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mstdv inc

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Posts posted by mstdv inc

  1. 4 minutes ago, Blake_ said:

    No 4k is going to hurt. 6k maps use less dedicated memory, but still bad for potatoes.

     

    Please, I insist to @Kinyajuu that the following 2 sizes are a must because of these reasons:

     

    There are many use cases for 2048 x 2048 and 4096x4096 sizes:

     

    1-Quick testing of a whole world with negligible generation times.

    2-Short gameplay sessions.

    3-Long 1-4 players cooperative gameplay sessions with a small well-known world, as some players like to rotate around the same few cities most of the time.

    4-Great for PvP. The smaller, the faster and more intense a session.

    5-Small packages are cool and produce tingles in all the right places for players (Erick's words, mostly)

    6-More size options is the right way to go in any situation, environment or videogame. I won't specify for Snowdog's sake.

    7-Smaller sizes are Great for Potato pcs as they use so little memory that you can even stream with an overclocked pencil and a wooden keyboard.

     

     

    Bigger than 10k? Also a YES. Everybody wants that. I wouldn't go further than 65k x 65k though, due to 7dtd Gold candidate's top GPUS of 2024 being just right for that size.

     

    Some of the pros of bigger are:

     

    -Future proof and server proof. It can even support the allowed 16-player option that we can currently choose when creating a new game.

    -Bigger means many hours for many players like a 10k for 2 players, as opposed to fewer hours for many players (current situation in 8-player maps).

    -The bigger, the crazier destroying mayhem we can cause and then move on far away because of "reasons".

    -For those who prefer slower, longer burning sessions.

    -You can spend either a short time or 400 hours exploring, your choice, the world is huge.

     

     

    Please consider the smaller ones for a20. Big comes later.

     

     

    I would love to be able to create a 2048x2048 map entirely consisting of a city.

  2. 2 hours ago, Professor-Pip said:

    Yeah, if I were to make a mod, I would probably add two items that you could find easily in shops. A watch (in many different shops) and an area map (in gas stations, book stores and sporting goods/gun shops). Before you find them, you have no map and no clock on your hud. The compass can arguably be said to be sense of direction based off the sun’s position, but I might add a compass as well.
     

    in a lot of ways this might make the early game too difficult if the RNGods are @%$#y, but it would add another level of immersion.

    I would love to play such a mod!

  3. 49 minutes ago, Gazz said:

    You can't get lost in a game that has an auto map, automatic markers for home base and bedroll, custom map markers...

    Speaking of the map and markers.
    On one of the streams, the viewer suggested initially hiding the map and adding the "Cartographer" upgrade branch in order to be able to use the map and leave marks on it.
    In fact, a guy in underpants with a stone ax and access to GPS looks strange :)

  4. 1 hour ago, DanLW said:

     

    The character save file could be edited with a hex editor.  The trick is finding the right spot (or spots} to edit.  I suppose if you were to look at your characters exact amount of XP and convert it to hex you might be able to find it via a search...

     

    I don't think that would get rid of the perks, though.  Sounds like a good project for somebody.  Problem is the character save file probably goes through big changes with each Alpha, so it would have to be redone with each new Alpha.

     

    ...unless the Devs could post a document detailing the save file!

    I thought there should be an easier way, but thanks anyway.

    1 hour ago, meganoth said:

     

    If you don't mind losing your book knowledge as well, just delete your player data on the server. If you want to keep your equipment put it into a box.

     

    It's more about test worlds and the prefab and world editor. If there is an opportunity to quickly raise the level of a character, then there should be an opportunity to lower it.

  5. At the moment, with the help of the console command, we can quickly raise the level of the character to the maximum. Will it be possible to lower it the same way using the console command?
    To do this, it is enough to allow the current giveselfxp to take negative values.
    It is very inconvenient to create a new world every time, so that the character's level would be 1 again.
    Maybe now there are ways to downgrade a character that I don't know about?

  6. 2 minutes ago, beerfly said:

    Nah, no reason to, but before every latest release we all want some changes in some way. And this is the best part of this game. We are given so much types of gameplay that at some point people want more.

     

    No matter if it comes from the guys we play with, the streams we watch some stuff from, or the talks we have here. There is always something that can be added.

     

    The thing is the devs are kicking ass for the release, among their plans, not Ours. Which we have to respect.

     

    P.S. Welcome to the forums 🤠

     

    Please tell me which part of the sentence

    Quote

    Everything that is written below is just my view of the game after 450 hours in A18 and 460 hours in A19. I do not impose my point of view on anyone.

    you did not understand

  7. Caution, there are a lot lot lot of letters.
     

    Spoiler

    Everything that is written below is just my view of the game after 450 hours in A18 and 460 hours in A19. I do not impose my point of view on anyone.

    At the moment, we have 19 world settings that affect the game in one way or another. Together with all the sub-items, these are several hundred if not thousands of world options.
    It is not possible to balance it out for everyone.
    The game needs presets with a ready-made set of settings:
    1. Zombie free creativity mode
    2. For beginners. Not beginners 7D2D. For those who have never encountered games with crafting, building and leveling a character before. I was such a beginner. I have never played games of this kind and it took me about 50 hours and about 7 attempts to learn how to survive in this game. I know quite a few people who quit the game at this stage.
    3. Normal mode for those with basic survival skills.
    4. Difficult mode for experienced players.
    5. Survival with minimal loot and heavy penalties, etc.
    Only within these presets will it be possible to balance the game as much as possible.

    Of course, add the ability to create your own presets and leave the ability to play with free settings.

    Of course, there should be no talk of any hardcore and one-life mode in vanilla, these tasks are solved in overhaul mods.

    Regarding the endgame. At the moment, my endgame is the third horde after the arrival of the demolishers in the warrior. If my base withstood it any longer in this session, I have nothing to do. This is about 85 or 92 days of survival with a standard setting of 1 hour = game day.

    I would also like to express my opinion on the effectiveness.
    I myself fell into this trap. At some point I realized that I always play only according to the most effective scenario in order to achieve maximum development and combat power as early as possible. Once it got boring and I abandoned the game for half a year. Then I saw on YouTube, a Japanese channel, the author of which has lived 650+ gaming days in half a year, starting in May of this year.
    I was delighted with the lines he does in a regular game, how he just enjoys the game without any fuss.
    Later I met a few more channels where people just enjoyed their favorite game.
    I realized that I created a comfort zone for myself in a survival game! Survival doesn't have to be comfortable damn it!
    In a new survival, I got out of my comfort zone and finally started enjoying the game again.

    I use the bow and crossbow all the time on an equal footing with a firearm, not because it is effective, but then that I just can, because I like to go through part of the location using stealth, and then take out my m16 and insert it into the mouth of every zombie I meet and click on trigger.

    I also agree that traders make survival a lot easier.

    About perks and pumping.
    Firstly, you can get a very interesting gaming experience if you number all the available perks and pump them depending on the result of the randomizer.
    In a regular game, I would give the opportunity at the beginning to select only two branches of development, and I would forbid combining strength and intelligence, since when pumping them, other branches are not particularly needed. This is the same trap I wrote about above.
    If you're only playing through strength + intelligence, it's time to follow the stairs and get out of this pit, there is still a lot of interesting content in the game that you are missing out on.

    Another thing I noticed is that most of the solo players I have met are ditching survival in the world before they get to the T3 weapons / tools, demolishers.
    I have met a few players with 2000+ hours of gameplay who were not aware of battery charging and solar panels. For them, the generator was the ultimate state of the art.

    I would also like to discuss starting points, I want to be able to start in any biome without having to edit spawnpoints

    There is too much gas in the game, it doesn't even need to be crafted.
    If there is a desert on the map, you are the king of the roads. In my survivors, after the days of mining, I have about 2 days of dismantling the machines. I get enough gasoline, which is enough for 75+ days.

    In the game, brass is too accessible because of this, the value of the cartridges is lost.
    After a day of disassembling cars, I have several dozen brass radiators. I could take out up to 7 radiators from one private house for a crappy building!
    Why does the trader have no money limit?
    Why do I loot buildings for a couple of days, fix all the loot, put on modifications and sell it all, I get 20,000-50,000 dukes.
    I start to marinate the ducks at about 50-55 days of the game from 85-92. At some point, I melt 200,000 dukes at one time and get enough shells to fill the pool and drown all the zombies there.

    At the moment, the tasks of the traders do not make any sense to me. Instead of taking the task and running 1 km to it, looting the building, going back 1 km and turning in the task, I will loot several buildings and get a lot more loot and ducks, which will sell it.
    Level 1-2 quests should not be further than 500m, 3 - 1km
    At the beginning of the game, if I don’t swing into int, I won’t be able to get a bike and I have to run from the merchant to the quest and back for half a game day, so I don’t complete quests at all.

     

  8. 1 hour ago, Roland said:

     

    Thanks for the feedback. We take it seriously meaning we hear what you are saying and understand what you want. 7 Days to Die is primarily being developed as a PVE experience whether that is you as a lone survivor or you and up to 7 mates working together. It is not being built to be a Fortnight King of the Hill style of game with 50-100 players trying to be the last one standing. PvP of any kind is not really the focus although it is obviously allowed.

     

    The officially supported number of players is 8 or less which is the perfect number of friends/family to play with each other against the game and the level of camaraderie that this game evokes from players who play together in this way is off the charts and beyond any other game that I have experienced. We have letters from players who share how much this game has benefited their relationships with their rl friends and family members that they play together with. This is what the game is truly about even though you can stretch things to get 20 strangers together killing each other and wrecking each others' forts. That can be fun too, but it is a fun that is being duplicated 100s of times out in the land of video games. There are tons of games that do PvP way better than 7 Days to Die. But there are none that do PvE with friends/family better than 7 Days to Die, imho.

     

    Therefore, I would not expect them increase player counts to the MMO proportions you seem to be wanting. They have talked about working on a PvP mode of the game after gold that may support higher player counts and with some other revisions that will better support PvP but if they do it will just be as gravy. The game they have built which is for up to 8 players working together to survive horde nights and co-operate in exploring, looting, sharing tasks for harvesting, farming, and crafting and coordinating efforts to create a fantastic fort is exactly what they want.

     

    At any rate, you can expect A20 to be very much like A19 as far as number of players supported. With bandits coming in A21 I don't see player counts increasing for that version either. Hope that helps you decide how you want to allocate your gaming time and energy.

     

    For this reason, I wanted to know the statistics of the solo / co-op / server.Now I have no doubt that the servers in this game are secondary.
    I have played 900 hours of solo, most of my friends play solo or co-op.
    Despite the large number of servers active on them it is very weak, and only a few are of interest for the game.

    I agree with the words that there are other projects to get a good PvP gaming experience. There is already too much MMO garbage in the world now and it makes no sense to turn our favorite game into another copy.

  9. 16 hours ago, Blake_ said:

    You can joke all you want. But WE ARE forced to use them if we don't want to end up like Tom Hanks conforting Wilson while crying in a cave. You can't possibly defend that we can play ALL of the game without them because trader quests are a significant part of it. And they will have even more weight in future alphas. Now, if an event system could offer more quests that are not the "note ones" in the form of "help me at X plz" or " bandits stole my butt piercing" from a random walking farmer or whatever, then things could change and Traders would stop to have that much importance. Reducing the ridiculous amount of items they have would also help quite a bit, but I gather that should be optional because multiplayer happens.

    You didn't write this in all seriousness, did you?
    Is it possible to survive without traders at all? Of course you can.
    Is it possible to play 70 hours in one world and not complete more than one task? Of course, yes.
    The beauty of playing now is that you have a choice.
    or or or.
    You can find an item, or craft an item, or buy an item, with rare exceptions, but we'll skip that for now.
    Everyone will choose an interesting path of development for themselves.
    There is no difficulty in adding missing crafting recipes and items to loot.
    And if in the future there will be a binding of development to the trader, we will get a game, each survival in which will go on rails.
    At this stage, you will only need to find, at this only craft, and at this point only buy. It's terrible.
    Trader should remain an alternative, but not a duty.

  10. 1 hour ago, Roland said:

     

    Да, у них, вероятно, нет души и они на самом деле не люди. Я думаю, что есть слово для людей, которые стремятся дегуманизировать тех, кого они не любят или не понимают.

    Probably T2000 Terminators!
    Liquid streamer metal 😁

  11. @faatal 
    1. Maybe it makes sense to add gfx dt maxlod as an option in the settings?
    2. Is it planned to add the weapon fov setting?This has already been implemented in mods,but I would like to see it in vanilla.
    I know that some models of tools/weapons can be cut off at a large fov value,but up to a value of 65 everything is ok.
    (Value 75 on screenshot)
    SY7x8KGvIIM.jpg?size=1280x768&quality=96&sign=990f2bd6b2785da4f2ffca6b8b83008b&type=album

  12. 46 minutes ago, dcsobral said:

    Why do you want an all concrete base before you even have a nailgun? Presumably you have the concrete which is not that easy to acquire in large quantities early game, but why concrete? Early game zombies can be handled by cobblestone, and cobblestone has the same SI as concrete. I don't buy this argument at all.

    Sure, and you can still do that. And, on top of it, if you think you are not getting enough XP out of it, increase the multiplier.

    If I start pumping the Int branch to the first horde, I can get concrete.
    Most often, in all my games, I get concrete much earlier than nailgun
    You only take into account some general/average development paths.

  13. 1 hour ago, samljer said:

    @faatal You guys keep mentioning all new HD zombies; none of them are left to do, and showed them off.

     

    But I dont think I have seen the zombies "demolisher" or "feral wight", and a few others.


    Also, what about "Grace" ???

     

     

    I believe you when they say they are done 😛 Just wondering if we can get a peek.

    Here is Feral says helloo)ONWjJmC-4JU.jpg?size=1919x1079&quality=96&sign=b9c4ddcae5c9d65c734e4ce9b8cb3adb&type=album

  14. 7 hours ago, KhaineGB said:

     

    *ahem*
     

    System.Random rnd = new System.Random();
    
    int currentYear = 2021;
    int randomYear = rnd.Next(0, 10); 
    int releaseDay = rnd.Next(1, 30); 
    int releaseMonth = rnd.Next(1, 12); 
    int releaseYear = currentYear + randomYear;
    
    Log.Out("Release Date: " + releaseDay + "-" + releaseMonth "-" + releaseYear);


    There's your RNG release date generator. Feel free to use it. ;)

    Screenshot_28.thumb.png.909962c104d086e34f4ce6161765f33c.png
    64446c534e97dcb7d4b94f68b73fbe0e.jpg

  15. 57 minutes ago, meilodasreh said:

     

    Вот и ты.

    Возможно, вы его пропустили, потому что оно написано над разрывом строки.

    Но он есть, прямо на главной странице.

    Я отметил его для вас.

     

    image.thumb.png.6f944df75a132593fe51a5724df99e13.png

     

    РЕДАКТИРОВАТЬ:

    Мне просто любопытно:

    Что вы теперь будете делать,

    после всех этих лет зомби-взрывающихся голов-ударов кувалдами, безногих существ, ползущих к вам, исследующих темные подвалы, слышащих странные стоны и так далее, и теперь вы действительно доказали, что все это время играли в игру ужасов?

     

    I took the latest information from the page in steam and there is no word horror among all genres there.
    The legless zombie and the first truly ugly zombies appeared in the 19th alpha.
    Exploding heads and severed limbs are perceived normally since the days of GTA III,and the sounds give an atmosphere.
    But now they are adding freaks to the game as in some RE.
    And I don't understand how you can admire this.

  16. 13 hours ago, MechanicalLens said:

    This looks awesome.

     

     

     

    It looks terrible and disgusting.If I want to play horror, I will go to Rezident Evil.
    "TITLE: 7 Days to Die GENRE: Action, Adventure Games, Indie, Role-playing Games, Simulators, Strategies, Early Access DEVELOPER: The Fun Pimps PUBLISHER: The Fun Pimps Entertainment LLC RELEASE DATE: 13 Dec. 2013"
    Show me the word horror?I don't see him!Instead of making HD models of old zombies and adding variety, you draw some kind of ugliness!

  17. "No trader" occurs because the game has a biome filter for trader search quest.
    And this filter is installed on the forest biome.
    If there is no trader on your map in the forest biome, you will see "No trader".
    This is fixed quite simply by commenting on two lines of the xml file.
    Follow the path: "steamapps\common\7 Days To Die\Data\Config"
    Opening the file quests.xml (preferably Notepad++)
    Looking for 243 and 244 lines (relevant at the time of Alpha 19.5(b60))
    Select everything in the line,right-click and select Block comment.
    We do the same with line 244.
    Save file.

    Spoiler

    Alternatively, add <!-- at the beginning and --> at the end of each of these two lines if you use a different text editor


    It should turn out as in the screenshot.
    Now the filter is disabled and the game will show you the location of the trader, regardless of the biome in which it is located.

    spacer.png

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