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Kyonshi

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Everything posted by Kyonshi

  1. you're all outnumbered by satisfied players who are still enjoying the game. "Time for answers"? I just told you you have all the answers here, Einstein. @Roland, @meganoth, any other moderators, can you lock this polluting topic up? Thank you very much 🙏
  2. You're on the official discussion board of the game where ALL the info about what happened to the console version because of Telltale, why it happened and what the Pimps want to do for console version once the PC version is done is available. And yet, you come up here to insult the devs and think you'll get away with it? Real genius move. Im so happy to tell you that this will never work in your favor, you can solidly count on it. Go away, never come back.
  3. A common fallacy from a lot of entitled people is that they believe they own a game because they paid for it and therefore, the devs of such game become the mere servants of those who "own" it and must abide to each of their ordres. From what i know, you dont own a game, nor the intellectual property, when you give money for it. You pay for a right to play that game, if i can put it roughly. Correct me if im wrong. The @%$# storm that happened these last weeks, and also today, when the 7DTD Facebook page posts about the Twitch integration, and the upcoming livestream about it, tends to unleash a horde (lol) of ignorant and entitled people who give an awful amount of crap to the Pimps. Its pathetic to a level that science didnt discovered yet. I know im not the only one to see this. Its either that or the damn console/Telltale debacle that i think i wont see the end of it while im alive. "The Pimps only work on this @%$#ing Twitch thing and they should focus their resources on REAL content" "They didnt deliver anything promised. Case in point, the game is still in Alpha and we'll never see a full release" "The Pimps screwed us all on console and let us down. Its their fault, they shouldnt have cut a deal with Telltale blah blah blah" The minute i reply to one of them (yes, i know, i shouldnt waste my stamina with this) that the Pimps dont owe anything to anyone, i get served the same insanities, ranging from they dont know how to work and of course, as mentioned, "they owe us a complete game!". I know i'll be told that the devs indeed dont owe @%$# to anyone and i do know that. Still, im curious to know what's your opinion about the responsibilities a game developer has toward the community, good or bad, that support their titles and what's the extent of such responsibilities, where are the limits, where does it stop.
  4. Got an issue trying to generate a map with CP POIs. Here's a screenshot.
  5. Btw, the 4x4 is slightly faster than the Motorcycle. Capp made a video where he tested them on the same distance. Its faster but not by a landslide. You could almost say its the same top speed for both but at least with the 4x4, you got massive storage capacity. Of course, it uses more fuel.
  6. As far as i know, no biome spawn occurs during a Blood Moon, except of course Blood Moon zombies. You can soak off an entire horde and once you're done, if it isnt 4am yet, you have a biome free of any regular zombies. And since biome spawning is off, id assume Screamers are also off.
  7. I played Apex Legends and this isnt a comparison to be made with 7DTD in all fairness. Remember, this is a game in developement and character movement is made for a tower defense, survival game. Not instant battle royale action where you have to be in constant movement 99% of the time. Those two games are literaly not the same, in execution, design and purpose. The movement was way clunkier in long past Alphas and they improved it over time to a decent state. But this isnt the main focus, most resources are steered toward level design, animation, Unity programming, random world generation and general content. The movement is fine for now, for the type of game it is.
  8. I also got the same exact glitch in a custom map i made in KingGen. First time i ever saw this. Funny thing is, it appeared in a game i started in the Sorcery mod. I thought Oh cool, the creator made an evil wizard hideout or magic tower! I thought it was part of a story mission for the mod but nope, its just a lame terrain bug lol.
  9. Stamina going down holding a firearm in aim-mode actually makes sense rather than not. Try holding one with your arms, for an extended time, as opposed to the hip. You'll get fatigue even with a Beretta (after which the in-game Pistol is modelled). Even a M60 being held at hip should consume Stamina, but for game design and enjoyment purposes we can consider holding at hip, or off aim-mode, is a "relaxed" position. Well that's how i interpret the decision of the Pimps on this. Now, what should be adjusted is stamina consumption based on the weapon you're holding in aim-mode. Different rates for the Pistol, the Desert Vulture, the SMG, the bolt-action Rifle, the Rocket Launcher, etc.
  10. Thanks a lot @Jugginator! Greatly appreciated! I will be able to sleep fine tonite 😉
  11. After reflection, my guess is that AP ammo by itself doesnt go through a target but negates the Armor rating and deals straight flat damage. So no, a single AP bullet wont go through the back of a Demo to trigger the charge on the chest. But then if you have Penetrator... 🤔 For the case of Penetrator perk and multiple lined up targets, that remains to be seen. I wish i was home and could test this out, this is intensily bugging my mind now 😆
  12. - Can you trigger the charge of a Demo by shooting him in the back with AP ammo? - Sub-question : with Penetrator level 2 and beyond, your bullets can go through multiple targets lined up. So does that mean that if im lucky enough to have 4 Demos lined up, i can trigger them all at the same time by shooting them on the charge?
  13. I just explained that to TC 🤷🏻‍♂️
  14. Well, i said your gamestage decreases when you die, but not dramatically. To really go backwards, you have to die like a lot. Dying once or twice during a whole week can give the impression you're stalemate. To raise your gamestage, and the whole group's by the same way, you can perform tasks that doesnt put you in danger, like construction. Upgrading wood blocks to cobblestone gives a lot of XP and some more with concrete and reinforced concrete. Do this for a single day or two and you can get substantial amount of levels.
  15. Gamestage is calculated like this: (Player's Level + Days Survived ) X Difficulty Bonus = Current gamestage. Let's say you're level 20. You survived for 10 days (this is reset once you get killed). The difficulty bonus is set to 1.2 by default, if im correct. This bonus is in the gamestage.xml file, it can be changed. So you get 20 + 10 = 30. 30 X 1.2 = 36 for your gamestage. When you die, there's a value that affects your gamestage and it goes a bit back, until you gain more levels and your days alive goes up. You then eventually catch up once again the gamestage you were at before you got killed. The calculation for multiplayer coop is a bit more complex for me to explain it by myself, and i almost never play multiplayer. But for single player, you now know. All i can do is copy the explanations from the xml file itself. This is how the gamestage of a PARTY is calculated: The gamestage of all (up to) 6 players is calculated. The players are sorted by gamestage. The highest GS number is multiplied by "startingWeight". This then loops down the list and "startingWeight" is multiplied by "diminishingReturns" every time. Example: Players with GS 120, 30, 60, 91, 5, 80. startingWeight= 1.7, diminishingReturns=0.5 So we get 120 * 1.70 = 204 91 * .85 = 77 80 * .42 = 34 60 * .21 = 13 30 * .82 = 24 5 * .11 = 1 ... or a total party GS of 353
  16. I think Roland and everybody else knows that. But Khaine made this topic regarding a specific line of code that was suspected to be problematic and Prime answered the issue quite clearly. This wasnt a PSA to be nice to modders in general because the Pimps are open to modding and modders commenting on the game, this is a well-known fact. Roland even passed the note to Sascha to try and ease things even more than they already are. I dont think its necessary to keep hitting this nail. If that would be on me, this topic would be closed.
  17. Couple of things - Milk and cookies - Dark chocolate-coated almonds - Snyder's pretzel crumbs (onion and honey mustard flavor) - Beer (Hoegaarden, Sapporo) - Irish Mist Honey Whisky
  18. Where did you see here that modders were treated with lack of respect?
  19. Hi, i just started playing the mod and it does look awesome so far! But im struggling a bit with my progression. Unless i missed something, it's not well explained how to do things. Yes, the quest instructions do mention what to do, but im currently on the Craft : Fire Spell quest and im asked to make a Fire Spell, but how do i craft a Fire Core and a Fire Hammer for that? It's not mentioned anywhere or unless i missed something, like i said. Is there some vids or a ''wiki'' for the Sorcery mod that i can consult instead of potentially ask here all the time? xD
  20. I'd redo the Clubs this way. 1) Crude Wooden Club. Made with Wood and Plant Herbs. The usual beginner Club we all know. Basic stats. Scraps to Wood. 2) Wooden Baseball Bat. Made with more Wood pieces than the Wooden Club, Duct Tape and Glue. Higher stats than Wooden Club of course, plus +10% Attack speed. Scraps to Wood. 3) Metal Baseball Bat. Made with Forged Iron (yes i know they're made with aluminium IRL) instead of Wood plus other mats like Wooden Bat. No more Attack Speed bonus but +10% flat Damage. Scraps to Iron. 4) Steel Club. The transmission shaft Club we all know. Same mats as right now and scraps for same mats as well. +15% flat Damage. Of course Stamina usage and Durability are higher as you make better Clubs. Now i know we have 4 types of Clubs instead of the usual three categories for most melee weapons, but i thought of this to address the fact that a Wooden Baseball Bat doesnt require Forged Iron, which i also agree to be stupid. If a Baseball Bat would ever require to have Iron in the crafting recipe, it would be the Metal one.
  21. I dont think that modifying the M60 reload animation would hinder that much the developement process. They already have the models. They also did change the reload animation of the (Beretta) Pistol from A18 to A19, so it can be done, its probably not a big deal. The point isnt to be nit-picky for every details that could/should be like real-life. Im not asking to have individual grass fibers to grow and move independently from each other. The current reload sequence of the M60 wont keep me from playing and sleeping at night, but if it can be adjusted to how its done in reality, that just a big plus! Why not? The reload animation for the Double-Barrel shotty shows the character taking out the shells and putting new ones in the chambers and that wouldnt make sense to have it any other way. And if it was the case, most people would notice the Pimps to adjust this. My example with the Blunderbuss is over the top, of course. But its just to demonstrate that the argument that "anything can happen, its just a game" is always being flung around when someone dares to say something about the game should make more sense. Yes, we all know its a game, set in a fictive world and that zombies dont exist and you can fit a 4x4 in your backpack and whatnot... Speaking of which : you say loading a Blunderbuss with a Molotov would be BS but putting a 4x4 in your backpack is, what, ok? 😉 That argument isnt the most elevated truth to abide by. Its cool to also have real-life references included and well-integrated in the game 🙂
  22. Its not because its a game that its unnecessary to be accurate... Its maybe pointless to you but to a lot of other people, its part of the immersion process and experience and its valuable. I mean, the Pimps decided to add firearms that are direct replicas from their real-life counterparts, which is actually much cooler than invented ones, so it should be expected and appropriate to at least see the loading mechanism and general handling of said arms to be as accurate as possible. Dont get me wrong, i can totally deal with taking some creative liberties during the developement, like its not all firearms that can use 7.62mm, we should also see some 5.56, but its far from a waste of time to have some realistic details too. It may be a game, but it would be pretty silly to load a blunderbuss with a Molotov, under pretext that "its only a game". 😉
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