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Roland

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Posts posted by Roland

  1. 8 hours ago, Blake_ said:

    The trick I use is always staying hungry and thirsty right until the hp-losing threshold, then I eat a bit, which gives me time to find food, and as for water I did always have it full in a20..


    This brings up a good point. Some players let their meters fall to the point where they first get penalized and then eat/drink to fill up and they don’t feel like they are having to eat/drink all the time. Others can’t stand to see anything less than a full meter so they are constantly eating to maintain meters at 100%. This is also something people don’t usually disclose when they complain about how often the game requires them to eat and drink. 

     

    8 hours ago, Blake_ said:

    I'm an extreme advocate for 240 and 480 min days. Some players can extend their gameplays for thousands of days and a 2 hour horde night is just... yeah, hardcore.


    I’m not an extreme advocate for shorter days but I do enjoy doing a playthrough from time to time at 30 or 40 minute days. I love the time pressure and the more realistic representation of how much work I would be able to get done in an actual day. Fewer daily quests are possible and often you get caught in the middle of one at day’s end which makes for a spicy ending and return trip. For that reason I never play at settings longer than the default because of how cheesy it feels to me having so much time to prepare for horde night. 
     

    Sure, horde night itself is shorter but in my experience most base designs by experienced players can easily repell a horde whether it last 30 minutes or 2 hours  or 4 hours.  This is especially true if you have given yourself soooooo much extra time to be able to over design your base for the first horde. My horde nights are shorter, true, but I’m also not gorging myself on XP and loot bags like someone who is playing a two hour horde night is. I get fewer rewards and less time to repair and prepare for the next one. 
     

    My horde nights are shorter but still exciting and just as it starts to feel a bit monotonous the sun comes up and it ends. 
     

    Hmmm…..maybe I am a strong advocate for shorter days. 🤪

  2. 3 hours ago, Jugom said:

     

    which is why I still think the dew collectors should produce water based on a fixed irl time (like crops) and not based on game day duration.


    What gave you the impression that they don’t? I’m pretty sure every timer in the game is real time based and not game time based. At least I can’t think of one that isn’t. Without looking at the dew collector code I’m 99% certain it is on a real-time timer rather than the water appearing at say 10pm every day.

    58 minutes ago, Callum123456789 said:

    I remember from one of the recent dev diaries there were talks of a dynamic encounter system is this still planned for sometime?


    As far as I know. It is basically the twitch integration system that allows viewers to cause encounters to happen to the streamer. They just need to write a manager that will be able to randomly trigger those events during the game.  Hopefully none of the silly twitch events though…

     

    Of course, this all depends on whether they have time to do it. It is also very possible this game only gets the twitch integration and the next game ends up with the random encounter manager….

  3. 1 hour ago, Riamus said:

    It is only in the early game where it is a crazy amount.

     

    You're assuming that all the meat that went into the cook pot came out of the cook pot. I always felt like the early game food preparation (including harvesting) abstracts a lot of waste and plenty of charring that must be scraped off using rudimentary tools and having rudimentary experience with cooking.

     

    1 hour ago, Riamus said:

    eating a can of salmon would fill you up for at least 6-8 hours

     

    As I mentioned, it does fill you up for at least 6-8 hours of game time if you play on the 40-minute days setting. The longer day settings are going to make it feel less true to life because hydration and fullness are on realtime timers so that with 40-minute days you get a meal lasting most of your game day whereas with 120 minute days you'll need as many meals as a hobbit.

  4. 9 hours ago, Damolann said:

    Probably because in every game there are those who consider themselves completionists and MUST have all the recipes, skills, etc. themselves.  It's also nice not having to wait until someone in your group logs on to make something if you die and lose it  or to make it for you in the first place.  People have lives that don't revolve around games so the one person who can make that best item might not be on for a couple days.


    Well the good news is that you will still find mags of the type that you’ve already completed so you can still gift them and sell them. The bonus drops off but that doesn’t mean you won’t still find them as often as any other title. 
     

    As for having to wait for someone to make something you can’t for you, what do people do now? Do people use up skill points to duplicate what teammates have already done just to not have to wait for them to be online?  In our group the high level crafter makes a bunch and sticks them in a chest. 

    3 hours ago, Riamus said:

    I do think that the amount of food and drink needed in the game is excessive... especially food.


    The problem here is that nobody disclosed how long they’ve modified their days to be. Personally, I think the rate of hunger and dehydration fit best with 40 minute days but are not particularly unbalanced with the default 60 minute days. 
     

    Anyone who complains about how much food and water they have to consume daily while playing 120 or longer days isn’t being mindful of how ridiculously easy the game would become if hunger and thirst were dilated to match the time dilation while the player’s ability to move and act and get things done all remains the same. 

  5. 8 hours ago, Gamida said:

    Also I was wondering if the mags have changed in A21 or if I am interpreting the info wrong in A20 mags.


    There is nothing like the A21 mags in A20. Skill in using a weapon is attached to the perk bought by the player and not infused into the tool itself. If I can make a level 5 tool and give it to a player it will be just like as if they found a level 5 tool in loot. Their skill with that tool will depend on their own perk level and not mine. 

  6. 5 hours ago, flukebreaker said:

    I haven't read the whole thread yet, but has anyone pushed back on this? This seems senseless. What's the advantage to this? The books aren't taking the place of other loot, and still have value even once the skill is maxed (either selling, or sharing with co-ops), so why drop off the advantage we earned? This would also incentivize hovering at 99/100, for instance, which is a very odd incentive to give a player.


    The bonus doesn’t make it rain and pour down magazines of your chosen perk. It primarily ensures that you’ll never find yourself perked heavily into something and never not find the mags for that perk. If you want to hover at the penultimate magazine and forego the ability to craft the blue version of the highest tier item in that tree then go ahead. I can’t imagine myself feeling an incentive to not have the best weapon I can possibly craft in the game just so that I can continue to find a particular magazine I no longer need at an almost imperceptibly higher rate than all the other magazines. 
     

    As for giving extra copies to others…why? You can already craft the best. They don’t need the recipes unlocked since they have you. Just craft them one of whatever you can do that they can’t. There isn’t really a need for multiple people to be able to craft the same best things. Mags don’t give any skill benefits.  They are purely unlocks for crafting recipes. 

  7. 16 minutes ago, Blake_ said:

    @Roland do you know if at the upcoming Twitchcon we'll get an a21 stream EVERY day or is it just the one with just the Twitch integration stuff and none of the other things in depth? I'm actually curious about the speed at which the hype train should move.

     

    Sadly I'm not involved and I don't know. The promos mention showing new A21 twitch features and that is probably what we should let live in our expectations and no more. Someone already mentioned that Lathan has been showing A21 twitch stuff in his A20 build he plays on Twitch so it is possible they may not even show actual A21 footage in order to show off the new twitch features. Let's expect that and then be surprised if it is more than that.

     

    20 hours ago, night.owl said:

    is animal husbandry and taming animals (wolves, chickens, boars, (bears :0)) ever gonna be a feature discussed in this game?

     

    Only as a mod. Its a definite no for the vanilla game.

     

    20 hours ago, night.owl said:

    The drones are a new addition to the game that give me the vibe of a "companion" system and it almost seems to me like it's yall dipping your toes into the idea of having tamable dogs that can fight for you.

     

    They already dipped their toe into the idea of having tamable dogs but it was acid so they recoiled and went with the drone instead. Sorry, but the drone is the fallback position and not the initial foray.

     

    20 hours ago, night.owl said:

    I think the idea of a vulture you can tame and give a backpack for extra storage or something is super cool.

     

    The vultures are all zombies. They aren't represented as living actual vultures. I only say this because we get a lot of feedback from people complaining that the vultures don't really behave like real vultures. We know. They're Zombie Vultures. Going along with this notion they cannot be tamed because their overriding compulsion is to eat you. Not even THIS would work... ;)

     

    Chris Pratt Throws Back To The Set Of Jurassic World Dominion, And There's  Spanx Involved | Cinemablend

  8. 2 hours ago, RipClaw said:

    I also used murky water to save space. The stack size of clean water in A20 is 10 and that of murky water is 125. I hope that in A21 the stack size of clean water will be adjusted so that you don't have a whole chest full of clean water when you want to stock it for making glue in large quantities.


    I suggested this very thing to the devs. Agreed that higher stack sizes of water make sense with jars gone and crafting needs changed. 

  9. 2 hours ago, Chereon said:

    So...your solution is to remove something for...uniformity?


    Consistency and uniformity of rules within a game are actually a worthy cause for making changes. I’m only one person but can report from personal experience that after an initial shock that jars were gone and that I needed to adjust my water gathering strategy, I haven’t missed them at all in exactly the same way I don’t miss gas cans, stew bowls, oil bottles, and acid jugs. In my opinion, thirst management is much more interesting now—not necessarily harder but more interesting and because of that more fun. 
     

    Your mileage may vary but as far as I can tell the removal of jars has been net positive. It has given murky water an actual presence in the game beyond being a glue component. Now it is part of the hydration game because it isn’t such a trivial hydration source to skip over.  I’ve hD to deal with dysentery more in the past few months than I have in years. The dysentery icon was one of the originals in the game and at one time it was the only critical injury there was and yet because of jars it never showed up ever in any play through. When would I ever have had to drink murky water pre A21?  I’d like to see more critical injuries and not less but jars had basically removed dysentery from the game. 

  10. 39 minutes ago, Code_Ovrld said:

     

    Totally fine man, im thinking mods are not the way to go. Why give people something free when i can make something. See you all on the flip side. 

     

    Absolutely! When I think of you, I totally get the "fair compensation for work done" vibe. ;) Hope your dreams come to fruition as I'm always interested in great new games

  11. 7 hours ago, Code_Ovrld said:

    Again just a suggestion but thank you for understanding what I was saying

     

    2 hours ago, zztong said:

    Google is showing me 12 different definitions for the word and 1 of them relates to slavery.

     

    This was the owners' initial response when I gave them a heads up about this request. They said there are many meanings for the word master and they aren't using the meaning that relates to slavery. At least for now they are not planning to rename "master" wherever it appears in the code. Perhaps they will for their next game if they begin with an alternate word from the beginning of development since they are at least now aware of the request. Be assured, they were not at all of the attitude that they would keep instances of "master" in the code as some kind of anti-woke obstinacy-- they just have much higher priorities at the moment and were frankly surprised that anyone who looked at the code and saw the context in which the word was being used would even make a connection to slavery and feel offended.

     

     

  12. 5 hours ago, Code_Ovrld said:

     

    Not specifically to Roland, just found the first moderator and quoted the last thing they said. 

     

    I don't want to start anything but Git is changing its stuff from Master to Main. Wondering if you guys could make an update that changes all of your base xml definitions to something neutral. not saying anything wrong with Master, just saying there are other words that imply inheritance 

     

    Can I get an @Guppycur translation on this?

  13. 9 hours ago, RipClaw said:

    It's interesting how everything is defined as "sitting on your butt" where you doesn't stand in front of a loot container and press E.


    I think it is more defined as activities that carry a risk. Building and mining are considered lower risk activities since looting has been designed to have zombies seeded around the containers.
     

    It isn’t really the pressing E part of it at all. 

  14. 1 hour ago, Cr0wst0rm said:

    Lack of modularity in zombies is another problem of this game, they could have easily used the system that is basically already used by player and just hook on HD clothing styles, different apparel boots etc to the entire model. Don't know why they chose what they chose but whatever, diehard fans are gonna hate me for pointing this out either way...

     

    They DID choose a modular system for zombies and had to abandon it due to performance issues. I just have to point out that a lot of their constraints are due to the world being voxel but diehard critics are gonna hate me for pointing that out either way...

  15. I may be projecting from my own experience but I’m usually oblivious of such detail and I wonder if the vast majority of players are oblivious as well. When I’m playing I’m only looking at the vehicles as I harvest or loot them and 90% of my attention is on the timer that is counting down and the nearby zombie that is approaching. I see a partially rusted vehicle in front of me and that is the extent of my awareness. It doesn’t register that there should only be rust spots where the paint peeled away. I’m not peeking in the windows to see the interior. None of that matters in the least  to me. 
     

    I bring this up because if most players are more like me, then I think it would be a bad idea for TFP to go redo the car models. They are definitely good enough and visually much better than the props we had in the past. 
     

    I can stand by you and say, “It’s too bad the art team didn’t create the models with the level of realism you describe in mind because that would have been even better than what we have” but the level of realism the game currently has with respect to how cars actually rust is going to be sufficient for most players I suspect.

  16. The only issue I see with that is that a lot of times the game can still be loaded with a corrupted file. So the player sees their stuff is all gone and it’s day 1 and they are a beginning character again so they log off and the game overwrites their last backup with the new backup. 

  17. On 2/28/2022 at 4:06 PM, bdubyah said:

    I watched that as well. Seems like a solid foundation and assuming they do what needs to be done to smooth the rough edges it seems like it could be good. 

     

    I'm not super interested to get one though the thought of being able to play some 7 Days on my lunch break is kind of tempting. Haha. 

     

    I'm super interested in getting a generation 3+. From what I've read and watched so far, early adopting the deck is a big "Nope!" for me.

  18. 19 minutes ago, Mob_1262 said:

    Problem with mods its hard to get them to work some times, and also I use steam to play plus I don't know how to implement mods other than via the workshop.

     

    There is a mod launcher tool created by one of our members that makes the process very very easy. If you are interested, go to this link:

     

    There are a couple of tutorial videos you can watch to help you get it installed and using it and they are posted right there where that link takes you. Makes the process pretty simple.

  19. 46 minutes ago, Maharin said:

    TFP is nearly 100% unlikely to add any new ammo types or guns at this point.  Just so you know.


    As for fire... I would give it a 0% change of happening before release and probably not much better than that to be implemented by TFP.  Maybe in the next game?

     

    Mods are the key to your happiness.

     

     

    Oh yeah, Mr Pessimistic? I'll say they are 99.99% unlikey to add any new ammo types or guns at this point and I'll give a flame weapon a 0.01% chance of happening before release.

     

    You're welcome everybody!

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