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madmole

Fun Pimps Staff
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Everything posted by madmole

  1. Time management is always a thing because the horde is coming, calories are burning, bullets are spent, etc. Drying concrete never added challenge because even wet concrete was pretty formidable. Did it cause you to prioritize getting your concrete up and going first? Sure, but with the new building system you can build steel with any shape and the team doesn't like blocks that downgrade to other blocks. 10k hit points, ok I'm slaving away to break this block, boom no now there is another 8k hit point block that just spawned... that is unintuitive and frustrating. How many more are there? It w
  2. It is a torch not a workstation making resources. Nonsense there is never enough space to carry stuff and we're adding more and more items so if you don't have a problem now you probably will at some point. Don't use the drone if you don't like it. We didn't want to make it so OP everyone wants a drone so we disabled the weapon mods it has, for the first version at least.
  3. There has been a lot of optimization happening, plus Unity is working with us. I doubt the default will increase though, 8 per player is plenty hard for new players. Turn it up if you want, but defaults need to be noob friendly and performance friendly. Nice Valheim skin bro. 😆 I love that game, but had to make the joke.
  4. There are no plans, I shouldn't have said anything. No you can clunk it up with 10,000 blocks if you want. One model that has parts hidden is the plan, rather than changing models which is why there are bugs with cars popping up and down. The drone is just a pack mule and has no weaponry for this very reason. He can heal you if you sacrifice a mod slot for the healing mod. He can boost your stamina recovery speed with the teddy bear mod, has armor and a headlight to light your way when mining, etc. Cargo mods are stackable so I imagine most people filling her up with cargo mo
  5. No because sales continue to improve and review ratings are higher than ever. The process of going gold requires us to look at every system and decide if it's the best we can do or what we really wanted then change it to something shippable. If you don't like change don't play EA games. We haven't removed any materials, we removed the endless tapping of upgrading to reach a decent block. Wet concrete is just a dumb simulation thing and never added any value to the game and eats CPU to calculate when it dries so it really wasn't worth the sim factor for the CPU it ate. Wood to reinforced wood?
  6. Yes, but I think we're buffing the basic concrete to be as strong as the old r concrete. Probably cobblestone so it has good amount of health and looks better IMO. I'm not saying no. I think we have a dev tool that does it. Yes we're rebalancing the hit points a bit. Free endless burning? No.
  7. Frames are there yet, as well as particle board (same thing) for experimental building with every shape available. That upgrades to wood, wood upgrades to stone, stone upgrades to concrete then steel. All blocks go poof. You can build with any material but you only get XP for upgrading so if you want max XP start with particle board(frames) and then upgrade it all the way to steel. We haven't really talked about this, perhaps placing the block can grant XP for late game builders building with steel.
  8. No but be assured we'll use that texture space for something useful. Brick can probably be just textured stone AFAIK. Corrugated is still there. I don't think we've deprecated any blocks just yet but we'll do a conversion and probably release a conversion utility.
  9. It's entirely different. All the shapes are in categories now, and unified no matter what material you are building with. So if I want wedge 60, it's always in the exact same category and same position regardless of if I'm building with wood/stone/concrete/steel/cloth etc. All shapes now exist in every material and are in the exact same menu location when using a different material helper. You can build steel tables if you want or cloth tables, we don't care. Having a powerful build system you can get creative with is better than using realism to determine what you can and can't make. Th
  10. I think we punted on that, there are too many other unfinished tasks to start on it. I adjusted the beaker and chem station a bit. Yeah I agree that in the grand scheme of things opening up the chem station is game changing so it needs to have a cost.
  11. Eventually you'll drown when swimming and you run out of stamina. Hopefully we can put some creepy water logged zombies in there that pop up and scare the @%$# out of you or something, zombie catfish. No because that just isn't how the game will work. You'll spawn with a trader nearby to get started and a better tutorial integration. If you want to skip all that leave the easy forest, but you'll pretty much insta die in the harder biomes without gear IMO. Cold will be harsh and radiation even harsher. Desert will be somewhat harder but survivable for a little bit without some gear. So th
  12. The idea is more mods than there are slots so there is some choice. Seems to me that is just a balance thing, and 20 is OCD if you as me, I have 2-3 max and build some large bases. They could simply smelt much faster so we don't need late game ones. We've talked about an industrial forge, but with some simplifications coming I don't see a need for it.
  13. I love games with heavy character customization, but unfortunately we can't add 2 years of scope for this. We can always go there in future products. No more vehicles are planned, but I'm sure a modders will do it. Vehicle mods should be about wrapped up. We'll reveal them later unless Faatal already spilled the beans. Drone is getting closer I'm confident it will make it this time. Yes at some point. So much for holding back info
  14. Pipe weapons are easy early game craft so you can start specializing right away. They will share ammo with existing weapons of their class which will drop in scaled quantities. It's looking really sweet. Allan and Alloc have done most of the work there AFAIK and Rick designed it based on our numerous discussions, but others have contributed for sure. It is going to change building in a big way and make this the best building system of all time IMO. We are planning a biome difficulty that scales so if you want more xp faster, you can go to the harder biomes.
  15. I'm biased, but I think the new pipe weapons and loot/progression will add a ton. Greatly enhanced random gen will be great too, as well as a million other things.
  16. Yes, I want to add about 3 more Faatal's so we can get @%$# done. Good programmers please apply.
  17. There is a new feral version that is on fire and glows more that will light you on fire. This one will be hard to see and probably sneak up on you but easier to kill and do less damage etc. If we're not doing frequent dev streams, then there is no release in sight. I doubt it. It would make more sense to get rid of stone crossbow bolts, it's a much more advanced weapon IMO.
  18. No because it works, and we are planning a client side interaction with Noah from the White River when you first spawn.
  19. It will raise your game stage by a certain amount so you get harder enemies there. There isn't any new special infected coming any time soon. Sometimes other stuff takes longer and things get pushed back or deleted. I updated the roadmap on a couple topics I don't think will make it.
  20. This is in afaik, and will allow for distant chunks to show changes, like player bases, or building and terrain blown up. It still needs tested and verified, and might get disabled if its too slow or buggy, but hopefully launches in A20 as I think it will be a nice touch and seeing your base in the distance will be awesome.
  21. I'd like to have that, not sure when we can get it in though. I think the plan is to get rid of the burnt forest as it's own biome, and make the wasteland have burnt forest areas, but I could be wrong and it might stay. The wasteland hasn't had any love yet that we plan to do. I'm not sure what is planned yet, but I'm sure we will continue them soon or when we feel like there is enough new content to warrant a showing. We've recently completed concept art of upcoming bandits, which will come in weak, medium and strong versions for variety and game staging, and they look reall
  22. It won't happen. Decent melee and ranged bandits needs done yet and that itself is more than a handful. We don't want to go further, mining is shippable. Pretty much no to every "any chance for" question. We're adding bandits and some quests and polishing old content and going gold. Lots of great ideas to push to 7 Days 2 once we ship 7 Days. Bandits with guns will be hard and we have some special infected designed if we get time could be a nice later game challenge. No 7 days has 5000 more features than Left 4 Dead, so we need to polish what we have instead of adding e
  23. I'd like to once we get bandits in, so that somewhere along the way they try to intercept the package.
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