PC v1.x Developer Diary

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Another thing I noticed, the new armor sets do still have the dye slots, which changes the color of the armor pieces.. but only in your inventory. Will armor be dyable for real later on, or will the dye slot be removed or changed to something else?
Dye won't work on clothes for 1.0 but may later.

 
Dye won't work on clothes for 1.0 but may later.


Oh I know that, I remember them saying during the devstreams that clothing and armor won't be dyeable. It just struck me as odd that the slot still exists. Hence I was wondering if this was an oversight, if dye was planned for later, or if these slots might become a sort of "transmog" function.

 
Oh I know that, I remember them saying during the devstreams that clothing and armor won't be dyeable. It just struck me as odd that the slot still exists. Hence I was wondering if this was an oversight, if dye was planned for later, or if these slots might become a sort of "transmog" function.
We'll, since they said they wanted dye to work later, I would guess it just made sense to them to not change the UI just to have to change it back later.  Since dye shows in the inventory (I haven't seen that myself), it seems they have the start of it already done and just need to apply it to the models.

 
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After the years of waiting, each year it feels like less and less updates are being pushed.

To sum up my feelings:
new 3d art for vehicles, animals, players -> cool
texture variations for zombies -> cool but you could have saved tons of time on making the gore models by using the UMA (or whatever is left of it, for example playermodels are using something similar) and having much granular control of it.
another journal rework -> navigation in that @%$# just infuriates me

That's about it. Its mostly art, but many technical problems are still there.

What about hiring some animator who has some experience using IK or has some kind of common sense when it comes to quadrupedal movements?
I have been watching the 1.0 stream and there are multiple occasions where you can notice that the animal legs are STILL sliding on the floor, especially when yaw changes. Why don't you have some kind of locomotiton system already? And why devs direct all resources at redoing art from scratch, for like a third time in a row? It's like beating a dead horse.

The best alpha in my opinion was the 20, because the city generation was very modular, and it made sense.

There is still this little thing below, and I still do hold a grudge
alpha 16 -> bandits delayed to alpha 17
alpha 17 -> bandits delayed to alpha 18
alpha 18 -> bandits delayed to alpha 19
alpha 19 -> bandits delayed to alpha 20 ....


I could go like this for hours...

Either way, I hope majority of the players will manage to enjoy this update.
You've been waiting for the bandits to show up for years. Whoever they are, they're likely to disappoint you. Because the longer you wait, the higher your expectations. Especially if it makes you feel resentful.

I'm not saying you should give up on waiting or resentment. But is there any point in accumulating this negativity?

 
We'll, since they said they wanted dye to work later, I would guess it just made sense to them to not change the UI just to have to change it back later.  Since dye shows in the inventory (I haven't seen that myself), it seems they have the start of it already done and just need to apply it to the models.
Ah okay, I missed them saying that. Thanks!

 
@faatal Why has the bandits taken so long to do, I know it is a complex issue but you have been talking about it since A18 at least and now its maybe June 2025, 

Entire games have come and gone in that time frame with bandits.

What has the Major hold up been with them if you can tell us or other issues?
Simple. Time. Steve and I did work on them early A21, but on the schedule for A21 and then 1.0, there was no time to get them to the quality level desired, so delayed.

 
Sleeper volumes now have a basic scripting system called Min Script. It is just a list of commands. There are commands to spawn, wait x amount of seconds or wait for a zed count and play a sound. At some point i would like to add looping with a count and reuse of sleeper spawn points.
Visions of Doom, nightmare mode

 
I'm a bit concerned about the zombie hp buffs. I just saw a video about it, so I'll withhold judgement until I give it a try, but some of the tanky zombies are already ridiculously tanky early-midgame, espescially given the low stamina capacities early on. Rage mode already made fighting tanky enemies very frustrating (at least to me), having to disengage and re-engage constantly in order to avoid hits, dragging a fight out for longer, and often luring in even more enemies. Espescially bikers given their insane running speed. The combat isn't anything super engaging doing repeatedly imo (espescially with melee) so having fights take even longer immediately gives me a bit of a bad feeling. I hope the other balance changes and armor buffs helps to counterbalance this, but I don't know yet.

 
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After playing since A15 I was hoping that with 1.0 we would finally get a bit of storyline. It's been 11 years and we still don't have a plot, we don't have npcs besides the traders. We don't even know who does the air drops. We don't have an endgame purpose. Our character doesn't have any backstory. I was really hoping that when we got the fully game there would be some of this element. Missions about discovering what happened to the world, each character having their own personally traits. Honestly the thing with the most personality in this game is the drone. In some survival games the character talks to themselves, which would be good. Or have a pet/companion like in fallout. 

It would be good as well to be able to do more things as a character. I like to build and explore, I only do combat when I'm forced and I've played alot of run throughs without zombies. I'll do the basic trader missions but then do my own thing. I'd suggest that one future storyline is that instead of having all the traders set up from the start. You as a player have a starting trader that you have to find or pick from various npcs, build a base for invite them to trade at thats secure, and then you can manage them, you find/craft supplies that they can sell/upgrade the base. And then you do the same in new regions or with other jobs eg rebuild/securethe farms, which supply food to trader, empty hospitals which might open up a doctor you can visit. 

1.0 looks great, will def play if the laptop can support it, if not I'll wait for ps5. Above is prob never going to happen but thought I'd share my thoughts. 7dtd to a great game, I've always played it mainly as a crafting and building game. I just think the options for playing the game could be more interesting and diverse. Think raiders, storyline etc is going to be great when it comes. 

 
There is still this little thing below, and I still do hold a grudge
alpha 16 -> bandits delayed to alpha 17
alpha 17 -> bandits delayed to alpha 18
alpha 18 -> bandits delayed to alpha 19
alpha 19 -> bandits delayed to alpha 20 ....


I could go like this for hours...
I feel you man... I was disappointed too when bandits were delayed yet another time.

However, we need to understand that writing the bandits' AI in this specific game (fully destructible voxel world), will be an outstanding achievement.

I'm not sure even our good @faatal will be able to pull it off!

Such a complex AI (if done good) it's a huge can of worms! 

 
... You know if you were this persistent about zip lines, we would be flying around right about now... 


Technically I got them to waste a few months of time testing zip lines out that they would ultimately decide they couldn't do. You're welcome community. Delayed bandits is on me. Result: I'm no longer the Super Moderator. It's a cautionary tale, for sure... ;)

 
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Quest reward: one (1) bacon and eggs. I'm fairly sure you use more food running to the quest site and back than you'd get with that reward.


There is some important information missing here: What was found in the chest? How much food could have been bought with the dukes given for the quest?

Here's a potential bug report. I'm watching Kraken and Grand Spartan, and whereas Kraken got the shovel before getting the Buried Supplies quest, Grand Spartan got the shovel AFTER completing the Buried Supplies quest!!! The difference: Grand Spartan had not opened the Challenges Window before visiting the trader.


Was the shovel some guaranteed quest reward or a random find? If the latter, why shouldn't players simply craft one to do the dig quest.

 
Do we know if 1.0 defaults to running in DX11 or DX12 (which according to the release notes performs worse than DX11)? From all the streams I've watched so far, performance seems slightly worse than A21 across the board

 
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