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Everything posted by Darinth

  1. I don't think we'd ever end up joining a bandit clan. I honestly hope not and I can't even imagine how that'd fit into existing mechanics. But in the end, the final point is the right one. Yeah, I don't think traders are going to give you a quest to go through a POI with nothing but a shiv, but traders aren't the only ones in the wasteland and there are definitely some eccentric folks there. There's room for some more challenging/varying quests. Just gotta think outside of the box of 'Quests come from traders'.
  2. Yeah... there's definately a disconnect between something that could provide an interesting challenge and finding a non-immersion breaking way to do it. Games like WoW honestly got away with some of these things by having things like gnomes and magic that could provide a completely implausible but never the less 'it's gnome and magic, what did I expect' thought process to it. Finding a reason that the trader would want people to run around with naught but a shiv... might be difficult. With all that said... there are some challenges that could logically be implemented. Wanting to avoid the attention of bandits & raiders could easily be provided as a reason for a 'No Firearms'. Trying to keep a structure intact could easily be provided as a reason for not being allowed to destroy walls. There are some things that could be done to provide some variation to the existing quests. But... I can't think of a reason the trader would be interested in you clearing the area with a shiv. I did just think about the current 'drop' quests that exist. A number of those are provided by rather... eccentric individuals & groups. I could easily imagine Crazy JimBob having left a note requesting that someone clear an area with naught but a shiv. Or whatever masochistic @%$# keeps dropping care packages rather than rescuing people is obviously interested in toying with us. The traders aren't going to deliver these ridiculous missions... but the traders aren't the only sources of missions. Drop quests are already a source for a lot of nonsensical quests, extending them out to cover more interesting variations of clear/fetch quests seems pretty reasonable to me. Edit: As a bonus, if these are from drop quests than they're easily ignored without impacting the limited pool of trader quests and in multiplayer these quests can be actually picked up and done by the players that are interested in the more challenging tasks or particular variations.
  3. Aaaaaaand it's been fixed! Woohoo!
  4. Has been for at least several days. Was trying to find more information on the company itself, and wasn't able to.
  5. I think that's what you're looking for?
  6. That kind of situation makes perfect sense. And to be clear, I'm not actually surprised that sound boards still exist, that was mostly a joke, but it's legit a bit surprising that even a fairly low-end mobo wouldn't have good sound on it these days. There's a reason that sound cards haen't come standard with computers in like 2 decades... even good integrated sound is cheap.
  7. I'm actually legit a bit surprised... there's just not a good reason for that in modern systems... I mean I understand not having great integrated speakers... but that just means plugging in a set of external speakers... that's wild to me.
  8. Sound... card... wait... those still exist? I don't think I've seen a 'sound card' since like... the mid 90s...
  9. That's what I'm really hoping for. I want some of these. The 6 floor apartment, shotgun messiah factory, and shamway factory are cool... but a bit more variety would be appreciated. I was hoping that the hospital, dishong, or higashi were added to RWG. I wasn't aware of the existence of crack a book hq.
  10. So... I know we're at a staggering 500 POIs that will be spawned in RWG. In A18, there were only 3 POIs that spawned for T5 quests. Were the other POIs that existed all added to RWG? I believe there were 2 towers and a hospital? Were any others added? This is actually one of the big questions for my group. We're really hoping for some more variety in the T5 quest POIs.
  11. I have no clue what actually prompted it, but but my entire server refers to the zombies as 'bois'. Nobody ever says 'we've got a horde of zombies coming'. It's 'we got a bunch of bois coming'. It's delightful honestly. Needless to say, there are endless jokes about bringing the bois to the yard.
  12. Only major issue I have with the current intellect perks that I can think of is that the junk turrets set off demos. It means my turrets are literally a hazard to the party unless a base is carefully constructed that allows me to place them such they they're able to shoot demos in the back. I'm unsurprised that a lot of people feel like some of the more 'fantastical' zombies are out of place. They are compared to what's currently in the game, but it doesn't take much to see that they were coming. We aren't getting progressively improved equipment for no reason, since I learned that everything was getting a full set of tiers, I've been waiting to see what kind of cool new zombois we're getting that were going to make the extra firepower necessary. There are a bunch of good ways to do this. I just don't want losing sight of what makes open-world games fun. There's never 'a' singular way to play, there are always multiple solutions to a problem.
  13. TL;DR: Some of the cheaper ways through the building could use a nerf, but I don't want to see getting the loot out of the dungeon cache requiring constant massive clearing. That feels like it goes contrary to the 'multiple ways to deal with a problem' philosophy. I'd love to see a key (the end chests in all of the Tier V POIs in A18 RWG are already locked), but not to have it necessarily required. Lock picking I still feel should be a valid method, as should just breaking through the lock (though maybe the latter should be a bit more difficult... augers chew through the HP on a chests often faster than they can be picked). Similarly, I'd love to see turrets defending look rooms that you can disable through a switch in the POI or rely on alternative options to deal with. Part of what makes 7 days to die so enjoyable is all of the alternative options and I don't want to see that completely removed. Incentivize going through the POIs, but don't completely eliminate options to bypass chunks. Once you find the stairway in the Shotgun Messiah factory, it's a game changer that doesn't feel cheap like just laddering up the side of the building (or other methods that shant be talked about here). An agility character can break 2 wooden pallets, 1 door, and take the stairway all of the way to the top and bypass almost the entire instance. They can also pick the lock... but dealing with the turrets might be a no-go depending on how they were setup which would still require a detour through the building to get to the switch. Learning the PoI and being able to use the shortcuts is still useful, but it gets a bit of a nerf. Give me parachutes and I'll happy take a catapult that I can be loaded into. I've done similar stuff with minecraft mods, and it's honestly a lot of fun and feels really cool. But... I'm not quite certain it's 7dtd's flavor.
  14. I'm certainly going to keep some hope, but definately understand the expense of checking LoS on that many volumes. Possibly something that can be offloaded to a client and just check one each update? Client reports back an unspawned zombie that should be visible, server validates and spawns? Spitballing ideas based on a good bit of unity experience, but obviously no knowledge of 7 days specific architecture.
  15. I'm not certain I'll agree with that. Yes they provide an easy way down, but it's specifically been stated that the like the 'multiple ways through' and I feel like a bunch of these were put in place for people to notice and be able to shortcut the POIs when they know them. Break a few things, place down 2-3 blocks sometimes (or none with a bit of agility) and you can easily bypass 80% of both shamway and shotgun messiah. It takes a little bit more breaking, but the pathway going up the apartment still is pretty short if you're not worried about a clear.
  16. I mean... you're not wrong... I still wanna know. 😛 <-- Junk tech junkie
  17. This is one of the major downsides to the sleeper volumes, and something I hope they address as time goes on. Depending on circumstances, the 1st floor room of the 6 story apartment that you get dropped into from the breaking floor on the 2nd floor can actually be completely empty with you looking down into it... and then spawn a dozen zombies directly in front of your face as soon as you drop down into it. Hopefully we'll get something in the future so that any time where you get Line of Sight to where zed should be, it will go ahead and spawn it, along with potentially the rest of it's volume. Actually legitimately looking into a room that is empty and so not going into it I suspect may be one of the culprits for people having difficulty with clears. It's not been the problem on any of the clears that I've gone to when someone was having issues, but I can easily imagine looking into rooms and not seeing zombies because they're not physically there being a problem.
  18. Can we get any kind of information on the direction junk drones are going these days? I know that they're not making the A19 release (maybe an A19 patch, probably not till A20) but I'm just curious where they're going. I'm unsure if they're still even designed to be the next tier up from junk turrets (or if they ever were? I'd gotten that impression but I don't know that it's ever explicitly stated) or if they're kind of their own more utility-oriented thing at this point since I've heard it mentioned that they could instead be used for stuff like building. I'm really just curious about junk drones and what other 'junk tech' will be available through the tiers.
  19. I know that people having difficulty doing T5 clears is a real thing... multiples of my players also have this difficulty... but I just don't understand it. I don't know if there are more T5 clear POIs available, but as of A18 the only ones that I've seen are the shamway factory, shotgun messiah factory, and 6 floor apartment... and not once have I ever had an issue where a POI was unable to be cleared. Never even personally had an issue with finding a zed spawn volume. But I've gone in to help people on multiple occasions now... I follow the path through the POI and properly check every place and I've always found the zombies on my first run through the building. I 100% support a bit more guidance to find that last of the missing zeds... but am still confused by the level of difficulty a lot of people have. Also, I appreciate all of the shortcuts that exist to go up the POIs if you find them. You clear one room and you're at the top and looting the final cache. Then you can easily drop back down through the POI to find your cache for the fetch quests and you can be in and out of a T5 fetch in 10-15 minutes.
  20. TL;DR: The controller's purpose is to guide the rest of the horde to you and aid them in combat. It does not engage in direct combat, but instead finds a high location where it can focus on the player and guide the rest of the horde to you. Mechanics: Spawns at a high location, capable of climbing walls but not leaping like the spiders. Once it spots it's target, it locks on to them. When this happens, the player should get some highly visible UI effect (such as an overlay of the zombie's face or similar) so that they know they've been found and targeted by a controller. Targeted player receives an exponentially stacking debuff that increases the damage they take. Starting off at 25% increased damage and doubling every 10 seconds. After 10 seconds it'll be 50%, after 20 seconds it'll be 100%, after 30 seconds 200%, etc... The goal here is mostly to make sure that even for tanky characters this isn't a party boon. It may be beneficial during a blood moon to let a tankier character keep the debuff for a little while... but after just 1 minute, they'll be taking 16x damage. The controller forces retargeting of AIs to their target. If there aren't nearby zombies for them to control, they will summon more similar to screamers and force them to target their target. So the horde is going to go after that player. Cops will spit at them. Vultures will go after them, etc... Finally, the player's vision is constantly being drawn towards the controller. This is both positive and negative. Certainly nobody wants their aim being messed with, but it also makes it fairly easy to find the controller. Just move your aim to follow where it's already being drawn and you are guaranteed to eventually be aiming directly at the controller's head. Useful during a blood moon when night visibility can make it hard to find the loan zombie who isn't moving. More advanced variants could do things like pull your vision towards it, but never actually on to it, pull your vision towards it, but push your vision away from actually being able to aim directly at it, push your vision away from it entirely, cause increased hunger or thirst when it targets you, or other effects.
  21. I would absolutely love to see multi-part blocks implemented. It's one of those consistent frustrations for both myself and some of my other players to be able to put bars on two sides of the same block space. It's probably my personal priority 2 as far as 'things that just need to be here for basic game functionality'. Priority 1 is multiple people being able to access a chest at the same time.
  22. This is actually a specific topic that I want to talk about. Voxel-based games can support multiple voxels in a single block space, the minecraft modding community does it via various multipart APIs. Unfortunately, based on previous comments you (I think? maybe it was another dev?) have made, it would probably require block entities that require individual draw calls which are inefficient. It basically requires one block that acts as a container for the other blocks and some mechanics that control which blocks can simultaneously occupy the same place. Means you can do things like have a block that has bars on both sides and a satchel in the middle.
  23. No it isn't. It causes problems with wanting to move the LCB for legitimate reasons. A better counter is to remove all decos above the old limit when a new one is placed at a different location, but even this causes issues. 4 people can claim 4 adjacent areas and pump a huge number of decoratives into a single chunk by placing all 4 lcbs such that they meet in the middle of a chunk. Depending on the complexity and technical requirements and limitations, it's feasible to pump so many objects into a single chunk that as soon as someone walks into distance to allow the chunk to render... the game crashes due to graphics memory limitations. Not 'has poor performance', just outright crashes. I don't unfortunately know enough about the technical limitations 7 days is on. I've written a simple voxel-based engine, but sadly I never got it to do a lot of the cool stuff 7dtd can do and eventually ended up giving up on it. Hope to pick it up again some day... but it's too much work for a single developer. At least for me.
  24. Lets be honest Gazz... when modders make it and terrible things happen people are gonna yell at you anyways. 😛 Not supporting the idea the you need to make these assets available for player placement, just making fun of the average gamer's inability to recognize that performance issues caused by mods aren't really your guys responsibility.
  25. I've been running a vanilla server with a half-dozen+ people for over a month and nobody has complained about disconnected cities or any particularly terrible world gen. Some road intersections are a *little* messed up (terrain goes up or down in weird locations) but... overall it worked pretty well. I may try a nitro-gen for my next run after A19 goes to stable, but the vanilla world gen certainly doesn't seem to be as horrible as you make it sound. It does take forever and a day though... (40+ minutes to generate)
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