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meganoth

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Posts posted by meganoth

  1. I assume the biggest problem in making this game make better use of more threads is that 10 years ago this game started with a much smaller scope and nobody programming the main loops had any idea that nowadays the workload would need to be distributed well to multiple threads AND that the minimum specs would increase as well (in 2014 minimum specs talked about 1 or 2 cores max).

     

    Today they have probably "matured", inflexible code, and only a complete rewrite/refactoring of the main loop and some of the subsystems would be needed for a an optimal distribution of workload. But for that they don't have the time anymore.

     

  2. 2 hours ago, Arma Rex said:

    I'd rather not have three thousand needless processes going on in the background of the game, to be honest. Whatever optimizations that undercut the experience you all notice hasn't stuck out to me, but perhaps I'm missing something. The only features that have been stripped out in favor of optimization I can think of is zombies no longer being able to trample farmland (when it existed), the removal of concrete drying (this was a mistake), and the smell feature (another mistake). Aside from that, optimization features like having the insides of buildings occluded when far away theoretically would be a massive performance boost in places like the skyscrapers.

     

    Though all of those optimizations were done before work on the console started and were specifically because performance on many PCs(!!) were problematic. Complaints about performance in this forum or on steam have been coming from PC players not console players.

     

     

  3. 16 hours ago, WarMongerian said:

    Ok, I'll assume that.  :)

    I know this game has been around for quite some time, but for me there is still undiscovered areas on the map and undiscovered game content to experience for the very first time.  Given also that the few folks I know that played this game back in the day, and all of them agree that the game has changed over the years from what it once was to what is has become today, and what it will become in the future, are you really saying that new players/customers should not come on these forums and enthusiastically share their ideas for what they (rightly or wrongly) think will make this game even better than it already is?  That would be disappointing.

     

    On the matter of encumbrance and storage,  I really like the current mechanic where I can choose to overload my little digital dude, and suffer hidouse mobility restrictions, or I can spend a handful of points and fully unlock all 45 of my carrying capacity.  What I don't like is that, as my character becomes more and more powerful (thus being actually able to survive more and tougher enemies), I gain no additional carrying capacity, nor is there any way to gain such, (speaking only of the characters backpack, mind you).  Personally, I see this as something worth calling out to the dev's, as they made a system for low levels to have something to fool around with, going so far as to add in items to the game specifically to allow more unencumbered carrying capacity, (item mods or spending skill points).  This tells me that the low end of this issue is/has been looked at, but what about at the high end, where the more capable character cannot carry anymore than a low level one could do, even though they can kill more zombies, and collect more loot as a result?  The game allows for infinite storage when you bring your loot back to base, but no scaling up of carrying capacity to match a characters growing capacity to loot.

     

    Now enter the realm of the mods, where a first time player can start their adventures and carry (encumbered) up to 160 spaces in their stash.

     

    I think something needs be done for the folks that play without mods/cheats, and think a discussion about how this could be implemented for those that stick around in basic (unmodded) 7dtd past level 100 would be a good (and entertaining) subject.

     

    OTOH, if such is verboten, say so and I'll drop it like a hot potato.  :)

     

    I am trying to save you some time. As Lazman said the devs want the opinions and impressions of players (i.e. when you say "backpack space is so limited that my friends don't want to play that way anymore, especially late in the game"). But posting the actual ways how to change it ("increase backpack space, add more space in endgame, ...") are (IMHO) a waste of breath, especially this late in development. In other words, if you want to, go ahead and write a long paragraph about how to exactly increase the backpack space, you will get a nice thank you but most likely what you suggest will have been posted here a few times, thought of, and maybe even implemented at first and changed again.

     

    PS: I am a normal forum poster, like you. My side job as moderator has nothing to do with what I post. I am not posting in any official capacity.

     

     

  4. 4 hours ago, WarMongerian said:

    Ok, so back now that I'm basically a one man show...

    I have to report that mods are eating away the legit player base, even though I was getting my players to use the easiest settings as new players, they wanted the 160 storage the modded version offered up.  I have some suggestions:

     

    storage.jpg

    1)  Redo the storage as shown above.  You don't lose any functionality and having 99 storage instead of 45 is going to go a long way to reduce the appeal of the cheater mods, so more folks would presumably play legit if this were made to be the case.  See below for more details...

     

    2)  Tired of having to empty out your vehicle's storage before putting it away?  Allow vehicles to be stowed while loaded.  This would allow players to keep/haul around more loot with greater ease, and thus make legit more attractive to new players than it currently is versus mods.

     

    Now, if folks don't like the idea of a much larger personal storage (for whatever reason) just being handed out to every character at level one, we could put some effort into roleplay kind of thing, and only unlock the added storage once folks have reached level 100, and are no longer getting any life/stamina when they gain a new level.  My main character is now north of level 170, and I have to say that not getting as much for each level as before is getting to be a drag..  So, why not gain more storage, improving retention of players playing without mods, and having something to look forward to at the higher levels.

     

    Assume that 99 of the 100 ideas you get have already been posted on this forum in its 10 years of existence. There is limited storage because it makes it a choice what to keep, what to scrap and what to drop. Most survival games have this limitiation implemented. Growing storage through backpacks was as well suggested hundreds of times and the developers decided instead to make part of the storage still available but it hinders you through costing stamina.

     

    And TFP has made great effort to make their game very modding-friendly (they have been starting out as modders themselves), why should they be spooked out by people playing the game with mods?

     

     

     

  5. In game design balancing tries to make sure that between comparable items the sum of all disadvantages and advantages is equal. Since the look of the nerd armor seems such a hugh disadvantage I expect the bonus stats of the nerd armor to offset this.

     

    You hear me, TFP? Its only for balance, I get nothing out of it 😇

     

     

  6. For unfun serious games please ask your favourite steam dealer down the road. This game may not be suitable to you. Please ask your psychotherapist before starting the game 😁

     

    Nobody needs to wear the nerd set. If your vanity is bigger than the bonuses provided then just use some other armor and accept that you have been brainwashed by the fashion industry

     

     

     

     

  7. How is that different from a demolisher? A new player will shoot at him and it will suddenly explode, often killing the player the first time. It is up to the player to find out how the demo works, or how the vultures work and what helps.

     

    Worst thing that can happen: You die. Which is a very harmless thing in 7D2D, sometimes even beneficial.

     

  8. First of all, the game is CPU bound, so your CPU is the deciding factor how much FPS you get. While there are vast differences in GPU power on the market, top CPUs are not that far away from the middle class. And playing in 4k (I am assuming you do that currently?) will strain even the best currently available CPUs. But see this post:

     

    Turning down settings should have some effect, if not there is something else wrong. Maybe you are using some graphics optimizing bloatware that does more harm than good.

     

    One thing you can do is simply lowering the resolution, this should increase FPS. Another is waiting for A22 as there should be improvements to city FPS in there. Another is turning off anything else running on your PC, especially graphics tuning utilities.

     

    Lastly you could post a logfile and more information about your PC. How to do that correctly is explained in the pinned thread in this forum section that tells you to read it. Then someone here might find a reason for your low FPS instead of just wildly guessing

     

     

     

  9. 9 hours ago, Matt115 said:

     

    at first TFP didn't wanted guns variants to make it simpler while many people were asking for it : junk MG --> AK--> tactical ---> M60

    but Okay : armors was in this same style too so it was simple ok. Not best but acctable because many games about survival have this same logic.

    then add variants of armor not tier based which you can't easy say which is better : is better preacher or lumberjack? idk either

    So totaly 180* change of logic. So now it would have sense to remove tiers from weapons and add more variants of them

     

    As far as I know TFP didn't want gun variants that are practically the same but just a different name or skin because they would not have brought any different gameplay. It wasn't about it being simpler.

     

     

     

     

  10. 15 minutes ago, Matt115 said:

    <sigh> old armors were better

    1. More realistic

    2. easy to know what is better ( steel better that iron)

    3. old armors didn't sounded like made for diablo or titan quest but for normal post apo game xd

     

    2. sounds like a disadvantage to me 😉

     

  11. 5 hours ago, Scyris said:

    True can't argue with that, I got good use out of this game. But it still sounds like a cop out as most games usually add new things to them over time. Rehashing the same game systems does not count as new. The new armor system feels more like a dumbing down of the game than a improvement to many older players, as why didn't they just add these armors with the current system? Before you try to say new character models, I am sure they could have gotten it to work with it, they just took the easy route of dumbing it down.

     

    They said a major reason for the new armors was that they couldn't get the old armors and clothes to look good in motion. For Madmole that seemed to have been a no go since for him graphics seem to be very important. And programmers can fail at making something work, especially if they have to base their work on some big library made by other programmers (Unity in this case).  Which for example can make some theoretically viable solutions impossible, but you might only find out after trying it out.

     

    7 days is special as it has been in EA development longer than any other game. It means they have experimented with game systems much longer than the typical EA games. Nothing says they have to do stuff like other games, otherwise I could name hundreds of games that came out and never changed at all, after all that was the usual thing before the era of buggy releases and EA or beta release games.

     

    5 hours ago, Scyris said:

    Know what i'd like to see? armor drops that have stats on them, like +1 or 2 str etc, to make the skill system more viable for solo play, not a big fan of each weapon type being locked to a stat, i'd rather it be a learn by doing system for weapons and mining tools, and that controls what perks you can get for the weapons/tools instead of being locked to a stat, which is basically how 16.4 did it.

     

    What you are asking for would currently be exactly what you critizise them doing, a redesign of an existing system 😉. The devs must have been feeling just like you now years ago when they had been playing A16 and just were not happy with the system as it was.

     

    I really like your idea with the armor with varied stat bonuses on them, this is (in general) the system they wanted with legendary weapons and there is no reason it couldn't work with armors too. Legendary stuff is the feature I am waiting for the most since it was hinted at. But even if we get that it probably won't remove the attribute/stat "gates".

     

    For you there would be an easy solution as a solo player: Ask BFT2020 to make you a mod so that all the glasses (lucky googles, etc.) give +2, +3 or even +5 attribute bonus instead of +1. Practically you would get 2 classes at the price of one.

     

     

     

  12. 16 hours ago, Scyris said:

     

    My main issue is basically how the game hasn't really gone anywhere since like alpha 10. I mean sure it got prettier, but essentally its the same gameplay with very little to change it up besides rendering certain playstyles unuseable. Steel for example has been the highest tier since I started playing in a10.2 and still has not been replaced with something higher. Least I think steel was in 10.2, we need a new tier of items/weapons/ammo above steel, and new zombies to kill with it and resources to collect. Then we have the pois that make no sense being one way dungeons, and the really artifical feeling placement of zombie sleepers. There is a problem with poi design when you can go into a poi you never been in and already know where the zombies will come from because they always come from there in every poi. besies, who the hell turns their house into a dungeon in the apocalpyse? it makes no sense really and just feels overly fake. Yeah yeah I know realism in aa zombie game is silly, but i mean come on... who is going to turn their house into these poi's in the apocalpyse? I mean they may block the main door/windows, but the inside will prob be pretty open still and not a maze. It just looks silly that almost every poi follows this design.

     

    I mostly play the game modded because vanilla is so mindnumbingly boring as its not gone anywhere in like 8+ years. I mean if one guy can add like 4 new tiers of zombies and 3 new tiers of gear that looks decent enough in a mod there is no reason why TFP cannot do this. I usually play vanilla once or twice per new alpha mostly to check performance then I never touch it again until the mods I like get updated for it, as vanilla is just too boring/short. Alot of the features 7dtd has now were honestly taken from mods, as most of them were avail in a mod sometimes years before the vanilla game finally got them. We had weapon mods for example back in alpha 15 or so from a mod, yeah they didn't work as well as it does now as it basically generated a new item with that effect and the mod was not removeable, but it still existed.

     

    Now before you say "You play modded so why do you care about vanilla?" as that is the usual defense people try to make, I care because I used to love vanilla, but its just been going more and more downhill with each alpha, it could be so much more than it currently is, but from what I've seen the dev team seems unintersted in really making the game what it could be. Its a shame cuz the game could have been so much better.

     

    Sure they could add more tiers. But this is not a service game like World of Warcraft where they add a new tier (aka areas and new quests and weapons) every few years for the **paying** customers. You are just an observer in their development process, it is not their task to keep people entertained for 8 years with new content. Be happy that you got so many hours out of this game, that is not the norm

     

     

     

  13. 51 minutes ago, bdubyah said:

    I guess I just don't understand why we need these odd new stat mods when we already had them. I thought maybe the old ones would be going away with the new outfit system, but that doesn't seem to be the case. So...why?

     

    My guesses: More items for the mods slots means more tough decisions which mods to install, even at quality 6. And tough decisions are a good thing in my book. Also vanishing items would result in complaints they were removing features.

     

    Or was this a roundabout question of why the clothes slots were removed?

     

  14. 1 hour ago, Riamus said:

    I'm not really a fan of the lockpicking mini games as seen in games like Skyrim.  They are fine in a game where you don't pick many locks, but when almost every POI has at least one locked chest and potentially multiple safes, it would get old really fast.

     

    For a game like this, I'd prefer to use the method of not being able to unlock something if you don't have enough skill but once you do have enough skill, you can unlock that level lock every time.  Better than Skyrim style where you can get lucky and unlock a max level lock on the first try with basically no skill if you luck out in where you place the lockpick.

     

    Lockpicks can be single use to not make lockpicks last forever with max skill.

     

    I agree, I hate mini-games with a vengeance.

     

    The only thing I have to critizise about the lockpick system is that investing many points into it does not feel useful. Even fully specced it takes a long time and feels not much faster than unspecced. And in contrast the shotgun or pickaxe of a fully specced strength player seems as fast as a fully specced lockpick, but the points invested in the pickaxe seem to be better invested as the pickaxe has more uses.

     

     

     

  15. 1 hour ago, User said:

    True, but in many cases you do loot everything. Ideally you wouldn't have to do that (put something back in). And it would instead remain a container after being looted. There's also no way to reverse it once you loot all. But yeah, that is a way to avoid it. It's just a little bit janky in the current implementation imo. Don't mean to be rude or anything.

     

    It's just that TFP changed cabinets to be this way an alpha ago and there have not been mountains of complaints so I don't think this will change. Cabinets turn up in the hundreds while looting and this behaviour has clear advantages.  

     

    The only concession to home stylists that I could see TFP doing would be to add a cabinet-skin to the craftable container. And even if they want to do that it could take a while. So in the meantime you have to either use mods or trick the game.

     

  16. 2 hours ago, User said:

    Looks like furniture items such as cabinets and appliances still become un-interactable after looting, so still a bit of an annoyance for house refurbishers, but I think I saw some cabinets staying interactable after looting?

     

    As long as you don't loot everything out of a cabinet it stays open. Which means you could just put a single feather into the lower right corner and as long as you don't touch it you have a storage cabinet

     

  17. 7 hours ago, Riamus said:

     

    This is a very good point.  I wonder how many mods you can have on your helmet.  The light is mandatory for me, so that limits what else I could include.  And unless the mods are based on position (eyes, mouth, forehead), then they might only allow one mod for the helmet, which eliminates adding anything else (or at best, swapping over and over whenever you go to the trader and want to use the cigar, or swapping whenever you're not in dark spaces so you can get the experience bonus from nerd glasses, etc... and swapping all the time is an annoying requirement).  If they allow mods based on position, so one pair of glasses, one thing for mouth (currently only cigar, I believe, unless they consider the water purifier a mouth mod), one thing for forehead (only headlight, I believe, unless they consider the water purifier a forehead mod), then it could work but would feel strange, I think.

     

    If we assume the mod system did not change then you should be able to insert up to 4 mods in each armor piece, 16 total. I don't see a reason for them removing quality and the variable mods slots.

     

     

  18. 11 hours ago, alanjd93 said:

    Fair enough... in hindsight Minecraft probably wasn't the best comparison on my part, and I will say once again, I am not a game developer by any means😅 Even if exaggerated, the example was a good one and you have a solid point.

     

    Here's a counterpoint though...

     

    Yes, a Boeing 737 is bigger than a Cesna, and would require a much bigger hangar. I understand the game has come a long way since the initial console release, but I would imagine so have the consoles themselves. So unless the differences between the PS5/Xbox X and the previous generation consoles are strictly aesthetic, the "hangars" HAVE gotten bigger. 

     

    I won't pretend to know more than I do about game development, it's well out of my wheelhouse. I would also never want to downplay or minimize anyone's hard work on any game. I've played many that are absolute works of art and I'm sure a lot of blood, sweat and tears have gone in to making them. With that said, I just have a hard time believing that the only reason game developers have gone away from couch co-op is because it would be too difficult, or too taxing on the console. I think the more likely reason is why sell one game and console when you can sell two?

     

    I wasn't disputing your main point, just arguing that the comparison doesn't allow for any conclusion about the feasability. Minecraft is a smaller game, the old 7days is a smaller game than the current alpha, so even though the platform did grow so did the game. It is easily imaginable that the games demands grew more than the platform.  I had to buy a new PC in the time of A17 to play the game. Or just compare the graphics of the old console game with the current alpha to get a small indication of its growth. The Boing 737 has become a 747 😉

     

    I don't have any inside information, but Jugginator above is in QA and he has. And he says that RAM and CPU are the main problems porting the game to console. Now remember that in consoles the memory is shared between CPU and GPU, just like in many laptops. That means a sizable part of main memory is not available to the CPU.

     

    Now adding a split screen mode would surely increase memory usage as the second player would need his state and the world data of the surrounding area in memory as well. So if they hardly can fit the game into consoles at the moment then how likely is it that they would add a major feature that eats more memory this late in development?

     

    I am not saying your theory is necessarily wrong. I am only saying that the reasons they gave seem plausible to someone with knowledge of PC hardware.

     

  19. 10 hours ago, Skull the Troll said:

    How are you controlling how much energy you use? If you're out doing things you're using food. Yeah Iron Gut helps, but so do a lot of things. Needing to build, stock, and continuously replant 7 plots to get the output of one *might* be balanced, but it's grindy and boring. 

     

    Running drains stamina so in the time before I have a bicycle or minibike I sometimes just walk.

    Digging drains stamina so in the first few days I keep mining to a minimum.

    Drinking Red Tea before longer activities like mining saves 25% food

    Even if you do much melee a first stealth shot with a bow saves a lot of stamina

    Power attack uses lots of stamina, so I don't spam that for canon fodder enemies

    Heavy armor drains more stamina, so I tend to use light armor, at least in the early game before bicycle and minibike

    Freezing or overheating drains food (or water at least??) so I don't go into the desert without appropriate clothing.

     

    You don't need to do all of this to save a lot of food use, every measure helps.

     

     

  20. 9 hours ago, Jugginator said:

    About 75% of Xbox owners have the S, so it is kind of a large audience that would miss out on it.

     

    If it was only about market share, 99% of xbox owners and everyone else has a phone, so just put 7 days on phones instead. The problem is still how to get a very demanding game on a very lightweight machine without sacrificing too much of the game or making it unplayably slow. CD Projekt Red surely could tell some interesting stories about this topic 😉

     

     

  21. 10 hours ago, Arez said:

    I'm not that well versed in a lot of games, but the only game that I can think of that does something like this is Call of Duty. Besides that limited time mode in Warzone, they have that infected mode for multiplayer. 

     

    I think the concept of a survivor turning is kind of untapped in zombie gaming. 

     

    It would be cool if there was a more longform survival game (or mode) where if you get bit by a zombie you slowly turn into one. And then you have to go about finding animals and people to eat without getting killed.

     

    In terms of a normal 7days game there's not much use in that. Would you play that zombie in SP, hunting deer instead of progressing with your PC? Once for novelty sure, but then ...?

     

    And in co-op MP you might just use it to surprise your friends if you died in a quest you are doing, but you probably would be overwhelmed almost as easy as any other (single) zombie, especially once they know that players turn into zombies. And I am sure most co-op admins would make sure that even as a zombie players can't do friendly fire.

     

    Only on open (PvP) servers might be some limited use if you make the player zombies harder or better than normal zombies, otherwise a player has much better abilities with the guns to kill other players. But exactly that market slice is now occupied by Bloodmoons, so why replicate it in 7 days?

     

     

  22. Not generally true: Apple uses ARM CPUs of their own design and those chips have enough power. Also the Qualcomms new Snapdragon X Elite should work as well, I found mention of a 12k multiplayer benchmark score probably for the 23W version and there is also an 80W version, though I am not sure if it is the same benchmark.

     

     

     

  23. 23 hours ago, Reaver Black said:

    Finally. While I'm here I feel it's worth mentioning the egregiously exploitable mission reset oversight that goes a little something like this.

     

    Wait. This isn't even all of it:

    1) Press F1

    2) enter cm

    3) Now there is a new menu where you can get all the endgame stuff much faster

     

    😉

     

  24. 19 minutes ago, VitZaykoYT said:

    The first thing I did was check this box, everything was cleared, the native Linux version should be downloaded

     

    Strange. I just checked my ubuntu install, perfectly native. And even if your game was downloaded as a proton game, it should have run with proton just as well as with the native version. If it didn't even use proton then your steam seems to be very confused about the platform it is running on

     

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