Laran Mithras
New member
.45acp confirmed
I was telling my brother the same thing when we playing earlier today. I got the old lumberjack loading screen.Hellohi @faatal, not exactly your area of expertise here as far as I know, but I'm just curious if the loading screen cards (for world generation) will eventually be updated?Quite a few of them show some outdated zombie models, like the old lumberjack in one and the soldier in another. No biggie, just a tiny nitpick. lol
I was telling my brother the same thing when we playing earlier today. I got the old lumberjack loading screen.
I also hope they make them compatible with ultra widescreen. Those right now are stretched on my 32:9 Samsung G9 Odyssey. The game itself is perfect on a screen of such an aspect ratio, only the loading screens don't look right (only the picture, as the text on the bottom is fine and not stretched). Not a big deal, but more of a wish.
They could always send me an early build and I could test it for them on 32:9.... Err!... Alrighty then!
But still, 7 Days to Die caters for Linux and Mac... How much percent is that? See my point?Yeah, most games won't cater to a resolution that makes up less than 3% of the players.
I would venture that most games released in the last few years do support 32:9, a lot of older games do not. That said I'm not sure that I've even noticed the loading screens being stretched and therefore quite happy that 7dtd does support it!Yeah, most games won't cater to a resolution that makes up less than 3% of the players.
I can't say I know.Hellohi @faatal, not exactly your area of expertise here as far as I know, but I'm just curious if the loading screen cards (for world generation) will eventually be updated?Quite a few of them show some outdated zombie models, like the old lumberjack in one and the soldier in another. No biggie, just a tiny nitpick. lol
Maybe only 3% today but we're growing. Once you go ultra wide you never go backYeah, most games won't cater to a resolution that makes up less than 3% of the players.
Ultra wide is sure growing!Maybe only 3% today but we're growing. Once you go ultra wide you never go back
How I envision playing on an ultrawideMaybe only 3% today but we're growing. Once you go ultra wide you never go back
Ever since I started playing 7 Days to Die on a 32:9 Samsung G9 Odyssey, I can't go back to 16:9. I tried it and I lose so much info on the sides... It feels like tunnel vision.Maybe only 3% today but we're growing. Once you go ultra wide you never go back
Unless you're looking for a way to manually change the way game stage and loot stage works, this just sounds like balancing that needs to be done. I also play with friends, PVE, and have run into this issue as well. One thing that helps is if the players don't limit themselves to only letting the specialized person do that specialty. Like we usually have one person who pumps points into Lucky Looter, so they feel they're the only one who should open loot boxes. This ultimately results in us all getting better loot, but makes it a little boring for the rest of us. Likewise the person who specializes in Tool Crafting or Gun Crafting will make all the tools or guns for us, and we end up with better tools or guns than we would otherwise. This is because PVE allows players to specialize and work as a group.Hey, everybody. English is not my first language, so I apologize for any mistakes.
1) Can you tell me if the new version will add a new difficulty scaling, depending on the number of players on the server?
2) Will there be more options to customize your own dedicated server?
Let me explain. Me and my friends once every six months raise a separate dedicated server. In the configuration files we set the maximum difficulty for opponents. Blood Moon or block damage settings do not change.
We play in one group, we distribute roles. We often go on quests together. Because of this, the level of our items (what we get from merchants for quests), is higher than what we can create. And it often turned out that we use weapons and armor that we can make if we read another 20-30+ books.
And by 7-8 blood moon we have learned all the crafting, have all the weapons, built a separate base in another biome for defense that zombies don't go through. And this is because the game stage is too low, due to player deaths. Can not come exploding zombies, for example.
Therefore, I would like that the game stage would be tied not only to the level of the stage of the player (which seems to be calculated as ( playerLevel + daysSurvived ) * difficultyBonus), and taking into account the level of the merchant, the number of made quests, weapons, killed zombies, etc.
Well and the reward decreased, depending on the players who passed the quest.
And new server options that would reduce the likelihood of rewards and what the merchant can sell, change the frequency of roaming groups of zombies.
In general something that will allow to complicate the game for a group of players by changing basic elements without editing xml-configs
Although maybe it's just us misconfiguring the server and there aren't really any such problems?
4 am, Saturday, for some of us in Europe.TODAY IS THE DAY!!!!
2 am, saturday for me.