Jump to content

Roland

Moderators
  • Posts

    14,260
  • Joined

  • Last visited

  • Days Won

    393

Posts posted by Roland

  1. 50 minutes ago, Matt115 said:

    Ok . Witcher - Metropolis city version( yep Cd project wasn't first),  Silent hill downpour, DL2,  Aliens colonial marine, Gothic 3, CoD ww2 , Total war attila etc.

     

     And you were in on the development builds of these games to witness how the cuts that were made during development made these games mediocre?  You played the much better earlier unreleased version of The Witcher before it became the mediocre lesser released version?

     

    I wasn’t aware that these listed games had early access to their development process.

     
     

  2. 22 minutes ago, Matt115 said:

    but if this game change in other way : very dark, hard , "edgy"  then probably you would saying that you expect something diffrent and i would similiar thing like "yes but technology changed - you can watch how much brutal  another horrors games are. Few years ago it would not possible".


    This is something I often don’t understand about your posts. The game in A20 is darker and edgier than it ever has been. The zombie models are grosser than they were with dangling eyeballs and such. There are now more gruesome remains and gore piles than ever before. Decapitations used to be just “pink mist” and now they are moving to grosser actual decapitations with the head popping off and a more horrific neck wound left behind. A21 is going even further with this with Glen-like eyes pooping out of sockets and caved in heads showing brain matter. 
     

    There is spooky music now and sound effects that inspire dread at least the first time you hear them…lol. 
     

    The wasteland cities are scarier especially if feral mode is on. Doing a quest in a wasteland downtown POI is much scarier now than ever before. 
     

    There are more locations that are more horrific like sewers and sub terrain caves where you are confined in tight quarters if a wandering horde comes by and cuts off your escape routes.

     

    7 Days to Die may not be as brutal and grossly over the top as other titles but I 

    am always at a loss whenever I read your many posts that the game is less horrific now than it used to be. Maybe you feel it can only be Mad Max like OR horror like but not both. To me it seems like a more horrific mad max post apoc world than Mad Max itself. 
     

    I know you’ll say the lack of variety spoils it for you but there is more variety now than there ever was in the past. Maybe not on specific zombie faces though. Not all past zombies got the upgrade. 

  3. 3 hours ago, Matt115 said:

    Because often is sign of disaster Roland...  i know a lot of game that a lot of things were cutted/changed during development and game became bad/medicore/ good enough to get good reviews and be forgotten. 


    wut?  Often?? Give examples. How do you make a game be mediocre enough to get good reviews?  If a game has mostly good reviews in the thousands and you think it’s just mediocre then most likely the game is good but just not your cup of tea. I think you are unable to distinguish between a good game that you happen to not enjoy and a bad game. Then again, you DO predict the weather (and earthquakes) with a rock hanging from a pole… 😂
     

    When cuts are made in any creative endeavor it is to refine and clean up the final version. No creator makes cuts just to be done and try and get their game mediocre enough to somehow still get mostly positive reviews. If a dev team wanted to abandon a game they would more likely leave the bloat in and call it done rather than take the time to edit. 
     

    2 hours ago, Jost Amman said:

    I get it... but, is there a possibility to at least have a "basically" working version of the current net code iteration?


    There is a basic working version right now. Most people who play with 8 people or less are not having major issues. That’s a basic working system. Making a server work for 10-50 people would be advanced. 
     

    Why no quick and simple hot fix?  Because EOS is Epic and our developers are reliant upon their developers to a degree to solve some issues. It is the same with EAC and Unity issues. There are times when we can’t just hotfix something that requires them to make adjustments from their end. 
     

    There have been times in the past where the ONLY answer was to tell people to turn off EAC until the issue could be worked out with their developers. 
     

    TFP have always been quick to hotfix issues they could. Why would they suddenly withhold a hotfix unless….there wasn’t one?

  4. 3 minutes ago, Guppycur said:

    I'm fine with the direction of things changing every alpha


    I agree that things change each alpha. That should be expected. But what do you mean by the direction changing?  To me, things are heading in the same general direction they’ve been heading all along.  What direction are you saying we were heading in before and what direction do you think it’s changed to?

     

    I’ll give my answer first:  I think the direction they’ve been going is to make the first 20-40 hours of gameplay accessible, challenging, and fun with plenty to do and multiple pathways for progression. They’re also very driven to improve the visuals and the world building elements. To me, the changes they’ve made in the game have all been to those ends. 

  5. 15 hours ago, Simplycasualgaming said:

    I started 7DTD in A10 and have recently come back to find the game to be hilariously easy. There is no punishment for screwing up and dying. The EXP penalty is a joke.


    If you haven’t played since Alpha 10 then you should also know that default difficulty was downgraded by one. As an experienced player you should play Nomad at a minimum. 
     

    Death penalty is in ongoing discussion at TFP. The developers are very concerned about death spirals that can occur due to certain death penalties that can occur- especially for new players. The old wellness system contributed to death spirals and is part of the reason it was changed. 
     

    Right now they are considering options for Ironman and also for persistent debuffs that will not disappear when you die. Just stuff they are discussing and not really on the list for A21. 
     

    Personally, death penalty is tough to do in a way that will appeal to most players. They tried a near-death debuff that weakened the player and downgraded the perks for a period of time. They found that most players either modded or out or went AFK while sitting in their base to let the timer run out. 
     

    Now, I remember getting in a death loop with wellness and then eventually working my way out of the HP hole and I thought it was a fun challenge but that is not the kind of design the devs want.
     

    Honestly, intentionally allowing death loops is a pretty hardcore design and you would definitely need to change your name if that’s what you want… ;)

  6. 47 minutes ago, RyanX said:

    Just my 2 cents: TFP is largely disengaged from the community at this point.


    No, the developers fully understand and are aware of your complaints. They are also aware of and fully understand the complaints of another large segment of the community that I know you are completely disengaged from: The console community. 
     

    The developers made promises to all their customers and are working on fulfilling those promises. There is the  promise that the full version of this game would be available on consoles and able to connect to the same servers that PC gamers utilize. They are working towards that and it has created a bit of a  construction zone where servers are concerned. That is temporary in the grand scheme of things. 
     

    The problem a lot of players have, including this streamer, is that despite claiming that they understand Early Access, deep down they just emotionally and philosophically don’t. If they did, then they would realize that TFP plans to have strong networking code that will be able to handle cross-platform play and their first assumption would be: “Ah…they’re working on this right now and obviously they aren’t finished”. That’s how someone reacts when they understand how it all works. People who don’t get it freak out and automatically assume that what was released MUST be the intended full version. Of course they do, because they just don’t understand playing a game that is indev. Not truly. 
     

    Same goes for people who think cuts and removals are a sign of disaster. People who actually get it know that they are actually a normal and natural part of the editing and refining process. 
     

    The netcode is under construction. There are necessary changes happening that show that TFP are engaged with ALL of their customers. The current network status is not the intended final product. If it is unbearable to play under current conditions then by all means take a break and keep checking back. 
     

     

  7. For almost 10 years there have always been short-sighted people predicting the crash and burn collapse of this game and the end of TFP. 
     

    They have been wrong, they are wrong, and they will be wrong. The server issues are simply due to the necessary cross-platform infrastructure changes for the future of this game. Playing a game that is still in development is going to mean there will be periods of time where some things don’t work. 
     

    If players of large MP servers love the game as much as they claim then they will be back when everything is done and running well again. That is what I see time and time again— people who for one reason or another had to shelve the game for a year or more due to development issues come back and absolutely love playing again when those issues end. Every alpha release has been bigger than the previous ones precisely because this game draws people back in addition to attracting new. 
     

    Sure, some become disenfranchised because they don’t like design decisions or just finally grow bored (like with ANY video game) but the actual measurable evidence overall is that of growth. 
     

    TFP is in a very good place. They are finishing up this game and have started preliminary work on two new games as well as on bringing the full version of this game to consoles with cross platform compatibility to PC servers. And, most importantly, they are doing all of this without over extending themselves as a company. 
     

    The same people who rage that TFP is taking so long because they are lost would rage that TFP is rushing the game because they’re surely about bankrupt if TFP finished up the game more quickly.  These people always see the worst possible scenario and present it as the facts.

     

  8. 22 hours ago, q123 said:

     

    hmm, this could be removed now from A21-list (found it right now in my A20.6-exp) 🤗

    Thank you guys (was it intended? doesn't matter, I like it) 👍


    I’ll leave it for now. There may be additional bullet points to add in that category after all at some point. I did edit it to note that it is included in A20.6. Thanks!

  9. 1 hour ago, Doomofman said:

    Yes but HOW are the First Person animators doing? 🙂

    They are quite animated about the animation they are doing. 
     

    9 hours ago, Zombiepoptard said:

    The things that we have front and center is a learn by looting system that absolutely is a glorified tweak and waste of dev time. Also a water fix and tweak of how you can get drinkable water.


    And yet…those “tweaks” have had a profound affect on the game. It is going to feel fresh and new to most veterans. That being said, obviously some will enjoy the the change and some won’t, wishing the devs would have left alone stuff “nobody asked for”. I think most will like the changes but it will be interesting to see. 

  10. 12 hours ago, Neminsis said:

    Not to mention that we have no idea what @madmole is going to do to the perk tree. <shudder> 

    I will note that you're not contradicting my general assumption that the drop rates of murky water, glue and duct tape don't produce a hard choke point for normal crafting...right? 😉


    I am not. 😂

  11. 7 hours ago, dbvel said:

    Ever since I had a power shortage at home, SOME quests will not show the remaining zombies. I've experienced it with quests of all tiers, even in tier1 small houses.

    I think it's relevant to mention that actually I almost lost my save file. I had to fix it by doing this: https://www.youtube.com/watch?v=wkteeH5gR6s ...

     


    Most likely your save file was damaged by the power outage. There could be other issues you’ll come across if you continue on that save. 
     

    You might try starting a new game and try a few quests to see if the problem persists. If the new save looks clean then you’ll have to make the decision to either start over with your new game or keep going on the damaged one and just live with the quirks. 

  12. On 7/28/2022 at 9:44 AM, Neminsis said:

    No, but neither should their opinions be dismissed out of hand. I personally disagree with both of them on more issues than I can list, but I do consider what they say from the perspective that they spend a lot of time thinking about this game. It's simple respect for others, no adulation required.

     

    I don't think the modders' opinions were "dismissed out of hand" any differently than the critics of this change dismissed the developers' decisions out of hand. The choices the devs made were after many hours of discussion and trial implementations and testing. Then within a few hours of my posting the news we have people dismissing the decision and off the cuff presenting alternative designs that they proclaim to be much better than what was decided. Granted, there has been a lot of brainstorming and thought exercise going on since then but still nothing compared to the time put into what we have now and by a group of people who have a clear picture of A21 and the future roadmap.

     

    I'm not saying that the devs are infallible or that their design is the best possible for everyone, but I do find it interesting that when people pushed back against the modders you saw that as dismissing the opinions of people who have spent a lot of time thinking about the game and that there should be respect afforded to those people. What about the developers and testing team? I'm not asking for adulation but if we should show an amount of respect and trust to people who think about the game a lot is it only modders who fit that mold or might the devs, themselves, possibly qualify? And if you are willing to accept the alternate ideas that Khaine and Guppy (who admitted his ideas came in a moment's thought while pooping) without challenge or dissenting remark--why is it so hard to accept the change wrought by the TFP team without dismissing it out of hand?

     

    How can we even really tell via text communication whether anyone dismissed the modders' opinions or the developers' decisions "out of hand"?

  13. 32 minutes ago, Astronomical said:

     

    Does this mean the previously shown raft is no longer planned as a vehicle?


    I was talking about boats. Rafts are totally different. 
     

    Im not sure about the status and future of the raft. 

  14. 1 hour ago, Nicole said:

    I like but the idea of remove empty glass bottles from the game, uhm no, I think will do hard to play when start a game and be difficult travel to the desert, havent thought of putting a canteen? 😢


    How many drinks would a canteen hold?  10?  Well you can have a stack of 10 water so basically the same. 
     

    For visiting the desert you can easily take plenty of drinks in with you. For living in the desert you can build dew collectors and be just fine. 

  15. 19 minutes ago, Ellorra said:

    I have just heard that The Fun Pimps are removing glass jars from the game and making murky water only available through looting.  You do understand this puts a choke point into our glue production, which effects almost everything, right?  I’m reminded of when you made it so zombies didn’t reduce into gore piles, and then you hastily patched in static gore piles everywhere when you realized this effected our ability to get bones. If you want to remove empty glass jars from the loot table, fine. Make it so they are only craftable.  This is a horrible idea that will significantly negatively effect game play.  Please reconsider.


    The gore blocks that the zombie bodies morphed into were completely different from the harvestable bodies strewn about the world. The original gore blocks gave no bones and simply needed to be cleaned up after horde nights to avoid piles messing with your defenses. They had nothing to do with glue production. I don’t even think we had glue or duct tape as items in the game back then,tbh. 
     

    So the addition of new gore blocks that could be harvested for bones had nothing to do with the removal of the old gore blocks and wasn’t a hastily patched solution. 
     

    I look forward to you being able to play with the new water mechanics and seeing how large scale glue production will be handled. Hopefully you will find it entertaining. If you find it unbalanced, let us know. The water changes aren’t going to be reconsidered until after experimental yields some actual test case feedback. 

  16. 18 minutes ago, RyanX said:

     

    There used to be larger servers where there were 30+ people and we pretended we were in the apocalypse and zombies were trying to kill us.  We made our own shops and banded together when a blood moon was coming and we tried to survive the hordes coming for us.  We shared resources and helped each other.  Sometimes these RP servers would have other players trying to kill you also.  Their role was to try and kill you before you realized they were bad, and sometimes you had to RP a killer too and shoot them first.  Those were back in the heyday though.  You can't put that many people on a server anymore and have quality play.


    Makes sense!

  17. 21 minutes ago, Razzthom said:

    If realistic survival is the point, the change to glue that has been proposed makes no sense. Boiling bones in "boiled water" is pointless, considering that people have been making homemade glue using river and lake water since the old days. You have to boil them in water to make glue, therefore you end up with boiled water by the time you are done. Because it is a very slow process normally, increasing the time it takes to make glue in a campfire should be increased instead (this would also incentivize getting that chem station in order to speed up glue production). That would be a more realistic change than making boiled water from murky water to make glue that you aren't going to eat so who cares if it has pathogens....


    It was discovered that glue made from murky water was not as adhesive as glue from pure water. We wanted you to have the stickiest glue possible so that your duct tape would never fail you. Thus, the recipe was changed to pure water. In A21 you won’t have to boil it all. You will have a few dew collectors producing lots of pure water per day. If you use that for the glue and boil the water you drink then double boiling should never be an issue you have to deal with. 
     

    (The goal is only semi-realistic survival)

  18. 27 minutes ago, Blake_ said:

    Are they in already in -in a bugged state-  and did you meet them yet or do they only exist in faatal's test build for now?

     

    Your opinion usually feels like a cool premonition, even if it is of semi-naked Afro-haired people swearing while gliding through RWG.


    They have not been added to the test trunk yet. @faatal is being stingy with them. ;)

×
×
  • Create New...