PC v1.x Developer Diary

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Cr0wst0rm said:
Also, I have just proven that you were lying about the resolution. Grow up.
Yes you have hit, I don't like being told I'm lying with no information to back it up, just using your schizophrenic ramblings about photoshop and the untruthfulness of what you've seen, nothing you've proven.
Let's note the date of this post is 2021.
1. I purchased a 1080p monitor a long time ago (as stated in previous videos it is an Odyssey G40B and specifically emphasized 1080p resolution)
2. TAA in 7DTD still does not work correctly, namely the developers for some reason lowered all the standard parameters for TAA, as a result it almost did not fulfill its functions, I took the situation into my own hands and fixed it for myself, and for many others in the community, posting my fix as a mod on TAA Fix (Nexus). At the time of 2021 there was also an issue with low texture resolution, this is a limitation, if the graphics card had less than 2400MB of memory and RAM was less than 4900MB, the textures were of low quality, I also fixed this for myself because a 950 GTX with 2GB of memory was still able to run the game at the then current resolution of 1680x1050 with acceptable FPS. (I hope you see the black bars on the sides? Which are now gone on my 1080p.)
Also, the game uses two separate renderers, for the world itself and separately for the character's hands, and there and there uses its own antialiasing, the developers made it so that SMAA is overlaid on top of TAA, well in general everything was flickering, fixed it.
I recorded my order of actions on video and sent to the developer for consideration, but it was rejected, since then I am still updating my mod.


3. And lastly I have RTX 4070 Super now, and for 1080p it's a great option, considering my 240Hz monitor.
No, buddy, you're lying here, to me and everyone here.

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sorry if this has been answered, but didnt see it

Is it intentional that trader progression is no longer bound by trader, doing up to tier 5 unlocks up to tier 5 for everyone: Bob, Jen, all of em? instead of each of them having their own progression?

 
I don't know if you can change that with a simple XML mod.  Might be something to ask in the mods forum.

It isn't (currently) that hard to get the magazines.  Without even trying, in my 2 player game, I had armor magazines completed by day 8.  In my single player game, I'm on day 6 and at level 4 armor.  Again, without trying.  My 2 player game I did a single Crack A Book store and hit mailboxes on my travel routes but don't go out of my way.  On my solo game, I haven't done any Crack A Book stores and still only hit mailboxes on my travel routes.  Armor magazines are probably too abundant right now.

That isn't to say that the prices make sense, of course.
Are you playing at 100% loot and 1 hour days? If so, there is absolutely no way that your play is in any way representative of the player base. I’m on day 7 in this play through and haven’t hit tier 3 of armor yet. I have spent zero time building or mining and haven’t bothered to set up a horde base.  It’s been pure questing but I don’t do quests at night early game. Based on your other comments about progression I have to assume you are on two hour days and/or you beeline fetches and have most of the POI layouts memorized. If magazines weren’t this abundant I may not have even be able to craft any of the new armor at this point. 

 
So, this is going to be about the last several alpha releases and more precisely, the endgame.

I have been playing since 10.4 and around A13 I teamed up with another guy, and we have been playing together ever since. We usually play around 2 months, before switching to another game, because we hit endgame.

Now, to something that is bothering me, when we get to endgame. However, I will mention that we play a server that allows you to get to level 300 (not sure if that is normal or whatnot) and 100% loot.

When we get to endgame, there are 2 main things for us to do. there are horde night on foot, and there are missions.

Missions: we do highest tier in the worst locations. red mesa is the easiest of those, after crack a book..... We go in with 500 AP 7.62, we go to trader, get reward, go home and smelt all bullets we found, into brass. and even on a @%$#ty run, we get over 6k brass, We basically get a stooped amount of reward, while we also get 2 reward items. which we usually sell to the trader, unless it is something dumb, like 5 med kits (they give loads of xp).

Horde night: what do we bring to horde night? 1 AR T6 fully modded with drum and rad, 10k AP bullets and a few rep kits.

We also use fully modded tier 6 light military, and we heal our own HP like a mofo...


Now, I do know this sounds more like me showing off, than anything else.

But with this information, is there a way to reduce the amount of ammo and things you get in those big ass reward chests, when you are "finishing" those missions? I mean, I dont really need to ear more bullets (smelted to brass, and reprintet to casings) than i use.

The mission type I talk about, is the infestation..

On a sidenote, reducing crop yield and then again boost it with a certain armor set.. is it only me who finds that, in lack of a better word, idiotic? I mean, who would even be planting and harvesting stuff, untill you can do it in a sustainable way?
I dont want to be dictating how to do things, since this is just a game, but what about applying some real world to the creation of seeds? like, 1 crop for 1 seed, but the growth time gets boosted to something like 10 real world hours?

Yes, I know that single players will rage about this, but I dont play single player, because I enjoy plaing games with other people..

 
On a sidenote, reducing crop yield and then again boost it with a certain armor set.. is it only me who finds that, in lack of a better word, idiotic? I mean, who would even be planting and harvesting stuff, untill you can do it in a sustainable way?
I dont want to be dictating how to do things, since this is just a game, but what about applying some real world to the creation of seeds? like, 1 crop for 1 seed, but the growth time gets boosted to something like 10 real world hours?

Yes, I know that single players will rage about this, but I dont play single player, because I enjoy plaing games with other people..
Crops should produce more and need more useaged for crops. Like better buffs for food..it would encourage more people to grow crops and cook unique food for specific uses. (I'll make a post later about foods) 

Medical items. Like herbal painkillers. Weaker but better then nothing, 

 
For farming to be realistic, one crop harvest would always give one or more seeds but there would be a failure rate on crops, where a planted crop fails to fully grow.  So crop growth would be the variable, not seed drop.  If you really were a novice at farming, the failure rate would be much higher and you lose that seed.

 
For farming to be realistic, one crop harvest would always give one or more seeds but there would be a failure rate on crops, where a planted crop fails to fully grow.  So crop growth would be the variable, not seed drop.  If you really were a novice at farming, the failure rate would be much higher and you lose that seed.
Yeah but I kinda understand what they are going for. Make crops harder but they need to be better. 

My main go too is aloe and corn for first aid, potatoes and hops if I do a fortitude playthrough.  Oh and coffee

 
Crops should produce more and need more useaged for crops. Like better buffs for food..it would encourage more people to grow crops and cook unique food for specific uses. (I'll make a post later about foods) 
I'm completely fine with farming, the effort/reward balance seems fine IF what you do with the rewards (crops) is actually impactful. Which mostly means 'Are you a brawler?' because having a dependable beer supply is really impactful for fist weapon users.

The high end food buffs generally disappoint, and I'm surprised they haven't had a balance pass in all the time I've been playing the game (since A19).  The harsh fact is, adding a bonus to flat baseline stamina really doesn't do much. Stamina regen is far more important. Food could do so many useful things, buffing damage resistance or critical injury healing times or whatever, which would make being able to craft the highest tier foods actually feel impactful.

The current state of 'read 90 magazines and source varied rare ingredients so you can craft spaghetti, which doesn't really do much that's useful' feels like a let down. It doesn't surprise me that most players seem to just get to meat stew and crank that our for the rest of the game while not really engaging with the rest of the food crafting system at the top end.

 
I'm completely fine with farming, the effort/reward balance seems fine IF what you do with the rewards (crops) is actually impactful. Which mostly means 'Are you a brawler?' because having a dependable beer supply is really impactful for fist weapon users.

The high end food buffs generally disappoint, and I'm surprised they haven't had a balance pass in all the time I've been playing the game (since A19).  The harsh fact is, adding a bonus to flat baseline stamina really doesn't do much. Stamina regen is far more important. Food could do so many useful things, buffing damage resistance or critical injury healing times or whatever, which would make being able to craft the highest tier foods actually feel impactful.

The current state of 'read 90 magazines and source varied rare ingredients so you can craft spaghetti, which doesn't really do much that's useful' feels like a let down. It doesn't surprise me that most players seem to just get to meat stew and crank that our for the rest of the game while not really engaging with the rest of the food crafting system at the top end.
Ima make a post in the pimp dreams about buffing food after the gym to discuss about it. 

I'm glad to know I'm not the only one who focus on results of food rather then.

"Mmmm spaghetti" 

 
Yep, I plant 20 corn and 20 potato with 1 point into LOTL and just make meat stew in my single player games.  More than enough food to offset higher healing rates.

 
Is it intentional that trader progression is no longer bound by trader, doing up to tier 5 unlocks up to tier 5 for everyone: Bob, Jen, all of em? instead of each of them having their own progression?
Yes, this was one of the new features announced during the Dev Streams. It may end up tying into future story mode and/or a reputation feature.

 
For farming to be realistic, one crop harvest would always give one or more seeds but there would be a failure rate on crops, where a planted crop fails to fully grow.  So crop growth would be the variable, not seed drop.  If you really were a novice at farming, the failure rate would be much higher and you lose that seed.


Farming has always been pretty silly. Three days? Really?

There was a farming mod which gave larger rewards but greatly extended the growing time for plants to compensate. It also added a bit of a minigame where you can fuss over your plants (weeding, etc.) to get better yields but for the most part if you wanted to be lazy plants would still grow at a nominal yield though maybe a few days longer if you neglected them. If that's still functional in 1.0, I think I want to try a playthrough with that mod.

Last game I played I just refused to farm and it kept me poorer way longer since I was buying veg from traders - made money a lot tighter and more interesting, and while I was never starving, it did force me to make do with what I had more often, instead of just cranking out stacks and stacks of Meat Stew.

I wonder how many balance changes will be made to the armor set bonuses and various other things through the version 1.0 builds


I don't know, but if TFP don't rebalance some of the armour stats & bonuses you can bet there will be a mod that will.

I'm trying not to be mean, but like... adding stuff like the Preacher Gloves (but they are not the only OP damage add in the new armour system!) and then cranking zombie HP so that everyone is a dummy thicc bullet sponge was really a head-scratcher.

I know there's people who love to hate on TFP and I try not to just kneejerk complain, but those values just feel so amateurish, like some kid adding a blatantly OP god bat mod or something. Even acknowledging that this is just an experimental release, I kinda want to know what the hell happened? What talk was there in the office about these changes? How did they come out with these as the nominal results?

 
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I'm trying not to be mean, but like... adding stuff like the Preacher Gloves (but they are not the only OP damage add in the new armour system!) and then cranking zombie HP so that everyone is a dummy thicc bullet sponge was really a head-scratcher.

I know there's people who love to hate on TFP and I try not to just kneejerk complain, but those values just feel so amateurish, like some kid adding a blatantly OP god bat mod or something. Even acknowledging that this is just an experimental release, I kinda want to know what the hell happened? What talk was there in the office about these changes? How did they come out with these as the nominal results?
I kind of agree with you.  Certain design choices and then approval of those choices just leave you wondering why anyone would make those choices or approve them.  Just look at armor crafting.  No way to know what armor is light, medium, or heavy without clicking each one or memorizing them?  Armor comparisons that only show the bonus stats from the one you highlight and not from the one you're wearing (such as +2 inventory space but not the -2% bartering)?  Or removing co-op related shared progression from a game that is pretty much intended for co-op play?  The last may have been intended to "balance" MP speed of questing but now it's much slower than SP and it is actually very easy to balance any number of players for questing speed without removing co-op shared progression.  These and others, including the wildly varying armor stats, don't feel even remotely polished or even what a good development team would put out there.  They do some great stuff with this game but then you see things like these that feel like they're done by a completely different group with little experience in game development.  I really don't understand it.  Like you, I don't want to criticize them and as I said, they do a great job overall.  But these types of things just leave you scratching your head.  Other design choices that are not liked by a portion of the players but are still well-designed are entirely different.  These things just feel barely thought out or extremely early concept designs or temporary designs rather than finished designs regardless if you like or don't like them.

 
I crafted an assasin set, the boots' bonus says "stealth sprint noise -100%" and it does indeed. When I crouch-walk, my stealth meter shows 5, but when I crouch-sprint, it drops to 0. So I'm not sure is it intended or not? Sprinting is more stealthy with these boots?

 
I kind of agree with you.  Certain design choices and then approval of those choices just leave you wondering why anyone would make those choices or approve them.  Just look at armor crafting.  No way to know what armor is light, medium, or heavy without clicking each one or memorizing them?  Armor comparisons that only show the bonus stats from the one you highlight and not from the one you're wearing (such as +2 inventory space but not the -2% bartering)?  Or removing co-op related shared progression from a game that is pretty much intended for co-op play?  The last may have been intended to "balance" MP speed of questing but now it's much slower than SP and it is actually very easy to balance any number of players for questing speed without removing co-op shared progression.  These and others, including the wildly varying armor stats, don't feel even remotely polished or even what a good development team would put out there.  They do some great stuff with this game but then you see things like these that feel like they're done by a completely different group with little experience in game development.  I really don't understand it.  Like you, I don't want to criticize them and as I said, they do a great job overall.  But these types of things just leave you scratching your head.  Other design choices that are not liked by a portion of the players but are still well-designed are entirely different.  These things just feel barely thought out or extremely early concept designs or temporary designs rather than finished designs regardless if you like or don't like them.


You can quickly see what the armor classes are on the magazine unlock page. It shows the Light, Medium, Heavy classes and you can hover over each icon to see the name. I also think the bonuses and stats are badly done. Actually, the only thing I can say I like about  the new armor system is you don't have to progress through light -> medium -> heavy anymore. I generally always stick with light or at most medium armor anyway, but people that like heavy will probably be happy.

 
You can quickly see what the armor classes are on the magazine unlock page. It shows the Light, Medium, Heavy classes and you can hover over each icon to see the name. I also think the bonuses and stats are badly done. Actually, the only thing I can say I like about  the new armor system is you don't have to progress through light -> medium -> heavy anymore. I generally always stick with light or at most medium armor anyway, but people that like heavy will probably be happy.
Yes, but you shouldn't have to click on every armor or go to another place to see what it is when deciding what to craft.  It should all be easily available on the crafting screen.  Sorting/grouping by armor class should be a given.  It will become even more of a pain as they add more armors.

As far as the progression, it's an odd choice for them.  They are adding progression to the game in other places and yet they remove progression from armor.  It doesn't really make much sense.  I don't know that I like the change even though I normally choose heavy armor but I suppose it really isn't important.

 
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