7 Days To Die

7 Days To Die Dev Tracker




10 Aug

Comment
    Shurenai on Steam Forums - Thread - Direct
It flies pretty realistically to how a gyrocopter flies- Namely, It flies like a plane- NOT like a helicopter.

You can nose dive into the ground and barely damage it, in my experience.

The controls aren't particularly 'unrealistically easy'; But they're not flight sim either. Smooth takeoff and landing will be the hardest skill to it, once you're in the air it's a cake walk.
Comment
    Crater Creator on Steam Forums - Thread - Direct
For the floating problem, I advise you to stick with the default, full sized block shape for your first construction. They take up an entire voxel, so there will be no floating, and you can get a sense for the size and alignment of voxel space. For the unevenness with the ground, the most basic solution is to build your floor on top of the ground, instead of trying to build it even with the ground. There are ways to get more fancy/pretty results, but I’d go for clean and functional for your first days.
Comment
    Shurenai on Steam Forums - Thread - Direct
Point of fact here, OP, is that you have not previously played ANY version. You have no previous experience in the game to 'taint' the experience for you.

Some users are dead set that the devs have 'ruined' the game in various ways; Most of these people have been around for an incredibly long time and decided on their own that the game was done developing at one version or another; Some got incredibly attached to one feature or another, a number of which were temporary to begin with; etc- and that everything since has been the devs ruining the game patch after patch.

And a major problem here is that any longtime user's perceptions on later versions are pre-colored in from their time with the game- For them the game was done in A16, for example, but they never got a fresh untainted look at A17, or A18, or A19; They can't take an unbiased look at it because they are heavily biased to A16. Meanwhile a new user trying out A20.5 for the first time can have a great ti... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Midas: This is what the game really needs. Forget graphics, or mechanics. What players REALLY want is an option to turn down the campy night time sounds without losing ambiance.
- Plays a game based heavily around campy old zombie tropes, upset about campy night time sound effects.

I've never even noticed most of the sfx that I see people people complaining about, Is it really that bad? :winter2019neutralyul:
Comment
    Shurenai on Steam Forums - Thread - Direct
If you've never played before, Just go in with the default latest version. Try it out, see if you enjoy it.

09 Aug

Comment
    SylenThunder on Steam Forums - Thread - Direct
Separate horde base designed to support first distance shooting, and then melee. Once they are too congested around the base for firing to be effective, I jump down and switch between shotgun and melee.

08 Aug

Comment
    Crater Creator on Steam Forums - Thread - Direct
By and large, those stories don’t exist yet. You can see text-based hints of things to come, for instance in the treasure quest notes. But really, I would consider all of those existing hints placeholders. The newer art assets that suggest certain story decisions (like the characters in some portraits) will probably fit in one way or another, since ideally you don’t want to waste the time you’ve already invested making that art.

I predict your intuition about the story’s direction is probably pretty accurate, but I don’t know. We’re expecting the story, whatever it is, to come in at the end of development.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Perhaps you could speedrun how fast you can kill every zombie in a Blood Moon, for a predetermined gamestage, horde size, zombie speed, etc. You'd want to pick a gamestage high enough to be challenging, but low enough that killing them all before morning is feasible. That would be neat, because you'd hopefully see the creativity of the speedrunner come through, with different base designs all angling for the same goal of optimizing killing speed.

Like, a lot of speedrunning is just trying to shave off fractions of a second here and there, copying what others do but doing it a little better. Perhaps where speedrunning in 7DtD could be different is that there'd be more opportunities for unique solutions. A fastest 'meta' would no doubt emerge in the end, but perhaps the game has enough complexity that it would take longer to get there than, say, speed running the campaign for a shooter.
Comment
    Crater Creator on Steam Forums - Thread - Direct
It's certainly a different kettle of fish for a sandbox game. You could think up some arbitrary goal for yourself, but I think the better fit would be looking for those areas where the game provides structure. And quests seem like the go-to there, because they have an unambiguous start point and end point.

It's precisely because of speed running that you always have to clear the zombies in higher tier quests. By this I mean that the effort versus reward didn't work when you could smash and grab the courier satchel in under a minute, and get full credit from the trader for completing a Tier 3/4/5 quest. So one can argue quests are designed with speed running in mind: designed in a way to be more interesting and less trivial, even if you're speed running them.

Because the game has a high degree of randomness, I don't think requiring one to start from 7 AM on Day 1 is the best metric. Even on Navezgane, most any end goal for a speedrun (like your proposal to speedr... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
"Speed running" is (typically)from a fresh start to any well defined end goal.
Using the examples from speedrun.com you have
Starter%; Complete the starter quests as fast as possible.
Grace%; Locate and kill Grace (The radioactive boar)
For a longer one, Tier5%; From a new save complete any T5 job.

As long as you have a well defined end goal that ideally produces an interesting run, you're speed runnin.

I would suggest the following as an example of a 'new' one.
SteelBlock%; On Navezgane from a new save acquire the materials to upgrade a single block to Steel as fast as possible.

07 Aug

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Dies Fourth: Are there facts somewhere that show approx how many ppl play the current version oi the game versus older versions ?

" some people play and prefer older versions " isnt a fact its an opinion.
That doesnt prove anything, especially that A20 is and is going in the " wrong direction ".

If its true please prove it rather than shouting it non stop with no facts to back up the comment.

Credibility is important so please have some AND facts or save the thread the useless clutter of guesses and personal speculations. Thank you
Steam only tracks total number of people playing and total number of "servers". (Do note that some servers are actually just closed peer-to-peer games.)

Originally posted by ...
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Comment
    SylenThunder on Steam Forums - Thread - Direct
EAC has always supported Linux. I'm not aware of them ever failing to prioritize it.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Toadwart: It used to be 30 + people in a server, popular servers were full with 50 people playing strong together with no major issues.
Just a note on this.

The game has never supported a player count higher than 8.
It is known that the largest stable player count you can reach is 20, or 30 if you have pretty powerful hardware with an extremely high disk I/O. Above that requires the use of mods that aren't exactly what you would call "legit".

How long it has been in development or comparing it to something rather simple written in Java doesn't change the complexity of this title. It is the complexity of the structural integrity, ai mechanics, and the way data is handled that imposes these limitations.

The game is designed to be for a small group co-op played together with close friends. It isn't designed to be an MMO.
You trying to make it into something el... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Valykry: …I built my first forge easily enough, but there's just not much I seem to be able to do without the tools (bellows, crucible, anvil) and try as I might, I can't find any of them.

On this point specifically, the advanced bellows and anvil don’t allow you to do anything you can’t do without them. They only speed up smelting and forging. It’s possible you’re remembering how they worked in older alphas, or you may have found some out of date information somewhere. They’re nice to have, but you could also run more forges to achieve the same throughput.

06 Aug

Comment
    Crater Creator on Steam Forums - Thread - Direct
You may know this already, but your gamestage is reduced if your character dies. I point this out since it sounds like your main motivation is to allow recovery after a defeat.

Without discounting your idea, perhaps a self-imposed house rule could add the randomness you seek. You could produce a new set of random x/y coordinates every week, and be honor-bound to fight the next horde there.

05 Aug


04 Aug


03 Aug

Comment
    Shurenai on Steam Forums - Thread - Direct
It should apply. Each book series applies to one specific weapon type; Of which magnums is one of them; And the .44 desert vulture is in fact a magnum class weapon.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Macdallan: That sounds good and might work for an explanation elsewhere but it does not work for the zombies that are in the game.

The zombies in 7 Days to Die are often depicted as at least partially rotten or damaged and they don't bleed to death from that. The other zombie animals, some of which have clearly rotted enough to see their bones, don't die from it either. The zeds and animals don't seem to bleed at all any other source of damage like shotgun blasts, arrows, crossbow bolts, nor from having limbs smashed off with blunt weapons or any other non-sharp weapon. Never mind the complete lack of blunt force trauma and any resulting internal bleeding from blunt damage, all of that doesn't seem to matter t...
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