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Roland

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Posts posted by Roland

  1. 7 hours ago, Vaeliorin said:

    Given that it's been a thing since at least A17, I find referring to it as "the most recent bug" kind of disingenuous.  And the idea that fixing it was a matter of hours makes it seem kind of strange that it wasn't fixed ages ago.

     

    Sorry. In my head I meant the most recently fixed bug involving blocks and zombie pathing. I wasn't trying to con people into thinking that the arrow slits problem was just a recent development. It has been around for awhile somewhere in the list of priorities to fix and very recently it was fixed and it didn't take long to do it. 

     

    The devs have a whole smorgasbord of bugs and optimizations and changes they are working on and they choose what order they pull from the list whether or not that order makes sense to you or me. It actually shows that since the blocks have been exploited since A17 as you say, the devs obviously aren't foaming at the mouth to stop players from doing their strategies as some around here speculate. They knew about the blocks and put a pin in it for when they eventually were ready to fix it and they didn't care that players worked the bug into their horde night strategies.

     

    Actually, I wonder if they broke again somehow because I seem to remember them fixing the arrow slit blocks at the same time they fixed the steep slope bug. I could be remembering wrong though.

     

    4 hours ago, Vaeliorin said:

    Seems like they should have finished the animations before putting it in the game, then.  It's not a huge deal, admittedly, just super annoying when I get hit because they ducked mid swing and hit me before I can swing again.

     

    You may be standing too close to them for melee. I see people all the time standing way closer to zombies than they need to when doing melee combat.  You can really notice the distance at which you can stand by placing a block in a doorway to keep the zombies at a distance and then hitting them from afar. This was the same problem years back when people died while chopping trees back when a falling tree could kill you. They all stood super close to the trees while chopping.

     

    Hope that doesn't come across as condescending-- just something that occurred to me. If you are already aware of the outer limits of melee combat range, forgive me, and maybe this will help someone else reading who needed the tip. :)

  2. 8 hours ago, Thaledwyn said:

    Is there a sticky post with all the patch notes / change logs only?

     

    If not, would it be possible to create one?

     

    There is no changelog. It was a hotfix for twitch integration feature. 

     

    From the download update on Steam...

     

    Quote

    Hello Survivors!

    This small hotfix addresses a change to the Twitch authentication, allowing users the continue using it after February is over.

    This build was supposed to go out Wednesday, but Twitch did a test run, which forces us to put it out early.

    There is no reason any of you should have to start over with this update.

     

    There was deadline imposed by Twitch for renewal of authentication by developers for their games that use it. That's all it was. All fixes and changes they've been working on since 20.2 were pushed to A20.4 which should go to experimental soon and then you will be able to read the changelog when Hated posts it for A20.4 experimental.
     

  3. You need to delete all mods and return the game its default version. You have a bunch of modded blocks as well as old A19 prefabs. Once you clean all your data and remove all mods and verify your files, try and connect with servers that are also running vanilla. If that works then if you want to join a modded server or add mods yourself, add them one at a time and test your connection before adding another.

  4. On 7/17/2021 at 1:32 PM, Darklegend222 said:

    But which one? Majora's Mask? Link's Awakening? Twilight Princess? Ocarina of Time (the best one), Skyward Sword?

     

    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.

  5. 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.

  6. 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.

  7. 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. 

  8. 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.

  9. 1 hour ago, Matt115 said:

    Hmm..... I think junk pistol vs 2 normal zombies on 2 the second day is easier that m60 vs 3 spiders and 2 wights on the second day 

     

    Yeah, but the point was that junk pistol vs 3 spiders and 2 wights on the second day is the most difficult of all.

  10. 1 hour ago, Callum123456789 said:

    Hey guys I have a suggestion about the new loot stage modifier hear me out on this but maybe just maybe we could get the loot difference with what we had before I think like a15 to a19? Where the higher the difficulty the higher the gamestsge was which meant better loot I am curious if there would be the same system for loot stage as the difficulty is lower for example scavenger 0.90 adventurer 1 nomad 1.1 warrior 1.2 survivalist 1.3 and insane 1.4 I'm bringing this up as it really made you challenging yourself on higher difficulties pay off but now it seems that loot stage doesn't modify with difficulties but as always thanks guys for all your efforts!

     

    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."

  11. 23 hours ago, Paiper Zombee said:

    And I would share your doubt if, for example, something like feral sense hadn't been added. I wasn't one of the players who asked for it, and never had a reason to want something like it ever. But yet its a selectable option in the game. I have no idea how many people actually use it, but I'm sure the developers definitely sat down with it and tested it thoroughly before they just put it out there.

     

    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.

     

    23 hours ago, Paiper Zombee said:

    I understand developers not liking too many options, but that is one of the things that sets this game apart from the others in its genre. The player is given a good amount of freedom to create their own play experience and that should never be taken away.

     

    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.

     

    23 hours ago, Paiper Zombee said:

    And as far as effort goes...we are talking about the same developers who have put an obscene amount of effort into trying to circumvent certain ways that players play the game.

     

    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.

     

    23 hours ago, Paiper Zombee said:

    That's how zombies being able to crawl through gaps got introduced

     

    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...

     

    23 hours ago, Paiper Zombee said:

    how zombies being able to swim better than the player got introduced

     

    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.

     

    23 hours ago, Paiper Zombee said:

    and recently why zombies can walk across dart slit blocks placed on the ground, as well as other previously troublesome terrain, without issue. 

     

    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...

     

    On 2/21/2022 at 10:34 AM, Paiper Zombee said:

    I'd believe that the developers are already aware of what a digging/no digging option will bring to the game since it was part of the game before the change, so they wouldn't even have to sit down and test anything. But who or what does it hurt to put this in as a selectable option for zombie behavior?

     

    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>

     

    On 2/21/2022 at 10:34 AM, Paiper Zombee said:

    Like I said before, I didn't ask for feral sense and yet it's there. And it hurts me or the game in no way when I toggle that option off.

     

    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. ;)

  12. 51 minutes ago, dcsobral said:

    I realize in hindsight it was not obvious from my comment, but devs were not included in "other people". Maybe some of them are included in it, maybe not -- I don't know. But it is my belief that something like this, which has been known for multiple alphas, might never be "fixed" if it didn't draw a crowd of people getting up in arms about it. The old joke goes that Microsoft will call a bug a "feature" if they don't want to spend resources to fix it, but joke works because there's a lot of truth to it. Even more so because there's a solid real world explanation for it, as evidenced by cattle grids.

     

    Anyway, I'm bemoaning the loss of valid uses as a result of fixing an exploit. It's the first time such thing happens, it's not the first time I complain about it either.

     

     

    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

     

    On 2/20/2022 at 8:12 AM, Grandpa Minion said:

    Today is not the same as X years ago. When 7d2d came out it was a unique concept with many great ideas. I think it is fair to say in modern times you can't compare those ideas from the past to what it is today since it has been many years from the start of 7d2d. Things change and my recommendation would be for them to get up to speed on the new trends that players are looking for. 

     

    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.

     

  13. 10 hours ago, Matt115 said:

    @Roland @Laz Man i want to here your opinion because you maybe will know how this works on steam ( this could be use for 7dtd too )  :  

    Total wars have "blood and gore" paid DLC right? this sounds stupid but it is working that way. A lot of people who play in Total war think this can be connected with PEGI (and similiar systems) and to avoid be banned in some countries because dlc don't count into this system ( this can explain gore dlc for L4D2)?

    Because if this is true controversial things like : teens zombies, even more gore and more "controversial" stuff can be added in DLC  full version release because if it is true people from "conservative" countries will not lose access to 7dtd and if someone don't want to have this can just not download dlc

     

    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.

  14. 2 hours ago, Fox said:

    if I ever decide to use dart traps.

     

    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

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