They can leave the triggers...maybe modify them so they're not triggered while you're in the middle of them.
If you trigger them and they don't detect you then they'll be moving which will add legitimate mechanical skill expression to the gameplay because if you miss your shot then you're in...
Personally, I have shifted my focus onto a deeper level of modding and it doesn't look like they're going to touch that...and even if they do, the current version of the game is very likely more than enough for what I'm envisioning.
However, with the little I know of game development, it's...
So I recorded the video after being made aware of these job listings.
This does not sound like a passive role in the future of 7DTD. Can we get a little clarification? Who is the "Creative Director" they're talking about? Joel? Rick? Joel & Rick?
How much influence / control are Behaviour...
I'm much more confident in my "trust me bro" than your "trust me bro".
It is known that games are dominated by casuals. Wanna sell a lot of games...make them as easy as possible. Even Baldur's Gate 3, a much bigger game than 7 Days to Die with a much bigger modding community stated that 40% of...
No. It means that most active players are not using mods. Without any legit stats that is the most sensible conclusion to make because most players of any game are casuals.
Most players of games also don't go on forums and Reddit and Twitter, etc. You're seeing things from your perspective and...
Bandits were never implemented. They were in the game and could be spawned in debug mode, but were not part of an active spawning group. They also caused an error if you shot or melee’d them.
You can also break a window or chop the door down of a room that has sleeping zombies in it and nothing happens. But if you step on a couple of pieces of cloth, that's when they wake up.
It does.
And I just tested it to see if it shows on the meter. Hitting a wall raises the stealth meter more than hitting a zombie and different materials have different noise levels. Wood is quieter than metal, etc.
That's a good point.
Player detection is overall odd. Some of it makes a little...
If you miss a shot and it hits the wall you'll become more detectable. I don't fully remember but I believe that also reflects in your stealth meter. Reloading makes noise, each weapon has its own noise value, etc.
Just crouch and look at your stealth meter when you do something. It'll tell you...
I did a full stealth run not too long ago.
Generally, I'm not a stealth player. I'll use it to a degree when playing in my normal ways...but when I completely dedicated my play to stealth, it did come across kinda like false advertising.
If you're gonna give the player the option of...
@schwanz9000
Hey!
I noticed in game that the zombie dog looks really dry and flat.
I checked and it appears that its is missing its grayscale textures (RMOS).
On the left is what it looks like in game and on the right is what it looks like when I add just its roughness and occlusion maps.
I got...
You know what would be cool and nuanced? Progressive intelligence...just like in the George Romero movies and the Walking Dead. So in the beginning, zombies would be super dumb. No climbing. No intelligent pathing at all. But as the players progress, so does the zombie's intelligence.
That...