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Adam the Waster

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Posts posted by Adam the Waster

  1. 36 minutes ago, User said:

    imo you shouldn't have to pay, even if there is a good variety that comes with the game. This isn't a live service game, and the game isn't even done. Cosmetic or not, its unecessary. Espescially considering the game isn't finished yet.

    I would say dlc maps but 7dtd is random gen mostly so that would be useless.  

     

     

  2. 15 minutes ago, Matt115 said:

    Oblivion had mods and still everyone was angry abour horse armor. 

    7dtd now - microtransations

    bloodmoon? microtransations

    They can restrict workshop after all

    ehh i realy wish that 7dtd was finished in 2017. i think it would be the best for everyone xd

    I'm not really upset cuz it's most likely for console. I highly doubt they will have mods 

     

    Plus they need money to keep the lights on

  3. 23 hours ago, User said:

    Was the console version initially shown to not come with rwg? I don't remember. Seems like a pretty big thing to be missing, I'm not a console player, though.

     

    Once again, very much against this dlc. I don't think its okay to not only release the game before a lot of promised features on a previous roadmap to gold are implemented, but also create paid dlc  🤔

     

     

     

     

    Dlc? We're does it say dlc 

    (Edit I can't read)

    They are just increasing the price for full releases 

     

    If you have 7dts your good

     

  4. 11 hours ago, faatal said:

    More RWG changes coming to A22:

     

    Improved player spawn locations.

    Added rwgmixer <prefab_spawn_adjust> biomeTags which limits to one or more biomes (requires partial_name).
    Added trader types are each in their own biome (with a min of 2).


    Improved town planning quality.
    Adjusted township counts and sizes.
    Added biome township count logging and trader logging.
    Balanced lakes, rivers, craters, canyons, township and wilderness settings.
     

    Added POI spawning limits based on surrounding density in world.
    Improved POI spawning fallback to use a smaller size but ignore name restriction.


    Added preview coloring for districts (3 brightness levels each) and traders.
    Improved preview POI descriptions and added score.

     

    This is the current default 8k map:

    7dtd_a22_RWGPreview.thumb.jpg.4974f5fcd553ba4edb4047239bdd630a.jpg

    Looks really cool. I hope rivers will soon be able to connect and maybe bridges

  5. 19 hours ago, Viset4 said:

    I would like to see new block shapes or better textures. Is there any plan to add the function of inserting your own textures?

    What more shapes you want lol

     

     

    I hope we get the decor parts like wooden log walls, metal panels etc

  6. 45 minutes ago, Laz Man said:

    Maybe we can create some more road/tile parts similar to what we do in intersections.  There is a careful balance we have to maintain in performance and spacing when it comes to POIs.  Especially in the downtown areas.

    A few wouldn't hurt but I just thought they are just showing the main thing they are talking about.  

  7. 10 hours ago, bdubyah said:

    As we were talking about before, that isn't the problem. The game only has a handful of zombie types. There is barely any more stress having 10 of one zombie on screen versus 100 as far as graphics go, other than maybe the jiggle physics stuff they added. The AI is mostly what drags the game down when the zombie counts get high. They had mentioned making a simpler AI to use on horde nights but not sure if that is still the plan or not. They also said the smarter AI they gave zombies around A17 or so was testing it for when bandits came in, which made me think once they did add bandits, that zombies would go back to a simpler AI.

     

    I wouldn't mind zombies staying smart during the day, or maybe just having sleepers spawn with the better AI so they can navigate buildings better, but horde night AI should be simpler. As it is, zombies try to get to your height first, then try to get close. They should reverse that and make them try to take a straight path to get close first, then worry about the height. That would make them more dangerous again as they wouldn't be as easy to cheese with pathing.

    Then remove it for console. I don't care if the zombies boobs jiggle. Lmao 

     

    But in terms of the zombie AI. 

     

    Normal zombies should be dumber but feral zombies should be smarter

  8. 2 hours ago, Outlaw_187 said:

    Wasn't there a new blood effect mentioned when zombies take damage? This looks the same as we have now. 

    Anyway great video though, thanks for sharing. Can't wait for A22 & for console players to once again enjoy this game. 

    Probably not added yet in the demo

    I do really love the new zombie skins it looks cool. Just hoping soon we will get new specials and new sounds and we will be set. 

  9. 4 hours ago, Laz Man said:

     

    Although this console footage, this does provide a glimpse of the state of A22 for anyone interested.

    I know the choppyness is dude to the stream but that horde night.... damn that's sad 

     

    But the rest is pretty good. 

     

    Idc If the graphics get lowered if we get more zombies 

  10. 39 minutes ago, Old Crow said:

     

    Not necessarily. I'd often run into this in Fallout New Vegas, and would offset the issue of the trader not having enough caps by also buying things I did needed as well as selling what I had.

     

    Realistically, it would make sense for the traders to have a limited amount of Dukes (refreshing when the store stock changes every few days), as I doubt they'd just have an unlimited amount of currency on hand.

    Money printer 

     

    But it would solve issues like near infinite money 

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