PC v1.x Developer Diary

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2 hours ago, mstdv inc said:
Do you seriously want to see this in 7D2D?
 



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Most definitely!
it's so irritating to me that no matter how many rounds you fire with the pump shotgun, the reload is 2 shells.
There's a mod thankfully that addresses this.

I've been playing doom 3 on the side, and the pump shotgun feels amazing!
If you die because you're terrible with time management for reloading, then that's on you.

7 Days to Die is the only game (that I know of) that DOESN'T have adaptive reloading

 
@faatal or @Laz Man, why, as an FPS/FPV game, don't you work on this? It should be mandatory in 2024 to have this kind of aim, JUST for credibility to attract new player.
faatal has already answered that question and Laz Man is a POI designer, so wouldn't have anything to do with working on that, though perhaps you just used "you" to refer to TFP and not them specifically.  In any case, this is something that a relatively small set of players actually care about.  Most players don't even notice.  That makes it low priority and there are other things to update and improve that would be noticed by more players and those will get higher priority.

 
Most definitely!
it's so irritating to me that no matter how many rounds you fire with the pump shotgun, the reload is 2 shells.
There's a mod thankfully that addresses this.

I've been playing doom 3 on the side, and the pump shotgun feels amazing!
If you die because you're terrible with time management for reloading, then that's on you.

7 Days to Die is the only game (that I know of) that DOESN'T have adaptive reloading


I don't think it would be fair to add this realism for pump shotguns without also adding reloadable mags for automatics. You would then have to collect magazines, reload each one with rounds, and store the mags for use. Then reload them again when you are out like in a game like Project Zomboid. Honestly, I would use a mod that did this for a challenge but it's probably too complicated for basic 7 days.

I think the idea is different guns have a set reload time that can be improved with perks and the animation is just flavor.

 
This is something very important that not a lot of players are remembering either.

The crew at Fun Pimps is around 30 or less people working on a game that has become beloved by as many as players as a big name game from a bigger game maker.

They don't have the man power like Bethesda or other triple a game manufacturer's however they are putting in hella quality into a game we all love to play and trying to get console caught up to PC even.

I'm a low level developer compared to the things these guys are doing and working through these issues and bugs takes as much time or more than the initial writing of the code.

Are somethings not up to snuff but is it still fun to play and are they still trying to make it better? 

Heck yes they are!

So give them a little slack if things aren't lining up right or if things aren't working exactly how you think it needs to compared to this other game. Cause does the game your comparing it have all the exact same world configurations as 7 days?? If not stop comparing them on the critical nature that you all are and give them a little praise for it instead!

Mind you this is just my outlook from a console player and coder/ programmer.

 
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There's a mod thankfully that addresses this.
This is not a problem, so it does not require a fix in the vanilla game. 
 

Rofl you from the TFP Police?

Never said it's easy to mod, I asked to be easily accessible. Grown enough to bark but not enough to understand words 🤡
Developers don't have to make life easier for you if you're too lazy to do anything.
And counting other people's money is bad form.

 
And even with the man power... look at what a mess they did!

Maybe next time they should hire a staff of all women and see if girl power is better.  :hippie:   :heh:
How good of a game could you put together with their team size?

Could you get this many players to enjoy it and still be playing it still "as messy" as this game supposedly is?

I bet not but your criticisms are mighty high from your stand point aren't they?

 
I think the idea is different guns have a set reload time that can be improved with perks and the animation is just flavor.


lol...I remember the very first time I shot a couple rounds off using the pipe pistol and then reloaded and was dismayed to see all my unfired rounds being emptied out of their chambers and just thrown away. I quickly did the math and realized I didn't actually lose anything but it really worried me for a moment. It still pains me to see it even though I know it is just a flavorful animation and it shows the impact of visual representation....er....misrepresentation...

How good of a game could you put together with their team size?

Could you get this many players to enjoy it and still be playing it still "as messy" as this game supposedly is?

I bet not but your criticisms are mighty high from your stand point aren't they?


I think "they" referred to Bethesda. He was saying that even though Bethesda had a massive team size they still didn't get Starfield right. At least that's the interpretation I'm going with. ;)

 
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As accurate as the Hitler meme. The gun "enthousiasts" crawl out of their holes and come bring the Evangele of "how aim must be perfect".

Who cares, put the crosshair on your target and shoot. Leave the rest to your RL gunrange. Please. 
my only issue is that it was fine in pervious alphas, 

Plus other guns aim well awhile others are bugged. 

Tho I am a gun nerd, I don't care about tac or partial reloads. Games like fallout 4 and gta 5 don't have it and are fun.

OK NOW IM DONE!!! 

Screenshot_20240615_123411_YouTube.jpg

Screenshot_20240614_134454_YouTube.jpg

 
I don't think it would be fair to add this realism for pump shotguns without also adding reloadable mags for automatics. You would then have to collect magazines, reload each one with rounds, and store the mags for use. Then reload them again when you are out like in a game like Project Zomboid. Honestly, I would use a mod that did this for a challenge but it's probably too complicated for basic 7 days.

I think the idea is different guns have a set reload time that can be improved with perks and the animation is just flavor.


Oh, I really hope they do this. Just think of the fun we can have spending a few minutes loading up the drum magazine for my m60, Especially during a blood moon. And yes, that is sarcasm. If I want more realistic gun handling I'll play Arma or something.

 
I don’t think anyone really wants to individually load magazines. Even COD didn’t do that. When you slapped a new mag in it just added what you had shot and you carried on. For the single shot guns you could wait until the gun was fully loaded or stop the animation and fire what was there. This is all I think we really want, plus realistic sight pictures. 
 

I really dislike the crosshairs and random bullet placement within them. I’d rather that be tied to weapon sway and perks would steady that instead of just giving you a tighter crosshair. 

 
The crew at Fun Pimps is around 30 or less people working on a game that has become beloved by as many as players as a big name game from a bigger game maker.
Just to be clear, The Fun Pimps are now around 70 people (Rick mentioned it in one of the 1.0 dev streams). 30 people was years ago.

Some of the team are working on a, still unannounced, Unreal engine game. It's hard to say how many people are still on 7 Days to Die. So your 30 people could still be accurate, at least for 7 Days to Die. 😁

 
When firing a gun in this game the recoil animation ends as abruptly as the sound does.

No string of animations when firing another shot, just one abrupt shot after the other abrupt shot.

No natural bounce to the recoil makes the animation feel flat/stiff.

no sprint animation

I could go on. It has been slightly improved over the course of 10 years but the starting point was an abomination along with the whole game it's self. 

Also the pistol is way to close to the POV 

This game

image.webp

Most other games

revolver.webp

 
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Just to be clear, The Fun Pimps are now around 70 people (Rick mentioned it in one of the 1.0 dev streams). 30 people was years ago.

Some of the team are working on a, still unannounced, Unreal engine game. It's hard to say how many people are still on 7 Days to Die. So your 30 people could still be accurate, at least for 7 Days to Die. 😁


Last I was aware, it was mostly just a few artists that did not have any current work on 7 Days to do. I would imagine there are still 60+ working on 7 Days. 

 
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