Jump to content

madmole

Fun Pimps Staff
  • Posts

    10,387
  • Joined

  • Last visited

  • Days Won

    132

Posts posted by madmole

  1. 10 hours ago, nickasaurus rex said:

    Why am I only getting +1% mobility when the mod says it gives +2%? Is this a bug I need to file? 

     

    image.png

    I'm not sure but I like seeing what equipment you have at level 57 instead of end game stuff at level 30 in previous alphas.

  2. 19 hours ago, Slingblade2040 said:
    • Dew collector creates activity heat when filling

    So if any if you folks have a bunch of those things set up it looks like you might be in for a screamer fest. Just curious is there even a way to turn them off?

     

    I haven't bothered making those useless things but I know alot of players use them especially in MP so this seems like a massive F'in nerf. I swear the pimps have no clue what to do with this game anymore or fix the issues they cause.

    Once full they no longer generate heat.

     

  3. 28 minutes ago, BFT2020 said:

    The thing though, you give up a slot in your helmet for that mod....and you don't get any benefits from drinking the prepared drinks.  Once you get past needing it for surviving, it is better to use that mod slot for something else and use drinks like red tea, coffee, mineral water, etc for the additional benefits they give you.

     

    I been avoiding using that mod at this time for the reasons above.  If I didn't have any water that I could cook into a higher tier drink, then I would use it.

    This. It's just not that great of a mod. Coffee esp blackstrap coffee is my go to drink, not only does it give me stamina I need to combat zombies, ride my bike for weeks at a time, it increases ore harvest so it's 10000x better than the water purifier mod IMO, but takes constant effort to keep a supply of it.

  4. 10 hours ago, Thaledwyn said:

    Quick question about glue (maybe it was already answered elsewhere):

     

    Why is glue requiring clean water instead of murky water now? (I don't want to eat my duct tape 😉 )

    At the moment we have a separate "glue camp fire" due to cooking times and we have to decide if we use our rare water for food or glue on the first days. That's a nice survival aspect!

     

    It seems glue is the new acid 🙂

     

    If anything we had it backwards all those years using murky water for anything other than brewing a poison just seems wrong. Now, you use your clean water to craft with, it makes more sense and it's impossible to boil too much and be screwed. Like wtf can't I make glue with this perfectly good drinking water?

    12 minutes ago, HB_H4wk said:

    Sorry for the noobish question. If I were to start creating a Custom Map in A21 Experimental will it work with updated A21 versions?

     

    **note. This is my first time using an experimental version of this game. I have always waited for the Stable Release.

    Yeah but you won't get any bug fixes that RNG might get in between versions.

    3 hours ago, jorbascrumps said:

     

    This works for my group as well to keep eager beavers from sniping all the loot.

     

     

    I've been playing this game for years and did not know this. I don't think the game communicates this mechanic well (if at all).

    Didn't think we needed to? Every game with a shrinking crosshair over the years does it this way, I thought it was common shooter knowledge.  Did you never notice the crosshair shrink as you aimed? You didn't think anything of it? You can aim at a wall and see impacts and tell the rays do not hit dead center but somewhere inside the crosshair.

     

    2 hours ago, Robbing Zombie said:

    Probably been said, but I'll say it anyway. The dew collector could speed thing up a bit, or several, when it rains, no?

     

    Also, a superchaged reward from the trader (and a new steam  achievement) when you do a night time generator mission during horde night, would be fun.

    It's a dew collector not a rain collector. Still though, we didn't want to rely on weather since it's so random. Also we don't really track chunks that are unloaded and doing that would be really expensive and we knew people would have 50 dew collectors so we didn't want the whole server slowing down over a minor bit of realism that would also make it harder to balance.

  5. 40 minutes ago, sillls said:

    I ended up finding three pots. It makes a world of difference.  

    These pots are a real bottleneck in the game. When you start, all you can find is murky water and a few cans of cheap food. Hunting is good but again, you need some way to cook it. No grills found. 

    Lighting: Some issues with lighting during rain. It gets almost pitch dark when it rains, and you have a roof over your head. It doesn't even need walls. It can be an overhang like at a gas station and it gets nearly pitch black. I have brightness maxed out and I still have that effect. 

    Player damage. Why is the player so fragile and weak? Weapons don't seem to do much of any damage. Sometimes they even seem to pull the zombie to you but never away. You would think a good spear thrust would knock a rotting corps down. 

    Also you take so much damage. I was wearing scrap iron armor and got swiped by a passing zombie while riding a bike. Damage plus a bleed out. 

    I mean come 'on. My avatar has armor on and still gets that much damage from a passing swipe? 

    Sounds like you should just turn down the difficulty until you are adjusted to the new networking. We are tuning it so you don't get hit from a crawler 10 feet away, but it won't get significantly easier. Tougher zeds are stronger now, maybe you need to look at the poi and biome difficulty. If you see a lot of skulls you aren't ready for it, go to the forest biome and level up and do the tier 1s and 2s until you get better gear or a higher level.

    There seems to be some bugs with getting multiple crits from one hit or bleed has no cooldown we are looking into.

     

  6. 29 minutes ago, Greymantle said:

    I will give you that they succeeded all right. The problem is what you seem to see as success, I see as a lot of unhappy people.

    Vocal minority like usual. Some people hate changes, but will come back later and say it was a good change and they were knee jerking. Water is supposed to be a rare commodity in an apocalypse, not all you can drink buffet on day 1.

  7. There were several reasons to change it.
    1.) Water was never a survival issue before. It was something you did once, go craft 500 jars, fill them up and your done for your entire play through.
    2.) With unlimited duct tape people could craft OP quantities of things early game. Now its a choice, do use my water to craft duct tape, or do I drink it.

    3.) Water jars is some leftover minecraft mechanic the engine had when we started and never a design we wanted. One less wasted slot in inventory.

  8. On 5/25/2023 at 10:58 AM, meganoth said:

     

    Nope, sorry. "Placeholder" is well defined as something that is never intented to survive into gold. What is surely true is that we have no sure way to know which of their features and mechanisms were meant as placeholders or were experiments that might have turned up in the final version. 

     

    One heuristic you could employ is that anything that was in the first few alphas was mostly placeholder while anything after that was experiment.

     

    Some stuff was labeled clearly as placeholder stuff **by developers** and is also very likely placeholder stuff, for example all the graphics bought in the unity-store.

     

    Some people on the forum said that LBD was a placeholder. I have my doubts about that, I think that was an experiment.

    It was always a placeholder.

  9. 21 hours ago, Riamus said:

    I don't mind a challenging blood moon, but you need to have options for a base.  There is nothing wrong with having the ability to build a base that is successful during blood moons.  I don't build pillbox bases and I experiment with different designs for fun.  The last thing I want is to be forced to build a specific kind of base just so that I can reach a zombie with melee every now and then.  But in the end, this really would just mean that blade traps would become a must-have for bases.  Not a big deal, I suppose.

     

    As far as "free XP" nights, I'd actually be fine with disabling XP during blood moon.  That isn't what I like about blood moon and has little real value for me.  I like blood moon for a way to find base designs that work well against zombies and for the fun of killing tons of zombies swarming you.  I know many players just build a single style base every time just because it's practically impenetrable but that isn't how I play.  And I honestly don't care if people like playing that way.  Let them if they want.  No one is required to be "efficient".  Too many people just don't understand how to control their own actions and so think they can only play efficiently and can't play for fun.  I've had so many people reply that they can't help be play the most efficient way possible even though they continually complain that it isn't fun.  It really is a choice and people who don't enjoy playing efficiently should learn to control their actions and play in a way that is fun, even if it isn't efficient.  Just my opinion, of course.

    I build different bases for different builds. I got rekt on day 7 relying on my walls to keep them out until morning, I couldn't believe how fast they got in without me killing them non stop like usual. But to me getting rekt gives me motivation to try harder so I added a melee room up front this time and a few doors they will have to get through this time (in theory).

    1 hour ago, Old Crow said:

    Still no answer on dyes working with the new outfits, or why Rekt is already getting a new compound after getting a new one in A20?

    We will support dyes on the new outfit. All POIs including REKT got updated because there is now full art support to decorate them as envisioned in the concepts.

  10. 8 hours ago, Matt115 said:

    Em you guys wrote that next game won't be 7dtd 2 for sure. 

    But if there will be 7dtd 2 - similiar system to l4d2 would be the option to be honest.

    If you want to add paid DLC - make veterans happy is more important that focus on new players - because they will came for while and give shortly after so this mean they won't buy DLC

    BTW. @madmole

     

    Combat – Encounter over 50 unique zombie archetypes including special infected with unique behaviors and attacks

     

    is this still information actual or outdated?  If still actual - this mean adding more zombies will make you closer to gold

    Probably already have well over 50... there are 3 variants of each one already, standard, feral and radiated.

  11. 2 hours ago, Guppycur said:

    You'd be wrong.  Seeing the same zombies with different skins definitely adds variation. And you stop seeing the glaring similarities.

     

    Madmole's logic is also wrong.  Minecraft works because it's ONE zombie skin, which our brain begins to discard.  Seeing 15 zeds and 9 are alike is more distracting than seeing 15 of the same.

     

    He is right that they have better things to do tho.

     

    Having code change the tint of a shirt material on spawn also wouldn't add any real overhead btw.

     

    Been there, done it, just saying. 

     

    Fight me. 😉

    I'd be ok with tint variations.

    It's not that we also wouldn't want to see more zombies, it's a matter of it would delay gold even further and we're focusing on going gold.

    It's one of those things that would not move the needle on sales even .01% too. New customers don't care if we add more zombies. I'm not that interested in more zombies without new behaviors. I wrote up a bunch of great zombie designs with behaviors but coders don't have time so more zombies or variations is just meh, and doesn't get us closer to gold or more sales so selling the idea is impossible, as well as we have to make room in the memory footprint for all these new bandits yet.

    At best we could add a few and put them into specific biomes so that memory can handle it, and it would still be the same problem, repetitive in each biome.

    Maybe we can leverage the character system to add a new zombie head to a player outfit and make some survivor zombies easily using the already in memory character outfits for some tougher armored zombies. These are more draw calls than the current zombies though and bigger textures etc and wouldn't be the best use of resources. Ideally we could start the next game from scratch using the system. I think the skeleton is different too though so animations become a problem. It's complex and like I said, it isn't moving the needle at all on sales, it just makes you veterans happy.

    Maybe we can use it for the next game if planned from the beginning.

  12. 4 hours ago, Beelzebubs Ghost said:

     

    I will make an exception to my own rule since you made an appearance, Madmole.

     

    I fully respect prioritising other checkmarks but this clone army is something that has put me and my friends off the game.

     

    On the point that 'can' and 'will' aren't the same thing, can I get a straight, non-politician answer out of you?

     

    Do you and the team actually plan on adding new zombies to the game henceforth - with or without different abilities, or not?

    After how many hours has the clone army put you and your friends off? Hundreds or even thousands? Our job isn't to infinitely entertain old customers, it's to make a great game. By the time the zombies get old you would have to have a ton of hours. Minecraft has one zombie, a skeleton and a creeper, spider a blob and a few dozen other rare spawn enemies and made billions, it hasn't hurt their sales to have just one zombie skin.

    I don't think there are any plans for any new zombies, but I have designs for them. There's tons of bandits coming, that will freshen up the encounters plenty. I have been asking for mud covered rotting skeleton type zombies like the later seasons of the walking dead for a while now, but again, we have enough to go gold with. We can always add more post gold or for DLCs and stuff.

    3 hours ago, Maxley said:

     I like the overgrown look. I don’t know how long after the apocalypse 7dtd takes place but I’d imagine after 10 years it would look somewhat like what you have made. Would be cool to see this in the base game

    We made a conscious decision 10 years ago not to do this because A, it would have been hard to look good with Voxels, and B, the game is set in Arizona and moss/overgrowth like that just doesn't grow like that in the desert. We love the look too but would better work in a DLC or sequel set in a new location.

  13. 5 hours ago, saoron666 said:

    Over 2000 hrs of gameplay, many updates came along, and now another one..

    Not sure why there isn't new zombies, new look, new behaviors, etc..

     

    even i noticed in prison area they don't even have jumpsuits or stripes, idk give it a more prison look and environment?

     

    instead they used all the few zombies with same clothes and look and filled up the area..

     

    I think instead of new decorative cars and tractors or wtv, they should've make new clothes for the zombies so it doesn't become annoying and tiring?

     

    you see, even if you make a new area in space, and use the same zombies and clothes it will just look the same!

    new area new POI needs also new zombies..not sure why they don't see this as game developers, no concept..

     

    but they use their time on unnecessary decors..

     

     

     

    We can ALWAYS add more zombies. Adding more zombies doesn't put a check mark on the many empty checkboxes we have on the gold list.

    15 hours ago, CultOfMoose said:

    So are all the female clothing going to be stripper outfits or are we getting outfits that cover as much as the male outfits do?

     

    Cause at this point it really seems like you are making female characters for your sex starved male players and giving the finger to your female fans....

     

    And before get guys get butthurt about women asking to be treated like human beings instead of sex objects, hush, if you aren't a women you don't get to have an opinion on how we are allowed to feel.

    Most of the new outfits look the same on each sex.

  14. 3 minutes ago, Uncle Al said:

    @madmole Thanks for the preview.  Looks like a fun system and I look forward to trying it out next alpha.

     

    One thing that does concern me is your repeated use of 'brown to blue' implies the quality 5 cap on crafting is staying in.  Is that really necessary?  If, as I believe, the original point of the cap was to 'not allow someone who never goes looting to get the best stuff' that's now avoided by having to loot to up your crafting skill.

     

    Keeping the cap means the new, rich, and interesting looking crafting system is going to be completely sidelined as soon as you get a quality 6 drop or quest reward.  My current playthrough is an excellent example:  My very first tier 4 quest offered a quality 6 compound crossbow as a reward.  Lovely, but if I got that under the new, proposed system I'm now in the weird position of being encouraged NOT to perk into archery because all archery magazine and parts drops are now useless to me and I'd rather other useful stuff drops.

     

    If you could craft quality 6 at top skill levels you at least have the, admittedly fairly minor, benefit of being able to use any parts you loot to occasionally craft quality 6 weapons and roll the dice on getting an improvement through random stats.  It at least gives you a reason to be happy when you find bow parts or magazines, not think 'oh well, in the bin' which seems a real shame.

    We can consider it. Now that it requires great effort to reach the top skill level crafting Q6 doesn't feel so bad.

  15. 1 minute ago, mstdv inc said:

    Will the new crafting system remain one of the paths forward and will better quality items still be found (loot stage) or bought (trader stage)?

    Right now there seems to be some unity between the three, so I can't tell which is the best. Like it's random enough you never know the best way to get the best weapon, just keep playing, looting and looking at traders, and craft when you can craft something better than what you found. The harder biomes have better loot so go to the wasteland for the best possible loot, if you dare.

    Oh and I forgot to mention, but you can find the type of magazines you are after also by looting an appropriate type of crate. For example gun crates have gun magazines, pop n pills crates have medical magazines, mo power has tech mags, etc.

  16. 1 hour ago, BFT2020 said:

     

    Not the same based on the description.  DF brought back LBD, while this system is setup where you have to find and read magazines to increase the crafting skills.

     

    So this is the way the TFP have introduced crafting skills but limiting it so you can't just craft the highest tier equipment at the same quality level as your lower tier.  Very interested in seeing this in A21 myself.

    Learn by looting not LBD.

  17. 2 minutes ago, Spectral Force said:

    @madmoleSounds like you're really enjoying Darkness Falls! Looking forward to A21 and NPC's.

    I don't know what that is.

     

    Just now, Doomofman said:

    So would I be reading those screens right in saying that once you hit level 3 in Shotgun crafting you'll then be able to make a Quality 2 Pipe Shotgun and then when you hit level 11 you'll be able to make a Quality 1 Double Barrel?

     

    Also, related to this. Will there still be the overlap in Weapon Tier vs Quality. Where a quality 6 stone axe could be better than a quality 1 iron axe?

    Yes you move through the pipe shotgun skill pretty quickly. Each tier takes more magazines to move through.
    We're removing any overlap. There is still the concept that a purple stone axe has 4 mod slots so it would arguably be better in that regard.
     

  18. Hi all!
    We're very busy on Alpha 21 but I thought I would share the new crafting system and looting changes with you.

    There are now tons of new skills that govern unlocking and the quality of items in the game.

    A few examples of crafting skills are shotguns, pistols, cooking, armorer, medical, etc.

    Perks no longer unlock recipes or govern crafting skills. Many perks are being reworked to add value where before the main value was a recipe unlock.

    Books no longer unlock recipes. The ones that did unlock items are being reworked to do something else.

     

    Crafting skill is improved by finding magazines in the game. Mailboxes, file cabinets, book shelves etc can all contain various magazines that improve your skill.

    Perking into shotguns for example, increases the odds of finding shotgun magazines, shotgun parts, and shotguns in loot. This makes early specialization work, and you are no longer at the will of the random numbers to find what you are looking for. There is still a chance to find other stuff, but you won't be level 100 and still using a brown double barrel because of random drops. Everything is weighted that you perk into. Once you find all 100 shotgun magazines, you will stop finding shotgun magazines so stuff that is still valuable to you will be found instead.

     

    Skill ranges represent their unlocks. Some skills go to 100, others stop at 50, so they require less magazines read to max out.

    All crafting ranges now do not overlap. For example with shotguns, skill 0 to 20 allows you to craft a brown to a blue pipe shotgun. Skill level 21-40 unlocks brown to blue double barrels. Skill level 41-75 unlocks brown to blue pump shotguns. 76-100 unlocks brown to blue auto shotguns. These numbers are just examples, I don't know the actual ranges, but now you don't just craft blue everything.

    There is a new skill menu that has a few pages of skills that tracks what skill level you are at and shows what the skill unlocks.

    How does it play?
    Everyone on the team loves it. The search for technology is fun and you are always finding magazines and unlocking stuff every day. The magazines are useful for a very long time too, where before once you read a single schematic finding another was a disappointment. Now you always find useful magazines.

    I found myself crafting nearly every range of pipe shotgun, stone axes etc. Even iron I would craft through most of the range. I would find some stuff and skip crafting for a bit, then when my skill superseded my item,  I'd be crafting again. I've never crafted so much stuff in years and it felt really great. You can no longer just sit around in your cave mining and level up and be crafting the best mining tools. You'll need to get out of the cave and search. However teams can still cooperate and share magazines with a dedicated crafter.

    Traders sell magazines and offer magazines as rewards. I find myself taking those rewards quite often because it feels very rewarding to unlock things and level up your crafting skills.

    Personally I love the new system. I've never seen a crafting system quite like this before, nor an intelligent loot system with deterministic random. It is playing very nice, and I'm really enjoying a long game. I like it because it feels realistic to read something and learn from it and the player can move through all the ranges of crafting and be making that choice... should I use my parts and craft a new gun, or wait another level? Personally I've always had enough parts to craft what I want because I find the parts for what I'm looking for instead of spear parts or whatever. So the new system weights the loot to what the player needs and it feels very rewarding and enjoyable to me and the testers.


    20220518114334_1.thumb.jpg.eee8ba8f2753a99466d6cfb5619a6754.jpg20220518114347_1.thumb.jpg.b1c9a599d6c4fa99432fc06b224e92e1.jpg


     

×
×
  • Create New...