7 Days To Die

7 Days To Die Dev Tracker




22 Sep

Comment
    Shurenai on Steam Forums - Thread - Direct
Zombies are not traditionally corpses animated through 'Magic'

They are corpses animated by the 'Supernatural'... And yes, That matters.

Definition of zombie
1a: a will-less and speechless human (as in voodoo belief and in fictional stories) held to have died and been supernaturally reanimated
2a: a person held to resemble the so-called walking dead


1a commentary: The enemies in game have apparently died; And have been reanimated in some way shape or form. They don't have any apparent self-ascribed will of their own; Only a driving desire guided by something to end human life. Nor do they speak.
2a commentary: The enemies in game definitely resemble the walking dead. They certainly don't look like traditionally living beings.

The linchpin of my defense here is... the definition of Supernatural.

Definition of supernatural
(of a manifestation or event) attributed to some force beyond scientific understanding or the l... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Macdallan:
Originally posted by Crater Creator:
It is all treated as wasteland biome now (in RWG). The gameplay is the same everywhere, except that some patches of the ground are rubble and other patches are burn scars.

Yet another system being simplified when it didn't need to be. TFP can't help themselves.

I do hate to lose any variety, especially for biomes since we have so few left. But I will say, the resulting biome looks somewhat be... Read more

21 Sep

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Lucien Lachance: Integrated as in wasteland can very between "Ashlands" and OG Wasteland or its features are part of the Wasteland?

It is all treated as wasteland biome now (in RWG). The gameplay is the same everywhere, except that some patches of the ground are rubble and other patches are burn scars.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Not to dispute your feedback, but be aware that air drop crates are subject to your lootstage like other loot containers. That means the one you loot on Day 40 should in theory have better loot than the one you remember looting on Day 4.

20 Sep

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by ElDudorino: 100% doesn't necessarily spawn a screamer. It prompts a behind-the-scenes dice roll to see if a screamer will come, and drops back to 0% heat regardless of whether or not one is spawned.

Anyway, in the skyscrapers I've never had much of an issue with ground-level zombies once I'm a few floors up. The entry into the building is always the hardest part, where you deal with the outside zombies, deal with the first-floor sleepers, and then deal with the outside zombies who were attracted during that time. But then when I move up the problem largely disappears. This is without feral sense, but WITH increased city spawns.
Hrm, The first bit is news to me... I've never had it NOT spawn a scr... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Screamers don't attract screamers unless the activity level has already passed over the threshold for another screamer.

When you take actions, such as shooting your gun off, you build up 'Activity' in the chunk you're in. This activity level builds up to 100% and decays over time.

When you pass 50% activity decays more slowly. At 80% activity stops decaying briefly making it much easier to hit 100% if you're still doing things, then rapidly falls down a short bit later into sub 80% territory.

The part relevant to this thread is that when it hits 100%, it spawns a screamer and instantly resets the value to 0%.

If you reach 100% again, it spawns another screamer; But there's a delay between screamer spawns. If you meet 100% two or more times in rapid succession, then the second/third/etc screamer is waiting in the spawning pool temporarily- And can be called up by the first screamer that spawned if she gets to scream.


Also, Screame... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
It doesn't.

The difference is in what the perk effects.

Miner 69er affects the damage done by the tool; Not the damage the block takes from the tool. So it still works against buildings and stuff, because the buff is to the tool itself.

Motherlode affects the reward from the specified block types; So it's effect only applies to the mentioned block types (Ore, Stone, Terrain blocks, Trees) when using any specified tool (axe, pickaxe, shovel, chainsaw, auger).

19 Sep

Comment
    Shurenai on Steam Forums - Thread - Direct
It's a simple mechanic, that's pretty easy to manage, and mixes up the melee combat to be something more than swing, backsstep, swing, backstep, swing, backstep.

With that said, There is technically a toggle. The lowest difficulty option has a 0% chance of rage. The higher the difficulty, the higher the rage chance.. If it's too hard for you, feel free to lower the difficulty.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Macdallan: The second trip through is easier since you now know where 95% of the hidden loot, good loot, and zombies will be so it's less risk and almost no surprises unless there are a couple extra zed spawns and the zeds don't end up in the exact same locations both times.
It's unfair to pin this on resetting the POI and double dipping.

Fact of the matter is, your second time through ANY given POI for ANY reason, you're going to know roughly where all the things are. Just playing the game for awhile will have you knowing roughly where all the things are in each building.

It's kindof unavoidable. You can't have more than one first time through.

17 Sep

Comment
    Crater Creator on Steam Forums - Thread - Direct
My guess would be the materials are what actually changed. The pew pew pew only happens on metals, right? Perhaps there’s a default impact sound when hitting metals, and they haven’t bothered to override that default when user an auger specifically. I don’t really remember how the auger sounded before or what Alpha that may have been.
Comment
    SylenThunder on Steam Forums - Thread - Direct
7dtd.net is not affiliated with The Fun Pimps.
Comment
    Crater Creator on Steam Forums - Thread - Direct
I mean to actually implement an auger accurately, you’d need to simulate the rotational motion of the screw as it continuously penetrates and collides with a volume of material, probably with a finite element model. Games just don’t go to that much trouble, so we get a machine gun repurposed as an auger that ‘shoots’ discrete short range projectiles at the terrain many times a second. The jackhammer idea is actually brilliant, because then the art and animation would be a much closer match to how the engine actually implements a power digging tool behind the scenes.
Comment
    Crater Creator on Steam Forums - Thread - Direct
I concur. Since the top speed for vehicles is already as fast as the devs are willing to make it (to avoid loading issues), their driving performance could differ in other ways. The 4x4 can be the off-road vehicle that handles rough terrain and hill climbing best, while the motorcycle can be superior so long as you stay on roads.

16 Sep

Comment
    faatal on Forums - Thread - Direct

It is too early. We have not started the A21 list yet.
There are many bugs to be fixed and no doubt many more to be found, but there is a good amount of play testing going on, so it is certainly playable now.

A21 should be on Unity 2021.3.x, which is a year newer version than A20 uses.


We are not planning on switching 7dtd to HDRP, which means newer graphics features like that are not available to us.


15 Sep

Comment
    Crater Creator on Steam Forums - Thread - Direct
If you mean breakdowns because your structural integrity loses to gravity, I believe in debug mode you can turn off structural integrity calculations from the pause menu. If you mean breakdowns because other players are razing your building, the land claim block is meant to (somewhat) deter this, based on the server settings.
Comment
    Crater Creator on Steam Forums - Thread - Direct
You haven’t presented any problems with the leg injury mechanics. All you’ve said is A) how you don’t like waiting so long, despite the counterpoint that you don’t have to wait; and B) how a different mechanic, dying, is too easy.

The first step towards persuading someone to fix something would be to demonstrate that it’s broken in the first place.
Comment
    Shurenai on Steam Forums - Thread - Direct
So basically you want no consequences. Just turn on debug mode and turn on god mode to heal it, save yourself the trouble of jumping off a cliff.

You don't have to 'wait'; Just play the game. Avoid sprinting and jumping constantly and you'll still recover over time, and be aware that you are slightly slower and compensate for that in your fights.