7 Days To Die

7 Days To Die Dev Tracker




07 Jan

Comment
    faatal on Forums - Thread - Direct

Not in my testing. If I was in stealth and quiet enough, nearby zombies did not wake. Distance from zed being a big factor.

Comment
    faatal on Forums - Thread - Direct

Yesterday I tested 100 zeds and various shadow settings and did not see that much difference on an RTX 2070. I do have Unity's gfx jobs enabled, which may have some effect on that even though FPS generally seems the same with it enabled. I moved the gfx jobs change into the project, so it will be on in a20.1.


Object quality setting matters more than it used to, since we have more block models, which cause more draw calls.


One of our new programmers is researching trees.

I fixed it today. Fix will be in 20.1.

I don't want canned pathing, if that is what you mean by common. The AI should react dynamically to whatever block combination is presented to them and make a reasonable job getting to you. Bandits, once in, will do the same.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Since they’re zombie vultures, they should be attracted to your brains, and distracting sights and sounds. When you get on/in a vehicle though, even before you rev the engine and move, they for some reason want to start attacking you in cases where they didn’t before.

That behavior is counterintuitive at best. I understand the necessity for it on horde night, but the nuisance is unnecessary elsewhere. My hope is that this is a temporary threat, and that once bandits can start attacking vehicles, the (non-horde night) vultures can go back to the scavenger-ish behavior of just attacking players when they’re injured.
Comment
    Shurenai on Steam Forums - Thread - Direct
Damage reduction is %.

Crits are 'it's just a game', You can logic it however you want. The first hit after an extended period without receiving any hits will always be crit free, the more hits you take in quick succession the higher the crit chance climbs.

100% of the body is covered when all slots are filled, Although visually this is not the case. When attacking, zombies hit certain zones of your body associated with a given slot and that slots armor is the one that takes durability damage.

HQ armor means more mod slots and higher protective stats. Does not cover more or less with more or less quality.

Yes, an empty slot increases the chance of receiving crits as each individual piece applies a critical protection stat; Remove one piece, your crit protect stat goes down, you get crits more often.


The intuitive way to think of armor mechanics is "I should be wearing this because it protects me.".
Comment
    Gazz on Forums - Thread - Direct

That's an imposter (distant POI) mesh needing an update.

There will be a batch run to update all of them for the next release.

(I did a manual update on some city tile for the server I play on)


06 Jan

Comment
    Shurenai on Steam Forums - Thread - Direct
Not going to happen. The lost exp is the price you pay for the convenience and lesser resource cost of beginning with a higher tier block- If you want the exp, You spend the extra resources and time spent upgrading.
Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
So many new things to like but I'll keep it to just 3.
I like the new grass, but the tall grasses have all had a problem that bothers me. The grass can block my view but not the zombies view.
Therefore I used the new short grass to mow the entire world down to short grasses.
So short grass is one favorite from A20.
Another is the Shapes menu. Especially the shape Cube 3x3x1. So convenient to have a fast way to place some quick temporary walls or build a temporary shelter.
Third is RWG town and city improvements. Just amazing.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Bleep: -Being able to build a horde base while your precious belongings are safe in your main base defeating the purpose of the tower defense mechanic which is one of the main gameplay mechanics. I don't abuse this one. Most if not all streamers I watch abuse this loophole and makes me sad. Making some zombies spawn near player chests/crates and target them instead of just spawning around the player itself is a small change that would help fix the loophole.

But in my opinion they wouldn’t be zombies at that point. I’m content to wait for bandits to fill that role.
Comment
    Shurenai on Steam Forums - Thread - Direct
Some effects that steroids have are replicated in other places; For example the effect of +20 carry weight that makes your whole inventory unencumbered also exists in book form, part of one of the special book sets; The book version only applies at night though. Could that be what you're running into?
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Zeruel isn't here: I know it sucks but it's not too hard to solve.

Spawn in, do the starting tasks, assign your skill points and party up.

Maybe decide who goes where such as you can sometimes spawn and see a large city or a smaller town while your friend may see a much more lucrative location.

One person runs to the other while the other person clears a POI, places their bedroll and can continue looting and such. Have the person running to you make a quick marker on your bedroll location in case you die.

Honestly, it's an insignificant issue to be honest, sure it sucks but it's so easy to solve. Me and my friend do it all the time and have no issue, sure it sucks when we are like 3...
Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Yeah, it's a known issue and their plan is to overhaul water and all its problems in one go. I'm hoping in particular for the ability to deplete a water block if you fill jars from it enough times. I like survival gameplay and I don't like that hydration is 'solved' til the end of time as soon as you have one block of it.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by ShadedMJ:
Originally posted by Crater Creator: ...I don’t imagine many people would opt to start coop kilometers apart, if there was a closer option.
Could that be resolved with defining 'friends' before play and then 'spawn near friend' ?? Confirming friends could be a problem if someone is in the middle of combat though.

You're probably looking at some interface changes, but sure, the programmers will tell you in principle virtually anything is poss... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
The bedroll can address the random-spot-after-dying part, but not the separated-from-friends-on-new-game part. Come to think of it, that might be the one way the game is tailored better for PvP than coop play. I don’t imagine many people would opt to start coop kilometers apart, if there was a closer option.
Comment
    Crater Creator on Steam Forums - Thread - Direct
I thought that was happening at one point, but it turned out the map previewer wasn’t always drawing the POIs. I haven’t encountered no-POI worlds (in vanilla) when I actually get in game.

05 Jan

Comment
    Shurenai on Steam Forums - Thread - Direct
Pretty sure the stats of the pipe shotgun are near identical to the blunderbuss.. From damage to reload time, all of it, Hehe.. I am sad about the use of actual shotgun ammo vs the old blundy ammo though.