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mstdv inc

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Posts posted by mstdv inc

  1. Personally, I would be ready to wait until the end of spring for the release of A22,but a large mass of players will think that the game has stopped being developed and this may negatively affect sales and spoil the reviews a little.
    Therefore, I will make an unsubstantiated assumption that we are waiting for the arrival of the A21 exp sometime in early-mid-February.
    In any case, we have already passed most of the waiting cycle and the update is getting closer every day.

    Also, this message imposes a positive buff 🙃 on +15 to patience and calmness while waiting for exp for the authors of 5 messages before and after that
    + a Christmas buff on + mood is now imposed on everyone 🎅
    Have a nice holiday, guys)

  2. 5 hours ago, Jost Amman said:

    I think he has confused SexRex with Flurry... just to clarify, do tools have their own SexRex skill now?

     

    @faatal What happens when a vehicle reaches zero HP? Does it blow up? Does it just stay there broken? It would be cool if in some conditions your vehicle could completely blow up instead of just breaking down... (e.g.) if you crush into a wall and you go below (i.e.) -50 HP then you also blow up. What are the plans on this?

      

    4 hours ago, Crater Creator said:

     

    Currently, a vehicle that takes enough damage (e.g. goes to 0 HP) will explode. In fact it even happened for bicycles at one point, which I filed as a bug at the time. :)

     

    The chance to lose transport and all the loot in it motivates you well to monitor the condition of the car 👍

  3. A few thoughts about the character development system

    The problem is not even that the character development system is not like that, but that players always strive to play in the most effective way, thereby ignoring all other branches of development.Everything will remain the same if the new system still has one most effective way to develop as quickly as possible.It will be possible to solve this in the same way as with crafting.Make a consistent character development system in which you will not be able to buy the most "delicious" benefits until a certain moment.And this is a very controversial decision.On the one hand we will lose in freedom of choice, on the other hand we will not ignore whole chunks of the game, considering them less effective.
    If there is a system of specializations, which is more likely, given the presented concepts of armor and its purpose, then we will retain freedom of choice, but most likely everyone will still choose the most effective specializations.
    Specializations are more useful in a co-op game or on servers in a group.For solo play, consistent character development will be better.Without splitting the game into solo/co-op and servers, we will not get the best gaming experience for everyone, alas.Unfortunately, solo players will have to put up with the concept of specializations and the impossibility of becoming a terminator who can do everything for one survival.

    We can conclude that the best system is the one that exists now, but no.I conducted a small survey (just over a hundred people) and most of them play for less than 30 game days (60 minutes/day), because they develop as quickly as possible and then "they get bored."
    It's very strange for me, to be honest.I wouldn't play at all if my main goal was to develop as quickly as possible and finish survival, then immediately start a new one.

    3 minutes ago, Blake_ said:

    @faatal, I invoke thee. Lately, I've seen an experimental version being tossed around internally. Does that mean that content lock has finally been achieved for all teams?

     

     

    I already asked for a divorce, dumped my lovers and quitted my job and twelve illegal gigs for this alpha. The moment you fire the starting shot I sell my house and buy a top Pc and a garage. Everything is designed already: toilet gaming chair, robotic arm nacho feeder, NASA-grade toilet water recycler, and several other trinkets from a 8L beberage headset to an electronic system that forces you into the minimum 21 minutes of sleep a day that you need to maintain basic bodily functions (who needs cognitive functions to play, 'amirite'?)

     

    We urgently need a sedative truck while hypetrain is getting ready to leave 😅

  4. 9 hours ago, meganoth said:

     

    You are right that a death indicator is useful, but there is definitely no **need** for it. You may like it that way, but the fact that zombies have this way of playing dead in the middle of the fight should tell you that it was intended that you have to guess, make sure with another hit or always stay a bit away from fresh corpses. Since I have bad peripheral vision I still mostly get the accidental benefit of having to cope with un-dead undead 😉

     

    For TFP the XP display seems to be more important than to keep players guessing, I don't think they will change the xp display. But there are many players who like this guessing game for the same reason they like feral mode.

     

     

    9 hours ago, bdubyah said:

    See, this I disagree with completely. There is no reason whatsoever that the game should indicate that any enemy is now dead. That should be on the player to know or find out. I am fine with a variety of options being available, but kill XP could go away and I'd be happy. You can leave crafting/looting XP, but the kill XP just makes it too easy to know if something died. And if they chose to remove the current style popup for it there is no reason some other mechanic should be added to take its place.

    It's a matter of convenience.One of the responses from the game to the player's action.This is a trifle, but the comfort of the game consists of such trifles.The lack of a murder indication suggests that the game is from the 90s - early 2000s, when you just shot and did not feel any return from the game.Just cardboard targets.
    I've been playing with this little thing for over a thousand hours.And this little thing added a drop of comfort every time.If this little thing is removed, then every time it will be a drop of irritation, which will become a bucket of irritation after another thousand hours.
    Hiding HUD elements is not so hard, and I think it's important to take the time to do it so that everyone can configure it as they feel comfortable.This is the main message of my text.
    Arguing about playing styles doesn't make sense.Everyone will choose for himself what is closer to him and it is good when the game allows you to play it in different ways.

    6 hours ago, 7000 hours spent in 7D2D said:

    Im gonna go ahead and assume that "done when its done" means not anytime soon and stop asking cause it annoys us lol.

     

    Makes me a little sad as I have some fond memories of playing a new update around christmas time and can say that even with mods im getting a lil bored lately.

     

    Would love to see you guys be able to add holiday events to the game, giant santa zombie who drops christmas canes we can pop in the mouth for a buff or two idk.

     

     

    It's a little strange to read such a message.It's always been fun for me to watch how before the release of a new alpha, the current one turns into a pumpkin for people.
    When the game becomes gold, people will stop playing out of habit in a year waiting for an update?

  5. 4 hours ago, DanLW said:

    Initial response to a danger meter that shows danger level of biomes and POIs...

     

    As an experienced player, I would prefer not to have it, BUT I do understand that this would be a helpful mechanic for new players who aren't familiar with how the game works.  So I can see the reasoning.  It prevents new player frustration/rage quitting.

     

    That said, I hope the C in the clue is a Customizable UI (yes, I know XML hacks will also do it, but a quick and easy way would be preferable).

     

    Knowing the danger level as a player makes the game less scary.  If the meter says extreme danger, I won't be surprised when a group of radiated charge at me.  I will be expecting it and will be mentally prepared.  And so the pucker factor is dramatically lessened.

     

    As the game gets more and more solidified, adding toggles to easily turn UI on and off would be a welcome addition.  The default settings would be TFP's "The way it's meant to be played"

     

    An alternative suggestion would be to tie UI elements to game difficulty setting.  As an example:

     

    Scavenger - All UI elements

    Adventurer - No XP pop-up

    Nomad - ...and no danejar meaterr 

    Warrior - ...and no time & day

    Survivalist - ...and no compass (though quest markers will still show since it would be almost impossible to find a quest without it)

    Insane - ...and no health/stamina/food/water bar!

     

     

    The best solution for everyone is to enable disabling some (or even all) interface elements.I don't like the idea of disabling XP display because it's the only quick way to find out if you killed an enemy or not.If you remove this, then you need to add a damage/kill indication to the crosshair.
    When you are attacked by several enemies, it is very useful to immediately find out that you killed him in order to switch to the next one.

  6. 1. Will we ever see non-flat cities?
    2. How about 3-4 lane highways between big cities?
    3. More than 5 traders on the map is considered a mistake and will be corrected?The same traders have different inventory, but the same quest progress.And it just looks weird.
    4. More underground POIs?
    5. Slowing down ground transport off the roads?Otherwise, there is no point use these roads if you can go directly.I think the solution would be to increase fuel consumption, damage and lower speed off-road.And then a mod for offroad tires would be useful.All this would go very well with the new weather, which would make it even more difficult to move off the roads.

  7. 42 minutes ago, Fanatical_Meat said:

    Point is imagine any other business using that line. How would it make you feel?
    Imagine depositing a check and when asked at what time will the funds be available they said “When it’s done”. Personally I’d be pretty @%$#ed off that is literally the worst answer to a question.

    Why the pimps spout this term when you know you’d never use it in nearly any other context or even face to face with another person is beyond me.

    The bottom line is that not you, not me, not any other player are not employers for the TFP, so we have no right to demand any deadlines.In steam, we made a deal - money in exchange for the game, we also agreed that the game is in development and the content may change.No other agreements were concluded.Your wording about the receipt and the due date is not correct in this situation.

  8. 1 hour ago, Jost Amman said:

    I think the model they're reaching for (IMO) is more like the one that is used by games like Diablo, Torchlight and Grim Dawn.

    They have no gear degradation, but the variety of modifiers you can have on armor and weapons is astounding, so looting never gets old.

     

    I hope they can achieve something similar, to a degree, when (if) they introduce legendary items.

    In this case, I would like to see legendary modifications as well.At some point I realized that I didn't want to use the auger because of the noise and the screamer, I prefer to use a steel pickaxe.If I could find/buy/create a mod that would allow me to collect 1 block for 1 hit, I would be a little happy.It's still not as efficient as an auger, but for SP it's enough for me.It would be interesting with melee weapons as well.If I don't like the look of a steel bat, I could use a baseball bat and a legendary mod to get a slightly worse efficiency than a steel bat.The more variety the better.And I'm willing to spend a lot of dukes/resources/time for this mod.

  9. 7 hours ago, bdubyah said:

    Because being able to craft every single thing is dumb. There should be some things you can only find in loot. And, by rare item, did you mean something that is loot only? Because if you did....then what's the difference in looting the weapon or the item to craft it? Crafting something has the benefit of being able to sit on your ass and do nothing while crafting it. Looting means being out and taking risks and there should be rewards for that. If you can craft a legendary weapon then it isn't legendary. Just doesn't make sense to me. This whole "I should be able to sit in my base and craft everything I will ever need" mindset is odd to me. Looting is and will always be a core part of the game. If you don't want to loot that's fine, but then you miss out on cool stuff.

    You have a little strange logic.There are three ways to get items in the game: find, buy, craft.To find an item, you need to loot, to buy an item, you need to loot, sell what you don't need and buy what you need.To craft an item, you need to loot to find the right details.All three ways of obtaining items imply looting.Therefore, the player has the right to buy or craft an item no worse than he can find.The risk is the same in all cases.On the contrary, I am in favor of the fact that the player, with a certain development of perks, could craft all items, including solar panels and elements, as well as items of the tier 6. Without this, crafting cannot be considered complete.
    But in order for everything to be in balance, a system of specializations is needed.If a player becomes a nerd, he will be weak in battle.If this is a strong fighter, he will not be able to craft anything better than stone tools.And now players simply increase the characteristics of strength and intelligence and get everything at once.This is not right.There is no sense in other characteristics now at all.

    Try once not to use strength and intelligence in your survival.The game will open up for you from a completely different side.

  10. 7 hours ago, Jost Amman said:

    I think they should add an option for the drone where you put in its storage things you want to sell, and then you can tell him to go and sell them to the trader.

    He will disappear for a while, and then come back with your money.

    I like the idea of sending a drone for a beer to meet the horde with a baseball bat 😅

    6 hours ago, bdubyah said:

    I mean, if you're building/upgrading with steel you should probably be sure of what you are building. Lol.

    That is why I continue to use the block upgrade system instead of creating and placing ready-made concrete/steel blocks.
    From the A20 exit, I have already missed many times and put the block in the wrong place.

  11. 45 minutes 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!

    1. Is it possible to get more information about the damage of bandits by blocks (custom buildings)?Will they provide the same threat as ordinary zombies or wandering hordes, or can a raid of bandits on your base be comparable in damage to a horde of zombies?

    2. Maybe there will be some perks associated with bandits?

    3. Will Navezgane be extensively updated in A21?

    4. Will there be any other hand-made maps besides Navezgane?

    Thanks

  12. 4 hours ago, blueboyxg said:

    @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

    You greatly overestimate the capabilities of modders compared to developers.

  13. 11 hours ago, Blake_ said:

    I'm rooting for Christmas experimental, no bandits, yes new perk rework (obviously) and the rest of confirmed features from the OP. Maybe some RWG surprises. No more. That's a Kurzweil level prediction right there.

    Maybe them shouldn't repeat the mistake of last year and try to release a new alpha by some date?You won't stop loving this game if we don't see exp this year, will you?And I won't stop.I'd rather just wait.Let it come out when it's done.

  14. 23 minutes ago, Ryiah said:

     

    Here's an implementation of FSR 1.0 for Unity's built-in render pipeline.

     

    https://github.com/tatoforever/AMD_FSR

    You can use FSR 1.0 even without introducing it into the game.The necessary program is available on Steam.I think it's not about the impossibility of its implementation, but as a final picture after using FSR.I tried to use it.For Full HD and below, it's terrible, honestly.You won't be playing with this picture quality.

  15. 51 minutes ago, Keyller76 said:

    Hello,

     

    Do you plan to improve the Electricity system?

     

    For example, on a battery bank I don't understand why I can't connect both a Solar Station and a Gas Generator at same time.

    I could use the Solar Station most of the time, and when needed recharge the batteries with gas.

    If the system would be too efficient, you could add a risk of overvoltage that would damage the batteries, for example. Or add a new transformator block to allow connect multiple energy source...

     

    And for aesthetic reasons, allow to put electric wires directly in the block, maybe with another tool. But if the block is destroyed, then the wire is cut.

     

    Thank you :)

    Now you can connect the solar panel to the battery pack.From 4 to 22, power will come from the sun, and from 22 to 4 from batteries.During the day, the batteries charge themselves.Everything switches automatically.Why do you need a generator in this circuit?

  16. Zombies with different clothes, maybe accessories or even primitive melee weapons fit perfectly into the current game.But to all those who want a variety of zombies like in DL or L4D.Don't you think that zombies are a faceless mass there?Can you quickly remember what at least a dozen zombies from these games look like?In 7D2D, every zombie is unique, he is a personality, he is a zombie personality :) I don't know how for others, for me they have already become something more than a faceless mass.They have names, unique looks, and some have unique sounds and animations.Hello, Arlene, hold the bat on the head!Hey fatty, catch an arrow!Spider enough screaming and so my head hurts! Woof?Do I hear woof?It hurts Wolf.Mr. Ferral is a wolf! A damn bird that cosplays a headcrab and wants to jump on my head! I know you all.I'm glad to see you.Do I have something similar to zombies from other games?Very unlikely.

    A variety of zombies will not hurt.But only within the framework of this game.Taking whole chunks of other games and trying to cram them in here is not right.

  17. 2 hours ago, gizmomelb said:

     

    Thanks for the reply. No updating to HDRP is a shame, I would have thought that would be perfect for the XBOX X and PS5 releases in the future.

    I think everyone will agree that 7 days is not about ultra modern graphics.Nevertheless, over the last 2 alphas, the game has received great improvements in graphics.Just download 18 alpha or older and you will see for yourself.People get used to good things quickly.And you need to understand that TFP is not an AAA studio and they could put the graphics in the back drawer, but they improve the game on all fronts by how much they have enough resources.So shame is too big a word.

    There is still no and unlikely to be a game in the world with a completely destructible world and not looking like minecraft.You should always remember this when you want to criticize non-AAA studio developers.Even they (AAA) did not undertake the implementation of such a large-scale project.

  18. 10 hours ago, gizmomelb said:

    hi - game mechanics aside, I was wondering if / when TFP were going to update the engine to a newer version of UNITY and hopefully it will be a version which supports FSR upscaling? This would help a lot of players as it would improve fps. Thank you.

     

    TFP updates the Unity version once in a while.FSR requires HDRP, which is not planned to be supported.

  19. On 9/13/2022 at 2:08 PM, AaronG85 said:

    After Bandits are in and working I hope we get friendly NPC's.

     

    Just a small idea I had

    • I know that coding even a few NPC's into the wild would take a while and the code would probably be a nightmare so my suggestion would work like an old school RPG
    • A new trader Mission Style called Rescue
    • Each mission sees you rescue a particular NPC, these could be timed events, buried events, restore power events.
    • Once you successfully rescue the NPC they become active in that particular Trader
    • As you successfully complete a mission the Traders building adjusts accordingly OR the NPC appears in a new room of the trader and are static like the existing traders.
    • These NPS could then offer different services
      • Main Trader acts as it does now offering missions and selling and buying
      • First NPC is Medical: By rescuing this NPC He/She sells your medical items at a discounted rate but can also heal you for a price.
      • Second NPC is a Builder: By rescuing this NPC He/She sells you building items at a discounted rate but can also build you items for a price.
      • Third NPC is a Marine: By rescuing this NPC He/She sells you weapon/ammo/armour at a discounted rate but can also be hired to protect you. (in this case as the NPC's are static this Marine protects you by offering the Marine buff that lowers damage and lowers energy usage for a period of time with a cool down)
      • Fourth NPC is a Hunter: By rescuing this NPC He/She sells you Food and Drinks at a discounted rate but can also hunt for a price (again being the NPCs are static you pay the Hunter and after a time period you come back to collect what he has hunted, the reward being random depending on money given)
      • Fifth NPC is Zombie: By capturing this NPC He/She is used for research (research being a random chance draw to receive stat buff items and medical curing items)
    • All NPCs are static like current traders and if you do not successfully rescue/capture the NPC once the mission is accepted you will not get another chance to compete that mission and the NPC is lost forever, adding to the risk vs reward.
    • This will only require a rework on the current traders bases to start with 6 rooms for each trader + NPC.
    • Each Trader could offer all 5 NPCs, some could offer less.
    • Could work in tandem with Bandits, using the rescue mission.
    • If you successfully rescue everyone for that trader all Trader + NPCs get an additional discount buff making things cheaper + more effective.
    • Could even have a Escort Mission where an NPC follows you to a particular location but if they die, you lose.

    Your idea is interesting, but the specifications that you want to see from third-party NPCs will (or already partially have) traders.
    Trader Joel carries better armor
    Trader Bob carries more tools and vehicle parts
    Trader Jen carries more medicine
    Trader Hugh carries more guns and ammo
    Trader Rekt carries more food, seeds farming stuff
    Perhaps it makes sense to give more functions to the traders themselves and use other NPCs for simple repeatable quests

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