    IL2CPP: Improved performance of awaiting async operations on Windows. (UUM-20917)

     

     

    faatal answered thusly:

     

    5 hours ago, faatal said:

    That one does not matter since the computer version of the game does not use IL2CPP as it would break code mods. Console is using IL2CPP. Console needed a fix in .17 for a PS5 occlusion bug and we currently try to keep versions in sync between computer and console dev, so the update from .16 to latest.

     

    The takeaway from this exchange is that the new console version is being developed in sync with computer version. Not only does this mean that console development is fully underway but it appears the wait after the PC gold release until the console release may not be as long as was previously thought.

     

  7. Just remember that they showed the zombie health meter in the dev streams and had it listed in the features list for alpha (17? 18?) and then just before release hid it all behind debug mode. Will this follow suit? We can't know but be sure to let your opinion be known during experimental if it shows up in the regular game. 

     

    I would love to see toggles for all elements of the HUD so that you could have whichever parts visible that you wanted.

     

    They did fix F7, btw, so that you can play the game and interact with containers with  your entire HUD hidden. But it is all or nothing currently.

  8. Just now, bdubyah said:

    Well, yeah. I guess. But I meant it more in the sense of his channel supposedly laying in ruin due to TFP making their game, not his. That's not their concern and it shouldn't be. They have more than enough creators to spread A21 hype. 

     

    I agree with that. Plus, if you think about it here we have a content creator who feels that his audience is more loyal to the game than to him-- This seems to contradict the claim that the game is losing audience and everybody in the community is angry and giving up. In fact, the game is still capturing the attention of the masses to the degree that a content creator is literally trapped into continuing to play it even though he wants to change to a new game.

     

    Next time someone tells me nobody cares about this game any more I'm going to tell them to talk to Izprebuilt...lol

  9. 1 minute ago, bdubyah said:

    That sounds like a him problem, not a TFP problem...

    Unless TFP desires to support the content creators who are spreading their update news to a wider audience. If that is something TFP values then it is a TFP problem to that extent.

  10. 14 minutes ago, Neminsis said:

    Well no, but I'm a better communicator than @IzPrebuilt is. Thing is most of what he said does apply to me and broadly to a lot of others as well. I've been following him since he began, including his rants on Twitter, here and elsewhere and I tried to encapsulate his concerns in a way that he should have, because the lack of news lately is making it extra difficult to keep people engaged and someone really has to say it. 

    Also, I get why your hackles went up by the way he put things, and I really don't fault you for your reaction. I was hoping to give you a better handle on it is all.

     

    It's not simply a matter of my hackles going up. Obviously, I didn't like the way he put things and I'm sure my annoyance came through in my answer. But there is a rule about doom and gloom in this particular forum and goodbye posting and for good reason. Posting doom and gloom does nothing but dampen spirits and goes contrary to the whole purpose of this site which is to support the game and express optimism in its success. Some people do that by offering constructive criticism which is fair and good because it can lead to changes for the better (at least for those criticizing). But some people go beyond criticizing into posting that the game is going to fail and/or is dead. That type of opinion is nonconstructive and results in a lot of bad feelings.

     

    Goodbye posting is a form of doom and gloom where the player is stating that the game is dead to them. The problem with these posts is that it results in a whole bunch of posts that essentially say, "Don't let the door hit your butt on the way out". There is nothing constructive about declaring you are leaving-- especially since in many cases it isn't even going to be true...

     

    Anyway...I do understand how lack of news hurts those who are trying to create media based on the development of this game and when the most recent bit of news is a joke that would be frustrating.

  11. 7 hours ago, Neminsis said:

    You could ask the same question of me since I haven't played the game for a year besides a couple instances of helping someone create content for their channel, but perhaps my answer might offer another perspective on what @IzPrebuilt was saying and why.

     

    I could ask that of you if you had explicitly stated that you now hate the game and plan to stop playing ASAP. That statement of his was the context for my question. I understand someone who loves the game and wants to post their dislikes in the hopes that something will change but even if not they still love the game enough to keep playing and just overlook the parts they don't like but they want to get their voice out there. But for someone who has hated the game for some time and hates it now and plans to extricate himself from it just as soon as he can find a new game that will resonate with his audience and the only reason he is playing it is due to the demand of his audience, then I feel compelled to ask them 'what the heck are you doing here and posting non-constructive sarcastic negativity for a game you outright admit has no place in your future?'

     

    Now, does that apply to you as well?

  12. 2 hours ago, Luciphir said:

    as well as making it so sneaking up is not really an option

     

     As well intended of a suggestion as that may be, @Viktoriusiii might have an aneurysm. ;)

     

    In general I agree that more special infected that appear later in the game with specialized abilities that make it so that you can do better against them if you are perked into a particular attribute or make them much more challenging if you aren't would definitely be interesting and add some additional party dynamics. Fred steps forward as the rest of the party step backward and slowly close the door....

     

    TFP has been focused for the last few alphas on making sure the front end of the game is accessible and interesting and fun since the first 30 hours is what most players will see. But that doesn't mean that they won't fill in extra stuff and further challenges for higher gamestages eventually. It would be smart of them to switch their focus to adding later game content once the game is released and they've polished up the beginning the best they can.

  13. 19 minutes ago, custom_hero said:

    quite an expected, politically correct answer, it was possible not to answer, I understand everything, so I wrote this post, I wrote the post for other players. 
    So the game has been degraded for 5 years. We have a stable average online 30k.  If the game were to improve, the number of players would have to grow logarithmically in the graph. Old players + new arrivals, arrived on the recommendation of old players. 
    The flat (a term in trading) should not have been in the chart. I think the flat is due to the fact that old players leave, new ones take their places, thereby the number of players remains in place. This means that as soon as the fuel (new players) runs out, the number of players will decrease.
    Just money and nothing personal. Doesn't attract people.

     30K represents "the fumes" of those still playing near the end of the A20 dev cycle before the next update. Every time in the past the number of players has flattened out in the final months preceding the next update and then it spikes with the new update and goes strong for a few months before slowly degrading to a flat line before the next. The fact that we are 14 months long in the tooth for A20 and the flat line at this time is still 30K is frankly amazing. For most of the alpha updates in the past getting 30K for the spike was seen as a huge achievement and now with 14-month old Alpha 20 we are in the doldrums and still with 30K. 

     

    You can spin it as a failure in your own mind but it is a win. The other thing we always get at this time is people telling us that the game is going to spiral into failure, that it has been in early access too long and nobody cares about it any longer and they predict that the next update won't even cause a bump in number of players playing and they are always wrong.  This time we have plenty of naysayers predicting that A21 will be a failure because "my jars!!!!!" and "forced looting!!!!!" 

     

    Having played A21 I think their predictions will be wrong and I think you're wrong as well. A21 will spike higher than any previous update and retain more players than ever before for longer than before. I've gone back and forth a few times now between A21 and A20 and, at least for me, I think that A21 is hands down the superior game. I think that old players will return to try it out when they get the notification and they will be recaptured into playing again. I think that new players will really enjoy A21 and we will have plenty of new people playing this game for 1000s of hours.

     

  14. 16 minutes ago, custom_hero said:

    Now new patches are played for exactly a couple of days, the next time you will play when a new patch is released.

     

    Sorry you feel that way. That is not the norm though. The devs couldn't make the game that everyone wanted. They have made a game that quite a lot of people want and enjoy for a lot longer than two days. Since 2018 the number of players continuing to play this game have increased by quite a bit. Its too bad your expectations and desires for the game turned out to be different than what the developers have done but it isn't as though they are betraying you and staying loyal to someone else. They are simply developing their game which involves experimentation, change, and progress and that means some things that were beloved to some people will get cut.

  15. 2 hours ago, IzPrebuilt said:

     

    I'd actually be quite happy to just never play the game again, infact i rarely do play it for fun these days. I make videos on it because I enjoy interacting with the greater community and the sub-community i've built as well as the creator friends i made along the way, but I'm deeply sick of the game itself, i'm infuriated by the awful dev communication and it's honestly just one of the worst choices of my life to stick my youtube flag anywhere near this game and I have been actively trying to expand my channel away from this game to slowly un@%$# that situation. But those pivots and expansions take a long time to stick on youtube, my channel is currently throroughly entrenched in this game and my community actually does want to see A21, and I want them to get what they want.

     

    There have been times where i've tried to defend and vouch for TFP and there have been times where I have been rightfully annoyed by TFP.

    I found myself being burned time and time again by ever trying to give you all the benefit of the doubt, I.E looking like a tool because you did exactly what all the nay-sayers said you would/what you have been doing.

    So all my goodwill is gone. I know you don't care. And I'll tell you another thing, i'm not the only person who hates what you're doing/have done, I'm just one of the few who is stuck with some skin in the game in the form of my youtube channel, a source of secondary income for me, and as a result can't simply walk away from the game. No matter how badly i want to wash my hands of it.

     

    How about walking away from the forum? You've just admitted you have no desire to play the game any longer, and plan to shift away from 7 Days as soon as you can, and the worst aspects of the game that make you the most angry are all the things that happen here on the forum. So why stick around and make peanut gallery snide remarks and unhelpful sniping insults? There are lots of games I don't care for and I don't go to their forums and be that angry guy.

     

    Honestly, why torture yourself? The game has grown into something you don't care for. That is not a unique problem to have. As  you've said, you're not the only person who is unhappy with the results of the development. But there are plenty of others who are happy with it. So it isn't a problem with the game or the developers. It is simply a problem of your desires not matching up with the developers' desires. There's no reason to be mad. Just find a game that you like better. People do it all the time. Make your transition and free yourself from the bitterness this is all causing.

     

    What if there was an angry dude on your channel making boorish remarks about the way you do things. I doubt you'd have any tolerance for that? How many people who act as you've been acting in our house have you banned from your channel in order to keep the peace and maintain an enjoyable experience? It seems to me a bit worse that someone in your position who moderates and maintains a community and probably has standards of behavior that you enforce is behaving in the way you are here with comments that aren't even designed to be constructive or helpful. They are just angry and trollish.

     

    Discussions about likes and dislikes regarding the game are great and are encouraged but just general sniping and complaining about the developers way of conducting their business--especially going on and on about it in multiple posts once you know that they aren't interested in changing is just not what we want this forum filled with.

     

    EDIT: To clarify this post I am simply asking @IzPrebuilt why they would want to linger in a place that brings them nothing but bitterness. I was not ordering them to leave the forum or threatening them with a ban. All of their posts are still here and they are are still here able to post their thoughts and opinions. This post is simply an inquiry into the motivation to stay and post sarcastic jibes when they've admitted they are done with the game and no longer interested in its future. As a video gamer myself I have quit countless games I used to enjoy and I don't go to any of their forums and talk about how I no longer enjoy playing so I'm naturally curious to understand someone who does that. @IzPrebuilt is welcome to continue posting here.

  16. 25 minutes ago, IzPrebuilt said:

    Humor is when you don't update your community with any news on an early access game for over a month and then to add insult to injury you break the silence with a guy making brrrrr noises and show us a microsoft paint danger indicator apparently.


    TFP needs to learn to read the room, no infact TFP needs to actually try being in the bloody room.
     

     

    Dude, you can still play A20 so relax. Remember when you were jonesing for that? Nobody is denying you 7 Days to Die play time. All you do is rag about the changes anyway. I'd think you'd be fine with just sticking to A20....

  17. 21 hours ago, WarWren said:

    With a21 taking such a long time and bug fixing aside I wonder what exactly is holding it up.  Bandits were stated to be pushed back because they wouldn't be polished enough for an A21 release so with all the extra time waiting for release anyway, bandits are surely getting closer too. Could it be possible that bandits will make it? There never was a concrete no to that, only the statement that it would be unlikely to make a21.

     

    Devs feel free to answer, not because you owe us but because it would be awesome to know. Surely there will be a few surprises.

     

    image.png.d2e7d60d4c381bdd9b44864500f8c82f.png

  18. On 2/23/2023 at 5:10 PM, Laz Man said:

    Prepare your bodies for A21.  I expect at least some poopy pants...lol

     

    Look at this recent post by Laz.

     

    Does this post from one of the members of the level design team look like someone who is concerned about players not getting ambushed from time to time? It is crystal clear that the design decision is to have occasional times when no matter what the player does, there is going to be a jump scare or an ambush. There is just never going to be a playthrough going forward where you can 100% kill every zombie while it slumbers in every POI. Make your peace with it people or stop spending points on stealth if you truly don't think its a worthwhile use of points.

     

    TFP obviously doesn't view this as a stealth game. They view it as a game that has some stealthing in it but there will be times when you will face direct confrontation. That being said, you can retreat and evade and hide and the emerge and kill with full stealth bonuses. One of the perks you put points into reduces the cool down timer for aggroed zombies as if the devs expect players to evade, hide, and emerge as part of their stealth skills set. hmmmmmmmmm.....


    Why would such a perk even be added to the game if stealth was intended to allow players to always kill sleepers before they could ever wake up? Answer: It is not intended.

     

    Now we can discuss ratios and maybe Laz will weigh in about his philosophy when designing POIs for what his taste is in the frequency of ambushes and jump scares. That could be an interesting discussion.

  19. 10 hours ago, Viktoriusiii said:

    but yes, you can use hyperbole in arguments too to make clear what exactly is wrong.

     

    Of course, technically, you CAN. As long as you're willing to sacrifice credibility. You've wondered out loud in so many posts why you aren't taken more seriously. I'm trying to give you a key to understanding that here but if it is more important to you to use hyperbole than to be taken seriously then continue...

     

    10 hours ago, Viktoriusiii said:

    "But every POI is the same, so that is continuity" yes... but WHY? Zombies outside are not the same as zombies inside. You are playing two different stealthgames.
    One where it is skillbased and one where it is chancebased.

     

    The fact that zombies outside are awake and wandering around and the zombies inside are unconscious and lying about didn't clue you into the fact that zombies outside are different than zombies inside?

     

    10 hours ago, Viktoriusiii said:

    Give me one good reason why (efficiency wise) I shouldnt simply get a real gun, more hp and resistence and just clear the poi within a minute, instead of sneaking around for 10, only to have to fight them anyways?

     

    There is no good reason if efficiency is your goal. So make the choice. Do you want to be efficient or do you want to play stealth? If you're playing stealth because you like stealth gameplay then give me one good reason why you wouldn't be cool with evading suddenly mobilizing zombies coming out of their hibernation and hiding until you can kill them again by stealth once the cool down timer ends? Why wouldn't that kind of gameplay not be exciting to a player who loves stealth gameplay? Why wouldn't a person who loves stealth gameplay be open to a variety of conditions and circumstances in which they would have to apply different types of stealth gameplay over simply killing every zombie while it is still unconscious 100% of the time?

     

    I'll tell you why. That player is more in love with efficiency than they are with stealth gameplay. And that's fine but stop whining about how stealth "doesn't work" and just go play the way you want-- efficiently. Embrace your desires to clear POIs quickly and stop trying to talk yourself into thinking that you enjoy stealth.

  20. 2 hours ago, Viktoriusiii said:

    Now, it doesnt matter what I do... because the decider is still the game rolling dice based upon stats.

     

    But this is actually ambiguous because there are so many things we don't know about how you are playing. You say you make zero mistakes but we have gone through so many of these threads where someone claimed a room was auto-aggro ambush but then it was proven that it was not after all. So it does matter what you do however...yes...there is a die roll and so it is not entirely skill-based and you can end up rolling a 1 which is an automatic critical failure in many RPGs. In addition, this is a survival game which means that bad events beyond your control can happen and you as the player must use your skills and ability to adapt to survive the unlucky event.

     

    2 hours ago, Viktoriusiii said:

    but now even stealth leads to confrontation... 🤔

     

    But only sometimes. You can't seriously define the agility branch as a whole leading to confrontation unless you're just waxing poetic again. It has the best chance and you have the skills to evade and still kill without confrontation if you're willing to take the time to do so. If you aren't willing to take the time then maybe you are more interested in min/maxing then you are in stealth. I mean....what is the penalty for finishing a POI more slowly? What does it really matter? If a room wakes up and you don't want to retreat and wait and then return and stealth kill because you just want to be done with this POI and move on to the next thing, then

    that doesn't really sound like you enjoy the playstyle.

     

    2 hours ago, Viktoriusiii said:

    almost as if there is a designdecision behind that that would explain these changes...

     

    Hence why there is nothing needing to be fixed...

  21. 7 hours ago, Viktoriusiii said:

    Is there a way for me to not engage Z's? And I don't mean "sneak -> get spotted -> run for 15+ sec &hide -> repeat" I mean without being seen and having to fight and backtrack.

     

    Not 100%, no. But that is you putting a limit on what is or is not included in stealth gameplay. I've played plenty of stealth games where you often have to hide until the heat dies down and enemies go back to regular patrol mode. If your standard for "working stealth" is that you will be able to kill 100% of sleepers without them ever waking up, falling out of a ceiling or out of a wall then you are 100% correct that TFP isn't going to fix something that isn't actually broken and you are just ranting for the sake of oratory or poetry, I suppose...

     

    8 hours ago, Viktoriusiii said:


    @Roland en.wikipedia.org/wiki/Hyperbole
     

    Quote

    In poetry and oratory, it emphasizes, evokes strong feelings, and creates strong impressions.

    And what else do you think I want to convey, when my favourite way to play is simply not possible anymore.

     

    Good to know you just consider your own posts as rhetorical orations and poetry. I think everyone else does as well....

     

    As I said, if you want to be taken seriously in a conversation regarding the actual design of the game then stick to the facts as best you can estimate them if you don't actually know them. I admit that I don't know the exact percent but I know that I can stealth most of the time and the times that stealth check fails I can choose to fight head on and loudly or retreat, hide, and return in continued stealthy fashion. If you don't feel the perks are worth the points then don't purchase them. Plenty of people feel they are worth it at the current ratio of success to failure and TFP doesn't need to fix anything that isn't actually broken. If something isn't working as intended that needs to be fixed but the exact ratio of how often stealth should succeed vs fail when you are fully perked is pure opinion and not something that is necessarily broken.

     

    BTW, if the ratio actually was 50/50 then I would agree that it should be changed. So really, that is all we are really talking about here. What should the ratio be. 100/0? 90/10? 85/15?  What is acceptable and what is intended by the developers?

     

  22. 7 hours ago, Gamida said:

     

    I will need someone to explain this because I am 100% sure someone in the know has told us in the past that the meter doesn't give us a definitive distance that we are detectable but more of a general gauge of their senses.

     

    Huh...If that's true then I've misinterpreted it all this time. I could swear that faatal referenced the number in terms of block distance but I definitely could be wrong.

  23. 3 hours ago, Viktoriusiii said:

    And building your character to do one thing and that thing failing 50% of the time... feels really REALLY BAD.

     

    You do realize that when you blatantly exaggerate like this it doesn't strengthen your point like you think it does. It just wrecks your credibility. I successfully stealth at least 80% of the time that I'm trying and that is before I am even perked into any of the stealth related perks. I agree that the placement of sleepers in walls, rafters, and closets is  contrived for the purpose of creating jump scares and can understand how that fact might destroy the immersion of some folks who are sensitive to such silliness. But I have successfully shot zombies out of rafters, and closets without them waking up. I have snuck around furniture to get a sleepers that were placed so they could not be seen from the doorway. My stealth experience has been greater than 50% failure even before I spent a single point to enhance it. Much greater.

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