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About strask

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  1. I enjoyed reading the release notes for alpha 19 (recently posted here: https://7daystodie.com/a19-official-release-notes/ ) but there were a few things I have questions about. So, if anyone knows the answers to any of these, please share! So, would it be true to say that the game difficulty choice now affects ONLY zombie toughness/hit points? Or are there other effects? Is that only for bicycles, or do you get extra hungry when cruising in the 4x4, too? Any chance we could get a publicly-posted preview copy of serveradmin.xml, so that we can update our server copies in advance of A19 availability? I appreciate the Dragonball-Z reference, but it seems to have confused some people over on the steam forums. Is it accurate to say "Fun Pimps have partnered with GameSparks, using software called Nimbus"? and that Nimbus is open source software, not a third company you have an additional contract with? Does that mean that hitting a shopping cart with a high-speed 4x4 will now have more reasonable results? Thanks! But will we be able to pick them up still, if we have the explosives related perk to pick up landmines? I think this means, "you can no longer install both rod&spring and a trigger group mod on the same weapon", yeah? Wait, that was confusing. If there is "no overeating/drinking", then how can "you eat above the cap"? Could we please get an enumeration of all possible values of "removal reason", along with human readable explanations where needed as to what they mean? Losing a backpack is one of the harshest player experiences, and it would be nice to know the situations where it is allowed so that we can at least attempt to avoid them. Do the "batter up" perks apply in any way to the steel club? Insert vader-nooooooooooo.gif Why would you do this? If I only had one burning shaft mod, it would always go directly into my wrench. If I had two, it would be the wrench and the knuckles. You have thus taken away my top two favourite uses for that mod. This makes me very sad. As I recall, the old percentage was 25% which was about right, in my opinion. What is the new value?
  2. 1) In a now-locked, 18 page thread on the steam forums here: https://steamcommunity.com/app/251570/discussions/0/2444839901098741365/ a vigorous discussion has been had about the anticipated game analytics being deployed in A19. The primary questions the community seems to want answered include: 1a - May we please, please, please have an opt-out checkbox thing to disable all the new analytics stuff? There are some users (not me, but a not-insignificant fraction of those in the above discussion) who won't even feel comfortable running the game unless they can turn it off. 1b - If so, how soon / what release could we expect that to be added? Would it potentially be doable in time for the first experimental release? Or at least by the time A19 becomes stable? 1c - If not, may we please have an explanation for why not? 1d - Would it be possible to post a specification of exactly what data is sent to gamesparks? That would help a lot of people feel more comfortable allowing it. 1e - And could that specification be linked or included in whatever user interface is presented to allow opt-in/opt-out? 1f - Any chance you could rig up some exception handling so that users could delete the gamesparks-related .dll files, and let 7dtd.exe run anyway? Some people trust the fun pimps, but not gamesparks. 2) In a recent livestream we finally got confirmation of writable notes in game! https://clips.twitch.tv/SuaveEnticingAnacondaDxAbomb Haha, only kidding. But, it would be an amazing feature especially for co-op play, because players could write notes and leave them in chests or whatever for each other. Is there *any* realistic chance that user-writable notes will make the cut for vanilla before the game is finished? 3) I haven't been able to listen to the dynamic music really, in 18.4, because my linux client crashes when I visit traders if I have it enabled. Is that bug fixed in A19? 4) Thank you all the people for all the cool things you made! ❤️
  3. I have always loved those decals, and the other newspaper decals, so I will add this question: Any plans to add more? I think it's a lovely bit of world-building.
  4. I've been typing 'sg landclaimcount 99' just after dismissing my Noah note and noob quest when starting a new game, that works as well. So the "before loading the game" part isn't required. And the value seems to get saved in the save file, so you only ever have to do it once per game (edit: pardon the messed up quote, attribution is canadianbluebeer, two posts up. )
  5. I was about to embark upon a retcon war with you, but.... not tonight. Hehe. Thanks for the laugh.
  6. Fixed that for you (new lighting system yay!) and yeah, I should try zombies walking at night some time. And by torchlight. Fun suggestions!
  7. I would really like that, my current desktop background is essentially a burnt/snow boundary area. Will depend on my ability to tolerate the ambient noises, though, not sure if any changes have been made but some past alphas have included small, brief, but intollerable-anyway bits of noise in some biomes. It's always something I consider when selecting where to live. Burnt and Wasteland were the culprits in that respect in the past.
  8. Could we get an updated Biker zed with maybe half the vest torn off? Hmm...? Always reminded me of Khal Drogo or whatever his name was from game of thrones, the rapist-turned-love-interest (what an icky plotline!) but wow, that chest. I'm not usually super attracted to men, but there is definite potential in our biker friend. Edit: Well, I mean putting aside the zombification etc. Heh.
  9. If you think that is off-topic, here, you haven't been reading this thread too terribly long. 😛 My experience with 2 hour cycles and 10 day weeks has been good for me. I have not been sharing that game with any friends so I can't comment on co-op dynamics. Most of my other settings are vanilla and it's been just... good. I like it. I can't recall what gamestage I was at for my first horde or things like that at this moment. Sorry so vague.
  10. Ah, but my default settings (in single player, not on my co-op server) are 120 minute cycles, 10th day hordes. Going slower almost isn't an option. Heh. On your second point, it seems then we are almost equivalent in how we do that bit, then.
  11. Yay backstories! Those are all fun! I have tried on many occasions to make up backstories before play, and then stick to them during play, in 7 days to die. And for some reason, that hasn't worked well and I think it is related to my play style in that I tend to react very strongly and circumstantially to the loot I find in the first couple game-days. If I get the book that lets me sneak-sprint with no stamina use? That's going to be a stealth build. If I find a cigar on day 1, and nerdy glasses day 2? Intellect. And so what I've ended up doing, in a somewhat fatalistic way, is given up on creating a backstory before play, and instead imposing a deadline where I must have the backstory solidified in my head by day 4 or 5 or first horde or whatever. It usually happens pretty quickly, just not in advance.
  12. First of all, thank you for your story I really enjoyed it. Amnesia is, after all this time, still on my to-play list despite having been in my library, and my intense enjoyment of bits and pieces of the soundtrack. But I've read many such stories by people in regards to 7 days. And lived many such stories myself. And no other game besides Egosoft's X series has ever done that for me. We are blessed, in this day and age, with an abundance of games made with loving attention to detail by people passionate about their art. And some of those artists are writers who provide the "big story" that shapes whole games. Other artists are level designers, who makes us look at the outside of a POI and THINK we know what to expect, and then guide us through an experience that can not only enable our own plot twists and turns, but also reveal the backstory about how the POI came to be in the state we now find it. Character artists populate this world with zombies, and traders, and soon bandits! Each character lovingly crafted with blood, sweat, and tears to get every animation and texture just right. Environment artists make the wastelands, deserts, forests, etc come alive with detail. AI programmers whose art we see only in hindsight, too caught up in the moment of fear to think about the algorithms that make it happen, motivate us to craft stories of our own by forcing us out of any position that might be comfortable. And so many others! I don't want to leave anyone out. And almost every game has some, most, or all of these components, yet only two games (counting the entire x series as one game for this purpose) have ever given me so many high quality memorable gameplay stories. I can't put my finger on what makes the magic happen, or whether it is the same in those two cases, but it is such a precious thing. Thanks, Fun Pimps! Edit: Actually, KSP has this particular bit of magic, too.
  13. I wonder if anyone has extensively playtested making axes count as bladed weapons as well as mining weapons? I thought they did at one time, but maybe that was unbalanced because you could also use it instead of your hunting knife/machete etc. (edit: for harvesting) But yeah, the fire axe as melee weapon needs some kind of additional love.
  14. My assumption is that's the new high-level club, the steel mace.
  15. This is exactly correct. It also may help to bear in mind, however that even if/when Unity fixes it, such upgrades are not always trivial. Sometimes in order to upgrade Unity, you have to change many things in your program, like Kerbal Space Program did on one occcasion. So, depending on the details, it might come someday, or never. I too have wished for logic gates. Would enable all sorts of crazy youtube videos (just search for minecraft redstone videos for examples) which would help the game get more popular come the end of early access, I expect. It occurs to me that if logic gates ever do get implemented, it could just be on the Shapes menu of the Switch object.
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