PC V1.0 b330 EXP

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Did something change with the latest experimental and book quantities available?  I don't remember seeing stacks of 5+ books.

Also, the change from 300 to 5k isn't great for those who play SP or in smaller groups.

If you're playing on large-scale servers it's probably best to look into modding as a solution.


Yes there are multiple of the same kind of book for sale at the trader. In essence you go to 1 trader and buy all books, repeat at 3-4 traders and fast track your leveling.

Correct 300 caps for a book is super cheep, you can sell of leather for 1200 caps, Headlight stack is like 2,000 caps grossly disproportionate.

This needs to be fixed, alot of people just loose interest after what 1 week they max out.

 
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C99E22284073AA447DEF018822CF1E9DF2809257


Um, that's a no from me, dawg. Like, a total hell naw. The game drops the legendary parts incredibly inconsistently as is. In a solo playthrough, they drop at a rate that makes sense. Day 35, got about 20. If you use them for iron tools and such, you will run through them quick. In the multplayer games that I've run, the thing DO NOT DROP FOR SH*T. How TF do you have an overabundance of them? I mean, for some reason, the multiplayer games that I've been playing have had an insanely slower rate of progression than my singleplayer playthroughs.

The books is the real issue. 5K? This sounds like something YOU need to mod as you're insane. That wouldn't slow progression, it would halt it.That isn't a game wide change that needs to happen.


That's because you play solo. Day 35 and you have 20 Legendary items, that should no be so. A quest reward should not be such, even if its turned way down.

The game shines with other players and that's the feedback of 30+ people. Tier 6 is almost impossible to solo. 

Its a survival, crafting, the zombie struggle in apocalypse not some watered down Counter Strike and Duke Nukem shootem ups for a quick dopamine.

it should not be Marry Poppins stumbles on a bad ass gear pile and game over, the apocaypse is for scavanging.

 
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That's because you play solo. The game shines with other players and that's the feedback of 30+ people. Tier 6 is almost impossible to solo.

Its a survival, crafting, the zombie struggle in apocalypse not some watered down Counter Strike and Duke Nukem shootem ups for a quick dopamine.
I play solo AND multiplayer. Admittedly not on dedicated servers. There is ONLY that difference though.

Your suggested changes are what I can't agree with the most. They literally ONLY apply to servers. Changing the progression of the later lootstages makes sense but absolutely halting the progression with a 16x cost to books is just nuts. I could go for some slowing of progression, but that's just insane.

Ain't a soul here to play Counter Strike style gameplay. I'm here for the survival. That does not mean that I want day 75 to feel the same as day 14. That just plain @%$#ed. Again though, I get that this is different when considering servers. This is why the issue is that your just being lazy and need to mod.

Jesus Christ, somebody went crazy on here enough to make ME the "just use mods bro" argumentor. lol

 
I'd agree for Snow and perhaps Desert. I'd even allow for some light from a brighter moon phase in all biomes, but I look in my back yard at night and can't see crap where there is (theoretically) light bleeding in from various street lights. The woods behind me aren't even particularly thick.

-Arch Necromancer Morloc 💀
Yeah, I think too many people are used to living in the city where you have so much light pollution.  When you aren't in the city, if the moon is covered by clouds or there is a new moon or low moon visibility, it can be too dark to see anything.  The game was never as dark outside as it can be in real life.  Now, it looks like dusk all night long, every night.  Even though some of the game is played in cities, most lighting is off, so you also wouldn't have the same kind of light pollution as you see in real life in cities.

The lighting in the game now is so bright that you can barely even tell if you're headlights are on or your helmet light is on except in certain indoor locations ... And there aren't many of those that are that dark.  You also have no reason to use lights at a base because it is so bright.  It really needs to be darker... At least outside, if they really feel the need to have it not as dark inside since people were complaining.

 
1. The current ladder attach logic is correct...for now. You must TAP spacebar, Xbox A, or PS X. This is simply due to the new character system's jump logic that allows jumps to auto repeat when held. This will need to be reviewed and/or changed at a later date.

2. No plans to change the current light balance for launch. The team felt that the game was too dark in some situations. Feedback on this topic will be collected and considered for any future adjustments. Thank you!
Currently running this mod to fix #2! https://www.nexusmods.com/7daystodie/mods/5056

 
I play solo AND multiplayer. Admittedly not on dedicated servers. There is ONLY that difference though.

Your suggested changes are what I can't agree with the most. They literally ONLY apply to servers. Changing the progression of the later lootstages makes sense but absolutely halting the progression with a 16x cost to books is just nuts. I could go for some slowing of progression, but that's just insane.

Ain't a soul here to play Counter Strike style gameplay. I'm here for the survival. That does not mean that I want day 75 to feel the same as day 14. That just plain @%$#ed. Again though, I get that this is different when considering servers. This is why the issue is that your just being lazy and need to mod.

Jesus Christ, somebody went crazy on here enough to make ME the "just use mods bro" argumentor. lol


That's true but 300 caps for a book is super cheap. So Dedicated Multiplayer servers are like a World that is happening and days are rolling, its the best experience for this game. This isnt in a vaccum.

Example: You are about to do a quest, when a pack of 25 zeds are about to burst in on you. So you cant finish your quest or have to defeat all of them.

I happened to be in the neighborhood, see it and drop in to help you.

Outcome:

We become friends and start making bases and defend together, or I just move on and do my own stuff and never talk to you again. That is the difference between solo play, we dont use mods, too unstable.

I can say that on our servers the items i described are needed everyone agrees with. 

 
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That's because you play solo. Day 35 and you have 20 Legendary items, that should no be so. The game shines with other players and that's the feedback of 30+ people. Tier 6 is almost impossible to solo. 

Its a survival, crafting, the zombie struggle in apocalypse not some watered down Counter Strike and Duke Nukem shootem ups for a quick dopamine.

it should not be Marry Poppins stumbles on a bad ass gear pile and game over, the apocaypse is for scavanging.
Tier 6 isn't difficult to solo.  I do them almost entirely melee unless I make a mistake and need a gun.  Of course, I don't bump it up to insane difficulty level.  But if you want that, then you expect it to be harder.

But regarding the main topic here, the game doesn't need to slow down.  It was already slowed down in A21 and again in 1.0.  It drags now.  The game shouldn't be balanced for 30 players.  It should be balanced for 1-8.  Any additional balancing should be done with mods.  And something like prices can be server side only, so isn't an issue.

If players feel the need to buy magazines, I don't see a problem with that.  I only buy them if I'm only a point or two away from something I want.  Using the traders to rush the game is a choice and not required.

 
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1.0 has specifically been balanced for the various outfits. Depending on the build in your skill tree and your outfit, even on the tougher difficulty levels, you can definitely solo a tier 6 POI. Other outfits absolutely hinder this though, so it's another thing that makes it grey rather than black and white. The tier 6's are still easy enough with a stun baton on two junk turrets. Hell, I swear that the junk turrets are more effective now in 1.0 than they were in A21.

In another playthrough, I went with the assassin armor and that sh*t was straight up broken. Solo a freaking group of zombie bears like it was nothing.

A lot of it is just balancing between the outfits and skill trees. Unless we want another outright overhaul though, not much is gonna change. TFP's don't do tweaks.

In my muliplayer playthroughs, the difficulty only appears to be evident on horde nights. POIs haven't changed much at all. This means that it is even more dependent on your build. These playthroughs have progressed slower though. Difficult to compare as loot has simply been less appealing. Quest rewards have been garbage either way.

 
1.0 has specifically been balanced for the various outfits. Depending on the build in your skill tree and your outfit, even on the tougher difficulty levels, you can definitely solo a tier 6 POI. Other outfits absolutely hinder this though, so it's another thing that makes it grey rather than black and white. The tier 6's are still easy enough with a stun baton on two junk turrets. Hell, I swear that the junk turrets are more effective now in 1.0 than they were in A21.

In another playthrough, I went with the assassin armor and that sh*t was straight up broken. Solo a freaking group of zombie bears like it was nothing.

A lot of it is just balancing between the outfits and skill trees. Unless we want another outright overhaul though, not much is gonna change. TFP's don't do tweaks.

In my muliplayer playthroughs, the difficulty only appears to be evident on horde nights. POIs haven't changed much at all. This means that it is even more dependent on your build. These playthroughs have progressed slower though. Difficult to compare as loot has simply been less appealing. Quest rewards have been garbage either way.


Yea, i agree the quest rewards need to be tweaked. That may be the answer to Legendary Parts to be given by trader.

There is a big difficulty difference between Tier 6 quest in Green and Tier 6 in Wasteland. Trust me

 
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With consoles launching tomorrow its shocking that controller issues still haven't been fixed, especially the hold y/triangle. On console we won't have the option to reach for a keyboard and work around the controller issues. It's been a month, I'm not buying ps5 until it's fixed on pc. Unless you can confirm that the ps5/Xbox layouts are different to pc in advance. You have put the effort in to reactivate cursor so are aware it's an issue, why would you launch on console with such a backlash pending after so much time and money on getting to gold and relaunching on consoles. 

Also you still can't climb ladders 70% of the time. Most quests I am building cube towers to navigate a building. Got stuck in a teir 3 bunker thing and had to burrow my way to the surface 

 
Excellent!!!

I'm assuming it's a distance dependent lowpass filter that's being used?

Also, has something similar been applied to when zombies are on the other side of a wall/ceiling/floor?
Audio occlusion is not simple. We have old code from before my time at TFP that looks like they tried it and it was disabled. Maybe someday if we run out of other stuff to add, but it would probably be a performance hit.

 
Audio occlusion is not simple. We have old code from before my time at TFP that looks like they tried it and it was disabled. Maybe someday if we run out of other stuff to add, but it would probably be a performance hit.
I mean, even just a 50% reduced volume of on a different floor from you.  That would be limited, but at least a zombie 10 floors down won't sound like they are about to hit you in the back.

 
I mean, even just a 50% reduced volume of on a different floor from you.  That would be limited, but at least a zombie 10 floors down won't sound like they are about to hit you in the back.
There is no concept of a floor. It is just a lot of blocks. You have to scan blocks/colliders to know what is in the way. Then you have to figure out what things you hit and what they should do to the sound. You have to do that on every sound call, which is a lot.

 
There is no concept of a floor. It is just a lot of blocks. You have to scan blocks/colliders to know what is in the way. Then you have to figure out what things you hit and what they should do to the sound. You have to do that on every sound call, which is a lot.
Well, if something is 6m below you or above you, then it is pretty likely they are on the floor above it below you and elevation data is available.  Yes, if it's just a hill, that isn't the case.

But even if you just made it X distance.  I think that works for horizonal distance because if I go to another side of the building, the sound goes away.  But it doesn't appear to work vertically.  If it worked for vertical distance, you wouldn't hear the zombies on the first floor when you are high up in a skyscraper.  And that doesn't require figuring out what occludes the sound.  Just a thought.

 
@faatal

Since there is no concept of floors, could it not be based on
distance alone. Using the gps of F3 calculator and the difference between
player and emitter, 100% within 3 blocks, and after that have
the volume adjustment lowered by 3 per additional block difference
so at 30  paces it would stay at the minimal setting sort of like using
a Cvar as a calculator to adjust it.

Or would they play havoc on the pc or console volume drivers?

I know it's not that simple, but I look at how in depth the changes have been
made from before and after you joined the team. Makes me hopeful.

 
@faatal

Since there is no concept of floors, could it not be based on
distance alone. Using the gps of F3 calculator and the difference between
player and emitter, 100% within 3 blocks, and after that have
the volume adjustment lowered by 3 per additional block difference
so at 30  paces it would stay at the minimal setting sort of like using
a Cvar as a calculator to adjust it.

Or would they play havoc on the pc or console volume drivers?

I know it's not that simple, but I look at how in depth the changes have been
made from before and after you joined the team. Makes me hopeful.
All these sounds are played as Unity Audio Sources. They have a curve for falloff with distance. Footsteps were just adjusted recently. This is footsteps, which has 0 volume at 20m.

image.png

 
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