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Callum123456789

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Posts posted by Callum123456789

  1. 34 minutes ago, Adam the Waster said:

    New heads for females! 

     

     

    @SnowDog1942

    20240405_135137.jpg

    After so long, it feels strange to see our player models actually look human like lmao the UMA play doughey models have been around since basically forever I kinds got used to them but alas I'm very happy that we're getting these great new high res ones at last.

  2. correct me if im wrong but im fairly certain none of the electrical banks make any heat, i agree with riamus as it stands solar cells need to be changed to make them worth using the price and rarity of solar cells make them a laughing stock compared to the generator in terms of effort to use/obtain.

  3. from the above clip i know very well myself that when you are reloading you cannot jump properly, that is the cause of whats happening there, putting points into run n gun will alleviate that from happening.

     

    edit: i though this would be more well known but i guess not? im used to it so i never jump while reloading as it will not help you.

  4. with seeing the new animations for the mountain lion, hopefully theres also some new animation for zombies crawling in the works the current one is quite janky and glitchy (zombies falling into the floor crawling and getting stuck or they do these ninja ducks within a blink of the eye and get a free hit off on you)

  5. yeah with the new pois coming you would think having those cut zombies would make sense to have a reappearance i.e im not too sure why the frigid hunter or the frozen female lumberjack were removed and just the ordinary lumberjack is the main wilderness spawn, as stated above the farmer zombie being removed as there are plenty of farm related pois now theres more schools and what not so it'd make sense to have those spawns around there and the cowboys in the old west which were also removed.

  6. 51 minutes ago, Roland said:

     

     

    Can you tell us plainly whether any more biomes may be added in? Don't feel like you need to catch a plane to tell us in person as that would be plain overkill. Just curious on whether the plane of the game will ever intersect with the line of any other past RWG features again. ;) 

    heres my $0.02 onto this too, we all know that the 4 main biomes (technically 5) work well for what they do but i feel with you that having more biomes is more eye candy to look at and more diverse environments to explore with unique features and challenges is something that would complete the rwg experience imo, finding the plains biome back in the older alphas was nice as like i said earlier even though it wasnt everyones favourite biome it had unique features to it even if they are small, you also had biome specific pois which also made the biomes feel more unique like you went to the burnt biome and saw a bunch of burnt homes which makes sense in the burnt forest, i also know adding biomes would be a decent amount of work but the more the merrier would probably be what a large portion of people would love, i of course dont have a lot of ideas for biomes but i know there are many possibilities for more biomes and features that define them to create a compelling gameplay/visual experience.

  7. 5 hours ago, faatal said:

    Not planned for A22, but would be nice someday. I did remake the biome filler stamp today to go with the new biome gen algorithm.

    These are my recent RWG changes:

    Added RWG preview camera moves 10x speed with shift key and clamps near ground.
    Changed RWG preview camera move up/down to camera relative and C key also moves down.
    Added RWG preview left click resets camera.
    Fixed RWG preview camera jittering when looking past down and move rate varying with FPS.
    Improved RWG Creation UI layout.

    Added RWG highways can path across and carve into mountains (steep slope check often made no road!).
    Added RWG country road corner smoothing (50% of highway).
    Improved RWG road smoothing, blending and processing speed.
    Fixed RWG road pixel precision (was offset and dirt edges not consistent).
    Fixed RWG road line segments adjusting the same and/or missing pixels (starting point circles now in line segment loop. uses ids not colors).
    Changed RWG preview texture to full res at default and point filter.
    New RWG biome generation algorithm (seed biomes around a circle and grow each in a square ring that searches out from the middle of each side but skips if not adjacent to same biome).
    Moved RWG wasteland biome to the center.
    Improved RWG biome default percents and limited min/max range.
    Improved RWG biome filler stamp (more square, to edges and 128 size).
    Fixed RWG biomes could be missing (each biome gets at least 1 tile).

    Changed RWG biome tiles to 1/4 sized.
    Added RWG random biome stamp scaling and small rotations.

    I can't lie, you are awesome for putting these updates about your work out, absolutely amazing. 😀

  8. 15 minutes ago, Adam the Waster said:

    My main question about armor is how do the parts work

     

    Is it 5 parts? 

    4

    3??? 

    2?????

     

    I hope it's 5 but from the concept art showed 

    Hat, Gloves, outfit, boots

    looking at it unless theyve combined the legs/torso into one its definitely 5, but of course i could be wrong and i believe the original concepts shown in the a19 or a20 stream i believe it was there was 5 parts and a completion bonus for having a full set.

  9. yeah, hopefully quest rewards get balanced in a future update, i had said before that quest rewards for higher tier quests make the crafting/looting part of the game completely obsolete, a way around this would be to have quest loot into separate divided loot groups based around player level i.e a level 20 player does a tier 5 quest if you based the quest rewards around lootstage it could give a 20% loot boost bonus in terms of what the reward could be as of rn getting a level 6 m60 when you can only craft/loot level 4 ak's is a problem

  10. 52 minutes ago, HB_H4wk said:

    What about a Roam Option for zombies in a sleeper volume setting? Where the zombies would already be moving within the volume instead of waiting for the player to trigger them.

     

    Wondering sleepers were on the a20 dev diary but they didn't make the cut hopefully they do come eventually though.

  11. yep more zombies = more opportunity for pois for sure i mean hey maybe a next tier up of infestation could be quarantine zone? where instead of 1.5x zombies it could be 2x or 2.5x the amount of zombies in that poi for an even more extreme challenge.

  12. 14 minutes ago, Adam the Waster said:

    I really think the main reason Is

     

    A: Optimization for both PC and consoles, cuz 7days does take alot to run properly and even then it can run poorly and maybe clean up the code a bit 

     

    2: remaking all of the old assets again for stuff like animals, vehicles, and MAYBE the UI but we haven't seen anything yet

     

     

    the UI is an interesting point i liked the look of some of the new ui design concepts....i wonder if we'll see those in a22 or a22.x or a later build i do miss the old ui pre alpha 13 so having a new one that looks less bland would be nice, dont get me wrong the current one works but it just doesnt look the greatest when compared to the classic ui map, inventory, character screen etc.

  13. 9 minutes ago, Adam the Waster said:

    It should be better. But I still want a water pump

    Having mod slots for the dew collector would be very nice I.e the water filter could be a mod for the dew collector that makes it as it is now but without one it takes 50% more time and makes murky water rather than the water filters being so tied to the traders you could get a dew collector up without almost always needing to get them from the traders.

  14. 1 hour ago, zombiehunter said:

    Yes I know there is a possibility but I only came across about two of them and neither had a filter.  In fact, I have never found a filter since they were introduced.

    ive found one in the 1k hours ive played a21 so far lol its a 5% chance to drop basically none.

  15. 2 hours ago, wolfbain5 said:

    on the auger for any future updates.

     

    with maxed mining skills, the steel pick axe out strips the auger making it irrelevant

    used to be, having the full set of mining books, you had a 10% chance to 1 shot ores and stone blocks. that made the auger with its high hit speed but low damage value out mine pick axes. but the current way it is, I can 1 shot stone, gravel, coal, shale, and nitrate  and 2 shot iron and lead with a steel pick axe, but takes 4 hits to take out stone, and 6 to take out the others with the auger. This drastically slows down mining, wastes gas, and is so far noisier than any other method of mining. It makes the auger for practical purposes obsolete.

     

    with auger supposedly meant to be the top end mining tool, the current abilities and costs make it only better than stone tools. I am not sure how to make it the top end with fuel costs, low block damage and heat accumulation, but I do think this is something that needs to be addressed going forward.

    completely agree if you arent mining metal blocks/clay the auger feels really underwhelming (like you said it chugs gas and now gas is much harder than it used to be to craft and it makes a ton of heat) the auger is only ever so slightly faster if you have a steel pick that can 2 hit metal blocks i feel the progression for the motor tools still isnt worth it as a tier 1 auger is much worse than a lvl 6 steel pick still for mining.

  16. merry christmas to everyone here i hope the best of days to come and especially on christmas 🙂

     

    a little christmas themed thing that an ai came up with heh.

     

     

    In the world of zombie mayhem, as the night begins to fall, Survivors gather 'round, preparing for their brawl. Seven days to die, the challenge they embrace, Building forts and scavenging, in this post-apocalyptic place. On the first day of Christmas, a zombie horde did swarm, They fought with all their might, to keep their fort from harm. On the second day of Christmas, they crafted stronger walls, Armed with guns and explosives, they stood tall as nightfall calls. On the third day of Christmas, they found a secret stash, Filled with food and supplies, a welcome Christmas bash. On the fourth day of Christmas, they ventured out for loot, Discovering hidden treasures, their spirits were given a boost. On the fifth day of Christmas, they faced a fearsome boss, With teamwork and determination, they didn't suffer loss. On the sixth day of Christmas, a blizzard came their way, They huddled by the fire, keeping the cold at bay. On the seventh day of Christmas, they celebrated their survival, With gifts and laughter filling the air, overcoming each trial. In this Christmas song, the game comes alive, Seven days to die, a challenge they strive.

     
     
  17. im also fairly certain i heard on one of the a20 dev streams somewhere that rick eventually wanted to have an actual eating animation for food/water but i could be wrong on this since its been so long maybe it was the a21 im not sure the dates get all muddled up.

  18. as the title show's it would be cool if we had a freedom of choice as to which quests we could do an example of how this could look from a trader menu perspective is: id like to pick a job and when you have unlocked the sufficient tier level to unlock all quests types (tier2) you could choose what jobs you want like an infestation list, fetch list clear and fetch list or purely restore power however i am not certain this would work in actuality i do believe it'd be pretty neat.

     

    there could also be a way to unlock this mechanic like you complete tier 6 quests and you get the freedom of picking whichever quest type you want from a sorted list or reach a certain reputation level.

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