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mstdv inc

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Posts posted by mstdv inc

  1. Hello.First of all, thank you for your work, RWG already has impressive functionality.
    And now, please tell me where I made a mistake and what needs to be corrected.
    I wanted to make a custom map of biomes and drew 5 islands with different biomes in photoshop,everything came together in colors,but I don't understand how to make water.What color do you need?
    Instead of water, a continuation of the forest biome is obtained.
    Thanks.

    Spoiler


    spacer.pngspacer.png

     

  2. Hello, @faatal!
    On June 22, AMD will introduce the open-source FidelityFX Super Resolution (FSR) technology,which,in theory,will give a second life to old video cards and improve the performance of current ones in supported projects.
    Is it possible that you would consider adding support for this technology if Unity were to support it?

  3. 10 minutes ago, faatal said:

    A large amount of my optimizations targeted worse case performance. As in reducing frame spikes for smoother game play. I don't care much for peak FPS. Who cares if sometimes you get 120 FPS, when most of the time you get 40 FPS and then randomly dropping to 10 FPS. I'll take 60 FPS most of the time.

     

    Lathan did a lot of iteration and testers a lot of testing to get to 50 builds.

    Unfortunately, I do not know all the team members,so I only thanked you.

    Lathan and all testers also give respect and a big thanks!

  4. 9 minutes ago, bachgaman said:

     

     

    I only see that you do not write anything in essence

     

    You said that there are more important things, I asked which ones - you ignored

     

    You called my suggestions of delusions not related to reality, I asked to justify, but again you are evading

     

    Я думаю, что нет смысла вести диалог с вами, казуальным геймером, хотя бы потому, что, по вашим собственным словам, вы не смогли понять основную механику игры за 50 часов, провалив игру 6 или 7 раз, потому что вы просите разработчиков сделать возможным отключение "каменного века"."

     

    It is sad that developers are always guided by people like you, because people like you are majority, goodbye

    All the changes that you propose are based on the initially incorrect position, when you divide the players only into casual and only into hardcore players.This is a very narrow mindset.
    This is the criticism.Your position is not correct and I have given you the reason.

    I'm not going to fall for your cheap provocations)

    That's the end of it.

    11 minutes ago, MechanicalLens said:

     

    It would probably be best if you leave this situation to the mods to deal with, otherwise you'll continue to go around this merry-go-round of opposing thought from here to Sunday.

    If a person understood this initially he would not have written such a post)

  5. 4 minutes ago, bachgaman said:

    Where do you see proposals for global changes? By and large, I only suggested weakening imbalance mechanics and strengthening weak / useless

    Hardcore mode is a separate checkmark for people like me, the same checkmark as creative mode for people like you. Even minecraft has both

    Why? Can I get detailed constructive criticism on each item please?

    Do you divide all the players into hardcore and casual?The third is not given?
    And after that, you want criticism?Seriously?

  6. 7 minutes ago, bachgaman said:

     

     

    1. There is direct communication with the developer. Other people write their wishes, offer their ideas, ask questions, but you decided to find fault with me. Funny

     

    2. This is a proposal to change the game, but I am smart enough to understand that my voice is only one out of hundreds of thousands and I do not seriously count on at least some influence, but since I can, why not try?

    1. Your "suggestions" have nothing to do with reality. Why so you have already been answered.

    2. That is, you purposefully commit a deliberately meaningless action?

  7. 1 hour ago, bachgaman said:

     

    for example?

     

    I did not say that I am writing on behalf of the entire community, for people like you it is written there that this is purely my personal opinion. I understand that someone wants to survive in survival game, and someone wants bazookas on first day with 10000% of loot and experience. By the way, there is a second in the game, but there is no first

    Your opinion can be written in the appropriate topic.
    You wrote all this in the A20 development discussion thread.
    How can this be understood in any other way than as a suggestion to change the game?
    As the moderator correctly noted, if a person wants to complicate the game for himself, he uses mods.
    For this reason, you don't need to change vanilla globally.

  8. 5 hours ago, bachgaman said:

    Hi @madmole

    First of all many thanks to you and your team for this game, 7DTD is really awesome! Me and my friends got a lot of pleasant emotions and memories associated with this game, thank you

     

    I read the list of changes in alpha 20 and was pleasantly surprised how much these changes corresponded to my expectations, I literally voiced many of these points during the game, but I would like you to know what features could improve the game in my opinion (sorry for maybe not perfect english)

     

    this is just my subjective opinion, of course I do not demand, but I convey my opinion and I understand that my vision of the game most likely does not coincide with yours

     

    1. Hardcore mode - yes, I mean that game mode with one life as a checkmark in the settings before creating the world. Someone will say that I can decide for myself whether to continue playing after the first death or not, but you must agree that it is very difficult to abandon the progress achieved wanting to play perfectly, but at the same time there are players who, for this very reason, do not try to survive. Many people generally abuse the ability to die (replenishment of food and water, zeroing of negative statuses, and so on) and honest players do not use this just in order not to lose interest in the game. I am not asking to make such a mode mandatory, but possible without mods

     

    I have seen videos on YouTube where people are proud to withstand very dangerous waves directly using their death as a survival tool, this is absurd

     

    In addition, an intermediate option is possible, along with this, you can add the ability to preserve peace and progress. Suppose players play a hardcore mode with 1 life, they can save before the bloody moon or a dangerous mission and in case of failure, death, roll back the world to the time of saving and try again. This will save you from annoyance after accidental death, but it will leave joy from a flawless victory

     

    2. Increase penalties for hunger and thirst up to the death of a character - I don't really understand why you can't die of exhaustion in a survival game, again, to be honest, you don't really care about food in this game , maybe it's even beneficial not to waste time looking for and creating food (again, you can die to replenish satiety) Even if you can't die from it, the penalties for hunger and thirst should be significantly more substantial than a slight decrease in stamina.

     

    3. Death Penalties - based on the first two points, it is quite obvious that players do not consider death losses, especially if they do it on purpose (items can be put in a chest) Did you think that the 10% experience penalty from the current level is prohibitively small? Perhaps an eternal (or very long) decrease in maximum health/stamina or an increase, instead of decrease in difficulty, to make it harder and harder to play if the player dies too often, and not vice versa

     

    4. Zombie intelligence - literally in the first days of the game, it so happened that without any guides I calculated the optimal (in my opinion imbalanced) defense system in bloody moons. The thing is that during bloody moon zombies, obviously, calculate the shortest path to the player and follow only it (maybe they still trigger on the doors because instead of breaking a concrete block with a strength of 2500 they hit a reinforced door with a strength of more than 7000).

     

    Therefore, as soon as the player digs a moat around the base and makes an exit from it leading to the door behind which the player is hiding, the player becomes almost invulnerable with a proper supply of ammunition to destroy them behind the door through the holes (I played at all difficulty levels and only demolishers can oppose something to this, and then by mistake of the player who shot the bomb)

     

    I think all experienced players follow this tactic and it's very boring. Dont you think it is necessary to lay some randomization in the choice of path for zombies? For example, with some small probability, some zombie would choose not most optimal path. For example, they would not run out of the moat, but start digging under the shelter or attack not the door, but the walls. This change would not affect the physics of the game, I'm not talking about they have to act smart, but sometimes they have to act unpredictably

     

    It is about this point that zombies act too predictably. This makes it easy and boring to defend.

     

    5. Nerf of electric fence and explosives. This is incredibly helpful in defending the base during the blood moon. The electric fence slows down the zombies very strongly and it will not break even if 500 or 1000 zombies pass through this thread per night (because parts of the electric fence can stand very far from the combat zone) I understand that it may not be possible to make some kind of victim counter on the fence, but maybe you just need to weaken its effect?

     

    But what does explosives do? It's not even about too strong a grenade launcher, but pipe bombs are incredibly powerful, even at the highest level of difficulty hordes of zombies are ground to powder from some small pipes with gunpowder. It's imbalanced

     

    6. Nerf repairing blocks and doors in battle. Another reason it is very easy to defend is repairing doors during a siege. Is it okay that with a nail gun you can repair thousands of durability on a door in a matter of seconds? With the proper supply of steel, you don't even have to kill them, you can just stand and repair the door (I haven't tested it, but it looks like this)

    You can simply add the condition that if the block is attacked, then it takes more time to repair it or repair is not available at all

     

    7. Rework some perks, especially on weapons and armors - you yourself should know that there are completely useless perks in the game, it's sad to see them realizing that they could be better and then the player would have a choice. I'm talking about completely dead branches of weapons (in fact, all melee weapons are almost dead and make no sense, all these spears, bows, crossbows, electric batons and brass knuckles are just too weak and unnecessary weapons partly due to weak perks) The creation of armor is simply useless because it is not difficult to find or buy. Now, if the perk for creating armor would give bonuses when wearing it, it would be a completely different story.

     

    In general, many perks look boring. Most often, when improving them, you do not receive any special bonus, you just receive, conditionally, 20/40/60/80/100% damage and that's it. There is no motivation to upgrade many of them, even for the sake of fun. It seems to me that the developer's task is to make any kind of weapon playable, but now in the game, in fact, there is only a grenade launcher, an automatic shotgun and, possibly, a machine gun (for which you will get tired of creating bullets). The rest of the weapon is a deliberate loss.

     

    8. First aid bandages - what do you think player should be doing during the first days of survival? I don't think he should be looking for the desert on foot to collect the aloever. Otherwise, he will not have the simplest way to heal himself. Either he must abuse death or seek out the desert with a stone axe and a grassy tunic. It might be worth adding a new type of grass for the green biome from which you could make at least some medicine, say, a mini-bandage that replenishes 5 or 10 health points. In addition, you write that the desert will become a more harder biome. In this case, why do you need bandages in the game if you can only craft them when you get a truck and a supply of first-aid kits? (I'm exaggerating)

     

    9. Loot from regular zombies - It would be nice to be able to find a few dollars after killing a wandering zombie. Why not? True, it is difficult to think of what they can find useful besides money

     

    10. Useless dropped loot from an airplane - is a fact. Most likely there are a couple of cans of food and a few cartridges. Almost always not worth the time. It seems that it does not depend on the gamestage. Then why is it in the game?

     

    11. Challenge Quests - you spent time developing note assignments, but I don't understand what they are for? For completing them, you get about the same experience as for killing one zombie, 350 dukes are not worth this time absolutely. Perhaps it is worth at least making the reward dependent on the gamestage, this would be enough for the motivation to chase rabbits with a nail gun.

     

    Perhaps it is worth using the mechanics of the quest chain and then the reward will depend not on the stage of the game, but on the number of completed challenges, thus some players can diversify the routine cleaning of factories and hospitals

     

    12. Vehicle - why is the truck so slow? why is a motorcycle as slow as a truck? why is there only two places in the truck? (I saw about modifications, that's great, thanks)

    By the way, in addition to the modifications you specified, I would add a modification for the damage when knocking down zombies (so that you can destroy them as in carmageddon but it may affect the balance in the bloody moon)

     

    13. Infection - you need to do something with it, I actually did not notice its influence for 300 hours in the game. Yes, after zombie hits, I got an infection many times, but I have never experienced problems with curing it, so I never knew what would happen if it rises above a few percent

     

    14. Zombie "tank" - Since there are "special" zombies in the game, why is there not one among them who would break down walls and smash doors? After all, this is obvious. Let it be large and slow so that it can be destroyed from afar, but this would greatly diversify the defense process during the bloody moon and, by the way, would make sniper rifles necessary. I understand that at this stage of development the game, this most likely will not happen. Just a question

    _________________________________________________________________________________________________________________________________________________________________________________

     

    This is all the main things that I could remember at the moment, please note that I have not written anything that requires work on game physics or models and textures (almost), basically just change some numbers.

    Anyway thank you very much for your attention and the time spent if you had the strength to read everything. Many thanks to you and your entire team for the game. And please add ability to build a railway in the game, I'm tired of driving transport on the way to the merchant (just kidding)

    All I see is that you want to remake the game for yourself.
    This is not correct.And I don't agree with most of the points.If you don't like something, don't use it.
    There are more important things in the game than doing hardcore mode for 100 players across the entire community.

  9. 23 minutes ago, faatal said:

    Settings are nice and all, but they also clog up the UI and can be confusing to a lot of players, so there is a line. I already had to move 3 settings from tab 2 to 1 to even make room for this one setting, since we don't really have room for more tabs. Maybe someday we will overhaul the UI and get more room in general.

    Perhaps it makes sense to make 3 presets in the world settings when creating it:
    1. I'm rookie (Default settings) Without the ability to change the settings
    2. I am experienced (medium or complex settings) Without the ability to change the settings
    3. Where's my shotgun? (sound of angry laughter)
    Full customization.

  10. 12 hours ago, MechanicalLens said:

    I know I'm beating a dead horse here, but I'm going to add one final point to the "brass predicament". What is one the most inconvenient tasks in 7D2D? That would be babysitting brass as it smelts into your forge. At least with candlesticks, trophies, and doorknobs they stack up to, what is it? 500? Brass radiators are the main culprit here. Having to place 10 in at a time (max stack size is 5) and wait for 10 minutes before you can deposit more into the input slots is a far less elegant method than any other smeltable item in the game. I'm no game developer, but I don't see how increasing their stack size to 25 or even 50 would affect much balance wise. The constructive consequence of this is that instead of being forced to hang around your base tending to your forge in between tasks (this all depends on your current situation) we could simply plonk in a large stack of the suckers and let them smelt while we perform other tasks. What do you think @madmole?

    After receiving weapons, tools and armor of level 5-6, Duke's chips begin to accumulate in huge quantities,stacks of 20,000 melt for a long time and give a lot of brass at the output. Melt them in the forge and you will have no problems with the brass. Here, rather, the question is not in the complexity of the extraction of brass, but in the style of your game.

  11.   

    57 minutes ago, Roland said:

    That’s because the default was lowered a couple of years ago now so the number of complaints about the game being too hard are much more scarce now—you’re correct. But they were plentiful back in the day as well as lots of conversations on the forum suggesting that people turn down the difficulty when they complained that the game was “unfair”.
     

    You can believe what you want but I have the benefit of having seen things both before and after the default difficulty change.
     

    Like I said, people like you will, at an instant, be willing to come here and admit that the game is sooooo easy and you can only get enjoyment by playing insane nightmare 64 max alive 25% loot permadeath. Those who struggle with surviving even at the present settings don’t like to brag about that fact. Instead they call the game “crap” and “poorly balanced” and “unfair”.
     

    the game has ALWAYS had frame rate issues on certain hardware in the past, there were bad reviews about bad performance AND due to difficulty. These days, as you admitted, most bad reviews are about bad frame rates and that is because of a very smart change to the default difficulty that was made.

     


    Considering that I came to the game together with the release of A18. 2 and this was my first game with the crafting mechanics, I spent the first 50 hours trying to understand how and what works.I started over 6 or 7 times because the zombies destroyed my wooden box over and over again along with all the resources.

    As a beginner at the beginning of the game, I was not explained that you can survive in ready-made buildings,and build your own (I thought that this is mandatory).
    I was not told what resources are valuable,that there is a knife that can be used to cut up the remains of people and animals,that there is a wrench that can be used to extract mechanical parts and electrics.
    I was not told about the upgrade of the block further than the tree.
    I was seriously demolishing a cobblestone wall,putting steel frames in its place, and pouring them into concrete.
    And I made a lot of mistakes before I lived through 10 blood moons.
    I have 600+ hours in the game, but Insane and 64 zombies are still a lot for me, hardcore players are not so much, they just scream louder :)

    Each of the five trader has many unused buildings on their territory.Perhaps it makes sense to use them for advanced training in the mechanics of the game.
    And the training itself could be added as an item in the dialogue with the trader.

    upd
    And in fact, in the beginning, I was so involved in the game that I didn't pay attention to the FPS :)

  12. 22 minutes ago, Roland said:

    Сомнительно, что это произойдет. Речь идет скорее о психологии геймера, чем о технических ограничениях.
     

    Геймеры с большей вероятностью в ярости бросят игру, никогда больше не будут играть в нее и дадут ей плохой отзыв, а не уменьшат сложность до более легкой настройки, где они будут получать больше удовольствия. Но геймеры будут увеличивать сложность в игре, которую сочтут слишком легкой для себя, и часто будут хвастаться тем фактом, что они играют на более высоком уровне сложности, чем по умолчанию, всякий раз, когда представится такая возможность.
     

    Вот почему сложность по умолчанию была изменена с Nomad на Adventurer и почему default max alive с большей вероятностью переместится на 4, чем на 16, если она вообще должна измениться.

    People who have looked at the review and bought 7DTD understand that this game is about survival, construction and crafting, so I have doubts that people are quitting the game because of the complexity of the default world settings. As I observe from the reviews of beginners, most often they refuse to play because of problems with the frame rate on the actual hardware. I really hope that the game will run more smoothly in A20.The rest of the changes are good enough as it is.

  13. Hello.When will it be possible to disable the Stone Age?

    In this form, it has no logic.
    The player comes to the weapons store and finds wooden bows and blunderbusses, after a month of playing the player comes to the same store and loots automatic shotguns and machine guns.

    To make it look realistic, the player should not be able to get into high-level buildings until a certain stage of the game.

    Or make these buildings only in large cities, which the player will not initially have access to.

    You have to play with an experience rate of 300%, which would be faster to skip the Stone Age.
    But there is a big plus, to the 50 day (as I noticed most survive no more than 30-50 game days) I have time to enjoy all the content,including the best weapons, armor, and as much as possible to develop the base.

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