7 Days To Die

7 Days To Die Dev Tracker




22 Oct

Comment
    faatal on Forums - Thread - Direct

Not likely, but there could be some initial bandit work done during a20 that ends up in a21, just like Robotic drone was worked on in a19, but won't be out until a20 (probably).

The main contention with anything in the game is people. I will probably do some bandit work, but am working on water now. Our other programmer doing AI will probably do bandit work, but is working on the Robotic Drone.

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by samcharles77: I think they should remove honey's ability to cure low level infections. Antibiotics should become even more rare and the ability to craft them as well. I remember when getting infected would give me a kind of scared feeling especially early on in a playthrough.
I just feel like it should be more of a threat than it currently is.
Problem is that it's difficult to make it a threat to your survival without making it become objectively annoying to the player. It really should be a threat- It should be, imo, the biggest threat to your survival; Getting infected should be a huge deal. But it's not. IF it's too easy, players just ignore it, if it's too difficult it just brings complaints, and in e... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Jolly: Okay I see what my problem is on my Wasteland only map. My difficulty is Survivalist and I can't loot fast enough to keep up with finding Honey until Traders luckily have one like Capp00
A wasteland only map is a self imposed challenge. Making complaints about an aspect of the game because you shot yourself in the foot with a VERY difficult challenge map is not very constructive.

Given your challenge, your first priority should be finding a way to make armor of some sort, Likely padded- Chop drapes for cloth, hunt for glue and duct tape and get padded armor ASAP to dramatically reduce your risk of getting infected to begin with.

That said, in answer to a question from earlier, Infect... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Highlander: Best way for EXP kill Zombies
Best way to gain exp is mining and building. Killing zombies can't hold a candle to just mining alone, let alone mining and then building. I made a post breaking it down a bit elsewhere which I'll link below.

But the main cutout is this:
A zombie yields 413 experience (Stronger ones yield more, but take longer to kill as well; so we'll use the base value.)

You can earn around 1000 exp per 30 seconds with a modded iron pickaxe and no skills while mining stone. This is around 120,000 exp an hour. Add in skills and you can gain quite a lot more. Averaging it out at the lowest value and you'll be getting around 33.3 exp per second. In order to beat ... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
The schems can drop at gamestage 0, as far as I know. All schematics can. However, ALL schematics share the same drop table. If you loot a bookshelf, you have an equal chance to get the antibiotics recipe as you do to get the steel tools one or the iron pickaxe one.

Herbal antibiotics are meant to be the more easily renewable version of antibiotics- Not a middle tier version (Although it does occupy that position as well.); It's something made by the player, or sold by the trader, not found when exploring.

Also most things that take a chem station can be crafted in a campfire with a beaker for an increased material cost. Not exactly ideal, but, can allow you to make chem station items far sooner than when you obtain a chem station.

Part of the game is supposed to be dealing with the hand you're dealt- If you don't roll the antibiotics schematic early, then you need to find other solutions.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Balanced against what, exactly? Balance implies a comparison between two or more things. Balanced against your personal skill level? I couldn't say. Balanced to fit on a smooth difficulty curve with the other difficulty levels? ...Well I'm not sure on that one either, since I don't change the difficulty setting much.

It's more than changing the damage numbers, though. I know that on harder difficulties, zombies do their quick lunge after getting hit more often. Perhaps more importantly, higher difficulty means racking up a higher gamestage, and that means your hordes will consist of tougher zombies. You'll get a higher proportion of spiders that jump, ferals that run, soldiers with armor, cops that spit, radiateds that heal damage, etc.

There are quite a few ways that zombies get harder besides their damage numbers. It's just not as obvious that you're getting a cop instead of a skateboarder in part because you're playing on insane.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by jynx: there's a mod for that:

https://www.youtube.com/channel/UCG5_o5UAnUxu58DlCLTtTVA.
That links to videos about mods. It's not a mod, and it's not even current since those are all for A17.
Comment
    SylenThunder on Steam Forums - Thread - Direct
The gyrocopter is extremely accurate to how one actually works in real life.
https://www.youtube.com/watch?v=p8IB-5PbL9U
Comment
    SylenThunder on Steam Forums - Thread - Direct
If they put in the graphics required to make the game "look good" in terms on the same level as the latest AAA titles, the amount of system resources required to run it would cripple anything but the last generation or two of PC's and even then would require some pretty steep resources for the setup.

This is a Voxel game. It is much different than all the other games you play.
I cover this in some detail here[community.7daystodie.com].
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by The Heretek: I mean it's not like they have to push it all out at once...

Just putting guards at the trader locations that shoot you if you try to take over, rather then having the stupid "you can't dig here" bing. That would be a nice change.

Supporting that idea, the in-progress junk drone could be seen as a proto-NPC before they do it ‘for real’.

21 Oct

Comment
    Shurenai on Steam Forums - Thread - Direct
That is a rather curious bug. But there's a very important question in my mind: Does you chopping down a tree or doing whatever actually make them get caught by zombies? Or does it just make the bar visually jump, but have no impact on gameplay?

'cause if it's the latter, then it's not terribly surprising that the bug isn't well known; since most people aren't hard staring at their stealth meter while stalthing; more just watching it peripherally.
Comment
    Shurenai on Steam Forums - Thread - Direct
I'd like to start with 'I'm not the best versed in the world editor, so some info may be wrong'. Edits should take effect properly, however, they it's my understanding that they will not retroactively apply to pre-existing saves.

EG: If you have a save that uses Pregen01, and then you edit in the world editor, then you go launch the save, the save won't reflect any changes.

You'd have to make edits, then make a new save using the world.

In essence, the world editor is for editing worlds- Not for editing saves. If you want to build in creative mode, use creative mode while playing the save.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Moving to the Bug/Crash Reports sub-forum. There’s a pinned thread here that explains how to report an issue in a way that makes it easier to help.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Snaketears: I play in singleplayer, but think it makes it more interesting in multiplayer.
However it would be very helpful to have a simple indicator telling you if you have already learned something or not. I pick up a lot of schematics and often already have them, but get annoyed to look in the building list if i already have the schematic unlocked.
A small indicator like "already learned" or a symbol in the description would be great!
Greetings
There...There is. The little icon in the top left of the recipe's icon is the indicator. It's a closed book if it's not known, it's open if it's known. There's indicators like that on numerous types of items, including but not limited to items that have... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
I mean, it's -sorta- implemented due to Ferals having a separate movement speed that you can set, and through the rage system......But I support the idea, being able to set a min and max value, or at least a max would be nice and it would randomize between them.
Comment
    Shurenai on Steam Forums - Thread - Direct
It sounds like the two of you are being competetive, rather than cooperative. Why do both of you need to learn every recipe? So long as either one of you learns it you can both obtain the item crafted from it through cooperation; Just ensure that if it's something like tool or weapon recipes that the one with that skill is the one who learns it first.

The second player can always learn the recipe down the line when an additional copy is found. Be cooperative, Not competetive. :P

20 Oct

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by mONONOke_____: is there a reason for so few zombies outside? perfomance or whatever?
its little bit sad.
zombie count should raise with higher gamestages.

A reason cited has been that POIs are now packed with sleeper zombies, which occupy many of the limited slots for simultaneous active zombies. And yes, the limit is for performance. Sleepers were added in what, A15 I think? And that’s when the biome zombies were dramatically reduced.

That didn’t stop them from dramatically increasing animal spawns in A19 though, so hopefully that’s a sign they were being conservative and can raise biome spawns again. Though the general strategy will still have to apply: tougher zombies at higher g... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Nothings wrong. The latest experimental has gone Stable. You need to opt out of all betas to access A19.2 stable. There is not yet an experimental build of A19.3 available to the public, so there is not currently an entry for latest experimental.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Bleep: Thanks for listening devs. In Alpha 19.2, Terrain quality set to Medium or higher is no longer a framerate killer. I guess optimization does not necessarily has to come in BETA. :)

I can now play at more than 50 fps with Terrain Quality and Texture Filter both set to High!
Noone ever said 100% of optimization would come in beta. It's just that the main focus will not be on optimization until beta. Any optimization that occurs in Alpha is to ensure a mostly playable game to the majority of the playerbase for the sake of testing, and not much more than that.

Still, Glad you're runnin smoother and having a better time.