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meganoth

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Everything posted by meganoth

  1. It could be. I noticed the name too, but even a well-known tennis player had that surname 😉
  2. If it makes the game easier to play it is not balanced. So where do you think it is unbalanced when compared to 5 or 10 healing bandages that you could anywhere and not only at the trader? Where is the challenge in applying 5 healing bandages in the safety of the traders cubicle? Do the 10 seconds you need for it make it somehow more difficult even though you are at the trader? Or did you find a way of giving back a quest in the middle of a hard fight when you desperately need fast healing? At least in my games there usually is no trader around when my HPs go low.
  3. At the moment you can get 10(?) healing bandages worth 250 HP as a quest reward. A full heal instead is worth 0 to 8 healing bandages depending on your current health, so practically always less than quest reward above. Since you are safe in the trader cubicle it would still be less valuable even if the heal were instanteous. And even if the 10 above were only 5 I don't see a balance problem I would like that feature as it would make the trader rewards more variable though I suspect I would almost never have the luck to suffer from bad health or an ailment exactly at the time I get offered the reward at the trader.
  4. Exactly. And this is why TFP surely won't add silly clothing packs or skin packs (unless thousand of steam users demand a way to be ripped off 😉). But TFP can easily add anything that needs new low-level features, library changes and engine upgrades. Even if those changes are trivial there is a sizable portion of the player base that will not install mods with potentially dangerous code patches. But even better are new features that are also exposed to xml. For example imagine an upgrade to dynamically place loot in pois or a new quest type. Exposed to xml everyone would buy it even if something similar existed in a specific mod. Not only for the better vanilla game but because many overhaul modders would immediately use it to enhance their own mod. Just for completeness sake I also see demand for new POIs in the correct TFP style. Most modders create fantastic POIs but they often stand out as being user created because of style differences. New vanilla POIs will surely sell.
  5. Not after every quest sure, but as a possible reward for quests that sometimes shows up, why not?
  6. If you want to announce a mod you created you probably should announce it in this section: https://community.7daystodie.com/forum/27-mods/ And probably you should also mention what your mod does and who might be interested in playing it No need to be shy, there are a lot of people who can't mod at all and need modders like you to help them by providing a variety of suitable mod
  7. How do you know you tried everything? There is a pinned thread in this "general support" section. It tells you how to post your logfile (in your case both client and server log) Most likely the save game is corrupted. Is it possible that the server did not shutdown the normal way, i.e. that it crashed ?
  8. Right, I checked the video again and the sewer entrances in the background did not change when new POIs were setup.
  9. Pretty sure they are POIs. EDIT: ... and it seems that is wrong The interesting question (asking Faatal here) is: Can a subway POI stack with a building above it if it has no basement ?
  10. If you can only think in the context of other games your imagination will never run freely. Sure, and there need to be lots of newsstands in the game for it to be a success 😁. This is just you thinking everyone has the same taste as you. But 7D2D is already a success for its small team, they obviously must have made something right if players play the game for hundreds and sometimes thousands of hours. Regularily some players turn up and know exactly how 7D2D can be more successful. Next week I'm sure a real-time-strategy player will create an account and tell TFP that RTS is the new trend and the game needs lots of armies you have to command and send to the base of other players to strike it rich 😉. Two years ago it was PvP players who knew the road to success. Its just everyone knowingly or unknowingly pushing their own agenda to get this game moved nearer to the own comfort space.
  11. I moved this thread to a more appropriate section, Mods is only for announcing mods and communicating with mod authors directly in their threads. Without a log more information no one will be able to help you. For example by providing a logfile. A howto can be found in a pinned thread in the "General Support" section of this forum
  12. Bah, where is your imagination? 7D2D on a huge generation ship where deep freeze turned most people into zombies. Race to the bridge to turn the ship away from plunging into a sun. VR support is not enough for an expansion or a real version 2. They have to deliver more if they want to sell it to a mass of people apart from the core players.
  13. Adding "feature-level..." is one of the suggestions floating around the net if 7D2D is crashing, to force dirextx10. Especially funny when the next parameter is "force-d3d11" The feature-level paramter can be removed in the launcher I would guess. If the issue still happens it might be a general operating system setting of using the older encoding. Alternatively the encoding problem could simply be a result from copy-pasting the string from the browser.
  14. Medieval 7D2D, 7D2D in wild west, 7D2D in space, 7D2D on alien planet, 7d2d in the new world, 7D2D in asia, 7D2D in a matrix If you need a variation for some other future 7d2d feel free to take one 😉 . This is so far in the future (or already a done deal). And I will be happy about any good new game in 7d2d style, no matter the scenario. But the future we are looking at is the game finished in about 2 years, then probably another few years of development for the game that is just this 7D2D, only bigger and faster and for more modern machines. That is unless one of the yet unannounced games is a zombie games as well, in that case just wait for the announcement, the scenario and story will already be fixed. The forum is filled with people who have ideas. Some like you are a fountain of ideas, others think of something they would like very much and specifically make an account to post that idea. But the truth is that ideas are cheap and easy to come by, the developers of this game already thought of more ideas for this game than they could develop in a hundred years.
  15. I think the spawing is area-based and not based on players. I'm quite sure that a better event system could drastically change the game
  16. You are not getting it. There are not more zombies with feral sense. They just notice you instead of ignoring you most of the time. For example in A19 you might stand in front of a poi. You see 1 zombie in the distance, 2 near you and nothing more. You kill the 2 zombies and go into the building and nothing else happens. What you don't know is that behind the house there are 2 zombies and another one in the distance behind a corner. But you will never know. Now with feral sense in A20 you will kill the 2 zombies, but soon after entering the house 3 zombies, the one from behind the corner and the two from behind the house will disturb your solitude. There is no need to turn down the limit to 6 as there aren't more zombies in the world at any time. But you will suddenly fight zombies you previously didn't see at all but who still counted towards your limit
  17. In A20 you will be able to select lower tier quests at the trader
  18. That is exactly what I was talking about in this post: https://community.7daystodie.com/topic/25122-future-of-7dtd-sequel-or-dlc/?do=findComment&comment=441230 The unannounced game they are working on is surely a different game. They will not start working earnestly on 7D2D 2 before they have 7D2D 1 out of the door.
  19. Wait until you can turn on that zombie sense option in A20 and then lets talk again. At least what Roland and Unholyjoe where reporting sounds promising. And the zombie limit per player is 8, but when did you see 8 zombies around you in A19? Practically never. This was because zombies spawned that never noticed you. Now imagine that limit really being used with zombies that sense you. Quite a difference And then there is the proposed event system where you can get more than 8 zombies on you even in a multiplayer game because some of the zombies are "shifted" between the players There is a lot that can be done without changing the zombie amount at all.
  20. I say their options to change fundamentals of this game, reality, software limits and hardware limits, are limited. You can pray for miracles if you want, but I don't see them suddenly hiring 20 top programmers or redirecting all their efforts into this one objective. I don't see them throwing out the rest of the game to get us zombie hordes or prolonging development another 2 years after they got bandits. So unless there is some miraculous optimization they just not have noticed until now or there are (at the moment) totally unexpected gains from other parts of the game there will just be 1) moderate gains for zombie numbers and 2) better methods to make zombies count for more through better timed spawning. I assume you know about the event system that was talked about for a while? This could help greatly to make 10 zombies that surround you look like 40.
  21. First of all we players are watchers of the development, not directors. We don't decide what the direction of the game is, there is no popular vote for features. Secondly the feature list (plus/minus some minor features) seems to be quite finished by TFP. They have an internal priority list with bandits on top. Presumably a lot of features that had already some development put into them, like legendary weapons, will also be high on that list. You can post your opinion a hundred times and it will not change that internal priority list. Thirdly one of the things that definitely will be done will be further optimizations. But the chance that it will bring zombie amounts like in the mentioned games is practically zero. This might increase zombie numbers slightly but not by much (since they always have to tune everything for minimal spec PCs). They probably will add one or two options into the game that allow to change zombie numbers better than now, but that's it. Also the option for zombie sensing range that will come with A20 will help. If thats not enough for you your only option will be mods. Mods are the **official** way to prolong the relevance of this game, that is the reason TFP put so much effort into making this game easy to mod.
  22. If you have a decent PC at home, you can increase zombie count by yourself. There are a few options that make zombies in the world much more numerous (though not necessarily in POIs). There are overhaul mods out there where you don't have a free minute without some zombie trying to eat you. There should be modlets available with similar effect
  23. The trouble seems to start immediately when connecting to the server. Your client is **rejected** 2 times before it is accepted. You could try to check any log file where you tried to connect a second time for occurences of the line "LiteNetLib: Connection failed: ConnectionRejected". "Rejected" points to an authentication issue but then it shouldn't suddenly work on the third attempt If it is a random amount the most likely explanation is a faulty network connection with lots of dropped packages. If it is always 2 of those lines then I would guess it is a problem with the games network code and someone from TFP with access to the code should take a look.
  24. Yes, the logfile is full of xvanilla... versions of pois known from vanilla that could not be found (besides a similar amount of xcustom... POIs)
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