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A20 NEWS!!!!!!!  Started on the water overhaul this week. I'm working on the water chunk data and another programmer will be doing simulation/mesh changes.   My plan is water will not be

I have made a lot of data changes and code cleanup for water, but it looks exactly the same at this point, so nothing new to show currently.   I am taking a break from water and have spent t

I added a new round arch shape today

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Just now, MechanicalLens said:

Speaking of "cheesy", will the spider zombie's hitbox or attack pattern be adjusted or whatever so that they don't attack a block and have most of their body stuck inside it? :) Perhaps they could simply stand back on all fours and swing at it with one of their arms. Trust me, having to deal with a spider zombie with its head and most of its torso embedded in a solid block is a little annoying, I'm not going to lie.

didn't spider zombies used to walk like other normal zombies? but yes when they get stuck inside walls it can kinda be hard to get headshots at certain times

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7 minutes ago, madmole said:

TFP's aim is to close any super cheesy loop holes on survival. Stun locked bears, driving safely from hordes with zero effort are good examples where we need to resolve it. You can't expect a player to use self restraint.

Stun locked bears I can see.

That was kinda a glitch though, not really a exploit. But will have to say, think you over comped on that a bit. They also shouldn't be able to keep coming while getting shot in the face 15-20 times without slowing down like they do now.. Moderation..

But honestly, using the vehicle you earned by grinding for it doesn't seem over the top to me.

It's whole purpose is to move you at speed to a destination.

In this case, away from the immediate danger.

Again, if someone thinks thats cheesy, then don't do it.

Ain't nobody forcing you to play like that.

But I am being forced to play like how THEY want because of that change.

And it isn't hurting you one bit if players don't have restraint.

They already bought the game.

If you have more than 60 hrs into it, you as the player got your moneys worth and then some.

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24 minutes ago, MechanicalLens said:

Speaking of "cheesy", will the spider zombie's hitbox or attack pattern be adjusted or whatever so that they don't attack a block and have most of their body stuck inside it? :) Perhaps they could simply stand back on all fours and swing at it with one of their arms. Trust me, having to deal with a spider zombie with its head and most of its torso embedded in a solid block is a little annoying, I'm not going to lie.

I'm sure we will fine tune that.

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31 minutes ago, Adam the Waster said:

also!

 

sense i am replaying again! my game looks better! even though it on low settings! i can see details instead of Play doe! 

 

thxs TFP :)

Have you tried geforce now?  Might be a good alternative for those with low performance systems.  My cousin previously couldn't enjoy 7d2d with us until he used it since a new PC was out of the question in the short term.

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23 minutes ago, Demandred1957 said:

Stun locked bears I can see.

That was kinda a glitch though, not really a exploit. But will have to say, think you over comped on that a bit. They also shouldn't be able to keep coming while getting shot in the face 15-20 times without slowing down like they do now.. Moderation..

But honestly, using the vehicle you earned by grinding for it doesn't seem over the top to me.

It's whole purpose is to move you at speed to a destination.

In this case, away from the immediate danger.

Again, if someone thinks thats cheesy, then don't do it.

Ain't nobody forcing you to play like that.

But I am being forced to play like how THEY want because of that change.

And it isn't hurting you one bit if players don't have restraint.

They already bought the game.

If you have more than 60 hrs into it, you as the player got your moneys worth and then some.

Why bother building a fort if a bicycle was all you needed to survive the apocalypse? We want players to build a fort. The vulture swarm might be temporary, once vehicle crits are in perhaps hitting a few zombies and your vehicle breaks down, then you are out in the middle of nowhere with nowhere to run, etc. That is the same thing but on top of dying you have to walk to your vehicle after the horde and repair it. Which one seems better? I kind of like the latter because with some skill you might evade them, but it wouldn't be nearly impossible like it is now. At the end of the day it is just a few pre A19 players complaining about it. Had you just picked up the game you'd just accept the fact that vehicles are not a good idea on horde night.

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34 minutes ago, MechanicalLens said:

Speaking of "cheesy", will the spider zombie's hitbox or attack pattern be adjusted or whatever so that they don't attack a block and have most of their body stuck inside it? :) Perhaps they could simply stand back on all fours and swing at it with one of their arms. Trust me, having to deal with a spider zombie with its head and most of its torso embedded in a solid block is a little annoying, I'm not going to lie.

Normal zombie against concrete: Claw, claw, claw ...

Spider zombie against concrete: Claw, claw, bite, claw ....

 

Edited by meganoth (see edit history)
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Just now, Laz Man said:

Have you tried geforce now?  Might be a good alternative for those with low performance systems.  My cousin previously couldn't enjoy 7d2d with us until he used it since a new PC was out of the question in the short term.

nope! i have not updated anything! i just took a break from the game, came back and everything looked better and runs just as smoothed!

 

im not complaining :)

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6 minutes ago, Callum123456789 said:

thanks!

this is just a sidenote but since legendary items have been brought up will there ever be super rare readable books?

Seems to me that 7th book in the set is always the rare one.

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Just now, madmole said:

Seems to me that 7th book in the set is always the rare one.

yes infact i have every set completed apart from the 7th in shotgun messiah been looking since day 60 didn't really think of that 

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5 minutes ago, madmole said:

Why bother building a fort if a bicycle was all you needed to survive the apocalypse? We want players to build a fort. The vulture swarm might be temporary, once vehicle crits are in perhaps hitting a few zombies and your vehicle breaks down, then you are out in the middle of nowhere with nowhere to run, etc. That is the same thing but on top of dying you have to walk to your vehicle after the horde and repair it. Which one seems better? I kind of like the latter because with some skill you might evade them, but it wouldn't be nearly impossible like it is now. At the end of the day it is just a few pre A19 players complaining about it. Had you just picked up the game you'd just accept the fact that vehicles are not a good idea on horde night.

So no more driving around in town or in the country and running zombies over for sport then?¬†ūüėē

5 minutes ago, madmole said:

Seems to me that 7th book in the set is always the rare one.

Especially the final one that is part of that specific melee weapon/gun "class" that you happen to be using in that world. RNG loves to have a laugh.

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1 minute ago, madmole said:

Had you just picked up the game you'd just accept the fact that vehicles are not a good idea on horde night.

No, gotta disagree on that.

As a human, when you are faced with overwhelming danger, your >first< instinct is to run/get away.

And what better to do it than your mechanical steed?

But why force them to build a fort?

Sure perk into running, and have a bunch of stims on your belt is the other option, but that means you only have two ways to survive..

Why not just have a speed/quality aspect to the vehicle escape plan?

Think about this for a second.

As low level players, you are only going to have access to the bicycle and maybe the minibike.

Ok, they are slow, and shouldn't be able to outrun much of anything.

That's where your vultures come in.

But at low levels, you should be able to handle the hordes anyway, and not running away.

But as you grow and get better vehicles that are faster..

Maybe make the motorcycle >just< able to stay ahead of them if you have to bail on a high level horde.. say like the day 35 horde. And only if you don't have to turn, slow down etc..

You might have the motorcycle by then if you are lucky, and the hordes are getting pretty tough..

But for high level players that have ground for all the hours needed to get the 4x4/gyro they should be able to bail, and expect to get away if needed.

That's part of the reward for all the grinding it took to get those things.

Or maybe both to make it really balanced.

You can bail on the top tier rides, but they lose like .5% of their top speed from each hit or something.

Here is my example. This is me fighting the day 126 horde @64 per wave and 2 hr time to give them every advantage.

Then at the time the video starts playing, I had a glitch/problem and fell down into them.

If it starts from the beginning the video time is 22:00 where I am talking about.

Now some people have given me static about "you drove all night" which is not the case. I had been fighting them for hours, and didn't even know morning was so close.

And I came back to finish them off.

This is what I call a balanced back up plan.

That's why I parked the 4x4 close to hand. Because I have living brains instead of zombie mush.

 

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4 hours ago, madmole said:

It is fine to further self impose/role play restrictions beyond vanilla, or mod it, or mess with settings but the stock vanilla game should be an increasing challenge to survive each 7 days. Of course we give tools and loot and perks to keep up with or exceed that challenge and a variety of ways to do it. What methods you use are up to your play style and there will always be debates about which are most effective, what feel cheesy, etc.

I couldn't ask for a better intro @madmole thanks, its just missing this: https://www.youtube.com/channel/UCbyaDG3CK5JvFDsEcAFfrPw?view_as=subscriber

Check out Operation Broken Bow, self imposed/role play restrictions beyond vanilla is all I do, and I do it on the hardest of the hard settings proving it is possible.

This is also the proof so far @madmole, back at the working stiffs, I just need wheels and I could turtle the rest of the game if I wanted to. Not done yet though. First try since the patch dropped.

Edited by STyK_ (see edit history)
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3 hours ago, madmole said:

No we had gun parts and repair used parts to repair and improve each part. On one hero item it probably wasn't horribly tedious. Now take that idea with anything that allows mods, and go wide with it. See how much fun it is swapping 4 mods after hundreds of clicks constantly. It is real easy to test, just don't use a repair kit in  your next game. No mods needed. Use your dead is dead style of self control to implement this. The later your game the worse it is going to feel because when you have 3-4 mods changing an item for a better one gets painful, and we unlikely going to improve that whole experience.

IMO, mods shouldn't be swappable anyway.   Item degradation and locked mods introduces difficult decisions, which is a good thing.   Without item degradation you devalue, to some extent, looting and crafting.... two core aspects to the game.

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1 minute ago, MechanicalLens said:

Has anyone else seen wooden bows in loot? I don't think I have found one in the entirety of A19 EXP so far...

oh i've found like 10 roughly  mostly tier 3-5 but i found one tier 6 they seem more rare in loot than in a18

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17 minutes ago, MechanicalLens said:

Has anyone else seen wooden bows in loot? I don't think I have found one in the entirety of A19 EXP so far...

Only primitive, not any wooden.

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40 minutes ago, Kalen said:

IMO, mods shouldn't be swappable anyway.   Item degradation and locked mods introduces difficult decisions, which is a good thing.   Without item degradation you devalue, to some extent, looting and crafting.... two core aspects to the game.

I agree with this point to some degree.  It kinda sucks that once you craft/find a really good mod you don't need another one of its kind anymore aside from convenience.

 

Their are a few exceptions to this like pocket mods.

 

On the flip side, it wouldnt make much sense if mods like extended magazines or silencers and scopes couldn't be removed.

 

Another variant of dead is dead could be inventory/equipment destroyed on death....(i.e. lost/partially destroyed bag)  that would give more value to looting/crafting more equipment.

 

If thats too severe, maybe the player's dropped bag would only have a fraction of their dropped items to simulate lost/destroyed loot.

Edited by Laz Man (see edit history)
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6 minutes ago, Laz Man said:

On the flip side, it wouldnt make much sense if mods like extended magazines or silencers and scopes couldn't be removed.

 

True, but it also doesn't make sense that those mods fit on any kind of firearm.  Since both situations don't make sense, I'd rather they be locked in place for the reasons I mentioned.

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Can the devs share what the intentions are for looting vs crafting balance come final game release?  
Since alpha 18, with the addition of parts to recipes and tier 6 being loot only, there seems to be a shift in preference to looting. This may be just testing and balancing new systems as part of the alpha process, but I am wondering if crafting weapons/tools/armor is intended to be a comparable choice to looting or trading to acquire the same items?  

I expect that looting/traders will still be sources of some materials or parts needed for crafting. 

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13 minutes ago, EmpV said:

Can the devs share what the intentions are for looting vs crafting balance come final game release?  
Since alpha 18, with the addition of parts to recipes and tier 6 being loot only, there seems to be a shift in preference to looting. This may be just testing and balancing new systems as part of the alpha process, but I am wondering if crafting weapons/tools/armor is intended to be a comparable choice to looting or trading to acquire the same items?  

I expect that looting/traders will still be sources of some materials or parts needed for crafting. 

MadMole has said in the recent past that his design is that the best gear should be looted, not craftable. as for the future...

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Buzzards are kinda great. 

 

I think everyone kinda hates them which shows how great they are.  I kinda like them attacking vehicles, but whatever solution you guys go with is probably fine. 

 

 

In a game not long ago I got lowish health near our trader, and this was only a few days into the game, and a swarm of buzzards started attacking me. 

 

I have no idea where they came from, I am guessing a poi nearby and they all flocked to my low health.  They came like 1 or 2 at a time over a few minutes and finally I was like wtf and just ran in my base for a minute lel. 

 

It was annoying and kinda perfect to be honest. 

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14 hours ago, madmole said:

It is a problem for those who want a real challenge (probably a fair amount if not majority of players) and being easily safe with exploits removes the incentive to keep playing. I recall playing A16 and was having fun until I was looting too late and had no choice but to sit on a roof top. I threw some spikes down to clog up the stair well and thought I'd be dead for sure, but all they did was spin circles and break a few blocks and make some noise. I quit playing, I thought why would I build a great fort if all you need to do is sit on a roof of an old crusty building. No challenge = no fun for me in any game.

I understand this reasoning and thus I wonder, if the demolisher can be adjusted (if it has been with the new update, I'm sorry, currently didn't face demos yet in my playthrough).

 

Back in A18 when building a fort I noticed demos pretty quickly smash it with their explosions. It wasn't really cool, but that was the new world. Whem a demo at one point smashed the ground beneath me, I dropped to the floor into the horde and expected my end between demos and radiated. But to the contrary. A chill run down the road all the while shooting the horde proved pretty easy. The demos actually regularly took part of the horde with it when detonating. 

 

Ofc with this new "strategy" there was no point in building stuff which needs endless repairs, so for quite a while I stopped building horde bases. 

 

I don't necessarily think the self detonation idea is bad (although I would have preferred a suicide bomber with suicide vests also players can use :P), but damage and damage radius is just way over the top in my opinion, making building a horde base a net loss each horde night.

 

As for the vultures, the idea again is good, but as you already hinted, vehicle breakdown possibility or something similar sounds more appealing to me than F35 stealth vultures with supercruise ūüôā¬†So I hope for another solution for this as well.¬†

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