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Roland

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Everything posted by Roland

  1. Well all of them eventually if they continue with all the reissues. Of course, is it worth paying $50 AGAIN to play these games I already replayed on the last few consoles when they re-released them? As for Steam deck, I have zero desire or temptation to early adopt the thing. Maybe at 3rd or 4th generation I'll jump in. If I can wait and see for VR which I was infinitely more excited about then I can definitely wait and see on the Deck.
  2. This is not the normal procedure. 20.3 was a hotfix for Twitch integration that also included credentials the game needed to continue the feature on Twitch and the deadline (on Twitch's end) caught them by surprise. The update had been planned for Wednesday with an announcement but because of Twitch's deadline they had to go experimental in the morning and then stable a few hours afterward. Why it took so long to post the changelog here in the forum, I don't know. The explanation was given in the patch notes link on Steam's download interface for the game. They hope to have 20.4 ready for experimental by the end of this week which you can opt into at your leisure and won't be automatically updated. We are sorry for any inconvenience the sudden update caused to servers and the general confusion it caused for everyone.
  3. Those removed POIs could also be making a return once they are updated. If you give me the names of some of your favorites that are now gone @Drakner, I can inquire to see if they are cut for good or coming back with improvements. We were told that the POI team would be continuing to work on POI's and more would be added during Alpha 20 so some of those removed POI's may be back sooner than we think. As for the upgrade path, there is nothing to be done other than possibly mods that bring back a longer chain of upgrades.
  4. Horde night does not need to be removed or changed into something else. If you don't enjoy it any longer or just want to take a break for awhile, simply disable it in your options or change it so it only happens once every 20 days. There are many new players who are not burnt out on it and even some veterans who still enjoy it.
  5. All POIs are ranked as t1, t2, t3, t4, and t5 but not all are flagged as questable. If you start taking quests from a different trader in a different city hopefully you would get a different mix of POI's from your first trader. @Laz Man would know whether any some or most of the POI's not currently tagged for quests will someday get those hooks. If the plan is to make more of the existing POI's part of the quest network then I'm sure we will see better diversity as time goes on.
  6. Yeah, but the point was that junk pistol vs 3 spiders and 2 wights on the second day is the most difficult of all.
  7. I know getting better loot is rewarding and all but wouldn't awarding better loot for higher difficulty actually work against the setting being more difficult? People would be like, "I play insane nightmare dead is dead!!!" and then others would be like, "So what. I played insane nightmare dead is dead back when we didn't get an M60 on the second day."
  8. One thing to keep in mind is that feral sense was added as an option in the first place. It was not added first as a standard feature of the game and then provided an on/off switch later. Digging was added as part of the pathing code. A better example in your favor would be the Blood Moon horde. That was added as a standard feature of the game and then later on an option was added to turn off blood moon hordes. The difference between blood moon horde on/off and digging on/off is the amount of work necessary to make it happen. For blood moon it was a very simple job. Since digging is integrated completely in the pathing coding it is going to be a lot trickier. These developers are not averse to lots of options. There are two things going on here. FIrst, the game is in active development and the developers want features to be played with and tested. They aren't keen on adding something new just to have everyone turn it off without even giving it a try. Certainly, things often get modded out immediately by those who have that skill (and that does irritate the developers btw) but it is really a small subset of the whole base who do that. Most players will have to play with the new feature the devs want playtested since there is no option to turn it off. Second, the developers come from a modding background and so from their perspective they have given us the ultimate options menu by exposing the xml files and allowing us to edit them. Set the amount of options available through xml editing next to the options of any game's options screen and you won't think that TFP hates too many options. There is a time and season to everything and I am certain 7 Days to Die will eventually have an option menu that will rival any game out there once development is finished. Once workshop integration is complete and modlets can be selected like options right from the steam menu, the list of options available for the game that the non-mod-savvy person could choose will be beyond countable. No. Conspiracy theories all. Circumstantial evidence does not reveal some causal relationship that some people in the community invent in their minds. There is no TFP campaign to stop players from using their strategies. There is a desire to fix bugs and improve pathing and if those fixes and pathing improvements cause a particular strategy to become obsolete then it was simply collateral damage and not the intent or the goal of the developers. Also, the lion share of the effort in doing those fixes was performed by the player base in discovery. The amount of time needed to discover undesirable exploits would be obscene and TFP largely refrains from doing any of that. The effort to fix most of the bugs that some were using as the basis for their "strategies" really has been minimal. The most recent bug with the arrow slits was fixed in a matter of hours if not minutes. Absolutely not. That change was purely for improving their pathing through POI's -- in particular attic spaces as well as some of the irregular holes in walls. You can take me as an official source on that rather than gulping in the speculations of certain internet personalities looking for likes and subscribes... Partially true. It is true that TFP wanted to eliminate the surface of deep lakes and rivers as a 100% safe zone as part of their philosophy that nowhere in the game should be 100% safe. I don't think they have completely achieved that goal but swimming zombies was definitely part of it. But it was also part of the general pathing overhaul to help them traverse the terrain better and not get stuck. As far as being able to swim better than us, it is simply because the development of player interaction with water hasn't happened yet. Should be happening soon-- either this upcoming alpha or the next. Then we can better judge player vs zombie swimming abilities. For now it is WIP. Had nothing to do with base defense strategies even though it was discovered by players doing base defense strategies. It is all about zombie pathing and making sure they are able to move about the world as intended. The arrow slit blocks were never intended to be impassable. There is nothing about them that appears to be something zombies couldn't walk over. As I already mentioned, most of the work on this fix was done by the community in discovering it. Actually fixing it was a snap. No cool future potential feature was displaced by a programmer spending a portion of his morning fixing that bug. And finally...who is complaining that zombies are pathing over previously troublesome terrain without issue now? Sounds to me like TFP is doing its job since zombies that get stuck in terrain and never get to you make for boring gameplay. Most of the chatter I read is a desire for more zombies in the world but I suppose there may be some out there wishing that more zombies would get stuck in the world terrain more often so that the overall impression would be even fewer zombies. There really can't be very many of those voices but yours is definitely one of them I guess... They are aware since they had digging zombies first and then they removed it and then they returned it. Seems like they intentionally chose the state they wanted the game to have after fully exploring both states. It wouldn't hurt anyone to put an option in but it would be a lengthy and involved process since it would also involve redoing the pathing. Perhaps it would have been better if they had made "digging" be a simple AI zombie task separate from the pathing but they did not. It is part of the pathing and it will take a lot of work for them to separate it out and create an on/off switch for it. So it goes to whether they want to put that much effort into it. Maybe they will <shrug> Except you don't have to toggle that option off. It is already off by default. You would have to toggle it on and then toggle it off to make your point which I suppose you could do with a shouted "Take that!" at the same time.
  9. It's true that it often takes more time finding an exploit that might exist and then consistently reproducing it than it does fixing that exploit once it is found. I doubt TFP would spend the time and resources on "discovery" if there weren't already thousands of users doing it for them. When an exploit is discovered and comes to light and reproduced over and over again on video and shared so that the time consuming part of it is done, then often it is like a gift-wrapped little present that the devs can spend a bit of time on to fix. What I wonder is how many people have pet little exploits they haven't ever revealed to anyone...heheh Well, it's a bit more than simply ideas from the past. They were pledge promises from the past used to entice people to support the game. Regardless of how trends have changed, TFP has an obligation to stick to those original promises and then if they have time and resources enough to pimp the game further then great. So fun ideas that might become trendy after those original promises were made might be something they will add or they may just decide to push to finish this game and put some trendy stuff in the next one. But they aren't going to replace old pledge promises with the today's flavor of the month just because that is what players are currently looking for.
  10. I don't think the owners particularly want to do child zombies. There's a good chance they wouldn't be in the game even if every country on earth said, "Killing infected children in a video game is perfectly fine by us". You would have to get an answer from Mr Mole directly on whether they would want to use such a loophole to put child zombies in the game once they turn to DLCs.
  11. They are. Which is why I said don't expect it as a guaranteed future feature for this game. They are interested in reputation systems but they could easily punt it to a future game.
  12. I heard a rumor that Orlando Bloom picked up the game recently...
  13. LMAO...that's me too!!! I've never once tried them since they were introduced. Keep telling myself I need to and even crafted a couple of them my last game but they just sat in the workbench output and we ended up restarting a new world with 20.2 so....still nope...lol
  14. Keep in mind that reputation was never listed as a goal or stretch goal in the original kickstarter but has been talked about by Madmole several times in the past. That means it could change or even be cut. So there is the Duke of Navezgane with his minions and Noah with his followers. Through quests and interactions you can build or lose reputation with these factions. Some or all of the traders will be aligned with one of the two factions meaning your ability to trade may be affected depending on your reputation with a particular faction and who that trader is allied with. There was also talk about reputation being something like the heat map where it builds and then hits a trigger where the bandits become aware of you and so come visiting.
  15. Current development is not only for the PC edition but also for the future console edition. Console will get the full game once the full game is baked.
  16. But it really is true. Otis + Zombies = Otis survives. Otis + Shane + Zombies = Otis dies.
  17. The game will randomly put something along your projected path so you come upon an encounter of some kind. It is being used currently for the Twitch integration where viewers can spawn things in and create nasty/funny/beneficial events for the streamer who is playing. The idea is that a computer controlled manager can trigger similar events (probably not the funny silly kinds they do on Twitch) for the player to encounter. Possible Examples: You are biking along the road and come upon several bandits fighting with a horde of zombies. You can watch, join in to help/hinder the bandits....whatever You go to grab the supply drop and the event manager could choose to either place bandits that arrived there just before you did, or bandits that arrive at the same time as you or bandits that arrive shortly after you do. You arrive at your quest location to find it surrounded by a herd of zombies that must be cleared out before you can begin the quest. You are in the middle of your quest and a band of bandits arrive to do the quest as well.... Wandering hordes somewhat fit this feature but they are on more of a timer and this would be randomly spawned and with a greater variety of scenarios if they are able to fully develop it as they were originally hoping. The good thing is that it will help the world feel fuller and more populated with zombies (and eventually roving bands of bandits) without actually having to increase the general population. They are simply random focused events that spawn nearby where you are likely to encounter them. That is funny because of all of them the raft is the only one that is already finished and just waiting for other things to be completed,,,lol
  18. Additional Possibilities Madmole's new crafting system Bandits Random Event Manager The Duke, himself The Duke's Casino POI Raft Reputation System These are what I can think of that have been talked about but not yet implemented. Probably not all of these as they have said they want to keep A21 on a shorter leash.
  19. Part of the reason for the redesign is to create outfits that are pre-layered artistically so that they look good being worn. Currently the separate articles of clothing and armor all layer over each other and causes problems with clipping and just look puffy. They want the outfits to look layered and outfitted with accessories so that they look epic and cool and they can also be form fitting without having actual layers. No clipping no puffiness. So a big part of this is visual rather than gameplay. 10 slots of separate layers overlapping each other is fun but looks bad. 4 slots of pre-rendered layered outfits is (possibly) less fun but looks much better.
  20. It wouldn't really become its own type. It would be a regular block with xml properties adjusted like bars. Bars are a block that have collision turned off vs projectiles and I believe there are values that can be added to any block to turn off collision vs other things--such as entities. So it would still remain a regular block but like bars would have a bit of xml modifying its collision values. Probably could even test it pretty easily by copying the line for bars that adjust their collision. As for causing problems elsewhere and for PvP it's possible but I'm not sure how. Turning off collision doesn't increase their defensive or offensive properties. Their singular purpose is to lay on top of asphalt blocks. Because they have collision they are able to be repurposed for other things. Without collision they would be useless except as a very flat overlay on other blocks. But I'm no programmer. Just spitballing. So you may be right and it could end up being a tricky fix that takes too much time in which case they probably shouldn't worry about it.
  21. Wouldn't removing collision from the paint lines do it? Without collision zombies would pass right through them and players couldn't stand on top of them. They don't need collision and in fact it is probably them having collision in the first place that makes everyone's bikes bounce off of nothing randomly when on roads. That might take care of both issues. Just a guess tho...
  22. This fix would take such a miniscule amount of time that doing so would not take the place of adding new content. I wouldn't want TFP to spend time hunting down stuff like this as that could take a long time but if they are gift wrapped for them and the fix is easy and fast-- why not?
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