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meganoth

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Everything posted by meganoth

  1. What you call simplistic AI behaviour is basically what 99% of all games in history had. Even in science you will find very few expert systems that had the capability to learn. Only when neural networks became really powerful in the last few years learning became common as the basic principle of creating a neural network AI. BUT even the typical neural network AIs only learn at creation time when they go through millions of examples taken from the internet and then are static. They do not learn anymore when they are used. You may have seen game AIs that have a few ways to react to a players strategies, but there is no learning involved, those are almost always lists of actio->reactio and if you can find a loop you can exploit you can outmaneuver those AIs just as well as the AI in 7D2D
  2. Huh? I don't know how you define "adapt" here, or if you are still playing A16? In A16 the AI was simple and at most "adapted" to the players position. After that the AI very much adapts to the players constructs. Build a pathway and they will recognize and follow it. It even dynamically adapts to changes. Open a door or close a bridge and their approach may change. Even when they destroy some essential blocks by chance that might make a stairway out of a wall they WILL adapt to that new situation. And that has nothing to do with whether to let the zombies have a chance or not. That can be had in ANY alpha of the game Compare the genre mix that 7D2D is to a dedicated team shooter and the team shooter will win. I think your expectations are a little too high here. Bandits will use cover so I hear, and I am happy about anything else that Faatal can provide, but especially since TFP also tries to codify parts of the AI in XML(!!!) there are limits to what is possible in acceptable time. I think the next step after A22 will be either a final beta or gold. A23 is possible if they need to adjust the bandits a lot. But that is pure guessing on my part.
  3. But then GO is not a simple game, it just has simple rules. About that whole discussion, previous alphas of 7D2D may have been more difficult but they were not really much more complex. Naturally the first alphas you played looked more complex and difficult to you since you were still learning the game. It is not easy to ignore that effect when you are reminiscing about the past. Valheim has no difficulty setting and its only difficulty setting is much higher than default difficulty of 7D2D, maybe comparable to warrior diff in 7D2D or higher and with 25% loot !? It's loot setting can't be changed as well and so it is much more grindy and again there is no choice for the player to change that. And many players mix up grind with complexity. Because of the set difficulty you never can relax, but its complexity is only once for the first playthrough. I have my doubts I will ever play Valheim again after the first playthrough. In my view the complexity of 7D2D is not found in combat and if you are a player who wants a zombie shooter game you can find difficulty if you change to the right difficulty settings. But you can't find complexity because you have no interest in the complexity 7D2D has to offer. Because the complexity of 7D2D is mainly in the building part and optimized horde night defense part. And that part can be easily avoided by building a simple horde base and just use tons of ammo to get rid of the zombies or even copy some base design from the internet. It is a choice and by offering this choice 7D2D gains a lot of flexibility. But with flexibility comes the choice to avoid the difficulty and the complexity.
  4. Please use the "Discussions and Requests" section or the mod authors own thread for questions
  5. The question is how many dev streams and how far apart. 3 months between first dev stream and release was the maximum I assume. Did anyone check what the minimum was?
  6. https://community.7daystodie.com/announcement/11-report-a-bug/
  7. Maybe TFP should add version info into config files so that it generates an error
  8. According to an anonymous source one still undisclosed feature will be new safety measures for workstations. You will be required to wear safety gloves and a helmet when you work at one, and there will be a panic switch and protective covers on dangerous elements. Workplace safety has a high priority at TFP obviously
  9. Her player data is corrupted, damaged. And I don't know of any way to repair it. There are console commands that can give her back her level. Anyone with the rights (usually the one who has the server) can use the "givexp" command to give her xp until she is at level 60 again. And creative menu can give her back the items she had and the books she learned.
  10. "Tried removing the player data from the server and was fine, but then replaced the original player data and was unable to spawn again."? I don't understand what is happening here. You could not spawn, so you removed the player data from the server and could again spawn, if I get you correctly? But why then did you not stop and instead go on and replace something at some location? What is original player data? Where did you replace it and with what?
  11. Ok, that sounds more like it is a bug. Or some other program or Windows setting interfering that just accidentally didn't interfere before. Did you get the game from xbox store or steam? You could make a bug report, but please include server and client logs. Or go back to A20.5 which is still available. Another thought: If you have no antivirus installed on Windows, you automatically still have the windows-built-in windows defender. So you may still have to exclude some locations.
  12. I just checked and I didn't see anything to specify sides on a tile where no other tile should attach. I assume you mean that that is missing, right? Yeah, I think that would be generally something needed for the tile system to get some interesting applications. Likewise you should be able to specify a group of tiles that can attach to some side of a tile exclusively. In fact such a feature would also make it possible to specify a no-attach side, solving two problems.
  13. As suspected the game falls back to the less performant network protocol "steamnetworking" instead of using "litenetlib". Whoever is the server has to configure his router so that the ports I mentioned above are forwarded to the internet. If you can make it so there are no lines "LiteNetLib: Connection failed" in your log anymore you should see large improvements in your ping stats. Also at least your CPU is quite old, but I don't know what the server PC looks like. For network problems it is useful to post the logfiles of both server and client. This game may not look like a performance monster, but because of the voxels it actually is. On the server try to disable Dynamic Meshes, turn off most if not all graphics options and play with a lower resolution. Check the server logfile that the FPS in the logfile is always above 20. Test if that makes a difference. Lastly network has been reworked in the last iterations of A20 for various reasons, it is entirely possible you encounter a bug that can be avoided by going back to A20.3, if all else fails. But again, the most important change is getting litenetlib to work.
  14. This is a warning, not an error. Unless you actually have a problem, for example with a player not spawning, this can be ignored.
  15. To find out anything we usually need a logfile from a session where the problem happens, please read https://community.7daystodie.com/topic/3956-how-to-report-an-issue-please-read-before-creating-new-threads/ Without info I can only guess: Maybe both of you have not opened the correct ports for your servers and that means a less performant protocol of communication is used. Try to open ports 26900(tcp) and 26900-26903(udp). Also a PC need more RAM and power to be server and client at the same time, if you are playing on old PCs or laptops with 8G RAM or less it might not work that well. Did you check your network connection to each other? You could use a traceroute utility to see how many hops are between you and your friend. Maybe there is a heavily congested node inbetween.
  16. Could be a tier 6+, but probably would not be, I can't imagine them opening up a new tier just for one POI. The runway would probably be implemented like a river or city tile in one piece and around it would be randomly placed POIs of all tiers like hangars and commercial buildings, and at least one non-random tower POI. In other words an airport would be handled just like a small town where the streets and layout are fixed and locations for random POIs of specific sizes are set up. This way airports could have different sizes and layouts just like cities. @Laz Man wouldn't that be a project up your alley? 😉
  17. What make and model is the laptop of your son?
  18. Which camera? Are you saying moving the mouse is actually moving his character? Or is the character just walking or running in the same direction as if a key on the keyboard was stuck?
  19. I meant a new 7D2D game they will release shortly after they see your obituary in the newspapers 😁. I got the impression that TFP does not want to make DLCs. And I want health, world peace and to own a 100m yacht. I see disappointment in both our futures. 😉 And you have to understand that everyone here on the forum wants something added to the game. I want legendary weapons (at least that is a feature they have already worked on, I may get lucky), others want a behemoth, ziplines, learn-by-doing, fishing, boats, more cars, more weapons, more workstations, more enemies, more enemies at the same time, NPCs to hire, NPCs settlements to care for, more realism, more survival, less survival, chicken coops, .... And so on and on Now imagine everyone of those hundreds of people would post their wish daily. The forum would be unusable. That is why there is even a forum rule against doing it ( forum rule C4 in https://community.7daystodie.com/topic/5-official-forum-rules-and-guidelines/ ) I'm not saying your idea is bad. But "that can be trained" is exactly what I was talking about when I said it doesn't suffice to just drop them into the game without having lots of ways to interact with them. Pet animals that you can actually do something with would need a lot of work. There are hundreds of good ideas how 7D2D could be developed further. But you yourself recognized that the developers time is limited if they ever want to present you with a finished 7D2D.
  20. It is easy to implement in a basic way. It is more difficult when you apply higher standards, like how often that teleport happens, how well it follows you and not stands in your way and not attack zombies you don't want attacked yet, .... Also the developers would have to provide means to capture and tame animals, and ways to use them that are balanced for the game. And that also can be done relatively fast if the standards and quality you want to reach are low, and takes a lot more effort if you want to make it a high-quality feature. I would guess that they won't consider it for the current 7D2D anymore as they are trying to release the game as fast as they can finish the features they absolutely want in. I would also guess that it is one of the features on their list of possible features for a 7D2D 2.
  21. I don't think so. Just go into a random POI without taking a quest for it und you will find a loot room just like if you had taken a quest.
  22. I am not a modder currently, so just wildly guessing, but maybe stack_type "replace" and them being in the same effect group means a buff gets replaced by other buffs of the same group (or name_key) ?
  23. Please use the "Discussion and Requests" section for questions. Questions about a specific mod would better be asked directly on the mod authors thread Topic moved.
  24. Exactly. It's almost giving the impression INT might not be a combat class, right? 😁
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