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Originally Posted by Roland
HINT:
I__ D____ W____ I__ D____
No chatter that I've seen about an impending release.
Its Done When Its Done
Freakin Nubes...
I know I have asked like a 1,000 times but can we please get another Timer on the Forge.
Here is a hint where I think it should go.
In the Big Black Background where you Add Fuel there is a TIMER.
Please Add A Timer in the Big Black Background where it says,
SMELTING
Last edited by spacepiggio; 2 Weeks Ago at 07:48 PM.
The problem with your argument is that users are complaining about almost everything. ANY change done by TFP can therefore be atrributed to users complaining. In the same paragraph you talk about them listening too much you complain about them not listening to complaints about end game (there have been lots of users complaining about end game)
Case in point: You say 2016 review, that was the time of A15. The next version, which you say has been about graphics, is Alpha16, which to my knowledge was about everything BUT graphics. I may be wrong, so please tell me what graphics focus you are talking about. See also an independent source on what A16 was about: https://www.greenmangaming.com/blog/...pha-16-update/ . The only dedicated graphics stuff according to greenmangaming were a few new animal textures and the painting tool.
Generally TFP have shown that they implement features because they want them (you can ask a lot of forum users who spam their dissatisfaction with TFPs direction), but balance the features according to feedback. Which is one of three big reasons you do early access.
Aaah, so you want to play World of Zombiecraft!![]()
Last edited by meganoth; 2 Weeks Ago at 01:52 PM.
The problem with these minigame concepts is that often it is just grindy micro-management without any complexity. See the weather/temperature minigame in A16, where the decision to change clothes when you got hot or cold was absolutely trivial and because of that not fun. In A17 at least it involves a small decision whether you want to be more resistant to heat or cold. And less grindy micro-management. And consequently there have been much less protests about the weather system.
Food spoilage as a balancing tool for food has a use, I really don't see where non-trivial decisions can be placed though to make it a "fun" mechanic
Are you sure that would work with Voxels? Are you sure the 50% reduction is in game play, not generation?
Last edited by meganoth; 2 Weeks Ago at 02:25 PM.
Truth that. This is the first Alpha since the weather system was introduced that I didn't just turn it off in the console or mod it out of the XML's. Now, I deal with it early game, knowing that I can perk into (and gear up) to eventually more or less eliminate it (I still have one item of clothing to swap around if I go Desert-Snow or back).
A17, for me, massively improved weather, by making overcoming it a legit goal and spec choice.
As a long time 7DTD player and at 4000 hrs I feel with this latest build the game is almost perfect. Outside of the bandits is 7 days to die close to being finished?
I know there are tons of things you guys are working on but right now the game feels like a near finished product.
When I am Hot I take off clothing.
When I am cold I put on more clothing.
Previous weather just needed a tiny bit more tweaking and it worked just like end game(after spending points in) does now.
All I needed was to add or remove a coat. which Is why I reintegrated it back into this alpha.
I do not see this as a legitimate thing(skill/perk) to be forced to waste points on.
To me it is common sense.
They should give no options to deal with food spoilage = no micro management.
Except of course for getting off your butt and finding some fresh food every now and then, instead of living off your gigantic stack of food that you hoarded up months ago.
But I agree that as long as there are vending machines, traders and you can make a living as a woodcutter there's not much point introducing new mechanics to make the survival aspect more challenging.
2000+ hours, and only used a vending machine once.. for water when I couldn't find any in a desert day one.
We DO however use the traders now more often with the quest system and buying htf items like a tool n die set.
It might be good to nerf the trader payouts a LITTLE though, and increase the buying cost of produced items to encourage those types of gameplay, selling the higher tier crafted foods for significant amounts.
...and we want more quests! They are a good way to stretch out the mid/end gameplay, doing something significant. Maybe delivery quests in the higher quest tiers, picking a fetch/clear up a few miles away, and delivering it to another trader to get the reward there (and discover the other trader locations)?
Or a quest to craft something and deliver it, like electrical components, or vehicles? (Like deliver 5 bikes, 3 power generators, or 10 spotlights)
A reason to scrounge more for parts to fullfill quests.
It could even be food delivery to a static npc in a building somewhere.
Let's read:
They talk about render path, so for me this means ingame, not generation. Also the performance improvement comes from a dramatic reduction in "Draw calls" which is one of the most expensive cpu tasks at any game. If you have to many draw calls, you end very cpu bottlenecked. And we know 7d2d is cpu bottlenecked for sure, but only a dev can tell us how important would be to reduce terrain draw calls in this particular voxel game. Even if 7d2d is not pushing draw calls too much now, as far as I understand jumping to Unity 2018.3 would allow devs to put a ton more objects on screen and not killing our cpus.UNITY 2018.3
On the performance side, we added a GPU-instanced render path for terrain. In most cases, instancing yields a dramatic reduction in the number of draw calls issued. Many of our tests saw more than a 50% reduction in CPU costs (though, of course, actual numbers will depend on your platform and use case)
On the other side, we know that 10-20 zombies on screen annihilate fps even on the best machine in the market, and Faatal talked a few times about they are trying to improve the character controller. Also we know Unity has occlusion culling system, but madmole confirmed the game doesn't have this implemented yet.
Last edited by HeLLKnight; 2 Weeks Ago at 04:30 PM.
+1 for this, that's actually kinda awesome to take some unexplained things and make a reasonable player-made excuse for it. Same could be said of traveling between one trader to the next as a caravan quest, which would both explain how they restock, as well as aid in finding other traders on the map.
Are here still people playing A16? I think i'm switching back until A17.2 drops.