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blueboyxg

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Posts posted by blueboyxg

  1. 50 minutes ago, meganoth said:

     

    Optimization is happening all the time. Faatal, the head programmer is often talking about it here in the dev dairy. For example:

     

    https://community.7daystodie.com/topic/28129-alpha-21-dev-diary/?do=findComment&comment=504639

     

    https://community.7daystodie.com/topic/28129-alpha-21-dev-diary/?do=findComment&comment=504640

     

     

     

    However good your idea might be, it won't happen in 7D2D. First of all the developers said action skills/learn-by-doing is not coming back for 7d2d. Secondly they are relatively speaking near the end of development, they will only do the necessary stuff to get to a release and they consider the current perk system ready for release (except for the crafting subsystem that is)

     

    Oh sad to hear then 😕  but first of all it´s their game so it´s their right to do what they want to do :)

  2. Okay so hear me out guys.. I had idea for upcoming change in crafting by Learn by Reading system. I had thoughts about it and some sort of idea of how it would be good (maybe?). So basically there is action skills system in Undead Legacy mod where there are action skills which are leveled up by DOING stuff, So I had idea to made it come back from alpha 15/16 where there were action skills to make for example tools. But there was exploit where when you was crafting all the time stone axes you would lvl up that action skill in those alphas. So basically in Undead Legacy there are actions skill which will give you some % bonus for doing that right stuff. So for example there is action skill called mining tools, so if you are mining stone all day you would lvl up that skill only. And there is % bonuses all the way up to lvl 100. So 0 lvl is nothing after lvl 20 you will get 25% block dmg and harvest % more of the stone. So I had idea which would be pretty good for Learn by Looting as well ! To overhaul action skills from Undead Legacy to point for example for pickaxes - Mining Tools 0 lvl you would craft grey mining tools 25 orange 50 green and 75 blue and 100 lvl would be just like in 20 alpha just bonus to harvest materials and block damage. But there would be catch. You know how to craft blue tier stone axe but there would be % chance somehow fail crafting and you would craft one tier lower item. So for example I know how to craft iron pickaxe by the time like 8 day and finally I found steel tools schematic, but Oh wait I know how to craft finally steel pickaxe but I dont know how to craft it the proper way so there is 5% chance (more or less) depends if it will be like this, that I would somehow not correct glue it together (for example :D) so I would make 1 tier lower item so from Blue Tier Steel pickaxe I would do green. - it would still cost materials to make Blue tier pickaxe- and then there are those magazines. There would be for example 10 magazines for (How to craft proper Steel pickaxe for dummies) and they would lower the chance from failing to craft proper Blue Steel pickaxe. Those magazines would be like I have 5% to fail crafting so I would need 10 magazines to properly craft Blue tier pickaxe. So what that that mean ? I would NEED to LOOT the magazines to be able to craft proper tier of the pickaxe. Thanks for reading this akward thoughts of my ! - Sorry for spelling my english is bad I know .. :)

  3. 20 hours ago, Roland said:


    It’s definitely not no on bandits for A21. We haven’t reached content lock yet so anything is still possible. Don’t listen to people who want to sensationalize the situation for their own gain. 
     

    As to modders helping,  it wouldn’t work. The code they are modding for NPCs is old legacy code and old legacy models. Everything being worked on for future bandits is brand new from models, to animations, to AI, to implementation and spawning. There’s nothing that current mods could contribute to speed things up because the “versions” are completely different.

     

    “Bandits” are not just bandits. They also reach into and have connections to 3rd person player animations and clothing and armor sets. There is a lot being worked on and it is impossible to know how much will be ready and whether or not some initial aspects can be parsed to be included in A21. 
     

    Right now faatal has wandering bandits enabled while he tests. Will that much remain in A21 when they release it? I don’t know. I hope so. It’s still a maybe. 
     

    We are in the final stretch though!

    Thank you for you answer ! I am just asking if there could be help from modders side somehow able if they want to help. But I hope it will be good to go when it´s gonna be ready. So basically they have similiar AI movement for heads to zombies/traders then ? Or it´s gonna be more dynamic aspect ? 

    21 hours ago, mstdv inc said:

    You greatly overestimate the capabilities of modders compared to developers.

    I am just asking if there could be help from modders side to Alpha 21 or only them. If they could help and want it it could be good but for now we need to wait and see what will happen :D

  4. 57 minutes ago, Jost Amman said:

    As great as I think Darkness Falls mod is, I wouldn't take that mod's NPCs AI as a blueprint for the new bandits, lol :lol:

    I know :D But just asking if there could be some help from their side - Darkness Falls to somehow help make bandits able to be in Alpha 21 😅

  5. @Roland Asking from my side. I saw video talking about Bandits that they are not gonna be in Alpha 21 "maybe". Question from my side then is - If you guys hire someone who mod 7 days to die from side  like Darkness Falls who has npcs Ai in there modpack if there is chance to hire they "owner" or someone who mod this pack to help you guys with Bandits Ai/Movement or there is chance for them ? Just asking if this could help or not. Or maybe you have code for bandits and those stuff to send privatetly to them or something ? Or there is some other way ? Or it´s definitely no for Bandits for Alpha 21 ? - sorry for bad spelling not my main Language 

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