7 Days To Die

7 Days To Die Dev Tracker




13 Aug

Comment
    Hated on Forums - Thread - Direct

Hello everyone!
Today we have a small update patch for Alpha 20.6.


We wish all of you a great weekend!


A20.6 b9

Added

Auto ping all found servers once


Fixed

Non-XBL players were not shown being blocked when communication was globally blocked by XBL privacy settings


News screen scroll makes a sound even if you are on the first or last page


Voice chat not always properly disabled

Comment
    Crater Creator on Steam Forums - Thread - Direct
So the water is made of blocks like everything else, and all blocks of water use the same ‘water ripples’ shader. This is one of those cases where metaphorically, rather than patch the old foundation piece by piece as problems emerge, the old foundation is left alone for many alphas until the devs are prepared to redo the foundation completely. This is common during the alpha stage of software development. We’ve all been long waiting for that water overhaul.
Comment
    Shurenai on Steam Forums - Thread - Direct
There are a few story elements mingled in currently, but most of it is still under wraps. You probably haven't missed much.

Story is in the works though. :)

12 Aug

Comment
    SylenThunder on Steam Forums - Thread - Direct
Try starting a new thread instead of resurrecting the dead. It also helps to read the Pinned topics in the Support forum.

11 Aug

Comment
    Crater Creator on Steam Forums - Thread - Direct
For the sake of not alarming people with rumors… he’s making a joke.

10 Aug

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Dies Fourth:
Originally posted by Crater Creator: Since you mention digging deep, one thing not mentioned yet is that zombies do take damage from falls, based on the distance fallen. But it’s capped at one third of their health per fall.
And what is that distance please ?

If you mean how deep do you have to go to maximize the damage from one fall, it scales with the max hit points for that type of zombie, since the cap is one third of their hit points.... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Since you mention digging deep, one thing not mentioned yet is that zombies do take damage from falls, based on the distance fallen. But it’s capped at one third of their health per fall.
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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