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MechanicalLens

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Posts posted by MechanicalLens

  1. 1 minute ago, JCrook1028 said:

    So would posting in a relevant thread. Moderation comments and how they are handled is NOT relevant to a development thread... You're proving the point more and more each and every off topic comment you make in this thread.

     

    Agreed. At this rate a new thread should be created that specifically holds criticisms against moderators and the dev team. The thread would be nicknamed "trash".

  2. 2 minutes ago, SnowDog1942 said:


    Probably started with them hearing a target of “Spring” from a dev or dev stream.  Trust me on this one - NOT gonna happen.

     

    Not to mention I've seen plenty of smaller creators (not going to mention names) all hinting at, "A20 is probably not that far off." Well, they're just setting themselves up for disappointment. *Shrug*

  3. 15 minutes ago, The Gronk said:

    Unfortunately not, if you're looking for someone too scared to lose their shot at "the big time" to argue back with forum rats then anyone over 30 has likely become too jaded and contrarian to do it, myself more so than others.

     

     

    Sorry, but in my book, experience comes first. But I suppose we can agree to disagree on that.

  4. 3 minutes ago, The Gronk said:

    Why would a dev come in here?  It took three weeks and me causing a stink to get poor fataal to come on and answer the relevant questions*.  TFP have needed a dedicated community manager for years, some millenial with a boy band haircut and a pair of permanent finger-guns to pull out questions and stuff that might interest the devs from the maelstrom.

     

    That's funny. I hope you were joking there. I would never trust a millennial with something as grossly simple as washing the dishes, let alone managing a community.

  5. So I found an exploit to locate every trader in the game. You get the special quest to locate the next trader and you accept it. Head in that direction and before you visit the trader compound you cancel the quest. The new trader will offer the same quest to locate a new trader. Rinse and repeat until every trader in your seed has been discovered.

     

    Edit reason: error in instructions

    Depends on RNG though. It might send you back to the trader you have already discovered.

    TFP might want to look into this.

  6. 1 minute ago, Astronomical said:

     

    I like this idea because it used to be fun wandering the rwg wilderness hoping to find a poi or town before nightfall. However you'd have to also drop the starting "locate the trader" quest or a wilderness spawn option wouldn't change much. There would still be an arrow pointing to your first town.

     

    True, but I always delete the "Locate trader" quest at the beginning of the game after completing my starter quests. The trick is to not look at the coordinates.

  7. 4 minutes ago, Roland said:

    How?  Developers have access to this thread too. They aren’t limited in reading the whole forum only that particular thread is limited in scope now. After they read all this here maybe they will direct me to just let the dev diary go back to being Super General Discussions Thread. If they do then I will. 

     

    Won't someone think of the lurkers and the new players? I meant some sarcasm there but seriously, you're doing those folks a huge favor by dividing off topic discussions from the real information at hand.

  8. 19 minutes ago, The Gronk said:

    Every form of social structure built by humans suffers from a single fatal flaw, the people involved.

     

    That's not to say we shouldn't try to build something better,

     

    Correct. And it begins with the removal of disloyal individuals like yourself. You're too outspoken for my taste. Why couldn't you just go with the program for once and learn to obey without making things difficult?

  9. 4 minutes ago, The Gronk said:

    The only game I've got time to play at the moment is coinbase, turns out my score keeps going up so there's that...

     

    The problem is that every day or so the discussion is cut short which stifles the development of the conversation unless everyone is pottering back and forth between the dev diary and the dev discussions.  What happens if a discussion goes around to relevant again?  Does it get shifted back to the dev diary?  Is the development of the community during this release cycle not worthy of proper discussion?

     

    There are companies who would pay a lot of money to develop a community which the TFP are casually discarding.

     

    *Scoffs* From what I've seen so far, for the most part, this is a pretty @%$#ty community. Try again. *Pulls back slot machine lever*

  10. 31 minutes ago, Khalagar said:

     

    Ah this could be it.  I have different ores flagged around the local area, and just drive out once every week or two and mine for about 10 minutes then leave for another week or two. The heat map probably cools between sessions.

     

    I always put my junk turrets watching my back ready to kill anything that falls into my mine entrance but I usually see a max of like 1 screamer per mining session. It's usually just a random zombie or two that wander by and fall in  more than screamers.

     

    With the chainsaw thing, I've got a tree farm right next to the base so I bet it's a hot zone, so as soon as I fire it up I get swarmed

     

    That explains it then. I always use the one mine for an entire game and I mine there every night. I sometimes get screamers every 15 seconds, and I never allow the heat map to cool down. It would take a simple solution - a 5x5x3 wall surrounding the entrance to my mine and guarded with SMG turrets, but I am too lazy. 😛

  11. 1 hour ago, Khalagar said:

     

    I had tons of screamers in A18 when I used an auger, but I dunno, in A19 I run my auger right at surface level for 10 minutes (until my rock candy runs out) and rarely ever have more than 1 total screamer. Now chainsaws, THOSE attract screamers and hordes like mad for some reason, maybe auger is bugged in A19

     

    Maybe you just had a bugged session or something. On some worlds I'd get screamers a mile a minute when I was using an auger, but when they didn't show up I would bring up the console menu, and it usually registered it as "Spawning zombie scout failed".

  12. 35 minutes ago, Khalagar said:

     

    There is not, that would definitely be a 7 Days 2 Die feature for the sequel as it would require like, all kinds of new mechanics and engines. Sound barely makes a difference in current version, you can fire guns and run an auger all day and you'll only get a roaming horde every once in a while. Screamers are mostly attracted to forges as best I can tell, just normal crafting and moving about in your house shouldn't cause any issues

     

    I kind of miss the old system where they were super srs bsns about finding the player and would track you if you had meat and stuff on you. The first time I played the game was extremely memorable, because I was holed up in a prefab terrified to make any noise, as zombies tore their way in to get to my campfire with food coking on it. 

     

     

     

    Screamers are mostly attracted to augers, but those are more situational than forges. Seriously, just use an auger with the Art of Mining book series complete and you'll get a screamer once every 20-30 seconds on average. -_-

  13. 2 minutes ago, Tesiclees said:

    You know what would be really cool, regarding bandits.. maybe some bandit outposts.. some new pois that are guarded by bandits, like a small comunity of outlaw survivors.

     

    I'm pretty sure the ranger stations are planned for just that, but don't quote me on that.

  14. I hope that A20 RWG will contain great flexibility with how the player can choose to customize their individual 7 Days To Die experience. If the universe was my oyster and I could magically usher any features into existence, they would be in the following down below. (I am aware that TFP are not miracle workers. ;) Still, I'll be most curious which of the following will make the cut.)

     

    1. Town generation sliders. The first option grants the player to select the quantity of towns that will be contained within their world, with the maximum number increasing depending on the world size. (Ex. 16 for 6k maps, 24 for 8k maps, and 30 for 10k maps.) The player could select through a slider how many or how few towns they so desire. The second slider would allow the player to manipulate the average town sizes on their world, if not allowing them to outright punch in the numbers of each town size they want generated. (i.e. 5 of the largest size, 4 of the size down, etc.) A town density slider would also be a nice feature.

     

    2. Trader generation slider. Probably the least impactful and most impractical tool admittedly, but it would be a nice bonus if we could control the total number of traders per seed. The default basic options could be 1, 5, and 10. I don't see 0 being added as a feature in any realistic situation.

     

    3. Height map slider. The ability to select the ratio of hills, mountains, and flat plains in the world, as well as the quantity of lakes, rivers, and cracks, if not removing them entirely. My main criticism with A18 and A19 terrain generation is flat building spaces are virtually non-existent outside of the town limits.

     

    4. Biome generation slider. Hopefully we'll be able to dial up or down the size limits of the 4 biomes to our liking. Having worlds containing a singular biome would be fantastic.

     

    5. Map border selection tool. Options could be water, mountains, etc.

     

     

    And of course, slightly off topic, but a gamestage slider would be the icing on the cake. ;)

     

  15. 6 hours ago, Khalagar said:

    It seems like Legendary gear is being pushed towards 7 Days 2 Die instead of an update for this game right? I'm fine with it either way,  super excited for the second game, just curious if there's even any intent / point in putting it in this one

     

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  16. You forgot about the knucklespearclubsledgebatonknives. ;)

     

     

    If you're wondering, it's five spears per fist jammed into the knuckles, clubs and sledges welded onto the tips of the spears, batons attached to those with duct tape, and knives protruding from all those batons, held on by chewing gum and bailing wire.

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