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meganoth

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Everything posted by meganoth

  1. Zero. They don't update the old console game, they port the current PC version over.
  2. This is like saying "A Cesna fit into this hangar for years. I'm sure a Boing 737 is bigger, but especially with us unhinging the doors to make more space I would imagine it would fit." ๐Ÿ˜‰ I am highly exaggerating here. But my point is you can't really get such information from this comparison. If you found a similar game to 7D2D that is bigger instead of smaller then you could draw conclusions or make estimations about what features should be possible in 7D2D.
  3. I doubt you will ever see 200-300 fps with your current hardware. 7D2D is not a shooter, it is a survival/shooter/crafting/... game mix that won't need 200 FPS to be played. If TFP finds more optimizing options I am sure they will try to get more graphics quality or more concurrent zombies into the game instead of reaching 200 FPS. In other words, they have different priorities than you. Once this game is released, wait a few years for hardware with bigger caches, improved RAM and SSD speed. Maybe then you will see 200 fps Minecraft is a good comparison as it is one of the few other games with a fully voxel word. Now find a modder to push its graphics quality, physics (SI) and enemy AI to the level of 7d2d and then we can compare FPS.
  4. For the players it has advantages too, so many or most of them support TFP in this. They get something like a slightly buggier games-as-a-service game that keeps changing into a somewhat different version every year (because of all the changes and feature redesigns), but without the costs. Since you have performance problems you might see it different. But performance problems just mean your hardware isn't good enough for the game. Because of it using voxels for the whole world down to rock bottom it needs a lot more CPU power than other games of comparable graphics quality. Many players here play the game with FPS above 100 and have no problems driving the motorbike at max speed. You are correct though that the view distance is quite limited.
  5. The teleport command is available in the console even without using debug mode. And it has a mode where you simply teleport a player to some other player. If not, the "list entities", short "le", command (or something similar) will show you the location of everyone. Careful, the middle number of those coordinates is the elevation, don't mix it up with x and y coordinates. There is no way to get the initial 4 perk points and the trader locations without doing the initial quests. But the initial quests are done in 3 minutes at most if you know what to do. When the rest of the game takes you 40 hours usually that isn't that much of an inconvenience. You always have the option to simply ignore or delete the quests instead
  6. I think you misremember about concrete. Sure, there were two types of wood and two types of stone in older games, but they were practically available from the start, made not much difference and that didn't hinder anyone to rush for concrete. The only thing I am not sure about is whether it did take more time to go to concrete and whether there was an additional step needed to craft reinforced concrete.
  7. I am sooo shocked to hear that ๐Ÿ˜ EDIT: I am always astonished how much you dislike about this game. It is as if someone watched The seven Samurai and said "nice movie. I like the sword fights. But Kurosawa should have set it in the far future, it would need more humor and laser swords and princesses and a struggle between an imperium and rebels".
  8. As I have said multiple times, it is about what TFP (and maybe many players of the game) expected from bandits. Your theory is based on not only TFP rushing the release date but also that their ideas about the game (level of quality) change with it. As I said, everything is possible. But some is still very unlikely. Remember I play Valheim as well, I know how lame those events are really. You just put walls around your base and thats it. There are no tower defense elements, there are no traps. Just being attacked does not make a game into a tower defense game. What you talk about is a shooter with a defensive mode. Whether you call that tower defense or not, there is a lot more in 7days. Funny you say that: I absolutely HATE this constant need to check food and resting status, missing one of the timers is almost a sure way to get killed. I can get along fine with the survival light mode of 7daystodie, you really have to ignore the warning icons for a long time before it really becomes a problem. Tower defense is one of the important genres in this genre mix and one reason I am playing this game for so long. It won't go away, thankfully.
  9. Where do you get the info that bandits were "pretty finished" at any time in the game? You said they were practically finished in lbd times aka a15/a16, and now you say in A17 they were even more aka "pretty finished"? But where are they? TFP hired an additional programmer specifically for the AI and now 4 more years of working at least partly on bandits have gone by and A22 is still without them. Sure, TFP could have just dropped all work and just put out whatever they got on hands and called it finished. But they didn't and there is no indication that they would have viewed those old zombies in bandit skins as finished, except if they got into severe money problems or they needed to finish for some external reason. Personally I don't like Valheims building system. The system is much more constrained and only good if you want to build something nice looking. I am playing 7d2d because I want to make functional buildings that are traps to zombies, I want to construct complicated mazes, not shiny lookalikes of the same boring hut. Valheim has no tower defense gameplay. It doesn't need such a complex building system. 7D2D has tower defense and would be a lesser game with a valheim building system.
  10. Sure, but that is not the most likely outcome. Because A16 did not have everything kickstarter expected and not the quality they themselves expected from the game. If they were fed up with the game and wanted a change they would have pulled the plug from the current development already. Exactly. That could have happened. But in about 99.9% of all restaurant visits this does NOT happen before, it is the exceptional, very improbable event. You can dream of anything happening if you want, but when you are making **predictions** of an alternate history you should list the probably ones, not the pimp dreams of what could be in lala-land if your wet dreams come true.
  11. Even worse: You are defined by your previous experiences, they form your character. So by deleting your memory you are changing yourself to someone else. In a narrow sense you have erased yourself. And even if you choose to rewatch it you can't gain what you lost because you do not watch it in the same frame of mind as before. You cannot recreate the impressions, the awe or what you learned by rewatching it at a different time of your live. As an extreme example you might have learned much from watching an episode of sesame street when you were 4 years old, but it would not change and impress you now at all.
  12. What wouldn't change is their long list of planned features (where they for example could have seen they wanted this and that part of 7D2D to get an overhaul, this and that to be added). And their tastes, which largely differ from yours. So sure, anything is possible, but what is the most likely? That it generally goes in the direction of their current tastes in gaming or that they suddenly turn into copies of you? The butterfly effect may make me change my mind one day and not order my favourite food at my favourite restaurant. But the next time I go there I likely will order my favourite food again.
  13. Can you ex-plain what you mean by that?
  14. 7d2d 2 would be exactly what we get now, because the devs would have developed in the same direction they have done now. For example they were not too happy with lbd. So after releasing something looking like A15 or A16 they would have made the same changes and added a perk system, improved everything and landed almost exactly where they are now. There would be two differences: 1) There would have been a stable game in say 2018/19, and more stable mods for that, correct. If bandits were included they would be rather disappointing zombies in bandit skins (just like they were in a few mods that had enabled them). Or they would have been postponed to 7D2D 2. And 2) we would be about a year behind now because polishing for release and after release would have taken nearly a year.
  15. You could make a bug report. Then it would get assigned to the creator of that POI. In Pimp Dreams he probably never sees it.
  16. The game seems to get called with a paramter "-dx9". Was that a left-over from a previous experiment?
  17. No question about that. But bugs are everywhere and there are thousands of combinations of hardware and software and only a few samples can realistically be tested. Since TFP actually provides a native linux version (which only a few developers do) I find it understandable if they won't actually test the game with proton and an assortement of linux distris (note, I don't know if they do or not). Even if they do they could easily have missed this bug as a fresh Mint install did actually fix your problem and they obviously can't have tested every linux distribution. Many developers don't even test the proton version when it is the only one provided. Your bug could be everywhere: In Pulse audio, in its Mint integration, in proton or in the game. To find out more the first step would have been to post the logfiles of the game to this forum (there is a pinned thread telling you how to do this). Telling them or us that there is a bug somewhere and you don't like that accomplishes nothing at all. That a reinstall of Mint fixed the problem likely means that either some configuration you did (maybe for other programs) or a hardware detection and configuration bug in Mint may be the culprit. By the way, I use ubuntu with the game running native. I had problems with mods when I started out with A15, since A17 or A18 I had no or almost no compatibility problems with mods anymore. But I only use overhaul mods so probably those are big enough that they get tested with linux as well. What I am saying, if your experiences are from a long time ago it might be worth testing the native version again.
  18. Are you refering to the NPCs that turned up in A16? That's a myth (AFAIK), the NPCs used in the mods then were NPCs developed by TFP but deemed not good enough so they weren't activated in the game. The modders did just turn them on (again AFAIK).
  19. In the list of things done one important thing is missing: Using the launcher to delete all game settings. To do that, she has to start the game launcher, change to the tools tab and select the last option that says something about clearing configuration. Then she has to turn on all checkmarks and activate. Warning: This will delete all games and worlds you have created. If the problem persists, post the logs of both server and client ! Since this is a problem with multiplayer it is important to see both sides of such a connection. And please read the information thread here in the Support Section that tells you to read it. It tells you how to find the log files we want and how to post them. We don't want pictures of red lines on the screen players often post here, that is useless information. We need the complete logfiles that the game creates as a textfile on your harddisk
  20. It could be non-alcoholic beer ๐Ÿ˜. (Yeah, I was only searching for "alcohol" to make sure there isn't any in the game)
  21. If you assume they had made no daycare POI then players would still wonder why there are no zombie kids. Also 7days has a brewery but there is no alcohol in it. (And except for Grandpas Moonshine there is actually no alcohol in the game, i.e. surely less than would be expected)
  22. You have a severe case of selective reading IMHO. The water change IS about water and removing jars. Just that Roland additionally said that Joel and Rick have zero problems with choosing trader-centric solutions for a problem. Before I get the "semantics" argument back, this just means it is no use arguing with "trader gets too powerful" with them, the central game loop of doing quests for the trader is a given. I still see no reason for them to be against an increase of filter probability in loot for example.
  23. Theoretically the cross-platform feature could result in limitations. For example, will TFP add or keep option settings that automatically prevent cross-platform play? It is possible to solve this with a warning text on the option, but that might not be acceptable to MS and Sony. Note there is a big hypothetical "if" here, i.e. if MS/Sony would intervene or TFP simply wants to avoid the possibility or anything hindering cross-play.
  24. The former, though I would assume that a veteran player doesn't need that safety net anyway. A fire extinguisher is a safety net for fire, it doesn't imply there is something different avaliable to help with flooding ๐Ÿ˜‰ Agreed It is a major difference since the 6 year old would get no ice cream or has to go to his room because he deliberately did it. Grandpa would still get his ice cream. ... Talking about it has a chance of them noticing a potential problem (or even solution). In the past that might have induced them to check their telemetry, since gamesparks is no more I don't know what they do for checking. Telemetry would have been the reason why they ultimately change something but without the initial forum posting they would never have asked the right question. It also has a chance of reminding a developer with the same opinion as you to put it on the topic list of the next team meeting. A good argument may even change the mind of a developer so he brings it up in internal discussion. It also could give a developer an idea just by thinking about it again. Some developers and testers do read the forum so I heard. But they are forbidden to tell you internal secrets and the easiest way to do that is not to post. And I think one task of the super moderator is to sum up what happens in the forum to the devs. I am sure they are aware that water is still discussed here and on steam. It is like Schrรถdingers cat. All we can do is put radioactive material into the black box and hope that some rays hit the cat ๐Ÿ˜. But we have no influence what the radioactive material does in the box and we will likely never know what happens in the box. We will only see the box opened each alpha version and see a living or dead cat.
  25. For TFP? Not according to Roland who was listening in on their design meetings at that time. He actually said at least once that they started with the objective to remove the single container left in the game after every other container had been removed. And we heard from Madmole that water jars "is some leftover minecraft mechanic the engine had when we started and never a design we wanted". Game Designers actually care about a clean structure of their design just like UI designers care about dividing lines having the same width or other details I don't even see if someone tells me what to look for. That we have other priorities goes without saying. I hope @Roland chimes in as he is in a position to provide the facts. But from everything said by developers and Roland I am very sure that removing empty jars to clean up the design was a major reason and that they would have done the change irrespective of whether it reduces items for the engine or not. When Madmole was talking about it, he said "One less wasted slot in inventory.". In other words "reducing (useless) items for the player", not "reducing items for the engine". As I said in the other post, I would guess that increasing the probabilites for filters in loot might be possible if many players ask for that. When software is designed by a team there are often different solutions proposed and in design meetings they decide which option is the best one. They may start with a list of reasons why they want to do a change, but some of those reasons are low on that list and in the design meeting even more reasons may come up that speak for or against one of the different solutions. Such a list can get pretty long but many of those reasons are "soft" reasons, they influence the decision but are not mandatory. Most are probably even forgotten after the meeting and would only turn up again if they were to talk about that topic again. Madmole doesn't strike me as someone who would talk endlessly about a subject, when he answers people here in the forum he would not describe such a design meeting in detail, he would just list the most important reasons, essentially the original (mandatory) design goals. And that isn't even talking about company rules, privacy, keeping features secret so not to give false expectations... . We will never get accounts of everything happening or getting talked about in there. But there are dozens of design rules or reasons that come into play when deciding between almost equally good solutions in regards to the main goals or when the specific details of a solution (how many slots in a dew collector or the chance of filters in loot) are discussed. As a hypothetical example: I could imagine that "Another workstation would be beneficial" might have been a minor reason that had come into play when they decided between different solutions. Not as an original design goal, but someone might have just mentioned it in the meeting and most agreed and then the dew collector solution got another thumbs up. Nobody would have protested if the final solution would not have included another workstation, but it was part of the decision making and would speak slightly against solutions without new workstations.
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