danielspoa Posted July 3 Share Posted July 3 (edited) minor issue, customized fittings is giving 2% mobility instead of 3% Spoiler Edited July 3 by danielspoa (see edit history) Link to comment Share on other sites More sharing options...
Morloc Posted July 3 Share Posted July 3 16 hours ago, mstdv inc said: At what point did the zombie game start to turn into a fantasy with mythical creatures? Pretty much when they added trader Jen. ...but seriously, think of the wolf as just another example of weird mutations from the virus... Wights Screamers Spider Zombies Mutated Zombies Gracie! Police officers that spew acid and explode -Arch Necromancer Morloc 💀 3 Link to comment Share on other sites More sharing options...
Adam the Waster Posted July 3 Share Posted July 3 12 minutes ago, Morloc said: Pretty much when they added trader Jen. ...but seriously, think of the wolf as just another example of weird mutations from the virus... Wights Screamers Spider Zombies Mutated Zombies Gracie! Police officers that spew acid and explode -Arch Necromancer Morloc 💀 You forgot birds! Cuz birds aren't real. 22 more days before I turn into a caveman dwelling creature 2 Link to comment Share on other sites More sharing options...
gpcstargate Posted July 3 Share Posted July 3 (edited) Question ... Does the Horde Nights count in the Challenge Quest??? 🤔 I've killed so many big Mama's that my count isn't right _ say's 23/50 and it should be much higher than that. Big Mama and the spider count doesn't seem to be correct and that is why I'm asking about Horde Night counts. I Just did Horde Night 4 on V b312 with blood moon at 16 which is what I normally run it at. Thank you, The OldGamer😌 Edited July 3 by gpcstargate (see edit history) Link to comment Share on other sites More sharing options...
rateds2k Posted July 3 Share Posted July 3 12 hours ago, faatal said: I have considered that, but have had no time for it. I actually have more bug tickets now, than before experimental and they keep coming in. There is always more ideas than time, so not everything can be done. From all of us, Please make sure to take some time to rest and take care of yourself. We need you 2 Link to comment Share on other sites More sharing options...
Adam the Waster Posted July 3 Share Posted July 3 27 minutes ago, rateds2k said: From all of us, Please make sure to take some time to rest and take care of yourself. We need you Think we should stop @ him.for questions. He's a very busy man We should bug @Laz Maninstead for silly questions 1 Link to comment Share on other sites More sharing options...
jetZeds Posted July 3 Share Posted July 3 2 hours ago, wolfbain5 said: I mean without a story, there is no real story progression, so forcing people to move to different biomes is foolish. when they actually write a story, that is what will cause players to have to go to other biomes. this current version of rwg, not a good way forward. please allow any biome to be central There is no forcing anything, you don't have to do the progression. As soon as I started and completed 'Meeting the Trader', I ran straight to the snow and began doing level 1 quests. 1 Link to comment Share on other sites More sharing options...
Riamus Posted July 3 Share Posted July 3 46 minutes ago, jetZeds said: There is no forcing anything, you don't have to do the progression. As soon as I started and completed 'Meeting the Trader', I ran straight to the snow and began doing level 1 quests. There is forcing if you want to complete the trade route quests as you will NOT get this quest in the snow biome until you have first taken it from the forest, then from the burnt forest, then from the desert. If you don't care about those, then it won't matter much to you. But many people want to complete those, and many people prefer the forest biome, which now has zero large cities. Those things are what people are upset about. A *random* map (RWG) should be random and not be strictly limited by things like where traders can spawn or where cities can spawn. It's fine for Navesgane or even Pregen maps since those are set up already. But RWG should be random. 1 Link to comment Share on other sites More sharing options...
Doomofman Posted July 3 Share Posted July 3 (edited) Anyone else getting major stutter just when walking around? Check out this frame graph. This is just when moving, standing still is perfectly fine Edit: Just to say I was supposedly getting 80+fps here Edited July 3 by Doomofman (see edit history) Link to comment Share on other sites More sharing options...
Riamus Posted July 3 Share Posted July 3 1 minute ago, Doomofman said: Anyone else getting major stutter just when walking around? Check out this frame graph. This is just when moving, standing still is perfectly fine I found limiting frame rate smoothed that out significantly for me, though I have a lower end computer. Link to comment Share on other sites More sharing options...
User Posted July 3 Share Posted July 3 (edited) I noticed that the dire wolf has a decent chunk (about 300-500) more hp than a zombie bear. Is this intentional? Seems a bit strange? They also don't seem to flinch when getting shot, just continuing to attack through it. Just kind of curious. Edited July 3 by User (see edit history) Link to comment Share on other sites More sharing options...
faatal Posted July 3 Share Posted July 3 9 hours ago, Egor179 said: Waiting for the implementation of the DLAA. And still why SMAA is also included on top of TAA/FSR? I just finished testing SMAA and for FSR I turned it off as it is somewhat better with less flicker and blurriness. For TAA I left it on as TAA flickers more and has more jagged edges which SMAA reduces. I also increased the sharpening defaults and divide them by 5 for TAA as TAA's sharpening is about 5 times stronger that FSR's. 2 Link to comment Share on other sites More sharing options...
Laz Man Posted July 3 Share Posted July 3 3 hours ago, Adam the Waster said: Think we should stop @ him.for questions. He's a very busy man We should bug @Laz Maninstead for silly questions Sure if its about POIs fire away haha. Speaking of POIs, I just finished making a small countrytown book store since all of our other questable book stores are only in the larger towns / cities. Should hopefully make it into the next update. 12 Link to comment Share on other sites More sharing options...
Kalex Posted July 3 Share Posted July 3 2 hours ago, Doomofman said: Anyone else getting major stutter just when walking around? Check out this frame graph. This is just when moving, standing still is perfectly fine Edit: Just to say I was supposedly getting 80+fps here My husband is on his system, but I'm not on mine and we are both connecting to the same server. Link to comment Share on other sites More sharing options...
Doomofman Posted July 3 Share Posted July 3 27 minutes ago, Kalex said: My husband is on his system, but I'm not on mine and we are both connecting to the same server. Out of curiosity is he using a Gsync monitor with an Nvidia GPU? I've no idea if that's the cause but it's one thought I had Link to comment Share on other sites More sharing options...
danielspoa Posted July 3 Share Posted July 3 1 hour ago, faatal said: I just finished testing SMAA and for FSR I turned it off as it is somewhat better with less flicker and blurriness. For TAA I left it on as TAA flickers more and has more jagged edges which SMAA reduces. I also increased the sharpening defaults and divide them by 5 for TAA as TAA's sharpening is about 5 times stronger that FSR's. what do you mean by blurriness, I'm absolutely loving it 😁 admittedly on FSR ultra, but on games with DLSS I don't see anything remotely close to this level of sharpness. It looks great! 1 Link to comment Share on other sites More sharing options...
Javabean867 Posted July 3 Share Posted July 3 7 hours ago, Laz Man said: What you guys think of the new hair colors? 😁 Neebs gaming will love them also. I was quite shocked with my characters green hair when I loaded into the new experimental. Link to comment Share on other sites More sharing options...
DocRussel Posted July 3 Share Posted July 3 16 hours ago, MechanicalLens said: Interestingly, I'm seeing animalDireWolf showing up under FeralHordeStage under the entitygroups.xml, consistently labelled as .1 percentage chance. Are there dire wolves in blood moons now, under extremely rare (RNG-based) conditions? Yes. I play with the HP bar revealed, this is from B312 horde night Link to comment Share on other sites More sharing options...
TWORDY Posted July 3 Share Posted July 3 I am starting to believe that the HP of stronger zombies needs to be toned down a little bit. A friend of mine encountered Dire Wolf and he did not last long without any buffs on his pistol. We are playing on Warrior with 300% XP rate. Feels insanely hard cuz enemies are top of the top and we run with medicore guns and armor without many mods. I am getting outpaced by enemies with gamestage 65, and we are receiving gear based on trader mission progression. POI lvl 3 and we encountered half of the enemies as radiated and feral. On top of that pretty much I had no meds and my golden lvl 2 AK broke down. I was running around the house punching zombies and hoping for my 3 other mates to clear the premises. Screamer had to join the party also. I never had for a long time such a demanding game, especially in lvl 3 POI. The game is fun as hell and truly shines with more ppl in the party. It is getting mental with an astronomical amount of XP and lack of proper gear. Newcomers probably set XP 300% gain rate as it was stated on the forums and hope for easier games 🤣 1 Link to comment Share on other sites More sharing options...
Professor-Pip Posted July 3 Share Posted July 3 14 minutes ago, TWORDY said: Newcomers probably set XP 300% gain rate as it was stated on the forums and hope for easier games 🤣 That makes no sense to me. So you earn XP 3 times faster, but you still progress in magazines and rewards at the same rate. It seems you're just setting yourself up for a more difficult run, which is fine if that's what you want. 5 Link to comment Share on other sites More sharing options...
FramFramson Posted July 4 Share Posted July 4 WRT to the ladder jump bug, it seems someone was already able to mod away the multi-jump which is the cause of the issue: https://www.nexusmods.com/7daystodie/mods/5103 (and other issues like falling off mountains). Unfortunately this requires turning of EAC as it is a Harmony mod. However, the fact that players were able to fix this already really makes me question how this is unsolvable from TFPs perspective? 1 Link to comment Share on other sites More sharing options...
Blake_ Posted July 4 Share Posted July 4 About 1.0 : This comment is intended specifically for @Prime .One of the things that I find underperforming are quests in general. The system can be so much more and it still has only clear, fetch and restore power. Buried is barely a fetch with a radius code and infested is just clear. Where are the escort, protect, investigate and report, finding notes, destroy buildings, save X before a building explodes/collapses , kill a boss in X location, a Zombie/bandit ARENA with bets and periodic fights within a settlement or POI, etc etc. Besides time, Are npcs the main set back for those, I wonder? Still miles to go for quests. Gameplay is solid, but late game becomes painful really fast, even though total gameplay sessions are getting longer because of early game "stretchment", which I love. Spoiler I do believe that trader quests will also benefit from a player rank, like in The Elder Scrolls guilds or in STALKER: I mean when you start you are just a rookie, but then, you advance all the way to the 5th rank or so and you could compare scores within your faction in a wall tabloid or something. In that raking system there could be the other npc survivors. Kinda like making the current player score visible inside the game and not through a menu, but adding in-game npcs to the mix. The feeling to beat an AI @%$# that is thriving above a fully fleshed human like yourself adds a ton of sentiment and replayability, as long as those npcs survivors actually clear locations, either by cheating or by actually clearing them. 2 Link to comment Share on other sites More sharing options...
Fisher Posted July 4 Share Posted July 4 4 hours ago, Laz Man said: Sure if its about POIs fire away haha. Speaking of POIs, I just finished making a small countrytown book store since all of our other questable book stores are only in the larger towns / cities. Should hopefully make it into the next update. Here's a minor fix for you. This pile of books/table is not able to be interacted with. Perhaps a deprecated prop. Hopefully the POI name and pic will be enough to identify it. Link to comment Share on other sites More sharing options...
faatal Posted July 4 Share Posted July 4 (edited) 3 hours ago, danielspoa said: what do you mean by blurriness, I'm absolutely loving it 😁 admittedly on FSR ultra, but on games with DLSS I don't see anything remotely close to this level of sharpness. It looks great! It is subtle blurriness. It looks even better now. I also use FSR ultra. 1 hour ago, FramFramson said: WRT to the ladder jump bug, it seems someone was already able to mod away the multi-jump which is the cause of the issue: https://www.nexusmods.com/7daystodie/mods/5103 (and other issues like falling off mountains). Unfortunately this requires turning of EAC as it is a Harmony mod. However, the fact that players were able to fix this already really makes me question how this is unsolvable from TFPs perspective? No one said it was unsolvable. We have lots of bugs to look at, many of which seem more important to me as we have been playing the game just fine with jumping the way it is. Edit: And ironically, some of us even like the auto jumping. Go figure. Edited July 4 by faatal (see edit history) 3 Link to comment Share on other sites More sharing options...
Roland Posted July 4 Share Posted July 4 The real double jump was back in Alpha 10 and let us jump over 2-block high walls and was fantastic. It was removed, though…. Link to comment Share on other sites More sharing options...
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