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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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2 hours ago, SnowDog1942 said:

What about Master bait?

Welcome to Master Baiters Fishing Emporium, we come stocked with the best bait you masters can throw on your rod, our rods shrink and extend for your baiting pleasure, we also have a house recipe for pickled eggs, love them or hate them the fish like to bite those eggs as well, so come on down - cause even the end of the world will not stop someone from being a master baiter...

 

On a side note, i wouldn't mind seeing fishing in the game, we don't need to physically see fish swimming but to cast a line and relax and sometimes pull up armor, zombies, fish among other junk would be kinda cool

Edited by Phoenixshade35 (see edit history)
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This is the front of my base in my knifing world, im liking how its turning out and i didn't even have a plan for it, i do kinda wish the lighting had a multi block selecter like our building blocks, cleans up menus and gives us lighting choices lol

20200909233450_1.jpg

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12 hours ago, JCrook1028 said:

CompoPack POI right?

 

14 hours ago, ThacZer0 said:

Long time player - first time poster?

 

I love this game. I've got almost 600 hours on Steam... and I have played almost every build since 16 I think? 

 

I have 2 suggestions for the current iteration and I'm hoping that this is the right place to put them?

 

1) When staring down the 8x scope - it would be nice to see the XP if something is killed and I want to scope to another target.

2) The ability to make my default "loot all items" to "loot all I don't have a complete stack of" (which was a GREAT addition by the way)

 

The uploaded picture is from a Mansion I found - I love the "story" it tells without words... I hope it becomes drive-able one day ☠️☠️☠️ along with the tanks and helos... more great additions!

 

That is all,

--THAC0

Zombie_Shredder.png

 

 

@ Two things wrong here .. Prefab "Mansion and Tracker" is from the War3zuk Mod or the Combo pack or one of the other many mods out there, it is not a Vanilla mod ... and ... long time player with only 600 hrs since A 16 .... ( Long time Players since A 15 of over 5000 hrs would be consider a Longtime player and not a newbie at only 600 hrs ) 

Edited by gpcstargate (see edit history)
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4 minutes ago, gpcstargate said:

 

 

 

@ Two things wrong here .. Prefab "Mansion and Tracker" is from the War3zuk Mod or the Combo pack or one of the other many mods out there, it is not a Vanilla mod ... and ... long time player with only 600 hrs since A 16 .... ( Long time Players since A 15 of over 5000 hrs would be consider a Longtime player and not a newbie at only 600 hrs ) 

Ok... Thanks for the feedback on my screenshot.  Am I in the wrong place to post suggestions?

 

I thought this was the right thread.  I wasn't looking to start some sort of 'bash this guy because he's a scrub with only 600 hours' - I wasn't claiming to be some sort of amazing player - I'm very casual and play my own way (for example - I don't use the Blood Moon feature - I like scavenging and exploring).  I just love the game and as a "long time" WoW player - I relish the gameplay of 7D2D.

 

To the Devs: Thank you for such an awesome game!  Call it ignorance on the screenshot and mod-packs - I didn't install them (probably my kids) - but I just wanted to give you 2 suggestions as a "newbie"... with 600 hours.

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5 minutes ago, ThacZer0 said:

Ok... Thanks for the feedback on my screenshot.  Am I in the wrong place to post suggestions?

 

I thought this was the right thread.  I wasn't looking to start some sort of 'bash this guy because he's a scrub with only 600 hours' - I wasn't claiming to be some sort of amazing player - I'm very casual and play my own way (for example - I don't use the Blood Moon feature - I like scavenging and exploring).  I just love the game and as a "long time" WoW player - I relish the gameplay of 7D2D.

 

To the Devs: Thank you for such an awesome game!  Call it ignorance on the screenshot and mod-packs - I didn't install them (probably my kids) - but I just wanted to give you 2 suggestions as a "newbie"... with 600 hours.

ignore stargate.

 

and this is the right place for suggestions, questions, and feedback, just nothing mod related. I mean look at snowdog's posts, and he is still in here.

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1 hour ago, gpcstargate said:

 

 

 

@ Two things wrong here .. Prefab "Mansion and Tracker" is from the War3zuk Mod or the Combo pack or one of the other many mods out there, it is not a Vanilla mod ... and ... long time player with only 600 hrs since A 16 .... ( Long time Players since A 15 of over 5000 hrs would be consider a Longtime player and not a newbie at only 600 hrs ) 

Sorry mate but this is not a pissing contest.
Who cares if he got 100, 500 or 5000 hours. everything above 50h playtime is to be considered an experienced players.
What you experienced in A10, 15, or even 18 is not relevant anymore.

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Just wanna add, going hunting after 22h ingame with bought 2nd tier rifle and a wooden club is THE best. And that after 4th day.  

 

The smell of charred meat early in the morning while seeking for another spot to go for, from a mountain top self made shed, is a good start of another day out there. 

Awesome addition. 

 

Don`t wanna sound like Internet Explorer, first days with stable version here, and can`t hide that. 🤕

Edited by beerfly (see edit history)
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8 hours ago, ThacZer0 said:

Ok... Thanks for the feedback on my screenshot.  Am I in the wrong place to post suggestions?

 

I thought this was the right thread.  I wasn't looking to start some sort of 'bash this guy because he's a scrub with only 600 hours' - I wasn't claiming to be some sort of amazing player - I'm very casual and play my own way (for example - I don't use the Blood Moon feature - I like scavenging and exploring).  I just love the game and as a "long time" WoW player - I relish the gameplay of 7D2D.

 

To the Devs: Thank you for such an awesome game!  Call it ignorance on the screenshot and mod-packs - I didn't install them (probably my kids) - but I just wanted to give you 2 suggestions as a "newbie"... with 600 hours.

You're good man. Yeah there's people on here who post stupid sh*t all the time and are quick to attack others. 

 

This is where we all come together and share stuff, ask questions, give feedback, etc. 

Welcome to the forums!

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On 9/5/2020 at 3:39 AM, NightRanger said:

@anyone does anybody know if the recent FPS issue is being looked into? Since A19:B169 I have had some pretty severe low FPS. I went from being able to run on near Ultra settings with between 60-100 FPS and am now looking at 30-70 FPS on mid-low video settings. I know this isn't game breaking, but my wife's computer is running it even worse when in LAN co-op at a max of 45-50 FPS, but more commonly 15-25 FPS. Just wanted to see if it is being looked into and if we as a community could do anything to assist in the process. Thanks everybody.

I can run almost everything at high and ultra, except for terrain quality. There's something up with that maybe I'm not an expert, but there is probably a better forum thread for this kind of post. I'd post it in the bugs thread, personally.

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On 9/7/2020 at 11:32 PM, hiemfire said:

 

That said, holy crap the Wasteland eats frame rate.

Try lowering your terrain quality setting. Also on my old card I had issues with anti-aliasing where the destroyed stone texture would glimmer and glow like mad. I turned in game AA off and turned in on in nvidia control panel instead. Seemed to fix it for the most part. Hopefully that helps

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On 9/8/2020 at 11:46 PM, madmole said:

I totally agree with this. Min maxing is natural, yet the most unnatural thing to do to your game and is assured to kill the fun after the first time or two. The fun is building a memorable character who HAS character. It is mostly pre RPG people who bought it for survival, zombies etc. The people now coming on board buying it for the RPG factors seem to love what is possible with the perk system and the role playing you can do. I'd call it a light RPG, but just like with building you can build a box to live in or a castle. You can choose not to role play, or do some very creative things with it, that = fun game play.
*snip*

DISCLAIMER: I might be testing or playing wrong, but this is the way the current system makes me feel. I am playing the game organically, as in, not trying to mod the @%$# out of it by using minimal or non-gameplay mods, and not using the admin commands. I'm not trying to play any particular way, just doing what I enjoy and what feels rewarding to me. I don't want the game to be like xyz game, and that's not my aim here. I'm just interested in seeing the game become more immersive. I'm not a dev, so all I can do is tell you how I feel about the game's mechanics as a player, and what I would like to see in the future. Edited for formatting.

From The Shadows shall henceforth be referenced as FTS. I think we can all agree that Hidden Strike is an effective skill, even with a short knife if youre quick, which an agility build should be!

Does this mean you disagree that FTS is ineffective, or that you don't care if it is or isn't?

Because you're right - stealth right now is pure RP for me because its not worth putting points into it for the minimal return. The reason for that appears to be in the way that sleepers and POI's operate. Sure, sneaking is a bit of RP fun, but that is all it is. Having FTS kind of indicates that it's intended to be viable at least some of the time, but my argument here is that its just not viable... 

 

Why I don't think FTS is a viable skill:
Without pumping any points into stealth skills, I feel just as effective with my bow, silenced pistol, and knife, as I do with maxed out stealth skills and the same tools (in POIs). Heck, pop a squat (or don't, there's not much difference) with a shotgun and take a POI with no points in stealth or shotguns and you will be more effective than a bowman with 3 levels in archery and from the shadows. Because the hard-coded wake up sleepers don't care about your stealth, nor do the outside zombies, and the sleepers that are SUPPOSED to wake up don't until you're basically on top of them anyway - at which point the proximity wake up goes off and springs you regardless of stealth. 

My suggestion: 
If you really don't care about stealth skills being effective, get rid of FTS. As it is now it feels like false advertising to me :p it's a trap!


If you want stealth skill trees, make it possible for the player to sneak past zombies hiding in wardrobes and other traps. Make sleepers react to sound more, but still less than a wandering zombie if you want to keep the feeling of sleepers being dormant. Something like this incredibly creepy scene from one of my favourite horror movies of all time :) (0:46 - 1:50 for the juicy bit)

 

Implement a skill tree for detecting other traps like loose boards and sneaky mines.  Make it possible to open containers without alerting outside zombies through walls, but perhaps reduce the loot in them (you were being careful not to knock things around so maybe you missed some things) or stick to the current hamstring of increased search time (but imo that would need to be increased to offset being able to avoid zombies).


You might be worried that its too easy if you can sneak past the zombies all the time - but remember, those players would be missing out on a good chunk of xp from killing those zombies. Plus, it takes so much longer to sneak through the POIs so your loot+xp/time ratio helps offset the ease of avoiding zombie conflict again. 

Side note - are there any plans to bring in audio occlusion? If zombies are a floor above or below you there is no difference in volume that I can tell, so when this happens in a POI I basically have to sneak allllllll the way back down to ground floor to see where they got in and execute them if I dont want surprises while looting.

 

Idea - I think that outside noises being muffled while you're inside would really increase the atmospheric tension, especially if you create a special sneaky zombie that climbs in through broken windows without making a sound, smacking you with a sneak attack of their own! These ones could have heightened senses that counter act the from the shadows perk, so if you want to try sneaking past THIS zombie, you better max it out ;) see where I am going with this? Reward the stealth gameplay without reducing the game's difficulty and you will build a game that appeals to a wider market - as a dev, I suspect you have already thought about these points and I don't intend to imply that you don't know what you're doing, only that there are players out there who would be keen for this kind of thing (me for one obviously lol). This one is possibly too hard to implement but I like the idea anyway: the special Sneaky Boi could have an ability to slide through certain blocks, like the windows with broken glass but the steel frame still intact, and some of the building blocks with wider gaps like the 1/4 blocks. I would hate this because I love using those blocks as a floaty fence, but it would feel more diverse, immersive, and challenging! I'm picturing a child-sized creature (not actual child but the size), skin like the Wight, but all sinew instead of muscle. Limbs that are too thin and disproportionate to the body, with pointed ends for hands... perfect for back stabbing the unwary player!

Side question - The perk From The Shadows ... is it meant to function as a heat map reduction? Because I honestly don't feel any different with it pumped or not, squat or not. 

If you made it this far, thank you, Almighty One! :P 

Edited by Eko (see edit history)
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On 9/8/2020 at 4:18 AM, gpcstargate said:

I'm building a new Base and I'm get this Error Message in F1 when I check to see if all loaded OK .. A 19 _ b180

 

*snip*

 

This isn't the right thread for bugs and troubleshooting, but I had a similar thing happen on one of my earlier servers. It was Alpha 17 but same symptoms. I could never figure out what caused the simplex error, but it seemed to coincide with a height map error. I think there is a tentative link between height map errors and leveling buildings. I was doing a quest - Clear the Area - and got annoyed that there was one enemy left that I couldn't find.... sooooo I went nuts testing explosives via CM and levelled the entire building. Corrupted that world. Luckily I did this on a separate map. 

Another time we had height data error after leveling our old base using the dev gun from CM. Again, entire world corruption. No one crashed, but the server must have saved the world incorrectly or something, because next time we started up the server it wouldn't load the world, showing the height data error. 

The third time this happened, no one leveled any buildings or used any admin items to my knowledge. The corruption started as just a height map error in one or two chunks this time and didnt kill the whole map. The result was I lost a few IRL day's work on my base and one other player had a similar rollback. It was like those chunks had gone back in time and the rest of the world had continued on. Our theory as to why this happened was either there were too many items for the server to save on exit in those particular chunks (it was my base and that of my partner - the other two players had less playtime therefore way less items and different blocks in their bases nearby)... OR it had something to do with me burying a room full of generators and dumping dirt on top of the entry hatch to hide it. Completely natural room construction and buring by the way - didnt use no clipping or flying mode as I felt that makes it a little unfair to the other players. I Thought I was being sneaky, but no one cared about my generators really haha

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On 9/9/2020 at 11:06 PM, Darinth said:

*snip*

With all that said... there are some challenges that could logically be implemented. Wanting to avoid the attention of bandits & raiders could easily be provided as a reason for a 'No Firearms'. Trying to keep a structure intact could easily be provided as a reason for not being allowed to destroy walls. There are some things that could be done to provide some variation to the existing quests. But... I can't think of a reason the trader would be interested in you clearing the area with a shiv.

*snip*

In the upcoming updates they are talking about having bandit NPC's
In your opening story letter from the Duke and the following quest from the Trader, it hints at adding you to their clan.
What if you could join the bandits as a clan instead, and one of their quests to prove your worth is to raid a POI in the nud with just a bone shiv. They wanna make sure you know how to handle yourself and survive before they let you into their posse. The possibilities are endless, just gotta think outside the box ;)

 

EDIT: as for doing challenges by choice, here's an example situation from my server... I had a friend who was time poor but still wanted to play with myself and my partner. As we were way out ahead of her, it was very hard to decide how much help was fair (she would be participating in a 30 day BM at our base with us) but also not obstructing her learning or experience of the game. So, before I gave her any guns, vehicles or ammo, I gave her a melee weapon of her choice and myself the same weapon and took her through a POI with me. That was wicked fun, as my GS zombies were a challenge with nothing but a spear and a few bits of leather armor. Then once she cleared that, I said ok time to do it without me! She got to keep all of the loot from both POI's and I let her use my vehicle from that point on. Co-op is sometimes really hard to balance, and I understand a little bit how the devs feel about us players making this demand or that!

Edited by Eko (see edit history)
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On 9/10/2020 at 12:39 AM, fragtzack said:

*snip*

 

Regardless of mining helmet or not helm, the game QOL would be greatly enchancee by providing a small horizon indicator for flying and mining purposes.

 

Agree with the mining point to an extent. Personally, I use the shape of the material im hitting to figure out where I am going. Also I move the mouse so I'm aiming to the maximum extent of up or down, then slowly bring it to the middle. You can also tell if youre going parallel or not by the angle of the floor as you move. Maybe your textures are too small/quality set too low for you to notice the subtle difference in shape and pattern? Not saying you need to run around at max settings, but trying to understand how you can get so lost that you feel the need to request an additional HUD indicator. 

On the other hand, having a sense of where you are in a mine shaft or tunnel could be a nice immersive addition to the mining perks. I'm all about that immersion. Plus, to be honest.... at later GS's when I'm chugging blackstrap and smashing the ore with an auger, I have enough gas, ammo, and firepower to not give a rats' where I am or where the zombies are and I either space out or watch some dumb YouTube while I go. Its not like you can hear the Zs coming over the sound of the auger anyway (which i agree with), and even if you could, you wouldnt be able to tell how many blocks above/below you they are because we dont have audio occlusion haha but hopefully one day....

 

The gyro.... I'm not sure I agree with you there... Have you been a passenger on a plane before? IDK about you, but all I get during landing is a vague wooshy feeling in my stomach. I know I'm going down, but I definitely couldnt tell you at what angle or altitude without instruments, and even then I'd have a pretty poor chance of interpreting said instruments correctly. Perhaps a sound would be more realistic? Like the sound of air rushing past getting more intense the steeper the descent? 

 

EDIT: about the Gyro and its difficulty to master - I think the controls are janky on purpose. The general feel I get is that you're a normal person stuck in the zombie apocalypse so you probably* don't know how to fly a helicopter, or how aircraft are piloted. In future, it would be really cool to see a class selection that lets to dictate what kind of person you were before the apocalypse, then get upgraded abilities and negative traits based on your choice. For example, an airline pilot might get extra technology based stuff, but be not so great at handling rude mother###'ers like Trader Rekt and have to pay more at his store, or something along those lines.


Just a few suggestions to help refine the idea, not trying to @%$# on it <3

Edited by Eko (see edit history)
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On 9/10/2020 at 4:57 AM, Ezed said:

Aye...I really hope hats and helmets, face and eyewear as well as some of the food items get a good looking into.  Some really odd choices made with some of their buffs. 

+ 1 and different bonuses for dyes maybe? Nothing too drastic, because I like being able to wear what I like and not feel like wearing the coat I don't like would be smarter (ahem! yeah I'm one of those players who would pick quality 1 military gear over quality 6 leather because I like the look better lol)

Pink/purple leather duster = pimp coat - +2% bartering hahaha

On 9/10/2020 at 6:16 AM, Roland said:

Have teeth, need cash.

Careful what you wish for.....

TRIGGER WARNING SPOOPY
 

Spoiler

 

On 9/10/2020 at 3:03 PM, Blake_ said:

I disagree. I always min max. And I have fun IF the game offers the following:

 

*snip*

I think we can all agree that everyone enjoys playing games differently. My partner gets enjoyment out of smashing through POI's, consuming content, and absolutely dominating the battle field - all in the most effective manner possible. That's totally fine, but this game does not offer enough diversity to keep him interested for as long as me. Yet. I believe that more diversity in playstyles is something that will inevitably be considered because I'm sure I have heard MM advocating for people to play how they want to and not cookie cutter :) You see, even though my partner likes the game, he's already consumed the content as much as he wants because he min-maxed. So now I play on my own, using the vastly inferior bow for situations that really call for a shotgun while I pretend to be a badass ranger, smelling the roses along the way hehe.

Even though MM seems to have initially sort of shut the "make certain RP styles more rewarding" cry down a little, I still believe he will come around to this thought one day, but it just might not be that high on the list at the moment. There are so many little things in the game so far that hint at further development, or that have huge potential to rival the biggest titles that I understand how our ideas sound demanding or self-important to the devs. They have probably had similar ideas already and put them on the back burner or labeled as "come back to later... maybe..." 

23 hours ago, wolfbain5 said:

that is not a vanilla prefab, so you prolly wont get their attention other than to annoy them. and no, I dont recognize it as a CP prefab either.

Is this true? I thought the devs were supportive of mods? They pretty much invite it, I thought? Surely, making suggestions from mods that worked really well is allowed and accepted??


EDIT: OH MY GOD I FOUND THE MULTIQUOTE BUTTON SORRY FOR MY PREVIOUS SPAMMAGE =/

Edited by Eko (see edit history)
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