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crazywildfire

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Everything posted by crazywildfire

  1. See now you talking about something totally different. That wasn't them that was TT that went bankrupt. So again do some search before thinking you know it all my friend. To add to this to be specific TT sold the console version as a finished game.
  2. They did intend to be that way. That why it is alpha. From day 1 A1 has been this way. Code changes and it has to have restart in this kind of game. If you think you going to get a year in A21 you mistaken. Like I said before it will be experimental to start. Then probably another experimental off of that. Maybe even another 1 or 2 after that. Then stable of that version of A21.1 or whatever it will be. Then A21.3 if it makes it that far will do the same. Each time you will most likely have to restart depending on what they add/change. So far from a year and mostly when A21 hits the next experimental update will be less then a month and again will need a restart most likely..... also put all that to the side they said A22 will be roughly 3 months after A21 that it will be a shorter cycle. Even if turns to 6 months still less then a year.... I'm sorry but maybe do some research before buying an early access game if you don't like how they do things. That isn't nobody fault but yourself. Like I said before no version of alpha has a future besides each alpha version leads closer to a finish game. But until then you will have lots of world restarts my friend. Or don't play until it is finish.
  3. Like what was said. Even with the update it will be experimental version. You will put hours into it and it has no future as the next experimental will probably need a restart until it is stable. Then they properly do experimental on idk say A21.4 until that version of A21 is stable. So on and so on. A22 comes and it will probably need a restart. So non of these have a future if that what you are looking for. So not sure what the difference is when you say you don't want to put hours into A20 and it has no future. As long as it is in alpha none of the versions have a future like that. As far as your question no release date was given so they not past any window. They just suspected it would be in May at first. To many must fix bugs so they aiming towards June but that isn't 100% even though it is looking that way based on a dev stream with A21 Q&A and game play coming up.
  4. I mean you did buy an early access game. You can still play A20 build after A21 releases. You just got to start a new world with A21 features. Every Alpha update has been this way. Not sure but I imagine A22 will be the same. Or maybe I heard it might not I don't remember. But either way you can still play A20 even if A21 releases.
  5. To add to it... dev stream game play will be different. At least from previous ones. They will avoid a lot of stuff but still play but mostly probably build some something and go into a few poi. They will do some stuff but not a lot all while talking to chat. It will only be probably an hour or 2.... just sayin my point is if you want to see things you will see more content on streamer weekend. The dev stream will be for the most part Q&A. Just my opinion based on other times.
  6. Around 7 or 8 people. Been around for years so already know they not balancing for mega servers. But we have several groups. Spread across the map. Maybe you play on a server as one but not everyone does. Once you spread out things start to not spawn regularly once you get around 7 to 8 people on. If they are only balancing for single player and servers that play together then so be it. But you don't need 9 plus people for spawns to act up. Even bloodmoons, we have several people that hardly get a full bloodmoons. But that a different story. But back to animals we get to day 40 and if it wasn't for can food / farming we would struggle even more if we just counted on meat. We got to a point where we did mod for animal traps just to get meat to make better food because animals hardly spawn unless you talking about zombie animals and those don't give raw meat. But like I said if they are balancing for only single player and group play only then it is what it is.
  7. Let me ask.. do you play on a server? Is it just my luck? Because once more then 7ish people are on at one time animals hardly spawn. So let's make it worse gotcha 👌
  8. But maybe some of the stuff in the mod you enjoy and like I/others don't like and if in the base game would say the same thing about making it better. So yes thankfully modding is a thing so everyone can enjoy what one enjoys. Let them make the game they want and see fit. It is their game after all.
  9. Also, Roland said they wanna save some new stuff for 7dtd 2 whenever that happens. So got that as well. But even if it was to be added now like some have said I don't think it would be much of a balance issue with food. Just depends on how it would be done and how often you able to catch.
  10. I agree with what you saying about gas. But at the same time (not sayin you) but some people forget about multi-player. Not everyone on multi-player plays in the same groups. So you gotta have a good balance imo. Loot can be very thin with several people. You get on and someone already looted all the gas pumps/places for gas. So it only leaves you to go mine for oil shale. But even in that case though. Like you said you can go to one shale and mine and come out in 10 minutes with stacks. So it wouldn't hurt for that to be cut back on how much you get per swing. Doesn't have to be extream/hardcore as the way it is now is extremely easy. So even cutting back a little would just feel normal.
  11. Last gen is done so no.... but next/this gen they mentioned after it goes gold and release it on those consoles that they hope to be able to do it then.
  12. Using a perma death mod. It deletes everything including backpack. I do multi-player so I modified the backpack to still drop incase another player kills another player so they can still loot who they kill. But I went into the xml files and changed how long the backpack stays on the ground for. That way if a zombie kills player that player can't run back and get items but if another player kills they have only X amount of time to loot player. Anyway, when I went into the xml file to adjust the time. The default time is set at 3600 seconds. So backpacks stay for 60 minutes. I'm not 100% but I think if nobody is in the chunk then that timer doesn't count down so technically could last longer then 60 minutes as well. But I'm not 100% on that part.
  13. Easy now everyone. Snowdog is still around. 😏
  14. Agree, looks great. .......... Now for them to fix voip *smug lol I know I know use discord. That works when playing with close friends. Not for an open community server with lots of people or any open server really. On top of wanting to do light RP as well.
  15. The same can be said mining. If you do it right you can avoid screamers then it is a walk in the park. If you have figured out how to get around all POI's and make them a walk in the park then you played long enough to know how to make mining a walk in the park. Just sayin Edit- also wanna add. You go prepared mining it doesn't matter what game stage you are at. By the time I get high lvl spawns I have high lvl weapons to counter them.
  16. 1- jars stacked so high that was never truly a problem lol. 2- as many jars in the world never once did I go collect sand just to make jars. Actually I don't recall ever making jars period even less 100 on loot abundance lol. 3- again jars stacked so high never had to make a hard choice in storage to throw them out. Never made an extra storage box because of to many jars.... inventory meh takes up one spot. Never took more then one spot by the time I made it back to base to empty inventory due to other items filled it up not jars. 4- sorry that dont really defend empty jars. One will still most likely carry water with them as it will be cleaner to drink then open water sources. So not sure what this one has to do with empty jars. But ok ....... But I do see what you trying to do and all good just not really good examples. I still stick by my statement on how I feel this. I'm not for it but not against it. It just meh to me. Edit- back to #1 reading back and seeing what Roland said. You mean when looting? In that case meh it part of looting isn't it? What fun is it to always find good stuff? Idk that just me. Everyone is different.
  17. Same dang difference is it not? One dew drop or 1 jar of water. Makes no difference. People are goin to go by the picture tells them so really regardless if it represents one dew drop the picture is telling us 1 jar of water. It makes no difference either way of what you call it bottom line you don't get a empty jar back. So call it what you will. Edit: come to think about it. now you make me point out that drinking one dew drop would not hydrate me. So calling it that make zero sense and would be up on the list as the dumbest things on earth. Of course this is just my opinion. From my understanding glue is under consideration so a possible chance something might change on it. But we don't know for sure so as far as we know it is the same so....
  18. I wouldn't call it that. I'll repeat my thoughts on it I said several weeks ago...... Game play needs to always out weigh reality/immersion. I get it and totally fine with that. I also tilt my hat for them not being like other games and trying something new( I'm not talking about new in nobody else because I know other games have dew collectors). But when I comes down to it. How many survival games do we have that water/liquids are really an issue? Day z, scum, project zomboid and what rust or whatever have all kinds of drinks in loot. They also have some kind of fountain device in towns to drink from. Ark, Atlas both have clean water you can drink from. Collect rain to drink from as well as dig for water in ground if it comes down to it. Take Grounded and you find water drops and can make a dew collector. I can keep going but point is none of them are really difficult to get water. All add a water mechanic in game to must drink but none make you feel threatened really. So again tilt my hat to try something different but what do we really gain out of it? We done been told by day 4 you can have a dew collector so what by day 14 you will have 4 or 5 or even more? So we don't gain much out of this to be excited about in my personal opinion. It really doesn't add much to the game changing it to just struggle for the first 2 or 3 days. I don't know that just my opinion. I'm not against it but I'm also not excited for it either.
  19. I don't recall. I do recall them saying it in a way they would like to but it wasn't like it was yes for certainty or anything. Not saying in your case just speaking in general here but this is why they say when it is done because they even mention a possibility of something then it gets turned out of context from others that "but they said this".
  20. If they already did content lock then it doesn't matter. The things they already locked in is what they are still working out to be ready for A21 not to scrap it and delay it even longer to add more just because they didn't make it before they holidays. Also I feel it was more of the players that was expecting it before the holidays with the developers in hope they can be ready. As far as I seen no developer said it would be out before the holidays. So as far as they are aware everything is still on schedule. Just doesn't seem like that for us on the outside.
  21. Empty jars will no longer be in game. You can drink from water sources pushing E to drink with a chance of getting sick. You can find glass water jars in loot and trader. But once you drink it the jar vanishes and no longer puts empty jar in inventory. At some point you can learn to make a dew collector that will give you X amount of glass water jars every X amount of time. Again once you drink it the jar vanishes. I believe that is all we know so far. I might be missing something but that pretty much it I think.
  22. I was tired when I worked on it. I went back and seen what I did wrong. So you had said to delete that line from the entityclasses.xml file <property name="NavObject" value="backpack" /> I did that but it didn't work. I left it deleted and went into the nav_objects.xml file and in the backpack area before the lines I put <!-- and then after I put --> to have it not read what is between those...... I got it working now. What I did was went back into the entityclasses.xml file and added back that line I deleted. ( I probably could of left it deleted but wasn't sure) Then in the nav_objects.xml file I seen what I did wrong. I put those <!-- --> in front and behind to much info. Like I had it ignoring the backpack fully but instead I should of only had it ignoring specific parts. Like this <nav_object_class name="backpack_distant"> <!-- <map_settings> <property name="sprite_name" value="ui_game_symbol_backpack"/> <property name="min_distance" value="0"/> <property name="max_distance" value="-1"/> <property name="color" value="0,255,255,255"/> <property name="has_pulse" value="true"/> </map_settings> <compass_settings> <property name="sprite_name" value="ui_game_symbol_backpack"/> <property name="min_distance" value="0"/> <property name="max_distance" value="-1"/> <property name="max_scale_distance" value="1024"/> <property name="color" value="0,255,255,255"/> <property name="has_pulse" value="true"/> <property name="icon_clamped" value="false" /> </compass_settings> --> </nav_object_class> <nav_object_class name="backpack"> <!-- <onscreen_settings> <property name="sprite_name" value="ui_game_symbol_backpack"/> <property name="min_distance" value="0"/> <property name="max_distance" value="100"/> <property name="color" value="0,255,255,255"/> <property name="has_pulse" value="true"/> <property name="text_type" value="Distance"/> <property name="offset" value="0,0.4,0" /> </onscreen_settings> --> </nav_object_class> So now the backpack info is still here but it is now just ignoring map settings, compass settings and on screen settings. Doing this and deleting the line in your mod to drop backpack. I now drop backpack with no symbols showing at all and no error codes. Still leaving all the vanilla text incase I wanna make it easy to change back. As well as changing the timer on the spawning of the backpack so it will delete in 300 seconds instead of the vanilla 3600 seconds lol.
  23. So we back for the 1000th time about graphics again. So someone please tell me, what 100% voxel game has great graphics? I mean I don't know every game out but I don't know any. So for what the game is the graphic are really not that horrible. I'm not convinced that even if the game started development today it would look much better. Maybe a little sure but it be at the same level as comparing the first alpha to now. So yeah would look better but by how much? ..... Also yes 2013 in development so what? AAA companies with millions dollar budgets and a lot more employees take more then 5 years to develop. Example right now starfield was announced in 2018. I 100% can tell you it just didn't start the development process that year. We still don't have it yet. Point is why are we still comparing this and that to a game not fully developed yet? If you seen starfield development or gta development during the process would you quickly jump the gun on why they look like this or that and why it taking so long? Maybe I misreading things and ranted for nothing but these things have been discussed over and over already even during this alpha so still valid points. 🙃
  24. Unless the code has changed I'm not sure this is accurate. Granted it has bee a very long time so it could very well be different now. But just wanted to say once apon a time when Traders came. You could take the torch and hit them to catch them on fire and it would count as player kills. I believe the method still works on the console version or did when I played with friends on it because they didn't have a pc at the time. 4 players max on console and it achievement was out of the park wanting like kill 2500 players. So yes I used this method on console to get 2500 kills to 100% it lol. Someone had made a video from the pc version for single player people once about how to do it and it just happen to still work on the console version.... anyway not tying to talk about exploit or whatever but was just to pointing out killing NPC at that time did give player kill count.... as said that was ages ago so the code might be set up differently now. either that or now it might get set up differently now that I said this lol..... just to clarify to anyone reading this that was an old exploit and it is no longer a thing but by all means go beat the hell out of some traders with a torch if you want to and makes ya feel better lol.
  25. So I did figure out the timer option. It was right in my face in the entityclasses where that backpack option was... but deleting that what you said to didn't remove the icon. I went into nav_objects xml file and where backpack is I did the <!-- --> between the options and that removed it.... but now I got 2 problems i need figure out. Not sure if it is separate or related just have to do one at a time and see. Before taking out the removebackpack from your mod pack. And deleting the nav objects backpack. I would die and respawn random place on map no issues..... now when I die I get an error message code about the backpack and I spawn not to far from where I died at. So maybe I need to not delete the navobjects backpack lines from entityclasses. Idk I didn't get much sleep so will work on it later lol. Was just giving an update is all this was.
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