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ZombieHorde

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Posts posted by ZombieHorde

  1. 3 hours ago, Roland said:

     

    One lesson we can really learn from the Mayans: They really didn't know @%$# about making calendars...

    Actually, I wasn't talking about the Mayans. Or maybe I missed your joke?

     

    Anyway, I was referring to a Christian group now known as the Millerites that made big waves in 1844 because someone had worked out based on scriptures that was the day Jesus would return. It was a pretty big thing in those days and they made a big nuisance of themselves with their beliefs, so I'd say the majority of people would have known what they believed.  As you can see, He didn't return then. And that then lead this group into the Great Disappointment. 

     

    But I couldn't resist to throw some comparisons to their great disappointment and when we've had expectations the new Alpha will be released and wasn't.

  2. 5 hours ago, EffiJeff said:

    So, I tried to figure out the release date for A20 experimental. Coming from facebook, I managed to count (hopefully right) that there were 7-8 developer streams for A19.

    We know now that the developer streams will be weekly. So let's say there will be 7 streams which gives us the date for 20th of october. We also know A20 will be released on monday, so the soonest possible date is 25th of october. But personally  I think there might be 8 streams and A20 will be released 1th of november, right after halloween, it sounds much better. Guess we will have to wait and see :)

    Nice calculations  but remember Matthew 25, verse 13: "13“Watch therefore, for you know neither the day nor the hour ...

     

    And people have guessed in the past and when the date came and went it lead to an event known as the Great Disappointment.

     

     

  3. 2 hours ago, Games'n'Grumble said:

    Yeah! Instead of saying that TFP makes a great game and became pioneers in some sense, let's praise the demo version of something, which shows 5% of 7 Days to die and which could not have appeared 8 years ago when TFP embarked on this difficult path. Great job, my friend. Great job! 😉

    Yeah, I'm not implying they didn't make a great game. As you said, 7dtd is still at least top 5 of my best games, only lowering from the top spot simply because nearly 2000 hours later and I need a little change and to appreciate some of the other great games around.

     

    I suppose I am saying that when they chose Unity, I doubt they thought something as spectacular as this demo was going to come along in Unreal engine, otherwise I think they would have gone for Unreal and developed it with the future in mind.  So in that sense it's a bit of a disappointment, but definitely nothing anyone could have seen when Unity was chosen.

  4. Sorry, TFPs. You chose the betamax over the casette tape. The laserdisk over VHS.  HD DVD instead of the blu ray. 

     

    In the winning corner, we have a voxel world, procedurally generated engine with better physics than I've ever seen before and looking much, much nicer than probably anything I've seen as well, we have:

     

     

  5. 59 minutes ago, Blake_ said:

    No. It would be nice. It's just that we are so used to the smelting system (which is nice and moderately realistic) that we often do not fathom the butt ton of headaches it creates versus a simple recipe workbench. 7dtd needs quests, campaign, gameplay, fun. Simplifying the forge would save time and tutorials.

     

    I'm ok either way, though the current forge is less performant than a workbench recipe crafting system, so there's that.

    But many of us like the progressive feeling of the game as we improve out items and build new things that unlock better things. I'm all for so many different workstations to: 

    • improve our clothes,
    • improve combat skills,
    • train strength
    • computer station to monitor our base (cctv), send/read help from other districts, receive threats from the Duke or any other news
    • oven/food station to make more advanced foods
    • station for sanitization (washing self or clothes)

    many others but I know these are more work than TFP's care to give it at the moment. Too much on their plate already, it seems. Hopefully modders can do these things in the future?

  6. Maybe don't keep instantiating the zombies then? Like never dispose of them in the first place. Just have them die/time out and turn invisible but the object is still there in the background, ai turned off, If there is a volume that needs more zombies then what are already instantiated then just create one or two, not the the full pack again and again.

     

    Let me guess: not that simple in Unity?

  7. 12 hours ago, Kandrathe said:

    Ideas...  

    • turn off the generator... running the POI's automated defenses...
    • take out the support pillar in hard to get to place with a timed satchel charge and escape before it blows
    • destroy a tanker, ship, airplane, fuel depot tank, etc.
    • bring trader back rare resources from a POI (gather in exchange for loot), like super corn seeds for Rekt, ore from a mine...
    • ... have you considered adding a short wave radio that every survivalist would want to have in there bunker?  Maybe tie it to actual player communication abilities.  It would be another way to add objectives beyond the traders without adding more character models.  ...am easy one would be to add some radio chatter 15 minutes before the supply drop, or maybe the ask for a flare to be lit at a location in order to get the drop.  You could overhear survivors being over run and calling for help at a location, and then go there "Check on old Bob at the Misty Lodge" to gather info on the aftermath. 
    • ... inspired by TWD...  a new special "zombie" based on the Whisperers that can do smart things, like wield guns, unlock doors, toss bombs.

    I could go on more but I think this would add some variety to PVE without being real difficult to do (except the AI on the last one).

     

    P.S. Thanks Richard, Lathan, Robert and Brad for an informative 2nd Stream.  Random gen looks very good.

    Hi Kandrathe. Love some of those ideas. Especially the radio. Ever since playing We were here (2 player cooperative where you both needed radios to communicate), I've loved that idea and it could be tied so well into the game, although I see the strengths mostly through mods.

     

    Other ideas I'd love to see would be to

    • retrieve a password (and have a dialogue box upon return of trader or bandit or someone else)
    • Remove some radioactive material (at obvious danger to you but a worthwhile prize) so a NPC can live in their house again. 
    • If you could add a camera into the game, take photo evidence of something, maybe a dead body to show the house owner had perished.
    • I'd also love it if the retrieve the satchel could be made into a detective game. Like find post-it notes around the place with possible locations, maybe computer password so you'd have to get power to the place, activate the computer with password to read a document about the location... 
    • When NPCs get in, save a person and escort them to safety. Would be fantastic if you could make friends with a group of factional bandits if you saved a member's sister/friend/relative. Of course then make more of an enemy of another faction...

    That's what I love about this game. So much potential! And I don't expect many of these things before going gold, but I'd definitely pay more for these types of additions to the game.

  8. On 10/2/2020 at 12:02 AM, Naz said:

    I can't say for sure for that aspect ratio, i have a 21:9 3840x1600 and 7dtd seems to work quite well with it. The only 2 nit picks i have really is 1. the loading screen images get stretched, it's not too bad in 21:9 but it would be worse in 32:9 i'd imagine, but not a big issue. 2. some ui elements are sometimes not positioned conveniently for ultra wide users. Things like the buff pop outs and active quests are right in the far corners and can strain your eyes a bit stretching to look over there. But those are very minor issues and as a whole it works quite well on ultra wides, so i'd say go for it.

    No mate, doesn't work well. I have one and if you stick to normal FOV, then there are no benefits to the widescreen (you would see an enemy at the same time others would on smaller monitors). If you turn FOV up, then it massively distorts images and messes with the distances. Things front and centre look far away but you turn the mouse and they are suddenly right next to you. REALLY hurts the eyes and messes with the head.

    On that note, I was very disappointed that many newer games have this same issue. So far, I've only seen two games handle it really well. Satisfactory (great game, btw) and the new Metro game.

    Back to 7dtd, the HUD items aren't in the best location, being to the far left or far right, causing a lot of head turning.  I'd suggest going for a non-ultrawide 4k monitor unless you do productivity things. Then it's really good if you set the screen up correctly with some third party apps.

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