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FA_Q2

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Everything posted by FA_Q2

  1. Overkill: Zombies are a terrible antagonist
  2. FA_Q2

    Trains

    This. That is the problem with major infrastructure projects in this game, particularly when you consider the fact that the far flung location will run out of whatever resource you are using it for long before you finish the infrastructure in the first place if you are not wholly devoted to building the road. If you think about it, it is realistic in that manner as well. Train tracks are never built for a small group of people, you need major transportation requirement6s before trains or any other form of moving resources becomes more viable than by vehicle.
  3. It does not sound like they are actually there, just being rendered. This happens in all kinds of games - Empyrion actually had a bug like this where docked ships would ghost you later on following behind you but not really existing. Unfortunately, I think the save game is broke at this point. That is one of the dangers of using admin tools in game like that.
  4. I would call it clearly 'cheating.' The question is, however, what does that mean in SP? Nothing. Nothing at all. If you want to console yourself 10 stacks of ammo and a million xp on day one who cares. If that is what you want to do then do it.
  5. AFAIK, there is not a 'number of waves' per se but rather a total number of zeds that will spawn. This will eventually exceed the number of zeds that are capable of spawning though that seems to take quite a bit of time now as I have finished horde night before the night ends all the way up until day 50 iirc. Having longer nights will, eventually, give you more total zeds to deal with on that horde night.
  6. FA_Q2

    Boom

    I honestly try to continue on but it annoys me so damn much and deflates the playthrough for me that I end up just abandoning the game. This. Exactly. Oh those annoying ticks we cant get rid of
  7. FA_Q2

    Boom

    The woes of playing alpha games. Sounds like you are dead is dead player and I can relate as one myself it is insanely annoying when that death is a bug rather than genuine. It happens very rarely in this game though. There are surprisingly few bugs for a game in open development.
  8. There are a lot of games that do but I never did say it would be 'trivial.' For the most part though, I thin it actually should be pretty easy to implement and it is not the difficulty in having such a feature that is the problem but rather that it is structural. IOW, as much as I would like to see something like this happen I think that it would have had to been a consideration before any of the multiplayer functionality was created. I imagine it would be intimately tied with where and how inventory management is handled under the hood and that is not something that would be 'trivial' to change. But then again, I may be totally off here. It is rather sad that this is not more prevalent, locking people out of shared containers is a universal annoyance that really should have been eliminated a long time ago.
  9. If they fly under the radar that means they add enough content that there is no problem 😛 What a strange position to be in, one where you can possibly be arguing with a bot!
  10. That is incorrect. SE allows multiple players to access a single container at the same time. Indeed, not just multiple players but also multiple processes as programming blocks will access a containers content and move it in the middle of you trying to do stuff.
  11. What gives you that impression? Who creates the game has almost nothing to do with the platforms it is released on. Any creator can make a PC game.
  12. This does not change anything. All sensors, save maybe tripwires as I have not tested those, act in this manner. They are always configured into an OR gate when connected together (even differing types) and work as an AND gate when they are separated by anything that is not a sensor. This is not a proper logic structure but it is the best we have got for the time being. What you really need is an XOR gate and, AFAIK, this is not possible in the current system which is why overloading the system has been suggested.
  13. That was the original spider zombie. Before it could jump it used to climb walls. Considering they changed it, I would imagine they do not like the climbing zed idea. It would certainly cause problems with most base setups now that they can dig as well.
  14. I play disconnected from the internet at times or in offline mode because I have a few family accounts. Have not noticed anything yet. I assume issues that have come up from others are examples of bugs, not intentional blocking of offline play. TFP really do not remind me of the type of game companies that want to control every aspect of your experience.
  15. God yes, PLEASE add a logic system to the electrical one. It would be fantastic.
  16. Or you can use 20 or so wooden frames. Or you can down some coffee and walk away. Or you can drive away (yes, this still works). Or you can use a few wooden doors and a single wall. Or... well you get the idea. There are a thousand ways to cheese the horde. Why is this one in particular, which is still more difficult than most of the other ways I have listed, the one that needs to be patched away with an entirely new system that will require system resources to run? If you are going to avoid horde night then you are going to avoid horde night. Taking this mechanic away just moves those that do not want to build a horde base into another one of the myriad ways of avoiding it.
  17. Sure, it is doable. Heck, even fairly simple IMHO but the question remains what problem, hole or gameplay aspect is this serving? I really see none. As an 'exploit' this is pretty irrelevant. There are far simpler ways to cheese horde night. This one would not even be effective for very long.
  18. for me, all of it. Indeed, that would breath a lot of new life into the game. Since A16, every aspect of my gameplay has already changed at least once.
  19. Most have internet but there are a lot of people that live in regions where it may be metered so they do not want the connection open all the time.
  20. As an underground base builder before the digging update, I absolutely LOVED the added feature that zeds will now dig to you. It has not forced me to do anything. It just added to the continued threat to more locations and that is a very good thing IMHO. Nor did it make underground bases non-viable: https://www.youtube.com/watch?v=RXVOyrHUeKE You may not like the changes but so far I think that each and every alpha has been a major step forward for my overall enjoyment of the game. Even the hated A17 (I think that was the one most people here complained about) I thought was a damn good update. I think your "anti player friendly" remark is rather incorrect as it would be better stated as anti you, not anti player. Don't get me wrong, I do think some of the changes are bad, I hate the new farming system for example. But that was a miniscule price compared to the massively improved world generator alone not to mention all the other positive changes that happened in A20. I have a feeling I will miss the current armor/clothing system when they change it to a more set based system as well but past alphas have shown me that I will love the overall product they deliver. At this point though changes to the game are gravy. Not only are past versions available, but the only thing that I 'worry' about in upcoming alphas are that the changes are not expansive enough to make the game world feel new and therefore not worth sinking another 100 hours in a new playthrough. So far, they have always delivered.
  21. Not to mention they have a tiny fraction of the POI's that 7 days has. If they had the numbers and blowing a hole in them with your ship to get loot that is immaterial to the game in its entirety was not the case then you might have a game but sadly that is not the case. Which saddens me because I love the building aspects there. And really, as many turrets? I have never needed more than 1 to be truly honest though I usually went with 4. The base attacks in that game are truly bad. I await for a combination of the best aspects of this game, Empyrion and SE to appear in a single title.
  22. The scope and variety of the world. There are many games, like Empyrion for instance, that have fully destructible environments and virtually no constraints on how or where you can build. In many ways, Empyrion and SE do that FAR better. The thing is that environment needs to be in a place that is worth exploring and no other game of this nature does it nearly as well as 7 days. From the variety of the POI's and world itself to the horde giving you an end goal to reach each week, the world remains interesting enough to give me a reason to do what I really want to do, build a big ass base. Other games in this genre simply do not manage that and, as the worlds feel immense but empty and devoid of a point, those games simply cannot hold a candle to 7 days IMHO.
  23. I have noticed a lot of issues with the hitbox as well, particularly with vultures. You can actually see the arrow pass right through them. Kind of a meh thing in the end though, it is close enough to work and only requires slight adjustments in aiming.
  24. Summary: Fence Post line changing location Game Version: 20.6 Stable Platform: Steam OS/Version: Windows CPU Model: i5 11600 System Memory: 16 GPU Model and VRAM: rtx3060ti Video Settings: custom Game mode: SP Did you wipe old saves? No Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC: On Status: NEW Bug Description: About halfway through horde my fence post lines changed locations. The fence posts themselves did not move but the line that shocks anything touching it went off in a random direction from the starting fence post. The line still shocks anything touching it along the new line. It goes off for about a KM before simply ending in mid air. The first 2 were damaged to the point of not working though the lines worked when they changed directions, but the other 4 were not and the last one was not damaged at all. In the pictures, the lines originally ran down the concrete path. You can see they are rotated about 100 degrees to the right and then just continue on from there. I have seen this bug before back in A19 but it has not popped up since then. It was pretty common in A19. Detailed steps to reproduce the bug: I am not sure other than placing the posts down and letting them run.
  25. Summary: (a short description of the bug) Game Version: 20.3 (b3) Platform: PC OS/Version: Windows CPU Model: Intel i5-1600K System Memory: 16 GB GPU Model and VRAM: nVidia GTX 3060Ti 8GB version Screen Resolution: 1920x1080 Video Settings: Custom - I do not think any of the specific settings are relevant Game mode: SP Did you wipe old saves? From last version, Yes Did you start a new game? N/A? Did you validate your files? Yes Are you using any mods? No EAC on or off? On Status: NEW Bug Description: Electric fence post damage Detailed steps to reproduce the bug: 1) Set up a defense with multiple electric fence posts 2) Give it a lot of time Actual result: Incorrect fence posts that do not have enemies hitting them or are entirely unpowered are receiving damage when an unrelated post is damaging them Expected result: Correct fence post is damaged when they are damaged by them I have reported this before but was unable to follow up appropriately. I have a horde base set up that contains 10 electric fence post pairs. They are all set up in parallel in 3 separate zones controlled by 3 separate switches but share a single generator bank. They have been working properly up until last horde night (day 49) when the damage they receive for shocking the zeds suddenly changed posts so that the two lanes that were actively damaging the zeds were now receiving 0 damage. Instead 2 other posts started receiving the damage, one that was right next to the line in active use and powered and another one floor up, not an end post and completely unpowered the entire time. I have had this bug in every single version from A16 to now and it occurs every single time I have a sufficiently long game. Further, it seems to be utterly random which post actually starts receiving the damage as I have had posts that were not connected to the system whatsoever and had zero connections with anything sometimes receiving the damage from the all other posts in the entire chunk. Unfortunately, this is a really hard bug to reproduce so it is difficult to pin down and last time we were getting somewhere life popped up and I was never able to provide the requested files. That time the save game was requested so I was going to attach it but the save file size is above the limit. I have screen shots if you want them but I am unsure that those are all that useful. I have backed up the game just after horde night before repairing so I can provide the save file and the specific block locations for the posts receiving no damage and where the damage is migrating to if you want but I would need to know how to upload it with the file size. It is 163MB zipped. Log files if they are of any use: https://pastebin.com/FuvQp6x4 https://pastebin.com/JsvjL5mP One file, it was also to large for pastebin to have in a single guest paste.
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