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BFT2020

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Posts posted by BFT2020

  1. 2 hours ago, Matt115 said:

    only small thing i want suggest : mannequins should be plastic + scrap iron not stone and have less hp XD pleeese this hurt so much 😭

    So you are perfectly fine with hitting the bunk beds with a tool to beat down the mattresses and hearing metal clinks, but getting cloth as the scrap item?  😉

     

    Just messing with you, the little idiosyncrasies are just one thing I love about this game during the Alpha development.

  2. 1 hour ago, dcsobral said:

    The a20 diary says:

    • Simplified upgrade path: Frame/Particle Board -> Wood -> Stone -> Concrete -> Steel

    Now, I don't know anyone who doesn't upgrade concrete to reinforced concrete. The experience alone is worth it, and the material tends to become abundant. If that doesn't get handled somehow I know there isn't a single base of mine that will not turn into air and the occasional floating glass and steel.

     

    Remember that Concrete and Reinforced concrete are getting merged into one stage of upgrades / blocks, and the new block will be balanced to account for that.  We just won't have to do as many clicks on the upgrade path that we have to do today (what is it today:  Frame - wood - reinf wood - cobblestone - concrete - reinf concrete - steel).

     

    I am not a programmer but I expect TFP will set it up so that Concrete block A (regular concrete) and Concrete Block B (reinf concrete) will be changed into Concrete Block C (the new concrete block for Alpha 20) in order to minimize the work in converting over existing POIs.

  3. 13 minutes ago, meganoth said:

     

    I can recommend it, but it doesn't change game play enough to scratch any itch geengaween seems to be having

     

    Correct.  Though at this point, I think the best thing to do to get that feeling is a mod.  I don't see TFP changing the horde night mechanics at this time, and haven't really seen any interest from Madmole to go in a different direction than what they have today.

  4. I have not seen any of these issues that you are describing.  

    8 hours ago, BenZ0 said:

    The character barely moves when you run and press A or D, if you want to look around while you run you have to slowly look to the left or right with the mouse, you could say now "hey this just encourages to walk slower and look like that around" but the thing is 7 days to die is all about time. Time is your most precious recourse and with a gameplay that forces you to slow down is kinda counterproductive imo.

     

    I believe that the general running animation, movements and general control responding should be reworked so it can feel more smooth to run and walk around. I am not a programmer so I dont know how hard or how much work that would be but I think it is a very important aspect of every game to have a very good feeling movement. 

    Actually, the point of 7 Days to Die is to not rush into things, but be aware of your surroundings; especially early game when you don't have much yet.  The injuries system, the food and drink system, the need to find shelter....all those elements are in place so that people just don't go running and gunning for the zombies.  You need to slow down, take stock of your situation, and figure out the best course with the resources you have on hand.  What is your typically days set at?  If you are doing 10 minute days, I can see how it would be a rush...but you can adjust those settings so you don't feel like you have to "run" all the time.

     

    Apex and PUBG are FPS where the goal is to shoot and not be shot at.  Those types of games require the player to be fast and are not a good comparison to this game.  7D2D is a zombie survival game where the main thing is SURVIVAL.

  5. 23 minutes ago, SnowDog1942 said:

     

    You can turn it off. thread closed?

    OP was asking to change the mechanic on how it is done, not that it is there.

    2 minutes ago, Roland said:

     

    I didn't mean that the horde night overwhelms YOU as in it is too difficult for you. I meant that if the horde night overwhelms the GAMEPLAY in that you spend a lot of time prepping and repairing and then prepping for the next one each and every week and you want to lessen that dominance, then you can use the settings to make it happen less often. From your description and desire to be able to control how intense and how often they occur through player actions I figured that you were feeling that the horde night was taking over the whole game and not leaving room for other things. 

     

    I like it as an arbitrary occurrance beyond anything I can do to stop it. It's a force of nature-- or at least the blood moon is which triggers the zombies to go feral and heightens their senses and hunger. It would be like you saying that you'd like to be able to affect when Haley's Comet returns next because once every 75 years is just not enough. Well too bad. It's not something that can be controlled by you or me. You'll just have to wait until 2039 no matter what actions you try to take here on earth.

     

    Frankly, there is not enough events in the world that happen completely out of the player's control that the player has to adapt to and respond to and survive.  I hope they are still committed to the random encounter system they talked about. Haven't heard anything about that in a long while....

    Don't forget that we now have the option of randomizing when the Bloodmoon occurs so it is not always on a set schedule, though I have not personally done it yet in one of my games - I think when I get bored of my current playthrough, I might try this setting

  6. 1 hour ago, Guppycur said:

    So if you go into a t5 building on day 1, you'll get low level easy zeds.  Lots of them, but still easy...

     

    If you go into it at day 100, you'll get the higher level zeds.  The sleeper volumes have game stage modifiers.  

     

    Doing shotgun messiah in the early days is much easier than in the later days.  Cheesey design imo, which is *why* I m-word.  

     

    I believe mm mentioned at some point relatively recently that they're going back to biome based dangers, something the poi tile system will definitely allow for, so that'll be great.

     

    Imagine if the poi was only in the wasteland and had a level 1 or 2 radiation on it... Then you wouldn't be *able* to cheese it. 

    Yes, but the loot wouldn't be high level (which is what Fanatical_Meat was thinking).  So looting Shotgun Messiah on Day 1 won't give you the same type of loot as looting it on Day 100.  They would be great for building materials based on the amount of pallets there are in these locations.

  7. 29 minutes ago, sonjingohan said:

    Ok I will give it a chance, I just don't want bad things to happen to my rig. Hay I got a question... If I download mods, and people join the game will the have them, Like if I join a server I get all the mods the server has, meaning when I start a game, and people join me, I would be the server. Does it work that way?

    I used Nexus Mods a lot to download for my games.  Boidster is correct.  If the mod has a lot of traffic, you can read the comments and bugs section.  If there are issues with the mod (safe or buggy), you will see feedback there.  Any new mods, I won't download until it has been tested by a lot of others; unless the mod is from a creator I trust.

     

    Nexus Mods was hacked in the past, but they informed everyone right away and forced everyone to change their login information.  They also have strengthen their login process.  However, they can still be hacked or nefarious people can create an account to try to get people to download malware, but that is true on any website nowadays.  Hell, we saw what happened with Equifax and their hacked data.

  8. 31 minutes ago, unholyjoe said:

    i identify the looted pois with a painted bullseye at front and back door... no blocks to waste and can be seen from greater distance then a wood frame so you dont need to get close to poi to mess with timer.

    Never tried that, but then again my looting strategy is probably significantly different.

     

    Early game I loot houses nearby to build up my items I need to survive or loot buildings as part of quest.  After I am established and move into a more loot for resources to continue to expand phase, I start to loot every building going in a right to left or left to right pattern.  At the end of my looting, I put a X on my map that states Start Here.  Then I remove it when I restart looting to place it at the new location (I also been putting Xs for safes I find early game to come back to).  Sometimes I may need something specific (for example car parts) so I may loot specific locations to find it (like car lots) but then I just make a note (or I check prior to clearing out the location again to see if already looted that location).

     

    My gameplay also puts an emphasis on using what I find, but I don't go out looking for specific POIs to raid (exception - food POIs in early game).

     

    I never felt the need to mark places I already looted.

  9. I still start with wood frames and upgrade from there.

     

    Maybe I could go to flagstone blocks, but lately I have been taking over the demolished buildings and rebuilding them for my base.  I start out using wood frames / upgrade them to full wood blocks as I am building up the walls and ceilings.  Then I upgrade to cobblestone (and then eventually to concrete / steel) as needed - typically outside walls and the roof of areas where vultures will try to get to me).  I am also playing with a mod that significantly reduces resources gathered (so less clay, rock, wood, cobblestone from the pallets).  From that it became an easy choice of building progression.

     

    • Clay - need it for countless forge recipes along with farm plots
    • Wood - besides a fuel source, not a lot of use outside of building material
    • Stones - concrete and converting into sand, especially early game when I haven't located the desert yet

     

    My current playthrough, if I was going to build up my base with just flagstone blocks, it would have taken a long time to get it to the shape it is today.  I am past day 67 and I still am not using the clay / stone I get to mass produce cobblestone, just sticking with pallets I come across.  The clay I do get (either via auger or the plotted plants) goes into either my iron / steel furnace or my brass furnace while the stones are being used for concrete production.

  10. So basically, you are believing random people on the internet that are claiming the 7D2D game is going to be released as a new game in August (this month), but don't believe in the fact, that despite this being a big event if it was, there has been zero communication out from TFP about releasing a new console version this month, or even who the new publisher is going to be, that the official website forum that is used as a communication media from the company to its fans says no new game is being released in August.......

     

    Notice in the picture you shared that they response was check the manufacturer twitter account for updates?  I don't see anything on TFP about a console version being released this month, and I searched all the way back to March of this year and nothing.  Have you seen anything different in the TFP twitter account that  I missed.

     

    You got 3 moderators here who have said it is not happening (I am not going to list myself since I am just a fan of the game and not an "official source") - Roland, Laz Man, and Meganoth, but keeping posting links to random people out there on the internet who is claiming otherwise.......but yet you want to hear from "official sources"

     

    I don't think anything that would be said here is going to change your mind.  You want something to happen, and willing to ignore the fact that the company that is developing the game has said nothing about a game being released in August (they haven't even announced yet when Alpha 20 is going to drop for the PC version).  In fact, the official response has been that a port of the game would not occur until the PC version has gone Gold.

     

    Good luck with that.

  11. 2 hours ago, geengaween said:

     

     

    IMO something like this would be a better mechanic and much closer to traditional zombie lore. It would make the game less "tower defense" and more tactical and decision oriented.

    Which goes against the concept of this game.  The intent of this game is a “tower defense” game.  It’s like asking the developers of Call of Duty that you want the game to be less FPS and more zombies.

     

    Like Katarynna mentioned, there are settings to adjust horde nights and even mods out there that change the whole feel.  But I don’t think the developers should change the Bloodmoon horde concept.

  12. On 8/6/2021 at 2:19 AM, warmer said:

     

    I play a handful of FPS/drive/flight sim but most isometric 2.5D and city builders/colony sims being my fav. I haven't found a single game that isn't helped by more pixels. 

     

    What types of games are you referring to?

    My current rotation of games right now are 7D2D, MW5, Subnautica, Oxygen Not Included, and Darkest Dungeon.  For some people, the extra pixels might be helpful, but not for me to justify the setup and cost of implementing one in place of my current monitor.

  13. Dogs don’t make a lot of noise, even when they are single spawns.  From my experience, harder settings tend to spawn the dog hordes at higher rates since they are considered a tougher fight and we do select the harder difficulty settings.  Though I will admit this is based on playing and not looking at the code.

     

    At the harder settings, your head needs to be on a swivel, especially  during the early days when you are weak and don’t have much to protect yourself.  You can’t just travel from point A to point B and only look straight ahead.  If you take it slow and constantly surveying around you, you will see the zombie dog horde before they get a sense of you.  That will allow you to assess the situation and determine if you are going to fight or flight.

  14. 10 hours ago, Cryogami said:

    104 mods to be exact, sorta use to modding bethesda games, so the number of mods usually isn't in my thought process, BUT!!! I did start adding 10 at a time back and once I got to the last 4 I decide to add them 1 at a time (idk why) and found that my 2 mods from wtk34 caused the issue, So now I have 102 mods and it loading fine. Tyvm for the help BTF2020. I've been stuck all day trying to figure this out and would have been stuck all night if not for you.

    Note that loading mods in Bethesda games is a lot different than mods for 7D2D today.  Bethesda games are final games and the modders have that to work with.  7D2D is still in early development (Alpha) so changes to the base game are always occurring.  That means the mods are not always constantly being updated as the game updates.  It also means that a lot of modders have not taken the time to check compatibility between mods as just maintaining the mods can be a second full time job.

  15. Lots of mods there, I stopped counting after 50….

     

    Based on your post, your answer lies in what you said.  It runs fine vanilla but you can not when you try with the mods you installed.

     

    Try only installing a few mods at a time (do it in bunches of 10 or so) to see if one bunch causes the issue.  If nothing found, keep adding more mods to try out at the same time.

  16. How many mods are you playing with?

     

    Something you can do is to do it in steps.

     

    First, setup and join just in a vanilla game.  Make sure it works vanilla.

     

    Then each of you install and load up one mod, join the game and see what happens.  If you have a small amount of mods, should not be painful to do this.  Eventually you will find your culprit.  If you are using a ton of mods, then best would be to get the logs, put them in pastebin, and post them here so others like us can look them over to determine where your issue is probably at.

  17. 53 minutes ago, trumpet8va said:

    SO, I’ve read the blog posts, and I know the whole deal with TellTale games.  I’m not pushing for an update, and I’m not here trolling any mods.  I believe this is a legit question.  I saw on https://www.game.co.uk/en/m/7-days-to-die-re-release-2864933, that there is a scheduled release(8/20). Is this a mess up by the website? Is this something we should be looking forward too? Any answers would be appreciated.    

    It isn't a re-release from TFP or TellTale Games.  It is the same game released back in 2016.

  18. Sounds like something is mismatched between your game and their game. 

     

    First, everything is fine when either of you run a solo game.  That means the mods loaded in correctly (assuming you are not getting any errors and just missing them when reporting out the issue).

     

    Then when you try to join their game, you get the errors.  When they join your game, they get the errors.  In each case, the host server is expecting a specific version of each file to be loaded.  When the other client joins in, it doesn't have it so it starts to get the error messages.

     

    However, this is all speculation as we don't have the log files of both computers to look at.

     

    Information on how to report errors, should help you in this case

     

     

    This is from the General Support subforum, but best to continue in this area as that is more an area for vanilla issues and not mod specific issues

  19. 1 hour ago, Roland said:

    This thread was started by a spammer who was just waiting to build up a few posts and then deliver their link. Please carry on as this is an interesting conversation. It's just that Monjosh will no longer be joining us....

    Even spammers are lucky to do something right every now and then.  He might even have a broken clock he wants to sell you  😉

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