-
Posts
1,014 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Store
Articles
A20 Bugs
A21 Bugs
Events
Posts posted by Xtrakicking
-
-
So... seriously, we gonna get A22 dev diary any time soon? Has there been any news somewhere I'm not aware of? It's been almost 6 months since the official release notes from A21 came out. It's aggravating how the development process seems to get slower and slower each update.
0 -
20 hours ago, Roland said:
Or they could add TenSoon...
Oh, how you hope that someone (anyone!) in this thread will catch that reference.
0 -
I've been trying to figure it out in the xml files, but I didn't find the way to do it. Basically I just want to make it so the iron axe has the ability to decapitate zombies heads and limbs like the machete does. Would it be possible?
0 -
5 hours ago, MechanicalLens said:
It would also probably be good to take the smelting process out of the game entirely, to eliminate confusion for new players. In Darkness Falls you craft forge-related recipes straight out like recipes from a workbench, and I honestly believe vanilla should implement a similar feature. Instead of putting the items in, you simply select what you want to craft and, if you have the appropriate materials, you punch in the number and click "craft".
I think some things shouldn't be streamlined just for the sake of new players. If materials aren't first smelted, then there's no dilemma of turning the forge on or not at night in case a screamer may come. In fact, having a forge if there's no smelting process feels a bit pointless, just let the players craft it in their backpack like back in the days then.
2 -
36 minutes ago, Catdaddy said:
Because I come here to read about the game, not forum politics and petty ego contests. I will downvote off-topic drivel when I'm in the mood, especially now that I know it bothers you. My response actually falls into that category too, but you asked. Don't worry though, it's just a joke.
Goddamn, bro. Who **** in your cereal?
1 -
1 hour ago, Roland said:
Does a Kuosimodo dislike really carry any weight with anyone?
I feel his eyes, forever watchful, judging every word, every sentence I type. I can sense his cursor clicking on the reaction button in my comment, slowly creeping towards the thumbs down icon. One thumbs down, worth more than a thousand rants. I can feel him savoring the moment, tasting my fear from the distance. The Boogeyman from the forums.
He scares me, Roland. He scares me.
10 -
5 hours ago, meganoth said:
Very true, complaining is necessary. But rants are not. Rants are only necessary if there is a shouting match going on where nobody is listening to reason anymore.
Loot was changed from A19 because people had given valid reasons for their dislike beside some people ranting. Other things like digging zombies were not changed even though people posted rants about it.
Maybe you equate complaints with rants, I see a difference there.
Fair enough, though there's also a problem when someone is trying to legitimately give negative feedback on something and it just gets shrugged off as a "rant", while also twisting words to try and make someone sound irrational.
0 -
1 hour ago, Khalagar said:
where you wouldn't find steel tools week one.where you would only find level 1 stone tools no matter what container or POI you looted.
Fixed that for you.
Phrasing is everything. Loot in alpha 19 wasn't "healthy", it was broken. Now it isn't because people complained and the developers tweaked it. If no one cared when something is broken, then the devs wouldn't fix it and it would stay broken. Rants are necessary, cause they're feedback too.
I can't speak for the farming/block health changes because I haven't had my experience with them yet, but if they are as broken as loot in A19 was, then the rants are justified and they're up for some tweaking as well.
1 -
21 minutes ago, Falcon197 said:
Isn't the shooting sound the exact same one from Half-Life?
0 -
I'm pleasantly surprised by this update, to the point where I don't really mind the lack of late-game content. It's probably the most optimized alpha in years; even in its first experimental version it's running very smoothly.
I also never thought food and water would actually ever be a concern anymore in vanilla, but this update has changed that, which is really awesome. Love that we can now play with few-none rivers/lakes, and thus water bottles are actually valuable.
Also, definitely the best RWG in years as well, and the new HD models give a better look and feel to the game. It's actually bringing back the creepy vibes that I felt from the very first updates and thought had been lost.
2 -
56 minutes ago, faatal said:
Sure reduce respawndelay and have some fun!
<spawn maxcount="3" respawndelay="0.3" time="Day" entitygroup="ZombiesForestDowntown" tags="downtown" />
Beautiful!
0 -
1 hour ago, faatal said:
They are not quite instant, but commercial, industrial and downtown areas have more biome enemy spawns. The harder the biome, the more there are and the quicker they respawn. Downtowns having tougher types of zombies and even faster respawns.
Would it be possible to make them instant by editing the files, tho?
0 -
2 hours ago, SKINK said:
SNIP
You just want to show off your drawing skills, don't you?
0 -
10 hours ago, jorbascrumps said:
Apologies, I was unclear. Increased city spawns are an A20 feature.
10 hours ago, hiemfire said:It's part of the update to the random gen system coming in A20.
Absolutely wonderful news! Alpha 11 insta spawns, here I come.
0 -
4 minutes ago, jorbascrumps said:
It is possible to adjust spawns inside cities. They have already increased city spawns in A20.
How so? Last time I asked people told me one could only adjust biome spawning in A19, since cities weren't entries anymore; or is this actually a change coming to A20?
0 -
So I got a question prompted from seeing the new RWG. Will the spawning.xml file have entries for cities in Alpha 20? It would be pretty dope to be able to control zombie spawning inside cities and separate from biome spawning like in previous alphas.
1 -
Yeah, one of the big problems with this game (imo) is that, from a certain moment in the development, there just weren't enough zombies anymore and it's never really recovered from that; the reason being that too many zombies are a big hit in performance.
There was a certain moment back in previous versions when it was pretty much perfect. Instant respawn of zombies in hub cities, which meant you could never clear them, and random wandering hordes composed of 20+ zombies. Sometimes, they would catch you off guard while looting a house, they would clog all exits and corners, and you would have to get lucky or get smart to survive. Those were the days.
Anyways, don't expect them to bring all that fun back. Pray that modding will take care of it.
1 -
39 minutes ago, Gamida said:
I just want A20 out so they can start the A21 Dev Post.
Followed by another year of 3D model replacements and features pushed further to later alphas. Can't wait.
Just half kidding.
1 -
6 hours ago, Adam the Waster said:
"Oh i am Lumberjack and im not ok"
Ah thats hot. That hot!
https://twitter.com/7DaystoDie/status/1376940854628151302
Sorry to be that guy, but honestly, a bit weak for an overhauled version, especially compared to the other new models.
1 -
8 minutes ago, SnowDog1942 said:
Do you even know what toxic means?
"You need to optimize A19 before A20" is clearly misguided and completely wrong and not what the devs will do. Also, not even REMOTELY toxic.
Toxic would be "Hey you stupid (insert curse word) --- can you optimize this Piece of (insert curse word) game so my friends and can play? you lazy (insert curse word) Devs
Smart way to blow off steam without getting banned
2 -
6 hours ago, MechanicalLens said:
Correct me if I'm wrong but I'm pretty sure Madmole or someone else said at some point that they plan for cars to only have one asset and no breakdown system.
I believe the same was said for doors, was it not?
0 -
4 hours ago, MechanicalLens said:
@SnowDog1942 Next time, voice your criticism in a constructive and helpful manner. The same goes for the rest of you.
Yes, mom.
4 -
This streamlining stravaganza sure is frightening...
I don't care much about the streamlining of building, but I can't help but wonder what's next on the streamline list and where exactly will the line be drawn...
3 -
47 minutes ago, madmole said:
Simple is great, stop being married or emotionally attached to old designs. A lot of stuff was prototyped as a work around because we didn't have programmers to do exactly what we wanted so streamlining is a normal part of the alpha experience. I wouldn't expect major changes to everything, but as we go gold stuff gets redesigned in a better way that is easier to understand and more streamlined. It's not going to change what the game is or how it feels, just less clicks or a smoother experience.
The burnt forest, pine forest and the plains required no extra clicks.
6
RIP Kinyajuu
in General Discussion
Posted
I can't believe it. Ever since the start of the project, Kinyajuu had been with us. I remember him back in 2013, with his ninja profile pic, he's always been a great dude.
My condolences to his family, and may he rest in peace.