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fallenbox

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Posts posted by fallenbox

  1. So a lot of people know that TFP usually @%$#s up in new updates, with more features removed and less implemented in the past, without mods the game would be much less popular and loved, if not dead like many survival games. But even then,  the modding implementation in this game feel not "complete", there are a lot of variations in the mechanics and stuff but if you think about it most of the time they are custom reskins of already present elements in the game, with numeric differences, like veichles and stuff, same goes for overhaul mods that still need to get functionality from the game core, so i was wondering why its not possible to build in completely new things starting from modding itself, for example:

     

    -You can add new guns, but no new animations or special features, same for food

    -Not all weapons attachment are visible, and some have no immersion functionality ( can't place bipod etc )

    -Implementing functional and creative traps is hard, some of the best mods in this case are the ones that bring back removed traps, like spike logs and barbed wire

    -Can't really mod in new zombies with unique characterization and behaviour

    -Veichles are almost all the same, even modded ones feel too similar and the ones that dares to be special are janky af, i was incredibily surprised when i saw the Shooting Apache mod, but still

    -Can't properly mod in new weather and enviormental elements, no storms that makes zombies freak out and wander more, or lightning interfering with electricity for example

    -Physics in this game is so marginal that you could remove it all together and it wont make a difference, it almost only exist for the falling, but i get the limitation of game engine

     

     

    So imagine the endless possibilities, yet sometimes the most ambitious mods appear to still work by workaround, and not a full polished implementation, i mean modders managed to implement Working NPCS right before the game owners, considering the "not moving" pace at which the game is being developed, why isn't more, if not complete, power given to people that can think of this stuff instead of developers, so the TFP can actually focus on the game core structure and reach final release in a perfect state once and for all  before the end of times?  is it because they still want to surf the "still in alpha, every update is like a new game" argument and sell and grow popularity on it ?

    Look at what garrys mod did, i don't mean to replicate exactly that, but even half would be incredible for a game like this, but i may be daydreaming

  2. 10 minutes ago, MechanicalLens said:

     

    Then go back to previous alphas if that makes you happy. Have fun living in the past.

    "have fun living in the past" such a philosophical reply for some one who simply prefer a previous version of a game hahaha

    
     
    7 minutes ago, beHypE said:

    That's the thing. You bought into an idea and got disappointed that it didn't exactly go the way you fantasized it. Unless you like being surprised by change, which you seem to be resistant to, you might wanna stick to buying finished products in the future. Just something to think about. 

    its not like i didn't knew at first what the game was gonna be about, yes i've been charmed about what would have been if the game didn't change so many things that in my eyes were more like premises than a wobbly chair. I always thought of 7d2d like a survival zombie game with a big variaty of genere in it, from a bit of FPS to GDR to sanbox and so on, but everytime i  get a look to the progress it seems much less of a big playground and more like a tunnel.

  3. 12 minutes ago, Jost Amman said:

     

    I've got a leaked video where TFP are experimenting ways to reach a bigger game audience. This is a speed reflexes test of the new DDFS (Dumbed Down Fighting System): just press random buttons very quickly and your character will fight for you without further input!

      Hide contents

     

    Basically, with this smart commercial move, TFP will easily acquire all pet owners across the game market. :smokin:

    At this point i might actually believe it as the game is getting closer to a @%$#ty reiteration of minecraft + fallout while gradually losing pieces.

  4. On 3/23/2021 at 8:19 PM, lord_ahriman said:

     

    Not gonna lie, I don't like it. That being said, I understand the change, I just hope concrete blocks are faster to craft than current wet blocks.

     

    Its just theyr way to do things which almost every one tend to agree that suck, removing depth from the game and calling it "optimizations" as been a trend since the @%$#ty a17 patch, worst thing is that sometimes nothing is re-added after "improving" the thing, only cutting out elements of gameplay that people appreciate.

    "confusing to upgrade your base with the insane current block upgrade path" yeah i imagine what of an overload of mental struggle it goes on with such high numbers  of blocks upgrades, hopefully modders are gonna be able to fix what devs itself screw up.

  5. 4 hours ago, Boidster said:

    Are you playing on the same machine that is hosting the server? The machine you listed? How do the performance metrics look while you're playing?

     

    If everything was fine until about day 66 then it's not strictly related to # of zombies during BM, because you would have had 24 total attacking zombies (2x per-player max of 12) back at party gamestage 74 (you're probably at GS 150-200 now). If you were playing at 16 max, then you reached the 32 total BM zombies at GS 97. So that kinda explains why reducing the per-player max isn't affecting the performance drop: if you were going to have a problem with zombie count, it would have happened 30 game days ago.

     

    Some things which I've noticed can hurt performance, YMMV:

    - Lots of blade traps (never had enough turrets at one base to know for sure, but maybe lots of turrets too)

    - Base lit by torches (instead of electric or candles)

    - Tree farm visible from base (we generally thin out any local trees just to be safe, and plant the tree farm a couple of city blocks away out of render distance)

     

    Have you been using all of those mods the entire time? Have you tried a BM without the mods, just to see what happens? You could start a temporary new game, pop-tart your players up to level 60 or 70, move to day 70, stand on a concrete pillar and just keep an eye on the performance as you get murdered.

    Ye i'm playing on the same machine that is hosting, i'm gonna test it but my suspects are on fire barrels and blade and turret traps

  6. Hi everyone, i recently started playing the game again with a friend of mine and everything was fine but now ( at 66 days actually) blood moons seems to cause a very intense drop in performance both for me and my friend ( 12 zombies for player, almost same drops as 16 which is weird)  its been a long time since my last time playing the game and i can't remember if it was the same in a18, i have some mods installed but most of them are just veichles and old deleted elements re-added to the game, could the reason that i'm hosting localy the server we are playing on ? also does anyone know if there is a way or a mod that let you create those junk cars like walls ?

    I5 9600kf OC 4.6ghz all cores

    16gb ram 3000mhz

    GTX 1660 ti 6gb vram

    550W PSu CX  

    z390ud

    game is on HDD

     

    Mods in use

    13erserk - Traps

    AC_Mi_17

    Bdubs Vehicles

    DrsA19OilGas extractor

    GoreMod

    Gyancher Working Grills

    Harry's Removed Crosshairs

    HH_All_Vehicles_Respawn_v3

    HH_Boulders_Respawn

    HH_Custom_Materials

    KHA19-LogSpikes

    MeanCloud__BarbedWire

    SSyl-IronOre

    Stallionsdens Mining Machine and Rain Catcher (Tiger Model with Sound)

    Su1C1dal 7DTD Swim Faster

    TreeStumpRespawn

    Valmars Expanded Traps

    WorkingWoodBurningStove

    ZT-Unnecessarily Beautiful But Immersive

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