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meganoth

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Posts posted by meganoth

  1. 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

     

  2. 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.

     

     

  3. 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.

     

  4. 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.

     

     

  5. 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 😉

     

     

  6. 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?

     

     

  7. 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.

     

     

     

  8. 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

     

    😉

     

  9. 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

     

  10. Steam has a setting in Manage->Properties->Compatibility where you can force it to use proton (by enabling "Force the use of a specific Steam Play compatibility tool"). In your case steam probably turns this on by default, I remember it happend to me with some game as well.

     

     

     

     

  11. 16 hours ago, Marcus Siqueira said:

    I agree with you all at some point, but as a developer myself, when you include a feature or something of that sort, you expect people to use it, since it's available. At first i didn't saw it as a choice, but as a bug. For example, if i make the game hard enought (thinking as a developer), and leave the feature/mechanic enabled, people will use it even if its a last resort. But, if i trully wish to make the gamer hard (have in mind that this is just an example), i would not have this feature at all, and would have a mechanic against it, forcing players to actually try something else.
    I did some developement for an open source game, in that topic is the way i see it. Either the feature is available and anyone can use use it, or its not for a determinated porpuse. In my case, it would even be making the game harder, but a more realistic play. 
    Yet, as i said, i didn't come here to make a change request, i know how developer works, they have sprints and features already planned and they should not pick a random post from a random guy and invest time out of nowhere in a new feature/change.
     

    Thank you,

     

    The reason nerdpoling is in the game and was never removed is because of its usefulness in building. Another option the developers were actually contemplating was disabling nerdpoling outside of building stuff, but they seemed not to happy about their options how to do that. You as developer would know that especially in a sandboxy multiplayer game you always get corner cases where such implementations horribly fail to work. 

     

    About zombies being able to climb, if they could use ladders like players that would probably be too hard on beginners, and even veterans would need to jump through hoops to secure their crafting base and have easy access to it.

     

    When you continue to play you will discover quite a few more exploity or cheesy ways that diminish the danger but are in the game because it is a mixed bag of genres and sandbox being one of that bag. Did you know you can simply run or drive away from all zombies at default settings? Outside POIs the danger is an illusion, but players do enough mistakes that that illusion kills them 😄

     

     

  12. 18 hours ago, Vaeliorin said:

    Sure, and the tower defense is the primary reason I bought the game.  I'd been following the game for years, and thought that if they ever added mechanical traps I'd buy it.  They did, and I did.  I actually hate first person shooters.  But I'd like to have to make an effort to set up my killbox, instead of it being basically effortless.  I want to be able to try different things without knowing that they'll work.  That's the real killer to me, that the AI is so predictable I don't even have to test a base design to know if it will work.

     

    Ok. As I said, I often use existing almost random POIs that I try to remodel as trap dungeon and at least I can't avoid a certain failure chance. My last effort for example got me killed twice: One time a buddy added some blocks that helped the zombies break through at an unexpected place, and the other occurrence was my own fault. And that was without increasing block damage of zombies.

     

    18 hours ago, Vaeliorin said:

    As for being able to survive any horde night in a wooden base, I'm not saying that's a base I would or do use, I'm just saying I could build a base to do it (knowing how to avoid rage mode and that there are blocks zombies will try and walk across that they just fall through.)

     

    Exactly that is what I was talking about: Simply don't use those blocks where zombies will try and fall. I never use those and they are one big reason that makes the bases my friend builds so easy and boring. If zombies fall in my base it is only because of a push turret and that is strong enough but not too strong since it will get damaged and eventually fail.

     

  13. 16 hours ago, Scyris said:

    This is not my first early access game, I've gotten several, this is however the only one I seen that has redone the same game systems multiple times during its alpha when it wasn't needed. a16.4 skill system was basically perfect pretty much any player who played it will tell you that, it needed a bit of tweaks yes but that was it, instead we got this stupid stat system that hurt the game for solo players.

     

    I assume you know what confirmation bias is? Polls on this website are far from a meaningful measurement, but they are better than your subjective impression and all they have ever shown is that there probably are lots of people who like either system and a third party (probably the biggest) who doesn't mind either way.

  14. 24 minutes ago, Vaeliorin said:

    I had hundreds of hours in A16.4, and I only once had a (final) base that functioned how I wanted (my starter bases all functioned, but they were all basically the same, just something to get me through the first few horde nights.)  All the dozens of others failed in some way (not that they were breached as I tend to overbuild things, just that they didn't function how I wanted.)

     

    Only once had a base fail after A17, and that was because I wasn't aware they changed the distance that zombies would path, so they all ended up attacking the rear of my base instead of pathing around to the front.

     

    The point is, zombie behavior was only exploitable with bases that weren't at ground level in A16.4 (because it was basically just run straight toward you, you could even get them to throw themselves off massive drops.  In fact, it was a bit of challenge to keep them from doing so, requiring something to slow them down enough that they'd recalculate their pathing, which took a while). If all they'd done to the AI was make them aware of height/added rage mode if they couldn't reach the player vertically and fixed the spinning in place bug, I think the zombie AI would be much more fun than it currently is. 

     

    At this point, I'm fairly certain that I could make an all wooden base that could survive basically any horde night, and that makes horde night kinda pointless, in my view.

     

    But a different point is that this is also a tower defense game and people who want to play this also as a tower defense game* instead of simply as a shooter want "bases that function how someone wants", to use your very apt words. That means that traps should be effective and that one can lead zombies into the traps one tries to build.

     

    If you are so good that you can survive any horde night in a wooden base then you use too many tricks or exploits you found out or found on the internet. Seems you would get more fun out of the game if you just didn't use some of them. Apart from block damage there really is no difficulty setting for the builder part and I imagine it would be difficult making one. The reality is that the building part has to be still easy enough so beginners can succeed and that means that resourceful veterans or people who look up bases on the internet won't get their cake.

     

    (*In my book a game where you just stand atop or inside a big cube of concrete and shoot everything down is not a tower defense game. That's a shooter with a defense mission.)

     

     

  15. There is or was a mod to have a working tv or monitor in-game, never used it so I can't judge if it is possible to use it that way. But one thing is certain, you would need a mod to do this, this late in development I am quite sure it won't be added as a feature by TFP.

     

    Also a bit of warning, an underground bunker isn't easy to manage, you need lots of automatic traps, otherwise zombies will eventually dig through your walls and surprise you 😉

     

     

    For the zombies you don't need trapdoors. Just use spike traps openly and (very important) plant them flush with the ground. I.e. just dig one-block deep rows of holes and put the spike traps into those holes so that the top of a spike trap is the same height as the ground floor.

    Zombies will treat spike blocks identical to dirt blocks so a spike trap on top of the ground would be an obstacle while dug-in spike traps just look like flat ground. And once a spike trap is broken there is only a hole left that will be considered an obstacle as well so the zombies will then run over the spike trap next to it.

     

    No idea if bandits will be intelligent enough to see the spike traps though.

     

  16. On 3/11/2024 at 4:37 AM, Scyris said:

    Sorry but rehashing the same game systems over and over, and making the game prettier is not content

     

    Welcome to typical game development in the later stages, which is quite boring to a player, and probably even to the developers. I don't think there exists anyone who likes the polishing phase. But it is a necessary part of game development and one that players did never ever experience 20 years ago. Then some game companies started with releasing MMOs in beta and after that kickstarter and especially steam alphas became a thing. Now some of you see a game developed in the alpha state and sometimes confuse it with a service game.

     

    That is the danger of an alpha developed game. People participating in the alpha will get to play unfinished game versions, but often have outlived the game or became bored or are dissatisfied with changes, before the game is even released.

     

  17. 17 hours ago, Vaeliorin said:

    I had the opposite experience.  In A16 I'd try all different kinds of base designs to see if they work, trying to get the zombies to behave how I wanted.  Since A17, I know how they'll work, and they all end up basically the same, funneling the zombies into an intended killzone.

     

    Where there problems with the A16 AI?  Of course there were.  Building a stilt base or an underground base would completely break the zombie AI.  I'd have preferred an update that gave them vertical awareness but didn't make them brilliant structural engineers who always go to the weakest point.

     

    Not much can help once you tried out all base designs and know everything about the zombie behaviour and their limits. A game can't help getting very familiar once you play it for hundreds of hours.

     

    17 hours ago, LuvShiramine said:

    This post is exactly how I feel about the current zombies, just feels samey no matter what you do, not engaging, and when you're one of those people who love difficult experiences with high block damage max count on insane, it still isn't that difficult.

     

    I want blood moons to be dread as "is this the day my base will fall?" Where you're actually encouraged to upgrade and prepare that's a really fun aspect of the base, and when you do fail it's "how can I do better and improve?" It's a very underutilized aspect I think the devs need to lean into 

     

    Partly that is a problem of TFP making the game accessible to beginners and (at least until now) not balancing the higher difficulties. Since zombie behaviour is moddable as well in limits, someone will probably make a mod for that or you will find it in one of the overhauls. A problem for example is that you have practically endless ammo (because the game is sandboxy but also because of the balancing).  And TFP balances it so you are supposed to be OP at the end of progression (which is easily rushable with the help of the trader).

     

    And nothing can help someone if he checks out the best base designs on the internet and rebuilds them because those specifically exploit everything the game has to offer. That is one reason why I never watch youtubers and hate that a friend does and often employs that knowledge making the end bases of our group snoozefests as well. That doesn't happen in my single player games where I try to make every design unique by using a POI as raw frame for a base. I sometimes get overrun because some construct fails, with that in mind I often build with backup positions and I do need them. But I have fun and I couldn't even set the zombies on high block damage or I would be overrun much too often.

     

     

  18. I had a very different experience with the base building part. I started having fun building bases in A17. Before that, in A15 and A16 there was no use building anything but a boring big massive block. After that I could build narrow corridor bases, elevated path way bases, bases with variable path ways through bridges or doors, pit trap bases, and lots of combinations of those. None of this was really possible with A16s AI.

     

     

  19. 17 hours ago, Spiked_Coffee said:

    Just curious if you know if server side mods will work with console? I assume client side / overhaul won't.

     

    That is something only the developers know. Maybe MS or Sony have rules that forbid download of server side mod files or modding generally. Do you know any other games that allow server side mods but can't be modded directly on one of the consoles? If yes, I would assume the chance is much higher.

     

  20. 8 minutes ago, brnbbybrn said:

    Any plans for syncing the PC Gamepass (Xbox for PC, not Steam) versions with console for cross-platform play? Was super bummed to see I could not play my PC Gamepass version with my spouse whom has the Xbox console version 😔 

     

    The currently existing console version is very old, made by a company that folded and will never change. TFP is currently in the process of porting the current PC game to the newer consoles and that will have cross-platform play and identical features to the PC version

     

  21. 1 hour ago, FranticDan said:

    I don't think it is humanly possible to press spacebar short enough to cause the character to not do a full jump, even with maxed parkour, you will still do a full 3m jump by tapping spacebar . I guess this could be tested with a program that presses a button for you and have the spacebar pressed for 0.01 seconds, and see what happens. I don't have such a program.

     

    I remember that I could make lesser jumps with parkour perked up by hitting space only for a very short time.

     

  22. 8 hours ago, Riamus said:

    Solar could be made to give just as much heat map as a generator if that's something that is felt to be important.  But the thing with generators is that they really are just a micromanagement thing compared to solar.  Solar isn't even really about the free power.  Gas is extremely easy to get by the time you have enough money to get solar up and running, so it's not like there's any challenge to generators by then anyhow.  The main benefit to solar is so you don't have to micromanage your power by refilling the generators all the time.  For those that don't mind that aspect, you can get a lot more power in a lot less space for significantly cheaper by using generators.  Solar already has drawbacks of taking up more space, needing to have sightlines to the sky, and costing an arm and a leg if you can even find them for sale (which is rare).  It's there for people who just don't enjoy refilling generators constantly.  It isn't about not having to get gas for power.  I could easily have a box of stacks of gas cans long before I can get a full solar bank up and running (and I usually need a couple full banks since I build big bases), so gas isn't at all a challenge for using generators by the time you can use solar.

     

    In any case, something needs done for making it easier to buy solar cells.  As it is now, it's so rare to find them for sale even if you hit 10 traders every 3 days that I've given up trying and just use the Creative Menu to give myself the solar cells.  If I didn't, I'd probably need to be day 150 before I had a single solar panel fully stocked with level 6 cells and that's rather ridiculous.

     

    At what day would you have a full solar bank if you didn't care about highest quality?

     

     

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