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meilodasreh

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Posts posted by meilodasreh

  1. 14 hours ago, Roland said:
    We are kicking off continuing the A20 Dev Stream Series this coming Wed night Sept. 8th, after a faaar tooo looong period of time. In the first third event, Lathan will Host TFP Co-Founders Richard and Joel Huenink who will be giving a sneak peek of A20 features and some insider news. Tune in at 9 PM CST here: http://twitch.tv/fubar_prime
     

     

    fixed that for you

     

    A20.gif

  2. On 8/12/2021 at 12:57 PM, Games'n'Grumble said:

    Hello there, @faatal ! Once on Twitter, we were shown a new technology for destroying doors. Can you tell us something about this? Should we wait for this mechanic in the A20? Will it affect the FPS? And thank you for your great work! 🙂

    I really never get tired of watching poor Arlene doing that belly-flop-downstairs stunt 😆

     

    Really hoping that will be implemented, but even if not, thx madmole for the effort of making this "tech-experiment" happen!

    It's so hilarious, just that small scene is absolutely worth it!

    Reminds me of those "outtake scenes" which are shown after some movies...sometimes best of it all, even it they didn't make it in. 👍

  3. I think the idea itself is cool, but - as was already stated before - it's been "proven" by a lot of other games that it can be a real pain in the a cause NPC gets stuck somewhere,

    causing the quest to fail without you making a mistake...just annoying waste of time then, and very frustrating.

    Problem is: You can't for example just copy the AI of the drone (which also is supposed to follow you)...beacuse when this one gets stuck somewhere, it will (as was said) just teleport back to you when you get too far away.

    In that case it's necessary to avoid silly "micro-management" to get your drone free, and - if not happening too often - is a simple workaround, especially in a fully destructible world, where paths are often blocked/destroyed/created new,...

    But imagine that in such a rescue mission...you could easily cheese those quests by just shortcutting straight through the next best wall to the destination point, and your NPC keeps teleporting after you.

    Nope, wouldn't be fun that way...and otherwise, that guy would just keep being stuck behind walls, edges, stairways, doors, chokepoints, fall through holes,...of my,

    I'm getting angry just by thinking about it 😵

    So again, cool idea, but the effort to get it straight in a fully destructible world is...just wow.

  4. 11 minutes ago, dcsobral said:

    Water is SO HARD. Even games that have a heavy focus on water such as Raft, Subnautica, Stranded Deep, etc have some severe limitations that work for their concept but would fail completely on a fully-destructible game like 7d2d. Add to the challenges the potential for griefing that water presents which must be taken into account in a game that supports PvP like 7d2d does.

     

    So I personally don't expect anything but mild water improvements going forward. I think water + crafting + fully destructible is enough of a challenge to make a whole game around it.

    Although I also don't have any great expectations for the announced "water overhaul" (you explained the limitations),

    I still also hope for that "go fishing" thing which was asked for many times thoughout a whole bunch of alphas now.

    It just fits too well into that survival aspect of the game, that you would be able to craft a simple fishing rod to have some food supply.

    Not necessary though, you have enough options to get along now, but just for the total of the concept, I second his thoughts.

     

    Great opportunity to create some kind of mini-game, which contributed to make many "AAA" titles like Fallout, GTA,.. so popular.

    Lockpicking in Fallout is simple but feels great beacuse it's fast achievement/succes with using some skill. Watching a counter going to zero in 7d2d is just a missed chance in my opinion.

    GTA has all that small cool stuff like playing billards, bowling,...all small simple game-in-the-game stuff which adds to the fun.

    Going fishing could be one of those if it's done correctly...and there is much more stuff, especially in a fully destructible world, what can be used the like.

  5. I just started my "bootcamp" on a fresh installation of ArmA2 (recently on steam sale), and I was wondering if we could have some similar "dodge-moves" in 7D2D. 

    Like (depentent on your key bindings) double-hit left or right key to make a fast evasive step (with corresponding stamina impact).

     

    To add some "tactical" movement / variety  for melee playstyles? 

     

    Some kind of blocking stance would be also cool, to be able to at least deflect some percentage of taken damage.

  6. 23 hours ago, Matt115 said:

     

    Maybe someone keep him somewhere and he wrote this post because he need help. anyone was studing cryptography? 🤪

     That would be me.

     

    let's see... *analyzing*...

     

    Yep, 

    he just ordered 12tons of unstretched cocaine to be delivered in a 40ft container, concealed from DEA by housing it into banana crates and coffee beans roast grade 3,

    shipment havana-amsterdam within the next two months.

     

    ...oh hi there NSA keyword search algorhythm 😬

  7. 4 minutes ago, Zeal said:

    I have been watching Glock9's newest video on Lockdown. And he actually raised a good question in it. From 4:09 to 4:45. Mostly speaking about how there should be some fishes in the water, mostly to create the fish tacos. Or even zombie fishes, alligators or anything that could be a possible threat. So i hope for a fish type to be implemented in the next few alphas. Maybe a crocodile.

     

    fish type skeleton crocs confirmed for A20!

     

    ...sorry I'm in a trollin' mood today.

    Roland, skip me over to the dev diary discussion thread right now.

  8. 5 hours ago, Adam the Waster said:

    @faatal

    So in terms of the Burnt zombie, we have 2 the burnt zombie and the burning zombie


    will the Burnt zombie spawn in with normal zombies like Moe, boa etc. while the Burning zombie spawns in the burnt forest/wasteland


    Or will they both spawn in that one biome?
    (idk how to explain it)

    Well you know you would summon me with that kind of question, so here we go:

     

    1.

    the burnt zombie is low tier and so can be spawned from day 1 on, whilst being most common in burnt forest biome

     

    2.

    the burning zombie is higher tier, so will be locked until higher gamestages and/or higher difficulty biome such as wasteland

     

    3.

    the glowing zombie is highest tier, but momentarily overlooked cause Blizzard Entertainment claimed the design to be a clone of their fire mage skeleton

     

    4. you can "summon" burning zombies by yourself using the burning shaft mod an a club or burning arrows with your bow/bowcaster

       (but that wasn't what you meant I guess)

     

    5.

    the mid-tier version (also known as "medium-rare" zombies) are the most delicious ones and largely requested all over post-apocalyptic Navezgane

     

    6.

    the "well-done" versions are mainly requested by Matt115 (calls them "skeletons"), whilst predominantly known by their trivial name ("gore blocks"),

    but they're quite not so popular because of their "ashy" after taste, so mostly used just for descoratice aspects.

     

  9. 20 minutes ago, BFT2020 said:

    How so?  You can make pipe weapons a lot sooner than the other weapons that use the same ammo.  I don't rush to find a weapon at the traders on Day 1 and looting at that early of a game stage, I am going to be very lucky to find a Q1 pistol in the toliets.  With a pipe weapon, I can use that 9mm or 7.62mm ammo I find early on if I find myself in a bit of a jam.

    I hope those pipe weapons aren't that easy to craft or too early to find (at least the shotgun version).

    One can now easily kill a mountain lion or even a zombie bear early game, because you find enough blunderbusses really fast, and you just have to carry 3-5 of them loaded in your belt to get some kind of overpowered autoshotty. That would work with the pipe weapons too and gives you an advantage you shouldn't have that early game.

     

    Or am I just playing a too low difficulty level? 🤔

     

    btw, anybody else having issues with postings saving like literally minutes before being submitted/completed?

     

  10. 11 minutes ago, Matt115 said:

    thx :)

    you're welcome.

    I wasn't sure you really meant that one, because I can't see anything really impressive in that "poi" 

    ...but I'm not that involved into archtitecture to judge, so no need to further explanation, just be happy with it and let me see it as 4 poles with flat roof and no walls, as I clearly have no inspiration.

  11. 10 minutes ago, Hyperbolt said:

    Question! Will the pipe weapons have their own primitive ammo, like the blunderbuss, or will they use the standard ammo that the higher tiered guns use? 

    Can't find the exact post/statement to verify right now,

    but I'm pretty sure it was said they would use the same ammo as the corresponding higher tiers.

     

     

  12. 4 minutes ago, MechanicalLens said:

     

    So did Trader Rekt finally go out of business and then got eaten by zombies?

    Probably he got robbed so he hadn't anything to sell left. 😁

     

    Does anybody else find it weird that you can reach behind their desk and take their stuff? I mean you lockpick their safe while they stand there just staring at you?

    works with

    -Bob's safe (from the front)

    -Hugh's safe (from the side) ...well he clearly deserves it 

    -Joel's bookshelf

     

    -Jen : no success so far...boobies too distracting

     

    -Rekt : can't remember now, I usually don't drive that far south a lot

  13. 51 minutes ago, Treb said:

     

    I would be surprised if 7DTD turned gold in 1-2 years. Pretty sure we have several years to get to gold and then a period where gold gets fixes.


     In fact I wouldn't mind if 7D2D turns out to be what it is today forever: a sandbox playground where the devs can make experiences and improve their skills

    (and nevertheless for us as players a - despite of "early development state" - source of hundreds of hours of great fun)

    Those skills they can use in their next games for next generation engine and hardware.

    I remember it was oftenly said that this or that cool thing can't be implemented because of performance reasons.

    Those restrictions wouldn't be there in next generation setups.

     

    ...please just wait with anything 'til mid 2023 when I will build my new AM5 Zen4 DDR5 Navi3 rig 😬

     

    ...which will of course be totally outdated when we reach 7D2D 2 A20 😂

  14. 2 hours ago, Fanatical_Meat said:

    Always felt the rifle line perks were pretty useless. Being able to fire thru a zombie with a single shot rifle???

    How often does that happen even with the perk. How often a two perfectly lined up. Maybe on a horde night but single shot rifle while they are all running seems to be a bad weapon choice.

    conga line would change all the above and make that perk totally worth having.

    It really is useful when you have a horde base with elevated corridor design, so they all line up going for you. I always wondered why they introduced that perk because that design was „officially“ stated as „cheesing the AI“

  15. 2 hours ago, MechanicalLens said:

    In a burnt biome, such wandering hordes would consist primarily or exclusively of burning zombies.

    conga line of fire. Extremely dangerous, cause those will burn extra long, similar to a barbecue minion ring 😄

    Just don't let it come too close to a horde of frozen lumberjacks (those will obliberate each other of course)

     

    On a serious side note, 

    I would rather see burnt or frozen versions of every zombie according to the different biomes.

    But I know it was discussed so many times that it ain't easy to do that sort of variety in zombie models, so won't happen.

     

    I guess I would take your suggestion, although it might look will look weird and repetitive. (I don't care, it's easy XP, so what 😬)

  16. 14 hours ago, FranticDan said:

    it's the panic that makes me crouch and then I can't run away. (because I press both ctrl and shift by mistake)

    So it's not a thing of visual indication of crouch/stand anyway,

    more a need for a workaround for your failing brain-muscle connection 🤔

     

    I had a similar problem with Skyrim, it didn't let me bind a key I used in many other games.

    So I feel your pain, regardless of I myself am more like "damn what's wrong with me, why do I keep pressing the wrong buttons, man focus and get it right finally"

    Have you looked for a mod that "fixes" keybindings to your needs?

    For Skyrim there was one 😬

  17. 43 minutes ago, BFT2020 said:

    I have run in the same situation - not realizing I am still crouched as I try to get away from a pack of zombies after me.

     

    And I agree wit the statement that we shouldn't change the environment (toggle switches).  However, in real life, I can easily tell if I am crouched or not.  In the game, it sometimes is not apparent that I am crouching when I want to run away from the danger.  It would be nice (like Meganoth mentioned) if there was a better visual indicator that you are currently crouched or not.  I have no issues with the keys themselves, it is just that the awareness could be better IMHO.

    I see and agree.

    There seems to be a bunch of people (including me) how faced that situations.

     

    So what about getting the camera perspective a little lower than now when crouched, plus making the screen egde darker/dim (similar to the freeze and heat indicators)?

     

     

    20 minutes ago, Survager said:

     

    According to your logic, character models and animations don't need to change... so they walk normally, shoot normally, look like people... from afar )))
    Why improve something that already works even though it looks some wrong? )

    🤔 Maybe you got me wrong here.

    my logic is that when you hit the wrong button in a panic situation, it is you who made the mistake, and wanting a solution from somebody else to fit your individual needs (which might maybe/likely not work for the next person) is...well I just don't like that "I don't want to adapt, so I demand from others" attitude. 

    So your example with general graphics/animations/other game improvements is something completely different.

     

     

  18. 4 minutes ago, MechanicalLens said:

     

    Or TFP could just bring back the eye at the center of the screen when crouched. 🤷‍♂️

    Probably wouldn't make a difference in said panic situations.

     

    It was already relatively clearly stated that "the controls should be changed cause player doesn't want to change his muscle memory"

    Without wanting to get too philosophical, in fact that's one of the bigger problems mankind faces today. Seen from the perspective of evolution, one had to adapt to the given circumstances to succeed...nowerdays everybody is just complaining that the enviroment has to be adapted to the individuals best pleasure.

     

    I myself have to admit that I have run into those "why is my running speed so damn slow oh I'm crouched...ouch get away zombie" situations.

    ...then I feel stupid some time and just start over.

     

  19. 1 hour ago, Survager said:

    You are not entirely right, as the problem really exists.
    The problem is that we have two buttons for stealth.
    The first button (CTRL) puts the player in stealth with a single press, and the second button (C) keeps the player in stealth while the player keeps this button pressed.

     

    @madmole @faatal @meganoth

    It would be nice if the player, after switching to permanent stealth (CTRL), could cancel permanent stealth by pressing the "C" button, which is responsible for temporary stealth, and not must to remember which of these two buttons is responsible for which stealth option.

     

    Don't you think so?

    I have played more than 3000 hours and I still sometimes get confused about these stealth 😅

     

    You're watching the news and the headline is (as several times every year) the following:

    "Old man drives his car through a wall because he mixed up gas and brake pedal"

     

    What is your reaction:

     

    A

    "confused senile $*I§head should get taken away his drivers license"

     

    B

    "poor old man, anti-gas-brake-confusing-device should be installed into cars"

     

    C (option only available in the US of A)

    "confused senile $*I§head should get taken away his drivers license, and car manufacturer must be sued for not having installed an anti-gas-brake-confusing-device"

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