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Lemmers

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Posts posted by Lemmers

  1. 3 hours ago, Jost Amman said:

    You're mistaken. Trader-like NPCs are only active in the limited area (chunks) they're in, and they're "static" (they don't need to move around).

    They don't have an AI, so they don't suck up resources because of pathfinding, and so on...


    Yeah, town NPCs would have basic idle animations like a farming animation, workbench animation, etc. that they cycle through on a timer. Then give each faction one base in the world with unique faction quests and a reputation system and you have a barebone RPG game design. Any less after all this time waiting for bandits would be very disappointing IMO.

  2. On 7/18/2023 at 11:03 PM, Melange said:

    Yep, but since we need an engine to be able to research the motorcycle repair manual in the first place, finding that first engine can sometimes take longer than it seems it should.

    I completely forgot it was required, sorry about that. But I'm glad to hear there will be more ways to find it going forward!

    Keep up the good work, Subquake!

  3. On 7/14/2023 at 7:23 AM, Kajimbeck said:

    Thanks! can you help again?) - how to get a motorcycle engine?


    I looked for abandoned motorcycles that already have engines (you can tell which parts are missing when you interact with it) and I just came back later with all the parts to get it running. You'll need the vehicle repair manuals for this to work, but then it's always a 100% chance. Salvaging for engines is very RNG and early on your skills will be pretty bad.

  4. 1 hour ago, MechanicalLens said:

    Traders have been overpowered for a long time. I get it, they objectively make progression faster/easier just because of their existence and people utilizing them, but imo their goods should only be slightly above the player's current lootstage. +20 or so, give or take.


    If they added a progression system for traders, players could improve the loot quality of restocks by doing specific quests. Like import/export trade missions, salvaging specific materials the trader needs to build things, protecting an incoming delivery from bandits, or whatever they can think of. To keep things balanced, there could be timed events where they put out a distress call that they are under siege by bandits or zombies and failing to help them results in a chunk of trader progress being reset (worse loot and visually the base looks worse again).

    So players can try to babysit every trader if they like that kind of gameplay and be rewarded for it, or players could ignore traders completely and spend their time looting and crafting without feeling punished. Maybe an actual "restock" truck spawns on the map and drives to a trader, so if you are roleplaying as a bandit you could attack it for a free chest at the cost of trader progression (and they keep their old stock for another couple days until the next truck arrives).

    That kind of world building would really flesh out the game IMO and make me immersed, while solving the issues of traders being OP in early/midgame and the lack of lategame content currently. And it's not dependent on complicated AI or new animations to implement this kind of system.

  5. On 12/13/2021 at 8:39 PM, Khalagar said:

    Clubs are OP AF lol, especially when you perk into them. Clubs get barbed wire and spikes mods as well, which makes them even more ridiculous. I ran a series of tests in A19 to test how each weapon did against an incremental number of irradiated wights, and clubs absolutely destroyed everything besides junk sledges. Junk sledge seem much weaker in A20 though with the new zombie dodge system, so club is very likely king of melee in all situations


    Unless I'm mistaken... With clubs you are perking into the Strength tree, so besides being a really powerful melee weapon you also get access to Pack Mule and Miner 69er which are two huge quality of life improvements that I always want when I'm playing.

    So I didn't choose the club life. The club life chose me.

  6. 20 hours ago, Roland said:

    Only those who invest fully into LOTL 3 will be able to create a large self restoring farm and should be the only ones crafting seeds to maintain or grow the size of their farms.

    This makes sense. Sounds like they set "self sustainability" to the highest tier and balanced the lower perks around that. And they removed the infinitely respawning crops which was a good quality of life change but bad for balance as it was pretty easy to get a farm going.

    Things might be tough now, but I assume in A21 we'll have the farmer's outfit giving a buff to yields, possibly a new book series on plants, and of course a temporary buff candy/food/drink that does the same because that's how the meta in this game works for everything else lol.

  7. The resetting every hour thing is a bit extreme, but.... it's true. Passive animals have been bugged ever since I can remember, so Day 1 on a server you can see stuff everywhere and after that, almost nothing. unless you reset. Hostile entities seem better at despawning when the player is out of range but I guess they aren't perfect either.

    I wish there was less CPU expensive way to get big hoards of zombies in this game, but it's just not something we're ever going to see with the limitations in 7DTD.

  8. In my mind, Alpha 16 was V1.0 because it was a fully playable experience and everything after that has been post-release updates. I really don't care what naming convention they want to use, I'm just happy they keep updating the game. Perhaps you should try thinking with the same mindset so you don't get so upset?

  9. 35 minutes ago, Gazz said:

    You can't get lost in a game that has an auto map, automatic markers for home base and bedroll, custom map markers...

    Even Day 1, the party system means you'll always know how to find your group. Or if you're in trouble (like trapped on a roof surrounded by dogs) your group knows how to find you lol.

    Frame the move not as losing a town he's familiar with, but as a brand new adventure on a randomly generated world that nobody has ever played before. Anything could happen!

  10. 18 hours ago, JStanleyF said:

    Sounds good. People on my server like to "wheel and deal" their way to the top. They don't want to break anything down, they just park 4 - 5 pocket vehicles out in front of POIs and fill them up as a way to bypass their inventory limitations. Then they drive them to the various merchants on the map and sell all their weapons and armor. Once they have 100k dukes because they perk specifically into all the merchant related perks they just buy stuff from everyone else and trades their way to victory. I would like traders to be MUCH more limited, they make the game too easy if you ask me.


    You... aren't suppose to play like this? lol

    I let my friend perk into Barter and he equips his cigar and .44 magnum (if he's found the perk book) to min-max even more. If we have a big dump chest of high priced junk it might even be worth drinking the bartering elixir too, and whatever candy/food does the same. You can really break the economy in this game without trying too hard.

  11. 18 minutes ago, SylenThunder said:

    It's almost like complaining that your mother licked the dough off the spoon before she gave you the baked cookies that just came out of the oven.

    How do you not see how silly this argument is?


    I actually preferred cookie dough and if my mom didn't set aside a little bowl of it just for me then I'd be pretty upset.

    That's it, you've changed my mind. Down with streamers!

  12. If you're here on the forums and watching dev streams then you're in the 1% of the diehard community and know all the changes that are coming.  The other 99% of players (and literally everyone who doesn't own the game already) will see Twitch streamers playing A20 and get hyped. Then 2.5 days later everyone will want to play at the same time and push the game into the trending tab on Steam which is even more exposure and potential sales caused by this intentional delay.

    Makes sense to me.

  13. 11 hours ago, Jost Amman said:

    Oh, don't worry... as soon as Jawoodle (or however his nickname is spelled) gets his hands on a copy of A20 Exp., we'll know! :laugh:

    If the pathing only breaks when players use an obscure shape in an unconventional way that's unlikely to happen during normal play, then TFP are better off letting the community find the worst bugs while they spend their limited Q&A time finding issues that impact everyone. It seems like a sound strategy, actually.

  14. If we're reworking existing assets to improve the experience, perhaps the screamer needs to be screaming at regular intervals and leading a train of zombies around, and she has a secondary scream to alert them of your presence and give them a bit of temporary running speed to make uncommon zombies more of a threat.

    Imagine looting a small house and you hear a scream in the distance. You know a larger group of zombies is heading your way. Do you hide inside and hope they pass you by? Or do you fight with whatever gear you have on you? Maybe you take out the screamer with a silenced rifle and let the horde naturally disperse to become less of a threat.

  15. 1 hour ago, JCrook1028 said:

    You don't even need to delete the trader tho, simply don't use it if that's what you want.

    I see the logic in deleting it. It's like if I have snacks in my house I'm going to impulsively eat them. All of them. Even though logically you'd say, "Well just don't eat them" I find it hard to do. But if I just never buy them to begin with I don't have a problem.

    Same goes with the trader. Remove temptation all together and you never have to think to yourself, "Why am I spending hours looking for a clawhammer when I could just buy one?" and just knowing that option exists kinda peeves you off the longer it takes to find one. But if the situation is, "Well I can only find a clawhammer from loot so let's keep looking" then your outlook is completely different and more positive despite your limitations being the same.

  16. I think randomized Legendary Loot will be a big draw (if it's still coming, Madmole spoke of it long ago), so there's an incentive to keep looting POIs even after you have all T6 gear for those rare named items with randomized stats. Bandits obviously will add more replayability, and hopefully some kind of friendly NPC system with quests that makes the world feel more "alive". Like if you can keep rescuing NPCs and herd them into a village, you could keep seeing this place grow and thrive and you'd be invested in saving it from bandit attacks and the blood moon horde. The new shape menu will make building bases more fun, and the simplified system means you can build some creative stuff right away without needing concrete for advanced shapes.

    Ultimately though, with a survival crafting game the best moments are always going to be the early and midgame where you're exploring the map, looting, and leveling. I'm glad Random Gen will be improved so new maps will feel different, and the same goes for all the dozens of new POIs being added. Sometimes you just gotta say, "I think we beat this map, let's go try another one!" and that's part of the experience.

  17. On 7/3/2021 at 4:26 AM, Outlaw_187 said:

    I know we aren't supposed to talk about the "m" word on here but I gotta say I've been experimenting with them, war of the walkers, gna, etc...and I gotta say, I much prefer vanilla. 


    Once 7 Days goes gold and the Fun Pimps abandon it, I expect some really fantastic mods to come out and keep this game alive for another decade. But right now it's hard for modders to deal with a game that isn't feature locked and has constantly changing code with every update. I think Steam Workshop support when it comes will be huge too, making it easy for players to just subscribe to new POIs, vehicles, enemies, etc.

  18. 19 minutes ago, IndustryStandard said:

    Romero zombies

    I think about Mardis Gras level in Hitman: Blood Money, a 15 year old game. There's just hundreds of simple AI pedestrians on the level, and something like that for a zombie game would be pretty amazing. They'd have to be dead simple AI to be cheap enough to get on screen, but they're zombies so you don't really need good AI to be believable until they get close to the player, and at that point maybe their actions can get more complex. Bring back the "gore block" but have it get bigger in height with each kill, so a horde throwing themselves at your walls would actually build a ramp of corpses over time to scale your defenses.

  19. 42 minutes ago, Fanatical_Meat said:

    it is said to be a lighter install, smaller patches, faster booting and more current day virus resistant as in better defense vs ransomware.

    I would keep an eye on it.

    Also it will be free for Windows 10 users as of now that appears to be forever.

    But yeah from what I have seen it looks very Apple OS X cartoony.

    Do people get viruses anymore? I can buy hardware to get TPM now on W10 if that's my concern. Lighter install, faster boot times... pretty inconsequential, assuming it's even true. The install might be low but then install a ton of bloatware.

    What I really care about is the user interface, and if I need to dig through three different control panels to finally find the one they designed for XP that actually has the controls I need to change. All the small tweaks to make the UI look "better" but perform objectively worse for power users.

  20. On 6/22/2021 at 10:48 AM, eXSe said:

    I, personally, find him immersive braking, but on the other hand I understand his existence, because what's the other way to dig out players from their ultra-mega super bases? It seems to me that the whole concept has turned into a catch 22 situation, or a circular one... better defences - stronger zombies - better defences yet - more stronger zombies - etc.

    Perhaps the demolisher should be gated behind the main story line in the future and not just tied to gamestage. Then it's not until you get a negative reputation with another faction that they start strapping bombs onto roided out bodybuilders in gimp suits.

  21. I don't know. The game mechanics require weapons in your inventory to select them, and if you didn't have a knuckle wraps icon then you'd need to keep an open slot on your hotbar for "unarmed" which negates the point. I'm not sure the team would want to muddy the waters between armor and weapons either, and from what I understand they are simplifying the armor system soon.

  22. 7 hours ago, elektrohund said:

    This game seems to be using vertical fov instead of horizontal, which isn't the norm. This means that 85 FOV in 7DTD would translate to around 117 FOV in most games, and I wouldn't precisely call that a low limit, not super high of course but not uncommon.

    Vertical FOV has been the standard for over a decade, ever since developers realized Hor+ was better than Vert- in terms of supporting as many aspect ratios as possible. Although a lot of games still convert the vertical FOV into a horizontal FOV at 4:3 aspect ratio because users expect "90 FOV" to look a certain way and be the default value. In the Source Engine for example, using 90 FOV on a 4:3 monitor gives you a 90 horizontal FOV but on a 16:9 it's closer to 100 because of the added Hor+ pixels.

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