PC v1.x Developer Diary

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Sorry for any errors. Translated using Google Translate.
I would like to see the following changes in future patches:
1) Change the principle of calculating the game stage for the Blood Moon. When playing in a group (even on the highest difficulty), all players have approximately the same level. Only game stages can differ due to deaths (usually stupid and accidental). But because of this, the waves of enemies during the Blood Moon are too weak and are not able to break through the defense.
Yes, I know that in gamestages.xml you can adjust startingWeight and diminishingReturns. Perhaps they should be moved to the main configuration file?
It turns out that if players (3 pcs) 50 lvl, died once on the 25th day and lived 50 days in total, then the level of the Blood Moon should be approximately like this:
Average game stage for a player: (50 + (50- 2 * 1)) * 1.2 (difficulty) = 117
Blood Moon: 117 + 117 * 0.5 + 117 * 0.125 = 190

That is, the stage has grown less than 2 times and for 3 players this is an insignificant increase, because on the 50th day it is not a problem to build a protected bunker that can easily withstand waves of enemies, especially since demolishers are rare on these waves.
I understand that there are servers where players play without a group. But for such players, leave the old version of the calculation, but for those in a group (and survive the waves together) according to a different formula.

2) We most often experience the Blood Moon in a specially built bunker and enemies cannot break through our defense (we constantly repair). demolishers are rare and we manage to destroy them before they do any harm.
Maybe it is worth adding some kind of sharp increase in the stage of the Blood Moon if the enemies cannot reach the player? For example, if they cannot reach the player for some time and the destruction of blocks is minimal.
And in order not to complicate life for those who like to experience it outside, add a check of the enemy route. If zombies run along the same route and die en masse there, then add difficulty.

3) Add protective properties or perks for zombies. For example, a fat zombie after death can block a trap with blades for some time. Zombie in a protective suit partially ignores electric traps, zombie-military better ignores damage from shots

4) Add additional options to serverconfig.xml (or make an additional configuration file with these options):
- How many zombies can a screamer summon at a time
- The ability to configure the number of places for mining ore (and everything else) when generating a map. That is, now you can find mining places everywhere. The essence of the setting is to reduce the number of such places in the biome
- move various configurable options from other files. Modifier for the merchant stage, variables from the experience calculation formula

Thank you for your time

 
But still, FSR isn't as good as DLSS would be for Nvidia card owners. Maybe once Unity gets more work done on this then it could be added to 7 Days to die... Maybe, someday?

So far, that DLSS mod works great for me so I use it for the time being.


A developer probably has more incentive to work on things that help everyone than things that work only for a part of the players (even when that part is the majority). Nvidia's methods help it maximizing its market share, but do not help its features being adopted.

 
Sorry for any errors. Translated using Google Translate.
I would like to see the following changes in future patches:
1) Change the principle of calculating the game stage for the Blood Moon. When playing in a group (even on the highest difficulty), all players have approximately the same level. Only game stages can differ due to deaths (usually stupid and accidental). But because of this, the waves of enemies during the Blood Moon are too weak and are not able to break through the defense.
Yes, I know that in gamestages.xml you can adjust startingWeight and diminishingReturns. Perhaps they should be moved to the main configuration file?
It turns out that if players (3 pcs) 50 lvl, died once on the 25th day and lived 50 days in total, then the level of the Blood Moon should be approximately like this:
Average game stage for a player: (50 + (50- 2 * 1)) * 1.2 (difficulty) = 117
Blood Moon: 117 + 117 * 0.5 + 117 * 0.125 = 190

That is, the stage has grown less than 2 times and for 3 players this is an insignificant increase, because on the 50th day it is not a problem to build a protected bunker that can easily withstand waves of enemies, especially since demolishers are rare on these waves.
I understand that there are servers where players play without a group. But for such players, leave the old version of the calculation, but for those in a group (and survive the waves together) according to a different formula.

2) We most often experience the Blood Moon in a specially built bunker and enemies cannot break through our defense (we constantly repair). demolishers are rare and we manage to destroy them before they do any harm.
Maybe it is worth adding some kind of sharp increase in the stage of the Blood Moon if the enemies cannot reach the player? For example, if they cannot reach the player for some time and the destruction of blocks is minimal.
And in order not to complicate life for those who like to experience it outside, add a check of the enemy route. If zombies run along the same route and die en masse there, then add difficulty.

3) Add protective properties or perks for zombies. For example, a fat zombie after death can block a trap with blades for some time. Zombie in a protective suit partially ignores electric traps, zombie-military better ignores damage from shots

4) Add additional options to serverconfig.xml (or make an additional configuration file with these options):
- How many zombies can a screamer summon at a time
- The ability to configure the number of places for mining ore (and everything else) when generating a map. That is, now you can find mining places everywhere. The essence of the setting is to reduce the number of such places in the biome
- move various configurable options from other files. Modifier for the merchant stage, variables from the experience calculation formula

Thank you for your time
I think what would be better are just a variety game options to increase difficulty in different ways.  Players like a challenge, but many want to be able to build a horde base that can't be defeated, and I see nothing wrong with that.  Eliminating that possibility would upset a lot of players.  Having game options, on the other hand, would allow people who want their bases to not survive to do so, while letting everyone else have the option to build survivable horde bases.

In the meantime, whatever they might choose to do, there are two options you can consider.  You can mod the game to handle some of those things even with just XML edits, and probably most of those things if you use a DLL mod.  Or you can consider making different style horde bases.  You obviously know what to do to not have to deal with the horde, so try something you've never tried.  Make different kinds of bases each time.  Some might survive, while others may not.  Don't stick to just things you know will work, but try stuff you're not sure about.  You could even optionally make a rule that you won't repair the base during horde night and instead just have fallback positions for when they break through.  It can give you more challenge and a more interesting horde night even without mods or changes to the game.  I know it's probably not what you want to do... you probably want the game to do everything for you to make it harder.  But it's something you can do right away if you really want to change things up.  Just a thought.

 
are we ever going get to the point players stop asking for un needed things ATM and just let the pimps focus on what needs to be fixed?
And yet you suggested they spend time on making a dog companion and remove the drone?  Just because it isn't something you want doesn't make it unneeded or not worth asking for.  Besides, in the end, they are on the final push to gold and aren't likely to add much of anything that isn't on the roadmap, so it really doesn't matter much what people request, at least not until after gold.

 
100s of bugs and exploits need fixed...no need for them to spend time on cute pictures and assests.

View attachment 33461
Repeating something won`t make it a truth, a one that will make people leave their goals and go into it. This is not a problem solving, it is manipulation. 

1984 is a lesson. 

Let the Pimps Pimp as we do. Thanks :)

 
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100s of bugs and exploits need fixed...no need for them to spend time on cute pictures and assests.

View attachment 33461
Only 79 confirmed, and 45 that are WIP.  The others may end up being bugs, or they may not.  They can't be counted as bugs until confirmed, though.  You are good at exaggeration, though.  And you are also good at ignoring anything you don't want to admit... like that you yourself suggested they spend time on stuff other than bugs (a dog companion).

Besides, most bugs are not being fixed by the same people who make "cute pictures and assets," so it wouldn't matter if they made such things while there are bugs needing to be fixed.

 
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hmmm lets see.....

would i rather have Command(s): chunkreset, cr (fixed)?

or

world i rather have a new pretty assest added?

,,,,,,LMAO NOT EVEN CLOSE


Every post like this you just prove how ignorant you are willing to be, and how much you absolutely do not listen to what people tell you when you get corrected on the bull@%$# you are spewing in this forum.

Seriously, stop. You are only embarrassing yourself, and are not helping "your cause" at all.

 
sorry to inform you dude... where im from freedom of speech and opinion is allowed

its my opinion bugs should have more priority than new assest nothing more

instead of trying to silence people in this community maybe you should open your ears and listen.

 
hmmm lets see.....

would i rather have Command(s): chunkreset, cr (fixed)?

or

world i rather have a new pretty assest added?

,,,,,,LMAO NOT EVEN CLOSE
Did you even read what you quoted?  One has nothing to do with the other.

Besides, the devs just got done stating that cr is for dev use.  They want players to use region reset instead.  So whether or not they even think it needs fixed is up to them and how it impacts their own use.  They have no reason to fix it for players if they want players to not use it.

Though I've used it many times and never had a problem with it, so it obviously can be used if you're willing to take a chance of having a problem.

 
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sorry to inform you dude... where im from freedom of speech and opinion is allowed

its my opinion bugs should have more priority than new assest nothing more

instead of trying to silence people in this community maybe you should open your ears and listen.


You need to look up freedom of speech. It does not mean what you apparently think it does. It pertains to government restrictions. It does not pertain to this discussion forum.

And we've already heard you spout this nearly every other day already. It's enough. Shouting more isn't going to change anything. Not that your previous statements would have changed anything either since half of them did not even reflect reality.

 
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