7 Days To Die

7 Days To Die Dev Tracker




01 Jul

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Operation40: yes, people logging in to check out the new update totally invalidates any and all complaints

that's just science right there.
No. What it shows is that the game is far from dead.
A lot of people love to claim that the game is dying. If it was, it wouldn't be breaking records.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Maviba: but the banlance on servers with many players is a bit... improvable, especially if you join later.
Just a small thing to point out here, but TFP only supports 8-player co-op. They aren't developing for 30-50 player servers.
Comment
    SylenThunder on Steam Forums - Thread - Direct
The way it used to be separated, they had a lot more issues with bugs. Because basically they had two separate client versions, and had to do bug testing and fixing in each separate version. Two different sets of code for the same game.

Since the primary focus has been co-op play, it's all the same mp client now, and single player is just a locked MP game.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Moving to the correct forum section. Take a gander at reading the Pinned threads and following instructions.
Comment
    Gazz on Forums - Thread - Direct

So DVulture/SMG are T3 ranged, yet they are treated even worse than other T2 ranged.


If they dropped on a T2 loot table it could be reasonable but no, they are actually harder to find than other weapons since Vulture/SMG share the slot when an agility firearm is rolled to drop.

Compound bows do use the T2 quality and loot template so they drop much earlier and at higher quality.


Your preferred weapon already dropped half as likely and now you get shafted on mod slots compared to other T3 ranged.

Who hates the agility attribute so much?

Post
    Hated on Steam - Thread - Direct
Hey Survivors,
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Play the Survival Game that came first. Navezgane awaits!

https://store.steampowered.com/app/251570/7_Days_to_Die/
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by ApocNizmith: -snip-
While not necessary, playing without them puts you at a distinct disadvantage.
Other way around. Playing with them puts you at a huge advantage; The traders are the part of the game that is presently incredibly overpowered compared to the apparent intended balance of things.

And this will change sooner than later, most likely; Traders haven't really been rebalanced in ages. Their stock lists and quest rewards have been adjusted around to specialize each trader in a certain direction unique to them, but the quantities in stock/the quantity given in a quest reward/the rate at which high quality items appear for sale appear/etc haven't been balanced yet against all the looting c... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by SylenThunder: I never do them outside of testing.
More or less the same. I'll do them occasionally as something to do, but I don't go out of my way to play them constantly or grind them for materials.

Not so much that I hate them, I just like surviving on my own.
Comment
    SylenThunder on Steam Forums - Thread - Direct
I never do them outside of testing.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Should be less than 2km if you started a clean save. Moved post to correct forum. Read instructions on how to report and follow them.

30 Jun

Post
    Gazz on Forums - Thread - Direct

Summary:

T3 ranged weapons have 3 entirely different setups for mod slots per quality level, even inconsistent inside the same weapon class.

Game Version: A21 b324

Did you validate your files? Yes

Are you using any mods? No


Status: NEW


Bug Description:


Tier 3 ranged weapons use 3 different setups for mod slots. That can not be intentional.















Post
    Gazz on Forums - Thread - Direct

Summary:

T3 ranged weapons have 3 entirely different setups for mod slots per quality level, even inconsistent inside the same weapon class.

Game Version: A21 b324

Did you validate your files? Yes

Are you using any mods? No


Status: NEW


Bug Description:


Tier 3 ranged weapons use 3 different setups for mod slots. That can not be intentional.















Comment
    SylenThunder on Steam Forums - Thread - Direct
I just hit a couple of T1/2 house POI's. Then I've got enough water for a few days.
Comment
    faatal on Forums - Thread - Direct

AI will randomly attack or jump if they think they are stuck. One of those checks is if they are making forward progress over time. Sometimes it appears to even happen when walking slowly up a slope just out in the world. It certainly could use more tweaking, when I have the time.

Comment
    madmole on Forums - Thread - Direct

That's coming in A21 yet lol. There will be an option to disable it though

Comment
    faatal on Forums - Thread - Direct

It think you mean events, not triggers. An AI director chunk event actually covers 5x5 chunks. It stores them in a List, so you could have tens of thousands or more of them, but code may start running noticeably slower as you add thousands of them.


You may want to use very short duration events, so you don't accumulate a lot.

Comment
    faatal on Forums - Thread - Direct

Trigger volumes are new and POI designers want sleeper volume zombies to attack you when triggered that way. There is no stealth check like an attack sleeper volume has. I play agility/stealth, but never expect it to work 100% of the time. My solution is fight them head on or run away, lose them and come back, then stealth kill them as triggers only happen once. Repeat as necessary.


Nothing is locked in stone. All values in the game are candidates for tweaking. I think we have made balance adjustments to every stable release, since I have been working here and I'm sure 21.1 will have some adjustments as we play more and get more feedback.