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Burrfly

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Posts posted by Burrfly

  1. 45 minutes ago, beHypE said:

    While I don't really mind the 1+ year dev cycle, I can't exactly say that the content has me absolutely stoked. Vehicle mods are a nice plus but don't add much to gameplay, RWG and other HD assets are cool and all but it's really eye candy and I don't play the game for its graphics. Pipe weapons are going to be a week 1 thing so it doesn't add to the end game experience. 

     

    Happy about the biome game stages as A19 was way too linear for my taste, and I'll finally have a reason to gear up to face snow/desert and its dangers. Regarding POIs well... it's never bad to have more of them but I'd rather have more reasons to loot than more places to find the same old stuff. 

     

    Will play for sure but I can't help but feel like the past 2+ years have been lacking in terms of pure content for seasoned players. 

    I think I understand what you mean, but sometimes an alpha just needs to be there for polishing or overhauling already existing systems, such as the RWG this time with all the new POI's. I definitely agree that graphics aren't as important as the core gameplay. A mistake a lot of game devs have made the past years is thinking good graphics can make up for lacking gameplay, but I don't think that's the case for 7 Days to Die.

     

    They can't just ONLY add new content; they also have to update existing systems which they are doing very well in my opinion with the exception of the clothing system going from 10 slots --> 4 slots in a21 (but that's my opinion)

     

    But also think about:

    - The feral sense option for zombies (amazing gameplay addition (which is even configurable in 4 settings: disabled, enabled, only at day, only at night))

    - The new city generation (which isn't just visually-wise cool but also gameplay-wise because we haven't discovered all those new POI's and tiles yet (and thus not knowing for traps or other things))

    - The new weapons and items (which you noted indeed)

    - New end-game zombies and zombies overall being able to crawl through holes exactly just like the player is able to do

    - Loot and gamestaging being overhaled

     

    There will probably be another alpha or gold where they will focus mainly on gameplay aspects :)

  2. 5 minutes ago, Blake_ said:

    65k x 65k

    Wait...

    65k.....??? 😮 

    Isn't that....... a little bit too much...........?????

    that's more than 4 BILLION blocks PER LAYER on the X+Z axis

    I think 16K is more than enough for a max, even in a large server with a lot of people

  3. 1 hour ago, faatal said:

    6, 8 or 10 k are your size choices in A20.

    I can't wait to start a20 and select 10km² map with alllllllllll the new features and terrain and world gen and much more!!!!!!! That's gonna be so epic :) 

     

    Just for comparison...

    Navezgane is 6k (6144m²) = 6144×6144 = ~38 million blocks on X+Z axis

    10k random gen (10240m² if I'm correct) = 10240×10240 = ~105 million blocks on just X+Z axis

     

    105 million / 38 million = almost 3 times bigger map surface......... 😮

     

    I hope I did the math correctly 🙂

  4. 6 hours ago, Blake_ said:

    @faatal do you know if there's still no word on when will the art team replace the decals placed on roads, dirt and other places ?, I know it's not your department, but I noticed that they are here since Alpha 1 and they are starting to look so out of place that I personally wouldn't mind a fresh look on those blood splatters, smashed cardboards and newspapers. 

     

    The "lore" that some of those newspapers is cool though. 

     

    Anyway, they are just a nice to have for a20 I guess. Thanks for listening !

     

    Personally I also really like the lore aspects of those newspapers, and I think that these decals are OG and cool to keep, but maybe update the textures to a little higher quality and maybe add some more variations. I wouldn't REPLACE those that we have as it gives some epic nostalgia to older alpha's. And if they haven't updated them for alpha 20, they probably won't do that last minute now anymore I think

  5. Holy crap, if you would take all of bachgaman's posts from the last 8 pages and place it in a list you would have to scroll for 4 hours straight. Not to be mean :) Just find it interesting that all of that 20GB of text is about how other people should play the game. Everyone should play however they like.

  6. It's impossible to make a game where everyone likes all of it. Some people really like the new building system, while some people will prefer the current (in A19) (I personally do as well prefer the A19 building system with the wet concrete).

     

    But it's totally okay. TFP are making a very epic game, and a lot of other cool things are coming which overal improves the game a lot (from as far as I've seen; A20 looks amazing - it's the most exciting I've been for a game (even though this is 'only' an update)).

     

    They even interact with their player base. I've said it before but will say it again: The Fun Pimps are doing better than larger companies like Bethesda and WildCard. ARK Survival isn't even finished yet with the countless gamebreaking bugs, but WildCard only makes DLC's for money now. 7 Days to Die is more finished in alpha state than ARK Survival is in released state XD. (Although ARK can be a really great game, tho, I just hate that the devs don't focus on fixing and balancing the main game.)

     

    So, thank you, TFP

  7. 1 hour ago, Outlaw_187 said:

    I do have a request/suggestion. I like to play random horde nights. Is there any way there could be an option to turn off the blood moon warning? 

     

    Currently the options are morning (noon) and evening (1800). I would like the option to just turn it off & only know it's a blood moon by the red sky & crackling of thunder.

     

    Would be a cool "oh sh*t, I better get my ass home & prepare" kinda thing.

    I can enter the option 'Disabled' at 'Blood Moon Warning', which won't turn the letters red and thus won't create a warning. The option can be accessed by pressing the LEFT arrow in the setting

  8. It would be cool for skeletons to also be props just like there are some corpses as props :)

    But remember that there already will be some new skeletal remains added in alpha 20.

     

    We notice that you like them, XD. Maybe they will add skeletons in the future, which will be a tribute to you, but don't expect them to be in alpha 20 already, because a20 is very close to finished and devs are now focussed at fixing bugs.

  9. 4 minutes ago, meganoth said:

     

    What is a weapon FOV?

    I think for a weapon FOV there is a seperate camera that only renders the first person weapon for that local player, in which you can adjust the FOV specifically only for the weapon, and not for the entire screen.

  10. 5 hours ago, Guppycur said:

    it'll really highlight just how badly the game needs variants.

    Couldn't agree more. I also stated that in another forum here, that with these new looking models (even tho they look cooler) you can see duplicates even easier from far away than with the older models. Because the older models looked a little closer to each other, you couldn't see clones from a distance so easily. 

     

    It would be very epic if they made the zombie models themselves bald and with just underwear, and have a random shirt and random pants spawn with a random color and a random hairstyle, although I can imagine that that is a lot of work to make. It is indeed weird to see multiple exact same zombies, with the same scars, eyeballs hanging out, clothing styles, a jiggling hand etc exactly the same way.

     

    But, this is absolutely no hate or whatsoever, because the game is looking spookier with the new models, which I love (and I think most people do).

  11. Here's a little idea I thought about which could be very epic, but it is understandable if such a feature is very hard to implement. But, wouldn't it be cool to be able to place multiple non-building-blocks (like switches, torches, etc) in a single voxel, like this:

     

    (It's an edited image)93203060_7DaystoDiehack.thumb.png.6a5bd9edccaf0578207123f0cc2740d0.png

  12. Just a random short thank you to The Fun Pimps for interacting with their playerbase. Via this forum, we can ask a question about the game and almost all of the time we get an answer, which is amazing. We can even leave our own input/opinion about certain aspects to the game and knowing that some devs will read that, is just epic. I only know a very few amount of game companies that do so. I wish WildCard did this for ARK, because that game is officialy released while being less finished than 7 Days to Die that is in alpha

  13. I'm looking forward to alpha 20 a lot - probably the most out of all updates :)

     

    I love the new POI's and the RWG looks amazing from the few screenshots we've seen. The feral sense option is really nice, vehicle paint (finally!!!), the new shapes, gamestage balance, that's all amazing

     

    But I am personally sad about 1 thing, which is no hate, but I just wanted to say it: the simplifying of the build path...

    For me that's just a loss of variation, creativity (and sometimes even strategy) for a base. It's also sad that wet concrete is being removed, as that gave players a tiny little challenge to think about: if it will be dry in time if necessary. The rebar frames allowed you to pick it up and actually also made it look cooler like progress was being made if you saw some frames not being filled with concrete yet, like in real life, like a new building that is being made - in the beginning you mostly see frames and bars.

     

    7 Days to Die is my favourite game, but personally, simplifying doesn't feel well to do for this game. Same goes with the player armor which will be heavily simplified in alpha 21. Simplifying means less variation, more repeating, and thus: playthroughs feeling a little bit less unique.

  14. 14 hours ago, Rabbitslovecactus said:

    Would be amazing if every map had a highway from the city to the map boundary that looked like this. Is that in the works? Would be great for car looting and also look really amazing!

     

    See the source image

     

    The Walking Dead!!! Yes, the city's from there would fit epicly in the 7 Days to Die world

  15. 3 hours ago, MechanicalLens said:

    We haven't heard about traders in a while. Is the plan still in the works for the inventory stock / quest rewards to get rebalanced in A20, or has this been pushed to A21? With all the patience in the world, just checking in. :)

    Do you mean that current trader rewards are too strong? Because that's what I definitely feel, oof. We get 20 pipe bombs from clearing out 6 zombies!!! 😮 I think that's way too much. 4/5 pipe bombs would've been way more balanced. But the XP and money rewards are balanced I think

  16. 7 Days to Die little review.

     

    Unique and/or nice things in this game:

    -          The variety of different buildings (especially with the new ones we’ve seen coming in a20)

    -          An entirely destructible open world

    -          The possibility to choose from a default made map or a randomly generated world

    -          The Random World Generation itself. I think it’s pretty good

    -          Zombie/NPC AI. I think that’s actually pretty well scripted

    -          The wide choice of building materials and blocks. (Altough I am a little sad that the upgrade path will be simplified in a20)

    -          Schematics and books

    -          The clothing system (a wide choice of unique outfits you can create with all of the clothing/armor)

    -          Stripper zombie boob physics

     

    Things that, in my opinion, could be improved:

    -          First and third-person player animations.

    -          The lack of variety on certain visual aspects in the game, especially zombie variety.

    -          Certain gameplay logic

    -          For example, when looting a weapons bag, if it’s storage is entirely empty, the weapons are still physically in there. It would add immersion if the physical ‘lootable’ parts of a container wouldn’t be visible if the storage is empty.

     

    Detailed explenation:

    -          First and third-person player animations sometimes look a little off and weird. I also think we should have a different animation on wether a melee attack hits or when it misses. Other details to animations which would be cool are player swim animations, ladder climbing animations or a short little animation that plays when you pick up a rock.

    -          Zombie variety could be improved, as you will see a lot of clones of zombies in the game, quite often even in the same building or hordes. I think variety would be improved a lot if zombies could have a random hairstyle, hair color, skin color, and maybe even clothing color or a random chance that a zombie will wear a hat. The new zombie models look very great in my opinion, and they are an improvement. But I think that with these new models, every zombie will look more unique and especially because they look so unique from each other, clones will be noticed even easier. Because the old models looked closer to each other, clones weren’t noticed from far away that easy as they will be now. Apart from zombie variety, I also think that, for example, some more vehicles could be added. Both the static environmental vehicles as well as some new rideable vehicles. An idea I had was that we can build a 4x4 with an open backside part of the vehicle as well as a jeep with a closed backside part of the vehicle. The closed jeep being a little slower than the open 4x4, but having more storage. Another idea is to have 2 bicycle types, a BMX and the bicycle we have already. But it’s nice that vehicle paint will be added in alpha 20, tho. Also, why is every food a piece of meat? Lol.

    -          Certain gameplay logic doesn’t make much sense. For example: aiming a weapon costing stamina, cooking 5 raw meat turning into 1 cooked meat, an entire building respawning once its quest marker is activated, etc. But these examples are a small little thingy (not important).

    -          When looting certain containers, for example a weapons bag, even if the storage is empty, you can still see the weapons in the physical container (the actual 3D-model). It would be more immersive if the 3D-models (of in this case the weapons) would be disabled/made invisible once the storage is empty. Same goes for example for a refridgerator, a clothing rack, and some other lootable containers.

     

    Special note:

    I really really like this game and it truly is unique from other games, in a great way. Personally what I love is how realism/graphics aren’t a higher priority than gameplay. I think that it’s okay that the player model doesn’t look super high quality, that some textures aren’t full HD, or that in some models you can easily see the vertices. A game doesn’t have to look amazing in order to be amazing. Gameplay is more important than visuals, right? And that’s what TFP are doing really great: keeping gameplay as a higher priority than graphics/visuals/realism, although some visual aspects of course are great if improved, but that’s less important :). Also, don’t mind the people saying ‘wow I hate it that this game has been in alpha for such a long time’. That’s totally okay. You guys are making a great game, with a relatively small team. In my opinion, TFP is doing better than Wildcard or Bethesda.

     

    Thank you for reading.

  17. 18 hours ago, faatal said:

    Other than a new bear run anim, it appears all the primary animation changes are for player weapons and tools usage (attack/aim/holding/reload/etc).

     

    Niceee!!! That sounds epic, thank you for answering :)

  18. 11 hours ago, faatal said:

    No. We have a while to go yet, but lots of cool work is getting done.

     

    I started working on some grass mesh improvements last week, since I have the time and I noticed the code. Hard to unsee code I don't like.

    Thanks for your reply :)
    Take your time, guys, it sounds like amazing work so far. I love this game. I'm the most excited for the RWG with the downtown districts and like the actual sidewalks and stuff.

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