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ZehMatt

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Posts posted by ZehMatt

  1. On 2/28/2024 at 5:59 AM, faatal said:

    Less RAM has been the biggest issue, especially on XBox Series S. We have reduced memory usage of many different systems. Art is now getting optimization attention to use less memory.

     

    So is there a chance of getting bigger worlds again? One of the fun aspects of this game has always been large worlds with many players on it. It was quite common with A16 to have up to 64 players on a single map, if I recall correctly the size was reduced due to memory constraints in A17. Despite the fact A16 was utterly buggy most of us probably had the best times on such servers. However my gut tells me that is not on the list of priorities and won't be.

  2. On 1/31/2024 at 10:04 PM, junrall said:

    Ha! Aren't you the author of WalkerSim? I bet you could pull this off!

    By the way... you plan on updating WalkerSim or is it buried?

    Yes that's me, I'm not sure if I will do it again I'm not really having that much fun playing this game anymore and WalkerSim was always more of a project that I made for myself but shared publicly. Also having to mod a game to make it somewhat fun is just not fun for me 😄

  3. As the title suggests, I don't understand why we are forced to play in a certain way in a sandbox game. I'm talking about Vultures and the vehicles, all of that is also hardcoded and there is no way to easily mod those things without some serious patching, at least have a single function that can be easier to mod by making it return true or false for when it should be active or not.

  4. It's one of those weak designs in the game that I also dislike, ideally the loot already sits there and all the zombies protecting it, whatever item is there could be marked a quest item like many other games do and getting the quest by the trader should allow instant completion which makes the entire thing more believable, this also eliminates duplicate quests in the same POI, a single POI could have multiple things to do, breaking the entire POI should take it off the pool if that makes it impossible to complete. Seeing the entire POI just getting refurbished is quite immersion breaking also in my opinion. Once bandits are in the game they could take over POIs which would explain how POIs are suddenly becoming refurbished and have quests to steal items from them. The floating quest activation marker is also just weird. Given that there is no real end-game I would think that once players looted everything and have done everything that is just the end of it and they can start a new game on a new generated map, there is really no point in sitting on the same map forever, at some point you are just done. Having this all well balanced would give a better feel of progression, at some point there is just nothing to be done and you basically completed the map, this of course would take more effort. Anyway this is as usual just my opinion on what makes a game better.

  5. On 9/20/2023 at 11:56 PM, meganoth said:

     

    No, you don't **have to** mod. Most people notice stuff they don't like in a game, shrug, and continue. If it is too much stuff they recognize that the game isn't for them and stop playing that game. Modding is just another alternative where you can reduce stuff you don't like.

     

    It seems you have the game since 2017 at least. Has it taken you 5 years to notice that things can change and having played earlier versions makes those changes stick out 😉 ? When you buy into EA when the game is far from finished you have to expect that.

     

    By the way, did you notice the absence of empty gas cans? Empty bowls (for stews for example)? Empty pure water bottles? Empty acid bottles?

     

     

     

     

     

     

     

    The only way to somewhat enjoy this game is by using mods, that's just the current state of the game, not everything is bad but for a "survival horde crafting game" its just not nailing it. Also did you just assume because I joined 2017 this forum that I have the game since 2017? No.

     

    What has EA to do with this game? Why even bring up EA? Also did I notice those things? I absolutely did and I don't like it, I brought up only the glass jars as that is the most recent change and this is what this thread is about, isn't it? 

     

    I'm also not surprised that hardcore fans are defending this, I believe that if the worst game ever would be put on Steam there will be always someone defending it no matter how bad it is, shiny graphics don't make a good game. Also I'm just expressing my opinion here, I do realize that they are not going to go back on this, I mean when did the devs ever listen to the community? They made it quite clear that their way is the only way and we must play the game the way they see best.

  6. Removing glass jars was one of the biggest mistakes done to this game, nothing can change my mind on that. Having to use mods to "fix" a game is quite crazy, most people don't even know how to open the file explorer let alone install mods, what kind of nonsense expectation is that? Also this is not about realism but immersion, glass jars vanishing is just dumb, also having played earlier versions knowing what it was like to have them makes this even worse, glass jars had a perfect place in this game, to collect and cook water, what exactly is wrong with that? The only thing that should have been changed is that cooking murky water no longer turns it to clean water, just keep it murky and everything would be fine with the new way of getting clean water, why can't we put the collected clean water in glass jars? Every god damn update 2 good things are added and 10 good things are being destroyed, when I first discovered this game I had really high hopes for it, those hopes are long gone.

  7. This spawn system is quite horrible, it should have the zombies spawned but turned inactive so they don't think/tick/update for when the player is too far away, they can be marked active for when player gets closer or by other events such as noise. POI designers shouldn't have to worry about volumes that spawn zombies, just place the zombies and leave it to the engine to decide, its really not that hard to accomplish.

  8. On 7/8/2023 at 6:12 AM, jetZeds said:

    I would prefer more of a hybrid system:   You learn by reading to unlock certain levels and then actually advance your skill by doing the skill.  Would be similar to educating yourself through school but advancing your craft by practicing what you read.

     

    The amount of books/magazines are waaay to abundant as is.    Day 49 and I have pretty much have everything I want. 

     

    Seems like the most sensible approach to me as well, read a book to understand the basics and then get better by doing it a lot.

  9. We'll see what the final version looks like in 2030, I have my doubts that it will be actually a fun sandbox game that it used to be, quite unfortunate that the priorities went into graphics instead of mechanics and performance, have a look at Battlebit Remastered and tell me those people actually care about the graphics rather than the mechanics.

  10. 6 hours ago, Scyris said:

    Honestly they need to put the default back to Nomad, as adventurer gives a really unbalanced game experience, as on Adventurer the player deals I think 25% more damage to zombies, while the zombies deal 25% less to the player. Nomad is even both zombies and players deal full damage to each other. I have no idea why the default switched from nomad to adventurer, well.. unless its just because new players today are just that god aweful that they get owned on Nomad... Which is possible, as I watched a streamer play the game her first time and it was... pretty painful to watch as even when I was a new player I was not anywhere near THAT bad. She didn't even do her intro quest. Was using raw corn as food, didn't even spend her skill points, did alright on horde night as she was in a group with 3 other people. Twitch intergration was on, so they never had to struggle for anything as people in the chat just kept handing them everything. Poor girl did not even make a stone axe, and was using a stone sledge (sometimes a bone knife) to break into things, when the stone axe would have been better overall. It just was REALLY sad to watch. Streamer I mentioned thou IS fun to watch, she just did.. horribly at 7dtd, and I largely blame the fact her first game ever was multiplayer with twitch intergration turned on, so she never really had to learn how to play the game much.

     

    Yes you do, in todays 7dtd you pretty much have to. At a mimimum use khaines 60 slot backpack mod, this alone is a massivle quality of life change, its only 15 slots more than the vanilla backpack but the gameplay difference is MASSIVE. Really wish tfp would make it 60 by default. Also the amount of skulls also gives you a loot bonus. like a t4 poi in forest generally has your loot scale equail to your game scale, where as a T1 poi, your loot scale is about or a bit higher than half your gamestage.

     

    The skulls represent more the amount of zombies and the size of the poi and also chance of higher tier zombies spawning as some sleeper volumes are set to use higher tier zombies than normal.

     

    Those are some good points. I think the learning problem could be alleviated by having the city/town/area where the player initially spawns being very mild and just enough resources to get the player going and after that it should be entirely up to the player where its going. Look at most successful games, they all have some sort of tutorial/starting area where the player can learn the basics without being overwhelmed but once you walk away into whatever region there should be no more hand holding, like almost all Fallout games gave you a very safe starting zone but if you dared to walk too far out into the wild you most likely get ruined. It shouldn't be too difficult to have each random generated map a generally safe starting location and the threat level indicator should be removed entirely and rather somehow express the danger in a more natural way, like the sound of many zombies when being outside, the state of the POI and so on, many ways I can think of, this is just lazy.

  11. 2 hours ago, Riamus said:

    They mean that whether or not the danger meter shows is tied to difficulty so that if you're on an easy difficulty, it'll show, but if you're on a harder difficulty, it will not.  That can work but I'd prefer just having an option.

     

    Exactly. For a game where exploration is one of the key elements especially with all the new POIs this ruins the fun of it, and yes I know I could just use mods but do I have to seriously always mod the game to just have a good time out of the box?

  12. I'm inclined to agree on all of the things. Jars just vanishing into oblivion is not about realism but it breaks the expectation which is immersion breaking, just make getting "clean" water hard and boiling dirty water should not turn it into clean water that is just cooked dirty water, quite basic and easy to grasp for players, so why remove the jars? Same can be said about food in cans, where does that can now suddenly go? There is quite a difference between realism and basic expectations. I seriously think that TFP has no idea about game design in general especially if you look at the evidence on how often everything is being changed over and over, I understand that to some degree you have to test and re-evaluate the systems but if you constantly keep doing that it just tells me you have no bloody idea what you are actually doing which is also known as brute force. To me a good game is not a game that has the best graphics in the world but rather well designed game mechanics otherwise we would all have hated the old games which looked pretty @%$# by todays standard but are typically praised to be the best games ever made. There are just so many things wrong with this game and each update I'm hoping it gets better and I stay away from the dev log thread to go into the next version without a bias and every time when it comes to me playing the next update its just massive disappointment. What frustrates me most is that there is this huge potential in a game where you can build and destroy everything but then restricts you in such odd ways just because TFP says so.

  13. Zombies spawning at locations where I just came from was already annoying in earlier versions, now I had the situation where a feral zombie literally spawned right before my eyes and destroyed me on the first night on my first run to test A21. I don't really enjoy always making a mod to have a somewhat more realistic approach to where zombies come from, even something like a minimum distance to the player would help this a lot already. I'm not sure if this is a regression or not but I recall that in A19 it at least checked if the spawn would be in line of sight of the player. Also it would be great if there is something like cool-down for areas where the player just travelled so that when I turn a corner and come back there won't be suddenly a zombie waiting for me, this is pretty immersion breaking in my opinion. For a zombie game this always annoyed me that such fundamental system seems to be ignored somehow or is not properly tested, I can't really say and that is just my opinion on that. I do plan on porting 

    to A21 but I also want to start this from scratch so it will probably take a while, but I shouldn't be also the one having to do that.

  14. 21 hours ago, faatal said:

    Possibly. What and when entity network data is sent has been optimized. Data is sent less often when farther away. More when close. Player outfits and anims are being redone for A22, which they are already working on.

     

    Sounds great, one thing I was hoping to get an answer to is does it currently network the velocity and do the animations use that for the walk animations, if this is the case then to me that would be an relatively easy fix to just have the velocity calculated client side based on the position alone which would make it look a lot better already. Assuming it doesn't make it to A21 I will consider to just mod this myself, however this requires EAC to be disabled and the mod would only make sense for multiplayer so thats a bit unfortunate if we have to actually wait for the next release to have somewhat reasonable player animations and the update rate wouldn't even matter then.

  15. Having seen some of the gameplay now for A21 the animations for other players still look floaty as hell, I think that is one of the things that can probably fixed, it seems as if the animation state is not synchronized with the actual player state and the floaty feeling probably comes from interpolating the position, but when animations stop and the character still moves then it just looks weird. One way to compensate for this like the Source Engine/Quake does is to not network the velocity of the player and rather estimate the velocity by using the last known position to calculate the velocity and assuming the animations use the velocity that should make it look a lot better. Would be great if a developer could look into this, perhaps @faatal. I haven't looked into what the game networks so this is mostly guess work but I'm fairly confident that this is the underlying issue as to why characters keep moving but stop animating as it probably just uses the velocity sent from the server, would be also nice to know if I'm wrong.

  16. I have to agree with some aspects of what the Op says. I generally disagree with the spawn system for a couple of reasons.

    1. The spawn distance is way too short, I suspect this is the limit of how many chunks are loaded, you can see them usually snap into existence especially during horde nights.

    2. Zombies in biomes spawn randomly, there is no logic or weight or anything to it, the game should focus on simulating an actual zombie population so when I clear areas they stay clear unless new ones wander in which could be a constant stream from the map border or have the horde night respawn all around the player which gives it also a natural cycle to it.

     

    As for the POI zombies,

    one thing I always had my gripe with in this game has been the Zombies spawning in absurd locations such as the Closets or maybe even in the Ceiling, its somewhat hard to sell that they just willingly hang around in there forever. I also know its planned to have them wandering in POIs which would change everything, then I would however try to avoid static ones.

  17. I do sometimes wish all the things that can be found are without a level and rather have a bigger variety of what can be found. Example I can think of would be a Rusty AK 47 that can potentially jam every few bullets or an ordinary one you could get of a trader, perhaps even have a complete failure where the weapon just explodes to pieces and that is the end of it, this would probably make exploration a bit more fun too.

  18. 9 hours ago, ergoproxymandias said:

    Ok, as a gun enthusiast i HAVE to point this one out guys, since it's offence to anyone's intelligence who can google "how guns work". There were many more things that made me scoff with new guns but this one takes the cake - the rifle. 

    spacer.png

    It's so bad i couldn't not register and explain it why it's so bad. i'm not even talking about realism, i'm just talking about very basic concept art and common sense, gun knowledge that can be obtained in 10 minutes using google. 


    i think modelers just made things that they thought looked cool and didn't even bothered to conceptualize actual use case of it. no matter how u look at it, this is one of the worst gun designs i've seen in my life. 

    To put it lightly this one is absolutely never going to happen. what air tank even does here?!  the gun clearly isn't pneumatic as it's shown via spring and even if it was pneumatic there's myriad of reasons that it wouldn't work. 

     

    even if air was used to make bullet go faster, kinda mixture of spring and air, it still wouldn't work for several technical reasons: 1. pipe girth and angle that connects to the air tank is way high caliber 2.air tank is small, it would be good for max 3-5 shots and i'm being generous here. 2 replacing it would be horrible pain in the arse.

     but even if we ignore all of the above mentioned problems, main problem is that in postapocalyptic situation (or any situation for that matter) noone would sit, cutout very good (usually oak or english wallnut for very expensive rifles ) and stable stock of the rifle (ruining its integrity) to place air tank innit, strong, dependable, uncompromised stock for a rifle would be as expensive and rare in postapocalyptic situation, as gold.  they would just place it on the side or on top of it (but it would be way safer to put stock between shooters face and air tank)  just like this.

    spacer.png



    that design is accident waiting to happen right in users face, after some use, elasticity of wood would either ruin or explode that tank regardless of iron frames that are holding it or in the case if wood was old and dry enough it would shatter and kickback might impale the shooter with shattered pointy wood. since this specific stock highly looks like oak, i'm assuming it's oak which has much stronger thickness and lesser elasticity, shattering stock scenario is more likely to happen. to put it in a scale of "that's not how guns or pressurized air works at all" from 1 to 10 i'd say it's -8.

    P.S. and good luck looking trough that scope with that air pipe sticking in your face. sitting with your chin on highly explosive pressurized air can.  i just can't elaborate more on this, concept art committed harakiri right there. 

    if  i'll see this model fixed, my faith in humanity will be restored.

     

    What about the Zombies? What about the blood moon event? What about the zombies being able to tell material strength? By now you should have realized this game does not aim to be realistic. 

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