Jump to content

Recommended Posts

27 minutes ago, Yopo said:

And I’m sorry you can’t grasp the concept of having multiple game play styles, that arnt your way or the highway. You poor baby. The sheer thought of others playing a open world any other way than the way you dictact it to be, must be absolutely horrifying for you. 

It isn't even a gameplay style its a cheap way to avoid playing a part of the game. There are plenty of ways to play the game without using exploits like that. Do the conveyor belt with hatches, thats not going anywhere from what MM says, that exploit in the video was game breaking.

  • Like 2
Link to post
Share on other sites
14 hours ago, beerfly said:

@DaVega, aside from mocking around, do you play some 7days recently, I work a lot lately and can`t play here, but hope you are having good time out there, I mean it, mate. 

And I am still locked in your dungeon btw, just saying.. 

Hi man! To be honest I haven't played much 7 days recently, I only checked out A19 when the first experimental came out. I just love checking the forum with my morning coffee.
Also, I'm not sure how much available play time I will have in the near future, given that my wife is 38 weeks pregnant today :)

And for that dungeon.. Well.. I used to have a key, but I think I left it with Snowdog.. Don't know where he put it :P

  • Thanks 1
Link to post
Share on other sites

Speaking of bugs. Two on video, one happens a couple seconds after I set the time on the video to, the second one is me trying to hit zeds though the hole after the initial bug which nearly ended my permadeath run if I hadn't made a last second skywalking save. The second bug is pretty much the same thing that happened in my day 47 horde night video. Shooting projectiles though a hole or bars and getting no feedback indicating a hit even though you can clearly see I should have hit him. They also had full health when I fought them later.

Spoiler

 

There is also a dock with a house boat that collapses and kills you when you try and loot anything on it. Similar to what happened in the first bug in the video. It is not in this video though. I'd have to start another game to find it.

Link to post
Share on other sites

[OT]: the current max number of reactions per day it's bull@%$*#!! It's too low! Can some mod add +10 more reactions/day to the standard number? Unless you prefer I start spamming the forum with simple "I agree" or "Funny" replies... Thanks!!

3 hours ago, Roland said:

The zombies talk to you now? I’ve been trying to reach that level for years. 

Eh eh...

3 hours ago, faatal said:

That is just a stupid bug with ladders. Ladders don't work that great in general, even for the player. I already put it on my todo list.

Nice!

1 hour ago, DaVegaNL said:

Hi man! To be honest I haven't played much 7 days recently, I only checked out A19 when the first experimental came out. I just love checking the forum with my morning coffee.
Also, I'm not sure how much available play time I will have in the near future, given that my wife is 38 weeks pregnant today :)

And for that dungeon.. Well.. I used to have a key, but I think I left it with Snowdog.. Don't know where he put it 😛

LOL! ... Congrats BTW!

44 minutes ago, STyK_ said:
  Reveal hidden contents

 

There is also a dock with a house boat that collapses and kills you when you try and loot anything on it. Similar to what happened in the first bug in the video. It is not in this video though. I'd have to start another game to find it.

There are A LOT of blocks in 7D2D that need "side-glue" to be removed (e.g.: like bags of cement sticking on the wall from the side) so that the game will feel more realistic.

It's a shame we have a great SI system but we can't still fully enjoy it!

  • Thanks 1
Link to post
Share on other sites
10 hours ago, madmole said:

I put that feral sense at night idea on the roadmap. Don't say we never listen to you guys :) Obviously I'll need to get everyone on board and make sure its pretty easy to do, but I can see that being a great feature to make the game more challenging and scary.

I can imagine the first few days when you start being terrifying. All the zombies that wander near your base will be like an introduction to horde nights lol. I love the idea. And it would bring some tamer action to my castle! 

Link to post
Share on other sites
6 hours ago, faatal said:

Is this a contest? The zombies were just telling me the other day that players can harvest and carry massive amounts of stuff, then magically build these huge bases. They want you nerfed.

 

I can walk across it just fine other than some sliding down.

On a long single stack line of them? I just slide right off last time i tried it to see what ppl were talking about, since I never used it in game.

And as far as that goes, you tell the zoms for me, they already have a toolbox of magic skills like super I.Q.  x-ray vision, GPS, super human strength and agility, that would make Superman blush..

Only thing they are lacking is the ability to fly..

Link to post
Share on other sites

Thanks to the two guys who helped me with the solar cells. Connecting them with battery banks (which I have never used before neither) is an awesome thing. Infinite power and not as loud as generators which can be pretty annoying to my ears. I still believe solar cells are way too expensive.

 

As for the recent topic about fear factor at night and the feral sense (which is a fabulous idea) I have found out for myself recently that helmet and weapon light mods are a big "fear factor" killer at night. Whenever possible I keep my lights off and use the POIs' lighting as it has been designed or use my burning shaft mod on my steel club which creates a much better atmosphere than flashlights. Saw the muzzle flashes of my turrets for the first time during night and it looks amazing. Radiated zombies look amazing without flashlight at night. Everything looks much better and scarier. I'd even say that the game itself would improve if light-mods (helmet / weapons) were taken out of the game again.

 

Something else about lighting: Those red oil lamps (forgot their name) we can craft are too OP. Better than torches (don't attract zombies), better than light bulbs (don't need electricity) and still very cheap and easy to craft.

  • Like 2
  • Thanks 1
Link to post
Share on other sites
20 minutes ago, SnowDog1942 said:

 

I swear I used protection.

Where did you manage to find them in your size? I mean.. I know microscopic techniques are being developed as we speak, but still, they're hard to come by I guess!

  • Like 2
  • Haha 3
Link to post
Share on other sites
18 hours ago, n2n1 said:

more AI exploit:

 

 

No matter how complex the AI is, there will always be exploits.

Do a simple and effective AI.

 

The zombies in that video try to jump over a low obstacle but some other block prevents that from succeeding. You probably can find a similar exploit in A16 which everyone seems to equate with simple AI zombies. I.e. it has nothing to do with pathfinding to weak spots for example.

The only simplification of the AI that would work here would remove the ability to jump over low obstacles. That would mean low blocks are unpassable for zombies and must be destroyed first. Worse is that they can't even go up stairs made of blocks. Do you really want that?

 

8 hours ago, faatal said:

That is just a stupid bug with ladders. Ladders don't work that great in general, even for the player. I already put it on my todo list.

 

I know a vanilla POI (without any ladders) that shows the same problem, I think it miight be more general. I'll make a bug report so you can look at it too.

 

IMHO a general solution would be that zombies should have a high chance to go into destruction mode when they do a jump and land on the same spot they jumped from.

 

 

 

Edited by meganoth (see edit history)
  • Like 2
Link to post
Share on other sites
5 hours ago, Jost Amman said:

There are A LOT of blocks in 7D2D that need "side-glue" to be removed (e.g.: like bags of cement sticking on the wall from the side) so that the game will feel more realistic.

As long as they know, I could have went to that next platform and got that cement there too but after what happened I gave it a look, said '%$^$ that' and moved on.

Edited by STyK_ (see edit history)
Link to post
Share on other sites

 Now that I've had some appreciable playtime invested in the latest experimental version I wanted to offer up some feedback on looting and traders. 

 

 First both me and a friend invested two ranks in lucky looter early on and in the early game stage this seemed to have no appreciable effect on loot that we discovered, but once we reached about game stage 25 everything took off. Suddenly we were finding tons of level 6 stone age gear, such as one chest containing 2 level 6 blunderbusses and 4 level 6 pieces of scrap/padded armor. That we're swimming in tons of level 6 stone age gear while only scratching the surface on finding level 1 iron age gear is screaming for attention for a little bit of fine tuning in the transition stage. 

 

 Secondly I was a low level (about 3 or so) upon completion of my first T1 trader quest yet had an immediate choice of 200x7.62mm rounds or 10 pipe bombs, with no points invested in trader rewards. Forgetting about the extended stone age aspect I took the 200 rounds but it was moot as I immediately discovered a lvl 1 AK-47 in the secret stash section for 400 Dukes, which was one T1 quest reward plus selling a couple of items. So much for using stone age weapons. 

 

 Quest Rewards remained very odd afterwards in choice, in one span of turning in 2 Tier 1 Quests at once I had the first choice between either (1) Chrysanthemum Seed Recipe or (200) 9mm Rounds and then either (1) Chrysanthemum Seed Recipe again or (200) 7.62mm Rounds. With me and my friend always taking the ammo rewards in those instances we've never run short on ammo, even taking horde nights into account, and so subsequently our forge has yet to be fed any diets of brass or lead. 
 

Edited by SheeleMara (see edit history)
Link to post
Share on other sites
5 hours ago, STyK_ said:

You must be late to the party. I've wanted everything better for this game, I give TFP #$%^ for the choices they have made that I believe are detrimental like candy over the skeleton key or a parachute, tower defense pathing, pretty much anything that takes away from realism and emersion, the problems with the all powerful frame, issues with pvp they don't want to bother worrying about till later, rules and balance ect. I even asked to be a tester back in A16 but got passed over. I don't want it to stray any further from what would make it a good game if I can help it. That includes pointing out exploits and bugs that you guys seems to want to try and keep so you can not play the game right and trying to sway 'the vision' if I can to what I believe with my knowledge as a life time gamer to make it better.

MM shuts me down all the time though. 

StyK i don't post here too often but i do come here every now than then to see what the devs are saying. I've been reading your posts over the last few days and i just wanted to say a few things. First i'd suggest you take a moment and think about how your current attitude is going to get any traction with the devs. You're clearly a skilled player with lots to offer the game and community in that area, I did find it interesting reading how you play the game and how you overcome the challenges that playstyle brings. I recently started a nightmare/insane/25%loot/horde night every night game, i had heard MM talk about it before and a player on my a18 server suggested it but i just never got around to it until now. after 11 attempts i'm on day 15 so far so good XD.

With that said, think about your current attitude and how likely it is to get the devs to make the changes you want. Think about it from their perspective, they have to make the game not just for skilled players and certain play styles but for everyone's. Now ask yourself if someone with a toxic attitude asked you to makes changes just for them, would you be very receptive to that? of course not. The devs have been bending over backwards just trying to be patient with you . The best way to get there attention is to provide a clear, polite and logical argument as to why you think something should be changed and if you can clearly demonstrate your case, all the better. But the devs will be very unlikely to look into issues brought to them in a toxic manor. I know some things can get frustrating, but you have to ask yourself will venting my frustrations on the forms in this way be the best way to get the devs to look into your issues?

Also depositing your frustrations on other users isn't going to help the situation either. There are many different types of players with many different types of playstyles. There is no wrong way to play the game as long as you're having fun and enjoying it that's all that matters. I think some things are cheesy/OP too. For example i don't like airdrops, i think they make no sense in an apocalypse. If you're a survivor and some how have access to a working aircraft, why would you throw your supplies out of the back so "maybe" another survivor can find it. It just wouldn't happen, plus the loot is too much in them imo. But i still kept them enabled on my a18 server even tho i never looted them, my base was surrounded with dozens of unclaimed airdrops that i just ignored, Why? because other players enjoy them, not everyone will like your personal preference and trying to force your style on others and put down anyone else that doesn't want to play on nightmare isn't going to make you any friends or earn you any respect. The people on this form are fellow survivors and if you just listen to what they say and discuss instead of judging their play style, you may find they can have interesting ideas and strategies that may even benefit yours. 

 

I wouldn't take being passed up on being a tester personally. I applied for A19 but was also never chosen, the thing you need to understand is they need people that will not just play the game but take the time to test issues thoroughly to make them easier to fix and easily recognisable as an issue. They also get hundreds if not thousands of applicants and only need so many people. I don't post on the forms all that often, i mostly live on the 7dtd admin coalition discord where i volunteer as tech support. I also build much of the 7DAC website, wrote a couple articles on the prefab editor, i've made mods for the community and spend over 1000 hours making a super aircraft carrier POI. I've even filled bug reports before the bug report form was even a thing. I lists these things not as a flex or because i'm mad i never got chosen, but to demonstrate that although i could have made significant contributions as a tester, they only need so many people and instead of taking it to heart and getting a chip on my shoulder, i instead collaborated with one of the people that did get chosen and gave them a18 issues to test in a19. Then when A19 went exp instead of just saying in a off hand comment this is bugged/broken and expecting the devs to fix it and refusing to write any bug reports because i mentioned the issue and it was never fixed, therefor there is no point in filling a proper report. I instead took the time to write out a report that clearly showed the issue with solid hard data to back it up. That report did get looked into by the devs and as far as i know it's the most viewed bug report for a19.

I'm telling you this not to try to put you down or flex to the devs in an attempt to get chosen next time. But because i want to show you how you can get the devs to take an issue seriously and how to make it more likely they will take action. I don't expect to get chosen for testing and even if they said i would never get chosen i would still contribute, because like you i'm passionate about the game and want it to improve. The only difference is how we approached the situation.

The reason i'm saying all this, is if you continue with your current attitude you're just going to have a day where you step over the line and end up getting banned. No one wants to lose members of the community just because of frustration. You have lots of insight to to offer the community and the game on high level play. So i'd ask you think about my suggestions and how you can contribute positively. It would be better and less frustrating for you and better for everyone. So please don't take this as an attack on you i just want to share some food for thought with you, thats all. Cheers

  • Like 6
  • Thanks 1
  • Have a Cookie 1
Link to post
Share on other sites
5 minutes ago, SheeleMara said:

 Now that I've had some appreciable playtime invested in the latest experimental version I wanted to offer up some feedback on looting and traders. 

 

 First both me and a friend invested two ranks in lucky looter early on and in the early game stage this seemed to have no appreciable effect on loot that we discovered, but once we reached about game stage 25 everything took off. Suddenly we were finding tons of level 6 stone age gear, such as one chest containing 2 level 6 blunderbusses and 4 level 6 pieces of scrap/padded armor. That we're swimming in tons of level 6 stone age gear while only scratching the surface on finding level 1 iron age gear is screaming for attention for a little bit of fine tuning in the transition stage. 

 

 Secondly I was a low level (about 3 or so) upon completion of my first T1 trader quest yet had an immediate choice of 200x7.62mm rounds or 10 pipe bombs, with no points invested in trader rewards. Forgetting about the extended stone age aspect I took the 200 rounds but it was moot as I immediately discovered a lvl 1 AK-47 in the secret stash section for 400 Dukes, which was one T1 quest reward plus selling a couple of items. So much for using stone age weapons. 

 

 Quest Rewards remained very odd afterwards in choice, in one span of turning in 2 Tier 1 Quests at once I had the first choice between either (1) Chrysanthemum Seed Recipe or (200) 9mm Rounds and then either (1) Chrysanthemum Seed Recipe again or (200) 7.62mm Rounds. With me and my friend always taking the ammo rewards in those instances we've never run short on ammo, even taking horde nights into account, and so subsequently our forge has yet to be fed any diets of brass or lead. 
 

Traders are not yet in line with loot. Known problem.

 

Link to post
Share on other sites
12 minutes ago, SheeleMara said:

 Now that I've had some appreciable playtime invested in the latest experimental version I wanted to offer up some feedback on looting and traders. 

 

 First both me and a friend invested two ranks in lucky looter early on and in the early game stage this seemed to have no appreciable effect on loot that we discovered, but once we reached about game stage 25 everything took off. Suddenly we were finding tons of level 6 stone age gear, such as one chest containing 2 level 6 blunderbusses and 4 level 6 pieces of scrap/padded armor. That we're swimming in tons of level 6 stone age gear while only scratching the surface on finding level 1 iron age gear is screaming for attention for a little bit of fine tuning in the transition stage. 

 

 Secondly I was a low level (about 3 or so) upon completion of my first T1 trader quest yet had an immediate choice of 200x7.62mm rounds or 10 pipe bombs, with no points invested in trader rewards. Forgetting about the extended stone age aspect I took the 200 rounds but it was moot as I immediately discovered a lvl 1 AK-47 in the secret stash section for 400 Dukes, which was one T1 quest reward plus selling a couple of items. So much for using stone age weapons. 

 

 Quest Rewards remained very odd afterwards in choice, in one span of turning in 2 Tier 1 Quests at once I had the first choice between either (1) Chrysanthemum Seed Recipe or (200) 9mm Rounds and then either (1) Chrysanthemum Seed Recipe again or (200) 7.62mm Rounds. With me and my friend always taking the ammo rewards in those instances we've never run short on ammo, even taking horde nights into account, and so subsequently our forge has yet to be fed any diets of brass or lead. 
 

I'm not trying to make it sound like your analysis is without meaning, but the points you have shared here will be irrelevant possibly within the next alpha if everything goes to plan. Yes, traders as a whole are unbalanced, if not a bit strange, in this current build of the game, but the plan is for that to change. Absolutely provide your feedback, it's always welcome, but to save you a bit of time and effort, bringing up situations like the trader offering a near complete stack of ammo isn't as valid since the plan, at least to my knowledge, is for that to be altered at some point. Just my thoughts. :)

 

My perception on the ammo situation, for example, is that it would be more fruitful if a discussion were to be had on what quantity of ammunition would be acceptable - attractive, but by no means exorbitant - instead of stating the obvious, which is that a full stack or slightly less is quite overpowered. I'm sure this could apply to all quest rewards and stock, although I firmly believe that TFP have a plan regarding this.

Link to post
Share on other sites
1 hour ago, meganoth said:

 

The zombies in that video try to jump over a low obstacle but some other block prevents that from succeeding. You probably can find a similar exploit in A16 which everyone seems to equate with simple AI zombies. I.e. it has nothing to do with pathfinding to weak spots for example.

The only simplification of the AI that would work here would remove the ability to jump over low obstacles. That would mean low blocks are unpassable for zombies and must be destroyed first. Worse is that they can't even go up stairs made of blocks. Do you really want that?

 

I think, they just should press forward, then it will not matter if the stairs in front of them or the door, the oblique block or the floating one.

They should hit the blocks and not jump on them.

Most likely, they will also be subject to some exploits, but this will not be so ridiculously and don't waste CPU time. The chaos in their actions will help fight exploits. Zombies take the number and not the mind. Let many of them fall into the ditch so that others will pass over their bodies.

Then it will be scary and not funny.

Edited by n2n1 (see edit history)
Link to post
Share on other sites
7 hours ago, DaVegaNL said:

Hi man! To be honest I haven't played much 7 days recently, I only checked out A19 when the first experimental came out. I just love checking the forum with my morning coffee.
Also, I'm not sure how much available play time I will have in the near future, given that my wife is 38 weeks pregnant today :)

And for that dungeon.. Well.. I used to have a key, but I think I left it with Snowdog.. Don't know where he put it 😛

Just remember, if you hear baby crying, you are not in wasteland ! Keep kicking @%$*#! and hope you have the time for all you want :)

 

 

 

 

  • Like 1
Link to post
Share on other sites
1 hour ago, meganoth said:

IMHO a general solution would be that zombies should have a high chance to go into destruction mode when they do a jump and land on the same spot they jumped from.

Agreed. In general, I think the same high chance of destruction should be applied when they fall down too. The junk sledge is a nice addition, but there aren't considerations to think about before using them. Zombie loops using ramps/walkways where they fall and repeat should be a reasonable tactic... but, again, the work needed to prevent destruction after they fall pulls it out of the "cheese" category.

 
I can see that sometimes zombies do indeed enter this destruction mode randomly. However, it never seems to last to make an impact. Add something like a door or hatch in the paths and open/close them, and it almost immediately resets their behavior and they are back to same old.

Link to post
Share on other sites
2 minutes ago, AtomicUs5000 said:

Agreed. In general, I think the same high chance of destruction should be applied when they fall down too. The junk sledge is a nice addition, but there aren't considerations to think about before using them. Zombie loops using ramps/walkways where they fall and repeat should be a reasonable tactic... but, again, the work needed to prevent destruction after they fall pulls it out of the "cheese" category.

 
I can see that sometimes zombies do indeed enter this destruction mode randomly. However, it never seems to last to make an impact. Add something like a door or hatch in the paths and open/close them, and it almost immediately resets their behavior and they are back to same old.

I wouldn't worry about keeping that tactic in tact, 'they' will make it work anyway, it may not be as easy as it was before but they will find a way, they always do. There are content creators committed to this type of thing. image.jpeg.ea1e2e8d3b3889bb508ec53fce6e192a.jpeg

Link to post
Share on other sites
1 minute ago, STyK_ said:

I wouldn't worry about keeping that tactic in tact, 'they' will make it work anyway, it may not be as easy as it was before but they will find a way, they always do. There are content creators committed to this type of thing. image.jpeg.ea1e2e8d3b3889bb508ec53fce6e192a.jpeg

Indeed, it is a system that is a work in progress, it will be interesting when bandits are added for example. How will their behavior be when they meet a horde for example, or if we have a quest of where we should clear bandits from a building, and some random horde decide to join the party. (and that is just a small example of situations)

 

Who is gonna kill who, who is gonna act viciously hungry for brains or for duke coins and territory. 

We`re about to see. 

 

Btw the slogan of us biologists is #lifealwaysfindsaway, good one. 

  • Like 1
Link to post
Share on other sites
1 minute ago, STyK_ said:

I wouldn't worry about keeping that tactic in tact, 'they' will make it work anyway, it may not be as easy as it was before but they will find a way, they always do. There are content creators committed to this type of thing. image.jpeg.ea1e2e8d3b3889bb508ec53fce6e192a.jpeg

I kinda am worried. Like you, I want all this easy stuff patched up... but I think it still needs to be done carefully or you could end up in a situation where there are very few ways to make and defend a base that is effective throughout the gamestages.
In other words, I do not want to see all the people making statements like "TFP wants us to play one way, their way, or no way" actually be correct when saying it... because I really hate that line with a passion.

  • Like 2
Link to post
Share on other sites
14 minutes ago, AtomicUs5000 said:

I kinda am worried. Like you, I want all this easy stuff patched up... but I think it still needs to be done carefully or you could end up in a situation where there are very few ways to make and defend a base that is effective throughout the gamestages.
In other words, I do not want to see all the people making statements like "TFP wants us to play one way, their way, or no way" actually be correct when saying it... because I really hate that line with a passion.

Making walls around your base has become useless, making anything remotely realistic has become useless (no, putting iron bars as your ground to shoot through isn't realistic), catwalks, improving a PoI and turning into a defended base (which is what i do) has become useless.

 

Want a good way to survive any horde? Climb on top of a relatively tall building, and know some passage ways out (for example the triple building with the shotgun messiah as one of them, just knock 2 blocks of the bridge on the roof). I barely survive hordes in my base anymore, i pretty much do quests and loot all day, then work on the base, then realize it's probably not ready (and it isn't) for the bloodmoon, and just "wait" it out in a random unprotected building.

 

A16, and I will take this to the grave with me until proven wrong, was the best alpha for bloodmoons.

  • Like 1
  • Knuckle Rub 1
Link to post
Share on other sites
1 minute ago, RhinoW said:

Making walls around your base has become useless, making anything remotely realistic has become useless (no, putting iron bars as your ground to shoot through isn't realistic), catwalks, improving a PoI and turning into a defended base (which is what i do) has become useless.

 

Want a good way to survive any horde? Climb on top of a relatively tall building, and know some passage ways out (for example the triple building with the shotgun messiah as one of them, just knock 2 blocks of the bridge on the roof). I barely survive hordes in my base anymore, i pretty much do quests and loot all day, then work on the base, then realize it's probably not ready (and it isn't) for the bloodmoon, and just "wait" it out in a random unprotected building.

 

A16, and I will take this to the grave with me until proven wrong, was the best alpha for bloodmoons.

I really want to get to the heart of what you are saying here, but most of this is either just untrue or highly exaggerated to the point I can't see it.
I do play this game, as so do obviously everyone else here... and this is simply not the case.
What I do get is you have the same concerns as I do, but blowing things out of proportion isn't going to help others see eye to eye on those concerns. 

Link to post
Share on other sites
  • Roland locked this topic
  • Roland unlocked this topic
  • Roland locked and unpinned this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...