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Roland

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Posts posted by Roland

  1. 1 hour ago, daterxies said:

    Earlier this year on twitter it was posted bandits coming to A21 but i don't see it on this features list?


    nothing goes on the list this time until it has been confirmed implemented by a developer. The list is a feature confirmation list instead of a feature road map. They are working on bandits and making progress and bandits are still planned for A21. But they haven’t been officially revealed as implemented and functioning in game. 

     

    1 hour ago, bachgaman said:

    hello everyone, when is streamer weekend?😀

     

    Welcome back Bach. We don’t yet have dates for the dev streams let alone the streamer weekend. Hopefully coming soon. October 7th is Twitch Con and TFP is participating and planning to show new A21 Twitch integration gameplay which means there may be other stuff revealed at that time as well. Could be that the dev streams will follow soon after that event and then the streamer weekend and experimental release. We should know more after October 7-9. 

  2. 1 hour ago, manOyore said:

    Aren't moderators supposed to be helpful and not belittle forum members? 

     

    What's wrong with chimpanzees...? ;)

     

    The solution is to either prevent airdrops from falling into deep water or make swimming an enjoyable part of the game that makes getting submerged airdrops a fun objective. Thankfully, A21 is going to go with the second idea. Moving through water has never ever been enjoyable or even really functional-- until now. (Now being A21) Player swimming finally made it to the top of faatal's priority list.

     

     

  3. 13 hours ago, Burialfaith said:

    Roland even said on 8/17/2022 at 4:04 PM in this blog page: "it is a flaw in the design that makes it so that our decisions matter and can't be undone".

     

    The potential flaw in the design that I was talking about was allowing a simple convenient way to backup a save file at any moment from within the game. It would defeat one of the game's primary designs of overwriting itself every few seconds in order to make player choices meaningful and permanent. As soon as there is a backup save button accessible within the game, that is the end of permanent consequences to choices and bad luck. Coming back from setbacks is a huge part of the game and as soon as you provide a do over then every mistake is a Mullagan.

     

    I was not saying that the current situation is a design flaw. I do think redundancies to allow the player to reload a recent save in the rare case of a save file corruption is a good idea and I'm all for giving players a warning to make their own backups periodically. But that process needs to be done outside of the game. The player needs to log off and create the backup from outside of the game.

     

    13 hours ago, Burialfaith said:

    Also, on 8/17/2022 at 4:04 PM, Roland said:
    "Its not a simple problem with a simple answer."

     

    Again, I was here referring to the issue of protecting the permanency of decisions and not creating a do-over button. It isn't simple because there are probably many players that would want that button even if it was detrimental to the overall fun of making meaningful and irrevokable choices. If TFP makes a method that is under the control of the player then they have to be careful about how convenient they make the process.  If you feel that putting a warning or tip (either to make a manual backup or change the save location) in the loading screen is a good enough simple solution to the problem then I'm all for that.

  4. I'd say that you don't have to be the one who looks for the root of the problem by sifting through code. Simply report it in the bug report forum and one of the QA guys will look for what is going on and create a ticket to get it fixed if necessary. But reports are for when the game isn't behaving in the way you think it should be behaving. In fact, there is a section where you describe the way it should be behaving. I agree that what you describe doesn't sound right. Either there should be descriptions that support 74% or the stamina penalty shouldn't hit until 50% like the current descriptions indicate. Good enough to report, imo.

     

    Just make sure you don't have a mod installed since some mods make the game tougher and there might be one that changes the penalty to start at 74% instead of 50%.

  5. 4 hours ago, meganoth said:

    Roland may know more.

     

    As far as I know they will just continue balancing and adjusting the current food system until they get it where they want it. A21 seems to have fewer canned food in loot and more seeds which should push players to grow their own food more. But you can still hunt for plenty of meat. Lowering the loot % seems to have a much more dramatic effect on progression speed and survivability in A21.

  6. 1 hour ago, darkdragon9023 said:

    It's also gonna be ALOT more annoying.

     

    Possibly...

     

    I think whenever a game chooses a design that makes a survival element more involved the people who are really into survival love it and the people who just want their toon hydrated so they can go do "the fun stuff" will feel annoyed.

     

    Keeping yourself hydrated in the early game is definitely more involved in A21. You have to measure your hydration against your health and the risk of dysentery if you drink straight from water sources. You have to gather quite a bit of materials one of which is rare in order to craft a dew collector which doesn't really solve the hydration problem until you have a few of them going. You can't boil murky water until you find or craft a pot and now the only liquid you can commonly find is murky water so no more inventory full of good water, teas, and smoothies just from looting around. You can't take empty bottles to fill them up and build up an easy storage of excess water.

     

    Hydration still eventually becomes solved in A21. You will get to the point of having a crate full of stacks of drinks but it comes much later than in A20 and the journey to get there involves a lot more tasks that of course compete with all the other tasks you want/need to do and there are more times when you find yourself forced to drink bad water and possibly end up with dysentery.

     

    Now, if you enjoy survival mechanics all of that probably has you feeling very excited and you can't wait for the gameplay of getting a dew collector farm set up and having to deal with the consequences of being forced to drink murky water occasionally probably has you thinking, "Finally! Dysentery will actually show up in a playthrough!!".

     

    But if you find that you just tolerate survival mechanics and are happiest once food and water concerns are solved and you don't have to deal with that part of the game then, yes,......its gonna be annoying.

  7. 7 hours ago, executor2 said:

     

    Its not Unity , i fired up both 7d and Rust. Both are build in unity.

    7days uses 4 cores , and the rest are down to 6%, while Rust uses 50% on all my 12 cores.
    Its just the devs not investing time in proper threat handling

     

    He said DX12 compatibility was up to Unity. He never said that using more threads was up to Unity. He did say that it wasn't his first priority on how to spend his time because he would rather work on solutions that will improve performance for everyone rather than invest the type of time necessary to switch the game to using more threads. It's not even a decision he would make by himself. It would be up to the owners to allocate resources and time to doing that.

     

    1 hour ago, Xeen said:

    Surely for someone with your level of talent it would be nothing to add a couple extra cores for us guys with nice computers that could put all that power to work making the game run even better for us.

     

    You said this while quoting him where he literally said that his focus is on improvements to help all rather than improvements to help the few of "us guys". He never said it couldn't be done. He was telling you he won't do it unless that is what he is directed to do by the owners.

     

    Also, his name is Shawn. Not Shirley.... ;)

     

     

    1 hour ago, Mister Forgash said:

    I totally get wanting to have the game run the best as it can on your big rig- but as part of the potato crew, I sure hope they work on optimizations that everyone can benefit from first, rather than making making us poor folks/cheapskates feel pushed toward getting a new CPU..

     

    Don't worry. That is exactly what @faatal was saying he is doing. There is just a bit of selective listening happening by those who don't like the way those words were put together...lol

  8. 2 hours ago, xiiMaRcLeoN said:

    Sound like a interesting system, wonder how the other Perks will be changed hopefully not made kinda redundant.

     

    Hey man! Good to see your name!!

     

    Perks govern how well you use the weapons and what abilities you might gain with them that an unperked person wouldn't have. Magazines simply provide the recipes for crafting them. So no redundancy at all really.

     

    2 hours ago, falloutcloud said:

    Are the weapons still tied to a specific ability such as shotguns only improve with strength?

     

    There is no change to the organization of perks. They are still tied to their exact same attributes.

     

    29 minutes ago, Tete1805 said:

    I don't see the bandits in the confirmed features of A21 by the way.

    Is there a possibility they'd be pushed back to another alpha? (Another alpha? Yeah!)

     

    There is always that possibility but  I'm pretty confident we will see at least an initial implementation of bandits in A21. They are not confirmed yet because the developers haven't revealed anything yet. But that doesn't mean they won't make the cut. There are a few things not on the list as of yet that are very likely to be landing in A21. The list will expand a lot once the devs start showing off what they've been working on in their streams.

  9. 5 hours ago, Xeen said:

    If you don't spec into something it won't add any weight to it's corresponding magazine and you will hardly ever get them in a drop.

     

    Not necessarily. You get a wide variety of magazines when you open generic containers and you get targeted ones when opening a specialized container. For example, if you open a Shotgun Messiah crate you will have a good chance of finding a mag and/or part that matches what you perked into but you still have a fair chance of getting any other weapon themed mag and/or part. If you open a kitchen cupboard you have an excellent chance of getting a cooking magazine and very very low to zero chance of getting the weapon mag that matches what you perked into. It is still not a noticeable or marked bonus at all as far as I can see and I'm almost certain we will have threads from people wondering if their perk bonus is actually working.

     

    I have never had a situation yet where I couldn't find any magazines or parts for what I was perked into and I think that rather than a noticeable avalanche of a particular magazine title is the better result. But we'll see if that frustrates people or not once they start playing.

     

    3 hours ago, Xeen said:

    I hope it ends up being more noticeable as they play with it during balancing and tuning.

     

    We'll see what feedback comes back. I prefer it being subtle, myself, but if generally people keep thinking it is buggy because they can't tell then the devs will probably look at it.

  10. On 9/5/2022 at 7:41 AM, Melange said:

    Don't think I'll be going the early access route again any time soon.

     

    When they eventually release info and screens and gameplay of their next game I will be very surprised if you will be able to resist the call to participate early. Its easy to say now near the end of 7 Days development that it would have been better to just wait but if/when TFP Game #2 becomes available to early access it is going to be hard to ignore by anyone who has been a part of this journey. I would even say those who have soured on 7 Days because of development fatigue still have a good chance of feeling major FOMO when #nextgame reveal happens....lol

     

     

  11. 4 hours ago, pApA^LeGBa said:

     

    UE5 can do voxels, there is a plugin for that . Now i don´t know if you can create a fully destructible world with it though. So we might see part 2 using UE and having voxels.

     

    @Roland Is it offical that 7D Part 2 is coming? 

     

    It is interesting that Madmole has said publicly that if he had it to do over he wouldn't have chosen fully destructible so it is very well within the realm of possibility that part 2 will use UE, utilize voxels, but not 100% through and through. But by time they cycle back to do part 2 tech advances might make things possible that currently aren't. They have definitely said they plan to do a direct sequel. They have a couple other projects they want to do before they return to Navezgane so it will be awhile.

     

    3 hours ago, theFlu said:

    So, you're saying there's a chance? Wohoo! :)

     

     

    Simmer down Lloyd Christmas.

  12. 2 hours ago, theFlu said:

    It says "official" .. some could translate that to "likely the opposite in the next 6-9 months" by now ... :)

     

    No, that is the technical definition of "official" in the TFP playbook. ;)

     

    However....in this case there is no way that they will switch to Unreal for 7 Days to Die. Not now, or in 6-9 months, or ever.

     

    Now, 7DtD2? We'll see how they manage Unreal with their next game and that will probably determine if they stick to Unity for 7DtD2 or make the switch. But THIS game will remain Unity until the sun goes nova. (yeah, yeah...that'll happen moments after this game finally releases. I'm saying it before anyone else does)

  13. On 9/5/2022 at 7:52 AM, v3tro said:

    With new Learn By Looting System and skills no longer unlocking recipes do skills "Archery" and "Javelin Master" has gotten an upgrade? 

     

    Right now these 2 weapon governing skills are the only ones that do not provide anything interesting as bonus when you invest to unlock level 3+. They only do "% more dmg, %faster reload/throw", while all other do the same +gives you interesting bonuses like stamina per hit, bleeding, gunpowder crafting, anti-infection, each successful hit does more dmg etc. 

     

    @Roland  can you give any info about this?

     

    The perks are WIP. What they are today may not be what they are tomorrow so its best to wait and see what is finalized. A21 may not even be the finalized versions. Once players get their hands on it and play with perks & magazines I'm sure there will be a resulting adjustment to this part of the game.

  14. On 9/5/2022 at 6:13 AM, Doomofman said:

    My last post about it got moved to the overflow thread so I'll ask the question properly this time...

     

    Are we possibly getting close to the stage where we might see A21 Dev streams popping up (assuming we're getting dev streams this alpha)?

     

    It's almost a year since the first A20 one, which is why I'm asking

     

     

    On 9/6/2022 at 10:12 AM, WaywardEko said:

    It's been really quiet for a while here.  Would love to get some updates on where things stand and any rough timelines.  Last year the A20 dev streams were starting around this time frame.  Also would love to see an actual roadmap of what is perceived as required for beta/gold.  

     

    - Eko

     

    Sometime this year is the goal but other than that no timelines. It's done when it's done. Dev streams won't start until the team feels the new features are ready to show. Madmole is doing a lot of playtesting for his seal of approval on balancing and what still needs polish. 

     

     

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