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Roland

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Posts posted by Roland

  1. 1 hour ago, JCrook1028 said:

    Steam sale came out a day after stable release.

    It doesn’t matter when stable is released. People who don’t understand the stable label always get upset when stable releases and the game still has bugs. 
     

    Stable simply means they feel the game is ready for the larger masses of people in early access to play and report bugs. The game is still early access and in development. There will be a 20.1 and 20.2 and 20.3 etc to continue to handle bugs and optimize. 
     

    Stable happens because internally they’ve branched to the next alpha and they want the latest-experimental to be available for whatever fixes they will include in A20.1

     

    As of today they are already at least 5 builds into A21 and most of the changes will be copied over to latest_experimental to be opted into for those who want to help before it turns into A20.1

     

    That is what they always do. Stable does not equal “all done”. I’m not saying you believe that— just using your post to point out the obvious misunderstanding that some people on this thread have about what shifting the game from experimental to stable actually means. Of course they also don’t understand what “8 player max” seems to mean…

  2. 3 hours ago, pApA^LeGBa said:

    I know their focus isn´t PvP and that it actually was released on accident and kept by popular demand, but TFP should simply be completly silent about it until they actually work on it tbh.


    Their focus isn’t 50+ player PvP but 8 friends competing against each other is supported. As the OP stated, his complaint isn’t for 8 player max PVP but for lack of support for 50+ Players and nowhere does TFP advertise or bait and switch people in by falsely showing the game being played by 50+ players. 
     

    Also, PvP wasn’t released on accident. There used to be three modes of the game. Open world, Arena, and Horde. Arena was a dedicated PvP mode and the other two could be played either cooperatively or PvP. 
     

    They aren’t going to remove the ability to PvP completely because some people want it perfectly to their taste or not at all. 
     

    They aren’t going to remove the PvP label as long as the game allows players to compete against other players. 
     

    They aren’t going spend development time on support for populations > 8 players. 
     

    They will continue to not advertise that the game supports 50+ players at once. 
     

    I play 3 player multiplayer co-op on a dedicated server that my brother is renting and the game runs great for us.  

  3.  

    I'll just add that my criticism of the current design is that the loot stage ramps up the quality tier of loot too quickly and purple tier items are not rare enough. If I had control of the design plan, I would make it so traders never had anything higher than orange tier for sale unless we sold them our work and then it would only be until the next restock. Then we would buy gear in order to scrap them for parts to craft yellow, green, and blue. 

     

    Our loot stage would control what types of weapons we could find but the rarity of brown, orange, yellow, green, blue, and purple would never change. Brown and orange should be common, with yellow uncommon, green rare, blue very rare, and purple ultra rare-- as in you might find 1-3 purple items total during a 100 day playthrough. 

     

    I very much agree with the design choice to make the very best tier a super rare treasure find via exploring and not craftable at all by the players. I think that currently blue and green tier items are much too common especially once gamestage/lootstage makes finding them less rare and this is what destroys the crafting game. If blue and green tier items were truly rare then the reason to craft them would be present more strongly in the game

  4. TFP wants a super rare class of loot that is beyond what we as characters in the game can craft. It is the legendary level of loot and can only be scavenged. For now, that class is being filled by T6 level loot. In the future, depending on time, that class may be developed into true legendary weapons with permanent over-the-top mods attached that give them unique and amazing power. If that happens T6 will either be dissolved or it will be returned to the crafting progression line. If they run out of time and decide to keep it the way it is then the T6 tier will continue to fill the role of super rare beyond-what-is-necessary-to-survive gear that couldn't possibly be crafted by characters with the equipment they have.

     

    Either way there will always be a tier of gear that can only be looted and can never be crafted in the vanilla game. The philosophy is that if you want to be able to survive, then tier 5 is perfectly up to the task for a high level fully perked player and as long as you find the schematics and the parts you can craft any piece of equipment that you need in order to be successful. The legendary tier is not necessary but just awesome extra treasures that can be found by those who explore and/or complete jobs for NPCs.

     

    For completionists it should take 100s of hours to find a full set of legendary gear that cannot be crafted.

     

    That is the intention behind it. Some people are going to disagree with that design choice and dislike the game because of it. Some will shelve it and others will mod it to be the way they like. What is never going to change is everything being 100% craftable. There will always be a tier (the best and most powerful tier) that can only be acquired via exploration and scavenging. That will most likely be true of their next game as well and the next one after that. It is a core value these developer have for the interplay between crafting and exploration and one they won't be budged on.

  5. 6 minutes ago, Callum123456789 said:

    both of these poi buttons to open the doors arent opening when i pressed it it turned green nut nothing opened so gonna guess this is a bug?

     

    Weird. Two of the doors in my base kept opening and closing for no reason!!!

  6. 44 minutes ago, Khalagar said:


    Yeah, the game is definitely turning way more into a looter shooter FPS than an RPG, I'm surprised anyone would feel the opposite. 


    Depends on when you started playing most likely.  To me, the game is still firmly on the RPG end of the spectrum compared to when I first started. 
     

    To someone who started in the last few alphas, some of the changes may seem like a trend towards FPS, but to me it is just a small fluctuation and one that will probably continue until the devs settle on the exact mixture they want for this hybrid genre busting game. 

  7. Hey, Thanks for the feedback!!

     

    2 hours ago, Howlune said:

    Perhaps the game really is meant to be single player or coop at most

     

    It really is. They have never pretended otherwise. Those who wish to keep trying to shove a square peg into a round hole are welcome to do the best that they can but you have correctly identified the round hole that this game is meant to be.

     

    That's not to say that the shortcomings you've mentioned aren't things they will want to look at and fix wherever possible, but they will most likely be fixing them to work well with player populations of 8 players max. And they are very much aware of the lost opportunity they are turning away from by not making this game more Rust-like or DayZ-like or even Fortnight-Like or PUBG-Like. They are willing to forego the cash cow of the large scale multiplayer  PVP survival and/or battle royale genres to stick with their desire to make the best single player and cooperative player zombie survival game with a completely destructible world in existence.

     

    I do hope that with optimizations and further changes it will become more possible for you to be able to run 50 player servers in a stable and fair game world.

  8. 11 hours ago, saltychipmunk said:

    Honestly So many issues with hoard night would be solved if they just make it so the zombies are after our crafting stations / storage  and not just us. 

     

    That would fix hoard base cheese , that would fix buff cheese , that could fix  pathing exploit cheeses.

     

    I just don't get it. it seems clear that the desired gameplay TFP want is for players to fortify their base and survive waves of zombies.   You get exactly that if you make it so zombies go after your valuables. 

     

     

     

    In entityclasses.xml you can specify targets for the AI. Here is the list given in the xml notes:

     

    <!--Classes for AITarget:
            <property name="Class" value="EntityAnimalRabbit"/> and chicken
            <property name="Class" value="EntityAnimalStag"/>
            <property name="Class" value="EntityBackpack"/>
            <property name="Class" value="EntityBandit"/>
            <property name="Class" value="EntityEnemyAnimal"/>
            <property name="Class" value="EntityLootContainer"/>
            <property name="Class" value="EntityMinibike"/>
            <property name="Class" value="EntityNPC"/>
            <property name="Class" value="EntityPlayer"/>
            <property name="Class" value="EntitySupplyCrate"/>
            <property name="Class" value="EntitySupplyPlane"/>
            <property name="Class" value="EntitySurvivor"/>
            <property name="Class" value="EntityVulture"/>
            <property name="Class" value="EntityZombie"/>
            <property name="Class" value="EntityZombieCop"/>
            <property name="Class" value="EntityZombieDog"/>
        -->

     

    So you could try changing the AITask of Approachandattacktarget from EntityPlayer to say EntityNPC and then spawn a trader in the middle of your base to test it out and see if your ideas about the zombies attacking something in your base instead of you is actually an exciting and fun change. Not sure if horde night AI is separate from the everyday AI but it might be an interesting project to look through and find out.

  9. 2 hours ago, Grimly said:

    Yeah I just went to load my game from the desktop like normal and steam forced the new update, I did nothing out of my ordinary launching of 7d2d


    there is a steam setting that you can enable so that it doesn’t automatically push updates. 

  10. Just to be clear, the stable release this afternoon was not an update. It was simply switching the 238 build from the opt-in branch to Steam's main branch. If you updated b238 earlier this morning then you have already been playing the stable version.

  11. 6 hours ago, Matt115 said:

    zombies in this game are too smart.

     

    Every  post I read about zombie AI complains about equally that they are either too smart or too dumb....lol. Seems that it must be an entirely subjective state and if there are equal complaints about either extreme then it must mean TFP has found the middle ground. Personally, I liked it better closer to the A17 end of the spectrum for everything except blood moon night and the way they are now are great for blood moon night.

     

    6 hours ago, Matt115 said:

    RE is  specific.

     

    I like that excuse. I'm going to use.

     

    7 Days to Die is specific. It has zombie dogs. Period.

  12. 1 hour ago, Aldranon said:

    This was some good info overall.  However I think it just bumps up game stage if memory serves.

    I plan making a run into the desert for shale (once I find the desert!) but don't think that will be a place for a base.

     

    When stable hits, I will end my current game by going into the wasteland and fight until I die. 

    Its what Chuck Norris would do.  :)

     

    (Except HE wouldn't die!)

     

    The wasteland would come to Chuck Norris to die.

  13. Glad you are getting an enhanced experience with mods. We see a future bright with even more mods and ultra-realistic settings available to make the game perfect for almost anyone.

     

    Just a couple of things from me:

     

    1) The game launched on kickstarter in summer of 2013 and then on Steam in December of that same year. That means we just reached the 8 year anniversary this past summer and are currently witnessing the 8 year anniversary on Steam. In another year that will be nine and in two more years we will finally reach ten years. I know it sounds more epic to just round things off at 10 and believe me I have no doubt that we will probably be able to advertise the game as "a decade in the making!!!" when the time finally comes but-- unless you were a kickstarter, we are still a year away from 9 years.

     

    2) That is important for my second note in that the length of development doesn't really matter. Some will argue and scoff that the game isn't truly in development any longer but I can assure you that it really is and although they are at the tail end, there is still more that needs to be added to the game before they can call it done. As a game that is still very much in development, they are going to pick their own priorities. That means that menu options that create different play settings are only going to come when they feel the timing is right. I know for a fact that they are keeping the entity population low intentionally until they add bandits and NPCs. Once their cast of entities is complete they will have the full picture of how many zombies they want in the world and what sliders they will add to the main menu to allow users to fine tune those things. The timing is not quite right for that and so the appropriate thing for us to do while we wait is to edit those zombie amounts ourselves for ourselves according to how our own rigs can handle those things.

     

    Your settings certainly do sound like a lot of fun and challenge!

  14. 1 hour ago, meganoth said:

     

    Small correction. Nobody needs to wait for 10 seeds to pile up before starting. Immediately plant away and save all produce for seed production until you are at least at 10 seeds and you have a large time advantage and exactly the same chances as long as you eventually find 10 seeds.

     

     


    For whatever reason, I can only accumulate knowledge about farming incrementally from you. 
     

    Thank you and sheesh!

  15. 25 minutes ago, Beelzebubs Ghost said:

    Roland should do something. Everyone has a right to react, and to be critical - but a downvoting spree seems malicious to me. 

     

    There are zero negative consequences to a downvote. Reputation can only be gained or stay where it's at. None of the reactions carry a negative reputation penalty. A like, thanks, and Prime Bless You all give positive reputation and the rest are neutral.

     

    Those who abuse the system lose credibility with it. Does a Kuosimodo dislike really carry any weight with anyone? joshwa0816 is headed the same way. 

  16. 40 minutes ago, BFT2020 said:


    I am sure people would appreciate you more if they could just see how you been during the farming debate and now the blocks debate

     

    https://imgur.com/a/sLWDKc7  😁


    lol..

     

    wrong and stupid — Farming debate

    slimy politician — Blocks debate

     

     

    Well,  I WAS wrong about being able to achieve a large scale farm with LOTL 1 given that you wait to start with roughly 10 seeds. 

  17. 2 minutes ago, Mechanimal said:

    But remaining silent on this would be ingenuine of me, so this is my 2 cents.


    My response to you was not a censure about your temperament but just a literal answer to your musing about how things were happy and excited for a week and now gloomy and angry.

     

    There are plenty of people who dislike the change but are taking it in stride and giving measured responses and they are appreciated. 
     

    Im not asking anyone to remain silent. I’m letting people know that if what they really want is for TFP to change this, there is an effective way to give feedback that some are ignoring. 

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