7 Days To Die

7 Days To Die Dev Tracker




17 Jan

Comment
    Shurenai on Steam Forums - Thread - Direct
Pretty much any weapon with all of its perks and fully modded out is..Fairly imbalanced. If you think the sledge is OP; Go play with fist weapons. With max fortitude, max The Brawler, pain tolerancce, heavy armor, and healing factor(All within the Fortitude tree, for convenience), you're basically an unstoppable tank. Even the strong enemies hit you for 1 damage most of the time.

Pair that with your fist weapon which via the Brawler perk and mods can have up to NINE different status effects it can apply to enemies, and you can just wade into a group on horde night and pound everything into mush. Any damage you -do- take gets refilled by healing factor and the occasional bandage. -- The status effects include negating the infection ability on headshots; A chance to stagger; a chance to knock down; a chance to ragdoll them; a second chance to simply explode their head; a chance to set them on fire; a chance to stun them; a chance to slow them; a chance to burn them; a cha... Read more

13 Jan

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Vaarelsauce: What do you think are the chances of the Devs supporting an actual customizable map generator in the future? (Sort of like NitroGen)
It's a planned game feature that will be directly integrated into the client.

12 Jan

Comment
    SylenThunder on Steam Forums - Thread - Direct
They chose to wait on this until the game was closer to completion.

The modding part of the game has been changing drastically over the past two versions as well, so it's a really good thing they waited. Once they have that finished, the way mods integrate is going to be amazing. Right now it's a little questionable depending on what the mod changes.

Unlike Empyrion who now has 90% of the mods in the workshop broken because of changes that were made in a11. It's a perfect example of why adding workshop support too soon is a very bad idea.
You can't fix that.

13 Dec

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by biao:
Originally posted by SylenThunder: Asked and answered many times if you had looked before starting a thread.

This will be addressed when the game is closer to completion. Doing it before then is a huge waste of the developers time and money.
I heard that A18.3 supports simple Chinese, really?
Not sure where you would have heard this. There has been almost zero word from the developers on 18.3.
It's not very likely.

30 Nov

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by XEKLIMER: Thank you for continuing to update the game. It's come a long way.
Is this compatible with saves from the last alpha build?

EDIT: loaded my save and spawned with an infection that I did not have before.
Just finished some initial testing. I was able to load up a18.1 and a18.2 into a19 without any noticeable issues.

Nice improvement in hardware optimizations too.

28 Nov

Comment
    SylenThunder on Steam Forums - Thread - Direct
a19 is not available to the public yes. I will be testing save compatibility in a bit though.

26 Nov

Post
    /u/ on Steam Forums - Thread - Direct
Welcome to the Alpha 19 Dev Diary. As of this time we don't even know what to call Alpha 19. It might be small named updates like "The New Combat Book Update" which could start at "19.0", with the "Vehicle Update" landing on 19.2, etc. What we do know is we're working on some new books, a vehicle update, etc but how and when we roll out what is to be determined. Hopefully it can be several point release patches to get you guys more frequent updates over 6-12 months instead of one big drop in a year.

Weapons Update All weapons will have 3 tiers.
New top tier Auto Shotgun
New mid tier Machine Gun
New low tier Junk Sledge
New top tier Junk Drone
Most pre-alpha 18 weapons have new models and textures
New Steel Fireaxe, new Steel Club.


New Books Tech Junkie Learn from MacDyver himself to build useful gadgets from common household junk!
Grease Monkey Learn to modify and craft vehicles of all shapes and sizes
... Read more

24 Nov

Comment
    Shurenai on Steam Forums - Thread - Direct
The options are quest reset; Or quest failure. There is no good way to make the quest information and flags persist through logout, especially through crashes, that does not immediately lead to quest failure...

Upon a crash, the game scrambles to save data as things are unloaded; Your character is one of the first things unloaded from the world- If the quest wasn't reset, as you are requesting, at this point you would trigger the quest failed flag for not staying within the area..(This stands true of log out as well; your character is the first thing unloaded.)

Likewise, If you crash or something, when you're loading up the world after the fact.. If the quest wasn't reset, then, Your character is the Last thing to be loaded into the world (To prevent you from being attacked, losing hunger/thirst, etc while still loading); Your quest is loaded before you, you fail the quest for having left the area.

In either case, Your quest is now failed, not j... Read more

21 Nov

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Dumbledood: In this case, the materials are stored in such a way (to my knowledge) that removing them from the item's storage is impossible before picking it up (they must be used to craft something).

So to say one should remove the stored material before picking the item up is offering a solution that doesn't exist at this time.

I personally don't know of any other games that has crafting materials in "workbenches," which can't be emptied out, and furthermore delete the materials if you do decide to move the workbench. The only option is to use them or lose them. Which isn't the friendliest mechanic. Rust is the closest thing that comes to mind. Haven't played Minecraft enough though to know if this i...
Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
It's normal in most games of this nature that you have to empty the item before picking it up. As such, one would not assume it would hold the materials.

19 Nov

Comment
    SylenThunder on Steam Forums - Thread - Direct
The information in the thread is still valid, so being raised from the dead isn't quite as bad. :)
Comment
    SylenThunder on Steam Forums - Thread - Direct
Asked and answered many times if you had looked before starting a thread.

This will be addressed when the game is closer to completion. Doing it before then is a huge waste of the developers time and money.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Degan Anyep: wow ! exactly 2 years (minus 2 days) since i posted it. i believe i tested this timer loot respawn in A16.4

Originally posted by SylenThunder: Also note, that if you get within 9-12 meters of a container, it counts as looking at it and will restart the timer.

Thank you ! additional info is always useful
Haha.. I didn't even realize it was a huge necro until this; Since all the posts are recent.. Didnt think to look at the OP's post... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Also note, that if you get within 9-12 meters of a container, it counts as looking at it and will restart the timer.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Hemperor PalpaTHC: So if I'm using one of these containers and I forget to "look" in it, will it delete the items in it or simply generate new ones?
items will stay in the container. Later when it's "reset" they will still be in there. When you pull them out it will take about 2 seconds to spawn new loot.

17 Nov

Comment
    OzHawkeye on Steam Forums - Thread - Direct

Just a reminder, people are free to discuss divergent viewpoints here, but there are forum guidelines, and everyone is expected to adhere to them. A reminder link for those that need it, is below.

https://support.steampowered.com/kb_article.php?ref=4045-USHJ-3810


Comment
    OzHawkeye on Steam Forums - Thread - Direct
Originally posted by Ion: Too wrong. Maybe you don't understand the naming conventions. Alpha is not supposed to be about adding features. Alpha is supposed to be about making the foundations and core concept which you will build upon in beta.

This game has no core. It is getting reworked in every iteration of the alpha release. The developers have zero development experience and they are pretty much stuck in a development hell loop. They have lost their goal and they have no idea where the game is supposed to be heading.

There is objectively no reason to defend this game.

I suggest you do some reading, including this excerpt from the link below:

The alpha phase usually ends with a feature free... Read more
Comment
    OzHawkeye on Steam Forums - Thread - Direct
Originally posted by Ion:
Originally posted by Diaz: If this is what an alpha build of the game looks like than I'm interested in what the beta will look like...

Keep up the hard work!

Alpha build of a game that has been development for 7 years and is still an alpha with next to zero progression.
If this is how it looks like, I hope I will live to see the beta.

Take a look at Alpha 1 and tell me again there's been "next to no progression".... lol.
Comment
    OzHawkeye on Steam Forums - Thread - Direct
Originally posted by LittleBlueDuneBuggy:
Originally posted by Ion: I hope I will live to see the beta.
That makes one of us.

Too right. If each Alpha keeps getting better (and, outside of A17, they generally have), then I for one am happy to see Alpha stretch till whenever.

Beta means no more new content, means I'll be a little bit sad we're in Beta. Yes, I'll enjoy the optimisations, but it'll be an end of journey so to speak.