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Roland

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Posts posted by Roland

  1. 1 hour ago, zztong said:

     

    I've not felt that objection was very strong. I've got many perks that are "useless during horde night." I mean, I won't be harvesting crops, bartering with traders, or salvaging cars either. Stealth's value would increase with the addition of some horde night function, but stealth isn't worthless.


    Perhaps you have not had the pleasure of discussing stealth with anyone of the “if it doesn’t work 100% of the time then it’s completely worthless” mindset… :)

  2. 2 hours ago, Riamus said:

    Honestly, I think they should just change one word in the game... "Locked" to "jammed".

     

    Smart. But get in line behind me who thinks they should just change one phrase in the game...." Sealed Crate". Oh, to erase the whines of those who hate finding stone tools and pipe weapons in their factory sealed Shotgun Messiah crates I would ask them to delay whatever is necessary to make this change. ;)

  3. 1 hour ago, Riamus said:

    I'll often crouch during horde night just to get the occasional stealth bonus damage.  It doesn't happen every time, but it does happen. And I don't spec into stealth at all.

     

    Everyone gets the stealth bonus damage regardless of whether they perk into stealth. If you are crouched and the zombie isn't aware of you then you get the bonus. On horde night, the zombies historically have always been aware of the player and their attention never wavered. Recently, though, faatal added in the destruction mode that zombies can fall into which means they obviously are unaware of you. Also it may be that if they are targeting a different player then the stealth bonus might apply. If you do perk into stealth that bonus can become crazy powerful so perhaps there is use for a stealth player in the group to crouch and pick targets that are in destruction mode or focused on other players rather than shooting those directly coming for them. In single player it would only be useful for those in destruction mode.

     

    If it is all true of course and not just some random glitch that sometimes works but other times doesnt....

     

    1 hour ago, Darthjake said:

     

    Actually Roland, I craft campfires and fill them with wood to attract the Z's to climb a concrete tower covered with Iron Spike Traps.  And I usually build it directly over my forge/concrete/gunpowder production that is underground.

     

    That might count as a honeypot type of attractor although I don't know how intentionally conceived that configuration might be by the developers...haha. But I'm thinking what they originally meant in the video was something that could be crafted and thrown like a rock but perhaps with more powerful results or easily placed and left and it would work which you can't do with rocks. Something a bit more mobile that might be useful while exploring more than your very stationary and permanent installation...

     

    But that's cool for sure! :)

  4. 3 hours ago, Deadfordays said:

    It's interesting you mention this... There are times in co-op play where I am crouched in a small group of five of us (Elevated drop horde base) while using a silenced weapon during H/N and will get sneak kills. Always thought it was interesting and funny, but glad I was seeing it happen! This is without specking heavily into sneak skill. 

     

    Interesting. You probably get stealth kills on zombies that are targeting other players rather than you. If true that could add some strategy to horde night for those with high stealth kill numbers. Pick targets that seem to be focused on other player. I wonder if it works on zombie that drop into destruction mode and have stopped specifically targeting any player....

     

    This could demolish the one final objection to stealth: "It is useless during horde night"

  5. I think it has already been mentioned that modding doors to be pickable is simple and that there already exists such mods for download. It is easy for you and me to say that its no big deal if doors are pickable because we can already destroy them and there really would be no balance issue but that's because you and I aren't the designers. There are tons of mods that break the balance of the game and people happily play them without complaint but if the devs made the vanilla game with those imbalances they would hear about non-stop. The standard they are held to is greater and so they would check every POI and make adjustments to the pick tools and their rarity/price and whatever else would need to happen and it would take time. Id rather people just mod it since the mod already exists anyway.

  6. 1 hour ago, NekoPawtato said:

    Was this due to technical limitations, or more of a shift in their vision?

     

    I think it was due to the fact that when they first brought out the game they had Minecraft firmly in their minds and Minecraft had domestication of animals. As they proceeded they wanted to divorce themselves from Minecraft and didn't want to be thought of as a fancy Minecraft overhaul mod. They got rid of the crafting that was like Minecraft and became uninterested in other Minecraft-like similarities.

     

    Animal domestication turned into wolf companion taming which turned into the drone follower so there was evolutionary migration. Finally, it has been suggested to them over the years time and time again to allow players to build chicken coops to simulate domesticated chickens or fishing traps to simulate a kind of fishing but they have been very resistant to those kinds of things. I guess you would call it a shift in their vision.

     

    Once the game releases officially we can all scream "What about your promise of domesticated animals!!!!" and we'll see if they start sweating bullets and come out with post release update suddenly*

     

    *suddenly = 2-year development time ;)

    1 hour ago, Matt115 said:

    MC have horror elements

     

    You'll let this slide but not allow 7 Days to Die to claim some survival horror in the mix of all their genres????

  7. 3 hours ago, Ramethzer0 said:

    I have no more diplomacy to add to the never ending library of threads this topic generates every six months or so.

     

    Only knives...

     

    Because clearly, you don't want to alter your strategy to fit the world you've chosen.  You want the world to change to fit you instead.

     

     

     

     

     

     

    He just wants A16. These threads always sprout from the A16/A17 fork. It take about 6 months of internalized dreaming of "What if the devs had done all the A18, A19, and A20 improvements on the A16 foundation instead of the A17 foundation?????" before it has to spill out into an angry post about how the game all went wrong in 2019.

  8. 2 hours ago, BFT2020 said:

     

    With or without Feral sense on?

     

    I never play without feral sense on. That setting is a must for anyone with 1000s of hours of experience, imo. :)

    2 hours ago, ElDudorino said:

    Maybe when a21 comes out I'll try what Roland does with the reversed speed settings. It sounds kinda intense since night sprinters at least have the weakness that they can only hear and can't see you for the most part.

     

    It is mind bending because after 1000 hours you are used to Day = Good and Night = Bad so event though I know the settings are changed I'm still casual about going out at day to chop wood and such and wandering hordes can be on you in seconds. I've had so many jump scare moments. When I first spawned I was running from everything and only fighting to knock them down and then keep running until I was able to catch a breather at the trader. Then I got my rooftop base established and its been better since then but my initial trader was 1km away and I was on the wrong side of the city so it was pretty intense.

     

    I guess I could have stayed in my little safe zone spawn area until night and then gone over but that didn't even occur to me at the time. Creature of habit.

  9. 38 minutes ago, Matt115 said:

    If you call 7dtd survival horror this is mistake. But if you called 7dtd survival with horror elements - this will be 100%

    I call it "elements of survival horror". If you would feel better if I would say "survival with elements of horror" that's fine by me. I really don't seem much of a difference myself so no problem. The devs claim that survival horror is one of the genres they borrow from to make their hybrid game. I don't think there is anything wrong with that nor does it appear anyone else has a problem with that. Since it also has elements of a Sandbox Game it is perfectly reasonable for me to challenge myself and go through a quest using no ammo and simply running and juking and using doors and barricades to avoid zombies if I wish. The game allows it and if that brings an even greater feeling of survival horror then the game can claim that it contains those elements.

     

    54 minutes ago, Matt115 said:

    But now  time you have 60-70% completed in my opinion. Water overhaul is in my opinion at least 10% - why? you can find water everywhere so - after A21 i wll say that point is finished in 70%-80%. 

     

     I won't quibble percentages. If that is your opinion that's your opinion. The water overhaul is going to make it possible to have decorations and structures under water and improve player swimming so while the biome already exists there are still improvements coming. The only missing biome as of now are the radiation zones. My 95% simply meant there was just one last biome to add. If you see it as more like 80% I have no argument with you about that.

  10. I recently made the simple change of reversing the zombie speed between day and night and it has completely freshened up the game for me. Run during day and walk at night is a simple change you can do in settings without need for modding and it really changes the whole feel of the game. I know people have done this already and posted about it in the past but it is the first time I've tried it and it is pretty amazing how different it makes the game feel.

  11. 2 hours ago, Matt115 said:

    You can check NMRINH2 discord. I think you could be rly shocked about horror stuff.  Roland horror is  not "gameplay" style but setting - sci fi, post apo, sengoku period, horror, western etc.  ofc this can be mixed - warhammer 40k, painkiller,  bordelands.

    7DTD is zombie survival as for example cod or NZA 4 (not gameplay but setting is main condition) .  Horror  zombie survival would be : dead space ( controversial? yes, a lot of gore? yes, a expensive lore? yes) , days gone ( as above), dead island etc.  but if you mean  "horror in open world" would be The forest as best example - is not zombie game but have every "horror trope".  7DTD is just post apo with zombies.

     

    I don't need to check anything. The game has elements of survival horror. That is just a fact. Try doing a quest without firing a shot or attacking zombies...just avoiding zombies once they've woken and it feels almost exactly like Resident Evil. Is it a full on complete Survival Horror game exactly like other dedicated Survival Horror games? No, of course not. But it does have survival horror in the mix. You are the only person on this entire forum who ever says it isn't at all horror and nobody that I can see ever likes your comments showing agreement. I think you're the one who is out of step with what qualifies a game to have survival horror aspects to it. I mean lumping this game together with Plants vs Zombies shows that your view is not the norm.

     

    2 hours ago, Matt115 said:

    No no no. There were much more biomes but were removed. So if for example - were 3 then 4 then 5 i would agree but now number of them is heavy reduced so this is like - if i would  give you 5 cookies then take 2 cookies you will be angry about me about that 3 cookies right?

     

    No exact number of biomes was promised so it doesn't matter whether there were more or less at different stages of development. The final version is going to have forests, mountains, plains, desserts, cities, snowy plains, snowy mountains, burnt forests, destroyed urban wasteland, river, lake, island, and eventually radiated terrain. Some of these are sub-biomes within the main overall biomes but the net result is many different places to explore and great variety in the world. You can be disappointed that the old golden grasslands and caves are no longer in the game or that swamps were never developed but that doesn't change the fact that the promise of different biomes hasn't been accomplished. The video never claimed that 7 Days to Die would have the most biomes of any game or even that it would have more than Terraria or Minecraft.

     

    2 hours ago, Matt115 said:

    from kickstartet

     

    Solo, Cooperative and Multiplayer - Play solo, coop or multiplayer in our unique Zombie Nomad Mode be a human, a bandit or a zombie for a no rules experience. Watch the leader boards and fight to be the Big Clan of the Wasteland or the Duke of Navezgane.

     

     

    So - hasrd to say - we have Solo, Coop and MP but lack of zombie experience. So this sounds like promise about playing as zombie

     

    You must have missed where I said that a MP mode in which players can play as zombies is still planned. They stated explicitly that some features might not be developed until after the game released so if this becomes one of those features they are still within the bounds of keeping their promises.

  12. 52 minutes ago, Matt115 said:

    Claim 2 -  7dtd is not horror game. Shooter? yes tower defence? yes RP? Kinda? Survival? yes. horror not.  it's not a horror game because add zombie into game don't change game into horror game - plants versus zombie is not horror too.

     

    I'm not worried. I've never met anyone else in the world who has as stringent standards as you do of what makes a game horror. Most people would see 7 Days to Die as being as much survival horror as it is any of the genres in its mix. It isn't full out 100% survival horror but neither is it full out 100% shooter, RPG, or tower defense. It is a hybrid of genres and I think most can appreciate the elements of all working together understanding that individually they are not going to be as deep as a game that is dedicated only to one.

     

    57 minutes ago, Matt115 said:

    Claim 3 - well number of bioms is rly small. Lack of caves still hurts.

     

    This is your expectation based on what you want to see but that doesn't mean the claim of having different biomes to explore as well as hundreds of POI's is not true or fulfilled. I'd love there to be more too.

     

    59 minutes ago, Matt115 said:

    claim  21 - well i think it should be added before full released

     

    In their kickstarter they said that not all goals would likely be added before full release so they wouldn't be breaking any promises if they finished the base game first and left early access before adding in optional game modes like Horde Mode or a dedicated PvP mode. Sure it would be great if they can get it all done before release but I'd be happy not to delay the release further for secondary game modes.

  13. 45 minutes ago, Fox said:

    I definitely would have loved to see bandits in the game and more random encounter boss fights (not just spongy zombie bears) as having bandits would allow less need for excessive zombie encounters which are all predictable and easy to deal with during the day. Not just bandits though, would love to see neutral and possibly friendly NPCs that might be willing to help you or join you, as this would further increase single player enjoyability.  I've already played with a bandit mod, and even though it was very basic AI and way too easy to deal with, I definitely feel like it added a lot to the game.

     

     

    Bandits are always the mirage in the distance, eh? Hopefully they will have time to put in some of the initial stuff they've been working on in A21 but I agree that nobody who has followed this game as long as we have would be surprised at all to read once again that bandits have been punted to the "next alpha"....lol

     

    47 minutes ago, Fox said:

    PvP is and likely always will be a bit of a laugh as it will always be way too easy to find and kill players since there's no way to detect incoming players (it's even sometimes difficult to see them when they're right there in front of you) and it's also easy to troll them with your bloodmoon raids, etc. They would need to bring back special game modes again and make specific small PvP arena like maps or something for this to work better. And yes, zombie players would be a lot of fun. By having small maps and reduced entities to reduce CPU load, it would allow for more players in the arena to make it more chaotic and fun. But I doubt anything like this will ever happen.

     

    The PvP that happens now using the main game with it's RPG framework and co-op focus will always be laughable. They will never balance their main game to work for PvP at the expense of single player and small group co-op. However, they do want to create a mode involving something like they used to have for PvP that will solve the longstanding issues and also involve players being able to play on as zombies when they are initially killed as mentioned in the video and reaffirmed from time to time over the years. Rick, himself, mentioned in one of the streams that he definitely wants the return of Horde Mode as well.

     

    53 minutes ago, Fox said:

    As for story... never going to happen. Lore? Sure, there's already some in the game and is really easy to add more any time they feel like it. Story? No. I would like to see more lore and some newspaper articles explaining what happened and all that... something to explain why the world is what it is. But in terms of an actual story or even a campaign, ya right. It would take these devs several years to implement something like that (that is actually worth playing and not just some half baked nonsense).

     

    The story was always going to be more like learning the mystery of how it all happened rather than playing a story out in the game. The game is really about the emergent stories that happen as people play together and the devs are very much interested in a game that is infinitely replayable and often making the gameplay into a storyline reduces the playthroughs that people want to do to one. So I think that the game is still going to be open world with the opportunity to gain reputation in a faction and go against the leader of the other faction but not involve a linear storyline. So I think you're right that there isn't going to be a dedicated campaign but there will be ways to learn about the lore and there will be an overarching goal to topple one of the leaders as an Ender Dragon type thing.

     

    58 minutes ago, Fox said:

    I like the current power attack / finishing move and I hope they don't ever change it too much as it just works well IMO.

     

    They are adding more critical death animations to go with them that are pretty satisfying.

  14. This ancient relic from 7 BC (Before Covid) was dredged up by community member in an attempt to show how far behind TFP is in delivering the game they first envisioned. However, upon watching the video I was struck by how much the current game matches their original vision and how the systems we currently have so exactly fulfill their plans. The visual aspect of things may be different than they thought they were going to do and in some cases the procedure or exact gameplay of a feature may have evolved or changed but, still, the overall plan remains and most promises are already 100% fulfilled with just a few needing to come together. Below I listed the claims the video makes and my assessment of fulfillment. Someone asked me to pin this so I will at least for a time. (some people hate pinned threads...)

     

     

    Claim #1: 7DTD is an open world voxel sandbox based game

     

    This claim is 100% fulfilled. It is true that for a pure sandbox experience the player should enable the creative menu and liberally use Godmode but even without that there are many ways to play and have fun in the world.

     

    Claim #2: 7DTD is a unique mix of 1st person shooter, survival horror, tower defense, and role playing games

     

    This claim is 100% fulfilled. There is no other game on the market that fuses these genres in the way our game does which is why after 9 years in development it continues to grow in popularity. There are elements of all of these genres very much apparent in the game and they work well together to make something greater than the sum of its parts.

     

    Claim #3: The game has multiple biomes and hundreds of POIs that are fully explorable including cities and skyscrapers

     

    This is claim is 95% fulfilled. The number and method of spawning biomes has changed over development but there are still desert, snow, wasteland/burnt, forest/plains/mountains, and water with radiation zones still planned to come. For example there used to be a dedicated plains biome whereas now within the overall forest biome there are areas of flat plains and areas of mountainous terrain but these variations of landscape are still present and can be explored.

     

    Claim #4: A story

     

    This claim is 10% fulfilled. There are notes and decorations and POIs that tell stories and give clues about what happened but they are all separate and a complete story is not yet implemented. The beginnings of two factions that will help drive the story are currently in development and are the foundation for the story that will be a part of the game. The main focus points of the story have been revealed: Noah of the Whiteriver Clan and The Duke and his henchmen. I will note that in the original video the story of the game was simply going to be a sequence of linking notes that could be found and I believe the story structure we will end up getting will be more dynamic and robust than the simple one promised in the video.

     

    Claim #5: You will need to survive by finding food and water and managing health, stamina, hunger, and hydration. You will be able to boost your stats through character development.

     

    This claim is 100% fulfilled. Even the new dew collector and water survival rules show they are still committed to making the survival aspect of the game interesting and fun and not just a tedious job.

     

    Claim #6: You can farm crops and hunt wild animals

     

    This claim is 100% fulfilled. These activities also have supporting perks to go with them.

     

    Claim #7: Day and night cycles that dramatically affect the strength and speed of the zombies

     

    This claim is 100% fulfilled. Stronger feral zombies spawn at night and the zombies move faster at night than they do during the game. The bloodmoon has the biggest effect of all every 7 days.

     

    Claim #8: You can build traps and defenses for your base

     

    This claim is 100% fulfilled. Not much else to say about it.

     

    Claim #9: You can loot, mine, and craft

     

    This claim is 100% fulfilled. All three elements are part of the game. Granted the spatial crafting was replaced by list crafting but the essence of the promise is fully fulfilled. In A21 crafting is going to get a huge boost thanks to the new magazine system that separates it from the perk trees. The loot rebalance also means you will be crafting weapons and tools at least as often as finding them in loot.

     

    Claim #10:  You'll be able to craft generators, machines, and vehicles

     

    This claim is 100% fulfilled. With five craftable vehicles including one that grants flight, robotic drones and turrets, and electrical devices connected to generators the game delivered on this promise big time.

     

    Claim #11: Enemies can sense you and are relentless in their pursuit of you

     

    This claim is 100% fulfilled. I admit that some specific senses have been abstracted together into a general sense of the player rather than specific smelling of meat which is unfortunate in my opinion but the idea of having enemies that sense you and hear you and come to investigate noises they hear and once they see you they pursue you to kill you is all there. There is also a feral sense mode you can select to make them even more sensitive to your presence. 

     

    Claim #12: There will be special enemies

     

    This claim is 100% fulfilled. There are several special enemy types with specialized attacks beyond the basic zombie abilities.

     

    Claim #13: Bandits and Boss Characters

     

    This claim is 20% fulfilled. Bandits are being worked on presently and the Duke boss character as well as the Noah boss character have been discussed and elements of their presence in the game are already implemented. They plan to add both melee and ranged combat bandits and that there will be two factions for the player to manage as they strive to survive.

     

    Claim #14: Structural integrity, gravity physics, and destructible structures will be part of the game

     

    This claim is 100% fulfilled and has been for a long time...

     

    Claim #15: As the player progresses they will be able to craft items with a higher quality level

     

    This claim is 100% fulfilled.


    Claim #16: Different food types will have different purity levels granting more or less health and other abilities to the player

     

    This claim is 100% fulfilled

     

    Claim #17: You can stealth past enemies and throw distractors to draw their attention elsewhere

     

    This claim is 100% fulfilled. There is no claim that you will be 100% successful at it but there is a stealth component to the game and I believe that if you enjoy playing stealth then it is very much worth spending points to enhance your stealth skills. If you just care about the most efficient way to clear a building then stealth may not be for you. But that does not invalidate the fact that stealth is a part of the game.

     

    Claim #18: You can craft various distractors and attractors to mess with the zombies

     

    This claim is 0% fulfilled. Not certain if this has been abandoned or just an oversight.

     

    Claim #19: You can gain XP and use it to purchase skills and perk upgrades in various ability trees

     

    This claim is 100% fulfilled and closer to the original claim with the current system than it was with the LBD system in earlier versions.

     

    Claim #20: You can even learn a special finishing move

     

    This claim is probably 70% fulfilled as it morphed into power attacks for each of the weapons. Not everything always stays exactly the same as the original concept once development gets underway but there are power attacks for each weapon that often are finishing moves in melee combat. Depending on your expectations of this you will feel angry, ambivalent, or relieved.... <shrug>

     

    Claim #21: Play solo, co-op, or MP in a special Nomad mode with leaderboards and where you can play as a zombie.

     

    This claim is 66% fulfilled. Solo and co-op are in and many do play PVP MP using the base game but the dedicated MP PVP mode in which you can play as a zombie and where there will be leaderboards is not implemented yet. It is planned but may not make it in before full release.

     

    Claim #22: Use creative tools for POI and world building

     

    This claim is 100% fulfilled and the tools the devs are making available to players to create POI's in the editor and craft their own custom world maps is improving and gaining more functions all the time.

     

    Claim #23: Domesticate animals

     

    This claim is 0% fulfilled and likely won't happen. Taming a wolf to be a companion was planned at one point but they went with the drone instead. There are no plans as of now to tame boars or have chicken coops or rabbit cages.

     

     

    What do you think?

  15. On 10/9/2022 at 1:14 PM, Scyris said:

    I've watched a old offical 7dtd features video from 8+ years ago, and half the features in that video still do not exist in the game today, where did they go? Here's a link to the video in question, the potions, food, story system, buff systems etc all mentioned pretty much do not exist.

     

    Claim #1: 7DTD is an open world voxel sandbox based game

     

    This claim is 100% fulfilled. It is true that for a pure sandbox experience the player should enable the creative menu and liberally use Godmode but even without that there are many ways to play and have fun in the world.

     

    Claim #2: 7DTD is a unique mix of 1st person shooter, survival horror, tower defense, and role playing games

     

    This claim is 100% fulfilled. There is no other game on the market that fuses these genres in the way our game does which is why after 9 years in development it continues to grow in popularity. There are elements of all of these genres very much apparent in the game and they work well together to make something greater than the sum of its parts.

     

    Claim #3: The game has multiple biomes and hundreds of POIs that are fully explorable including cities and skyscrapers

     

    This is claim is 95% fulfilled. The number and method of spawning biomes has changed over development but there are still desert, snow, wasteland/burnt, forest/plains/mountains, and water with radiation zones still planned to come. For example there used to be a dedicated plains biome whereas now within the overall forest biome there are areas of flat plains and areas of mountainous terrain but these variations of landscape are still present and can be explored.

     

    Claim #4: A story

     

    This claim is 10% fulfilled. There are notes and decorations and POIs that tell stories and give clues about what happened but they are all separate and a complete story is not yet implemented. The beginnings of two factions that will help drive the story are currently in development and are the foundation for the story that will be a part of the game. The main focus points of the story have been revealed: Noah of the Whiteriver Clan and The Duke and his henchmen. I will note that in the original video the story of the game was simply going to be a sequence of linking notes that could be found and I believe the story structure we will end up getting will be more dynamic and robust than the simple one promised in the video.

     

    Claim #5: You will need to survive by finding food and water and managing health, stamina, hunger, and hydration. You will be able to boost your stats through character development.

     

    This claim is 100% fulfilled. Even the new dew collector and water survival rules show they are still committed to making the survival aspect of the game interesting and fun and not just a tedious job.

     

    Claim #6: You can farm crops and hunt wild animals

     

    This claim is 100% fulfilled. These activities also have supporting perks to go with them.

     

    Claim #7: Day and night cycles that dramatically affect the strength and speed of the zombies

     

    This claim is 100% fulfilled. Stronger feral zombies spawn at night and the zombies move faster at night than they do during the game. The bloodmoon has the biggest effect of all every 7 days.

     

    Claim #8: You can build traps and defenses for your base

     

    This claim is 100% fulfilled. Not much else to say about it.

     

    Claim #9: You can loot, mine, and craft

     

    This claim is 100% fulfilled. All three elements are part of the game. Granted the spatial crafting was replaced by list crafting but the essence of the promise is fully fulfilled. In A21 crafting is going to get a huge boost thanks to the new magazine system that separates it from the perk trees. The loot rebalance also means you will be crafting weapons and tools at least as often as finding them in loot.

     

    Claim #10:  You'll be able to craft generators, machines, and vehicles

     

    This claim is 100% fulfilled. With five craftable vehicles including one that grants flight, robotic drones and turrets, and electrical devices connected to generators the game delivered on this promise big time.

     

    Claim #11: Enemies can sense you and are relentless in their pursuit of you

     

    This claim is 100% fulfilled. I admit that some specific senses have been abstracted together into a general sense of the player rather than specific smelling of meat which is unfortunate in my opinion but the idea of having enemies that sense you and hear you and come to investigate noises they hear and once they see you they pursue you to kill you is all there.

     

    Claim #12: There will be special enemies

     

    This claim is 100% fulfilled. There are several special enemy types with specialized attacks beyond the basic zombie abilities.

     

    Claim #13: Bandits and Boss Characters

     

    This claim is 20% fulfilled. Bandits are being worked on presently and the Duke boss character as well as the Noah boss character have been discussed and elements of their presence in the game are already implemented. They plan to add both melee and ranged combat bandits and that there will be two factions for the player to manage as they strive to survive.

     

    Claim #14: Structural integrity, gravity physics, and destructible structures will be part of the game

     

    This claim is 100% fulfilled and has been for a long time...

     

    Claim #15: As the player progresses they will be able to craft items with a higher quality level

     

    This claim is 100% fulfilled.


    Claim #16: Different food types will have different purity levels granting more or less health and other abilities to the player

     

    This claim is 100% fulfilled

     

    Claim #17: You can stealth past enemies and throw distractors to draw their attention elsewhere

     

    This claim is 100% fulfilled. There is no claim that you will be 100% successful at it but there is a stealth component to the game and I agree with most responders on here that if you enjoy playing stealth then it is very much worth spending points to enhance your stealth skills. If you just care about the most efficient way to clear a building then stealth may not be for you. But that does not invalidate the fact that stealth is a part of the game.

     

    Claim #18: You can craft various distractors and attractors to mess with the zombies

     

    This claim is 0% fulfilled. Not certain if this has been abandoned or just an oversight.

     

    Claim #19: You can gain XP and use it to purchase skills and perk upgrades in various ability trees

     

    This claim is 100% fulfilled and closer to the original claim with the current system than it was with the LBD system in earlier versions.

     

    Claim #20: You can even learn a special finishing move

     

    This claim is probably 70% fulfilled as it morphed into power attacks for each of the weapons. Not everything always stays exactly the same as the original concept once development gets underway but there are power attacks for each weapon that often are finishing moves in melee combat. Depending on your expectations of this you will feel angry, ambivalent, or relieved.... <shrug>

     

    Claim #21: Play solo, co-op, or MP in a special Nomad mode with leaderboards and where you can play as a zombie.

     

    This claim is 66% fulfilled. Solo and co-op are in and many do play PVP MP using the base game but the dedicated MP PVP mode in which you can play as a zombie and where there will be leaderboards is not implemented yet. It is planned but may not make it in before full release.

     

    Claim #22: Use creative tools for POI and world building

     

    This claim is 100% fulfilled and the tools the devs are making available to players to create POI's in the editor and craft their own custom world maps is improving and gaining more functions all the time.

     

    On 10/9/2022 at 1:14 PM, Scyris said:

    Also In before they take that video I linked down due to this post.

     

    No fear of that...lol. The video is the best proof that the devs have been working hard and been delivering on promises. They will deliver on all their promises at some point although maybe not in exactly the way you expect them to or even the way they expected to back in 2013. In most cases, they have exceeded what they promised and even delivered more than they promised with features that are in the game not even announced in that video. Thanks so much for sharing that video again. I haven't seen it in awhile and it is great seeing how well this game has come together and how so much of what they originally planned is now in the game with the last bits coming soon.

  16. The problem  comes back to the limitations imposed by the game. The zombies can only spawn outward from the player so far before they simply fall out of the world. The minimum distance is 35 blocks but the maximum isn’t much further. They had reduce the maximum not too long ago because spawns were falling out of the world and people weren’t getting horde nights. 
     

    So it is a function of what the game can literally not do and that is to accommodate players who build large bases that extend past the minimum spawn distance. If you do that you will get spawns inside your base. It has nothing to do with how much area you can land claim. Those are unrelated. 
     

    The devs are unlikely to allow people to simply pave over every square meter to prevent spawns. If they see that happening then they will probably allow spawns on water and player placed blocks as backups if no grass can be found in the spawning region. 
     

    Building a base so large that it in order for the game to find a place to spawn bloodmoon enemies that they are just going to fall out of the world is not a problem with the game, it is a user problem. 
     

    For horde night bases to work properly they must be smaller than the minimum spawn distance. Period. There are plenty of creative base ideas that can be done within those parameters. 
     

    Mega-bases can still be done but just not used for horde night if having some interior spawns are problematic. Many people choose to have an everyday base and a horde night base. If you want a mega-base then it should be your everyday base and then keep a smaller but still creative horde night base on the side. 
     

    It could be that distances might extend farther out in the future but we shouldn’t expect it—especially not for A21.  At any rate, there is no bug. The LCB is not intended as a protection against bloodmoon spawns so it doesn’t check for them and there is no plan to have them check for them. 

  17. 9 hours ago, Callum123456789 said:

    I was always told that you couldn't generate huge cities due to the general rule of cities/towns cannot cross biome lines


    I can’t speak to the rest of your post but I can say that over the years I have played in plenty of generated worlds using the vanilla generator where part of a city was in one biome and part in another so I’m not certain I believe that general rule. 
     

    I think it more likely that there is code limiting the size of a city and probably establishing a minimum buffer zone between cities

  18. 1 hour ago, Falcon197 said:

     

    Also agree with this, but I'd challenge the logic on making LCB's totally irrelevant to the horde spawning equation.

     

    LCBs were created for multiplayer. There was a time they didn't exist and we still had to defend against zombies coming for our bases. So for anyone who was around pre-LCB and then saw it added as an anti-griefer device, there wasn't necessarily any logical connection conveyed that it was supposed to stop zombies spawning. We did have our bedroll for ages before the LCB which WAS supposed to stop spawns within a radius and there were plenty of bugs and lots of development that went into that but not really the LCB other than making sure teammates were recognized and workstations able to be picked up.

     

    In fact, we could make multiple LCBs in the beginning to extend our claimed area and have redundant protection against other players. Nobody used them to try and completely block out all horde night spawns because that wasn't what they were for. A few alphas back they reduced them to only one active LCB at a time per person.

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