7 Days To Die

7 Days To Die Dev Tracker




17 Apr

Comment
    Crater Creator on Steam Forums - Thread - Direct
I have seen that bug before. Hopefully the developers have an easy, reliable way to reproduce it. That'll be key to implementing a fix and verifying it works.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Yeah, they consider it. Have implemented some things that were in mods, and have even hired a couple of modders.

But something else to consider is the developers vision on how they want gameplay to be. Inventory management is one of the challenges. Also note that a lot of the "super stacking" mods tend to end up breaking data stored in your save, and run a real risk of making your game unplayable. Balance is not the only reason for some limitations.

16 Apr

Comment
    faatal on Forums - Thread - Direct

By design, sleepers are passive and won't hear sounds until you enter their sleeper volume, because we don't want large sections of a POI being awake and bashing through stuff before you get there. POI designers can group sleeper volumes to help with what you describe, so a debug screenshot using shift+f11 of where you are at would let us see what POI(s) has the issue. We have a ton of POIs, many made before we could group volumes, so there are probably many places where it could be improved.

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by JimmyIowa: I will partly agree with the OP. It would probably be a good change if the travel distance scaled with the quest tier. So Tier 1 missions were always <500m. Tier 2 < 750m. Up to tier 5 being any distance.
This actually is essentially how it is. Ish. At least in my experience. However, If there is no valid structure within range, it will then search a bigger area for an appropriate building to the tier.

For me, at least in most of my saves in A18 and A19, My first trader was typically within 200-400 of the quests it gave for T1, and within 1~km of T2, 1.5-2km from T3, etc.

Tier 5 is a crapshoot though, because there are very few of them on the map generally; You might have on... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by JimmyIowa: In my last two 19.x playthrough's I had a motorized vehicle (I usually choose minibike first) by mid week 2. You just have to scavenge a bit for a wrench or two, iron, and some polymers and oil, etc. It honestly isn't that hard.

In my opinion... sure, if you’re willing to dump a bunch of points into Intellect and Grease Monkey, for something you’re only going to build once. Otherwise, you’re praying to RNGesus to find matching parts or schematics.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Orange Madness: I'm a sucker for Shotguns in any video game. The ability to have so much power within close range, high gib rate---for some games---, and capabilities to 1-2 shot entities or players is just a rush of dopamine. However, I have a few issue to bark about with the shotguns in this game.

  • Strange Accuracy: Okay, now I understand that shotguns are meant to be inaccurate bullet spread based weapons and aren't sniper rifles, but the shotguns here make no sense with their spread. Three of my favorite shotguns in the game are---in order from greatest to least greatest---Pump, Blunderbuss, and the Auto. Now I can understand that the Blunderbuss is meant to be an early game gun, and it is meant to be trash, but the two guns I'd like to speak about are the Pump and Auto Shotguns. As strange as it is, using Iron Sights with the Pump---choke or no choke---makes it have l...
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Comment
    faatal on Forums - Thread - Direct

Yes


15 Apr

Comment
    faatal on Forums - Thread - Direct

Merging optimizations to a19.

Comment
    faatal on Forums - Thread - Direct

Very playable. I played it briefly last week to test feral sense. All the normal stuff works fine, just some features like the block shape UI update are in flux.

Comment
    faatal on Forums - Thread - Direct

Stealth still works. Feral sense is basically zombie hearing and seeing x2.5, which is mod-able in xml and may be tweaked before release.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Indeed. I’ve made many a to-do list in a text editor outside the game, in addition to drafting base designs on graph paper.
Comment
    Crater Creator on Steam Forums - Thread - Direct
From a technical perspective, journal notes from non-player characters are easy to do. You just write them up in the localization file, like the existing note from the Duke of Navezgane, and put the notes in various loot containers. Making them POI-specific is more difficult, but feasible if they really wanted to. In any case, the devs do intend to implement an actual story, however they plan to execute on it.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by KippenKaasBaas:
Originally posted by Seftak: Pretty sure there are "general" Steam moderators and modertors payed directly by the devs to take care of their Steam game forum.

Well, that would explain a lot.
Whatever it is, it seems to be very effective.
This forum is much less of a dumpster fire than some of the other Steam forums.

I like to think so, but just as well that you say it instead of me. :cozybrawlhalla1:... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
I don’t know, but perhaps it’s just gameplay logic to give you a much-needed reason to visit more biomes.
Comment
    faatal on Forums - Thread - Direct

Low. I just read a Unity is getting DLSS article and it seems to just be the hi def render pipeline getting it, which we are not planning on updating to, since it would be months of rewriting gfx code and shaders.

From what I've seen. A lot different. Much less human.


14 Apr

Comment
    Crater Creator on Steam Forums - Thread - Direct
Short answer: wet concrete is not very strong.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Mardoin69: Love it!!! Now THIS is the kind of thing to add more challenge into game.....which is a debate in another topic. And, if A20 gets more random zombie's spawning into an area than what's currently happening with A19 then, yeah, would really beef up the challenge.

If they actually raise the zombie numbers, that negatively impacts performance. Instead, I see what they’re doing as going about it in a smarter way: using the zombies that are already there to full effect. It’s the same with the A19 feature where the respawn timer is zero in the wasteland: it gives you more zombies without technically putting more of them in the world at once.