PC v1.x Developer Diary

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@фатальный @Лаз Мэн Hi, I'm wondering who made the trailer for "7 days to die", I watch it almost every day, it looks so cool, and the music is just fire, I wonder if it was specially written or if it can be found somewhere without extraneous sounds from the trailer, such as the sounds of shots at zombies and so on 

 
We made some AI sound improvements last week. One of them was to play their random sounds twice as often. Another was their alert sound is deferred until closer if they are far away.


Sounds great! Lets see how it works before trying 1 in 5 wandering zombies.

Would it be possible that the AI of the sleeping zombies would make them wake up more often? There are so many cupboards and false ceilings with zombies that stealth players preemptively destroy all the doors with arrows and they never wake up even an inch away, making it predictable and boring.

 
I loot everything and it is day 5 in the forest and I have yet to see a mechanical part or a wrench.  I could make a wrench if only I had some mechanical parts...

 
I loot everything and it is day 5 in the forest and I have yet to see a mechanical part or a wrench.  I could make a wrench if only I had some mechanical parts...
Random is sometimes not my friend.  I have 4 points into archery and on day 20 still only have found 2 bow parts, had to buy any others.  I have no points into vehicles and had the bicycle unlocked long before I got one for completing tier 1 missions.

You may have to buy a wrench, but as soon as you do, you will find a wrench in loot.

 
I loot everything and it is day 5 in the forest and I have yet to see a mechanical part or a wrench.  I could make a wrench if only I had some mechanical parts...


Search for cars and POIs with "MoPower" sign and any POI dealing with cars in any way. Broken workstations also have a chance for mechanical parts. Last resort is the trader who often has mechanical parts or even a wrench for sale.

 
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I think that 1 in 10 sleepers being wandering is a good figure, but 1 in 5 wouldn't be unreasonable.  The stealth game is already rough enough in many POI, so I also can't see above 1 in 5 being great.


I'd like to stick with 1 in 10 for the moment. There's something odd going on with the stealth timer. I'm getting more stealth shots and hits than I think I should be getting, as if I've re-entered stealth immediately, but I'm also seeing more Zs seem to react to a good stealth score. I'm thinking perhaps the Feral sleepers have become more perceptive but also that the wandering zombies might be part of this. Then there's also the bonuses of the Assassin armor that I'm just starting to experience. My play so far is at lower levels of stealth and I'd like to see how it progresses.

 
I'd like to stick with 1 in 10 for the moment. There's something odd going on with the stealth timer. I'm getting more stealth shots and hits than I think I should be getting, as if I've re-entered stealth immediately, but I'm also seeing more Zs seem to react to a good stealth score. I'm thinking perhaps the Feral sleepers have become more perceptive but also that the wandering zombies might be part of this. Then there's also the bonuses of the Assassin armor that I'm just starting to experience. My play so far is at lower levels of stealth and I'd like to see how it progresses.
From what I've seen.  The armor should be nerfed a bit... Just a bit 

Cuz you can basically get 125% stealth so basically your a ghost 

 
I thought you couldn't loot Q6 stuff? I just got a Q6 Steel Shovel from a T6 Infested Cache
From my testing I've done I have only found Q6 loot in Tier six quests, which in my opinion is probably the best balanced it could be. Having only ONE item spawn and having it take so much effort to get to that point makes it much more difficult to just farm Q6 loot and better incentivizes the crafting of Q6.

 
Oh, that's very good to hear (literally, lol!). I don't get snuck up on often, but when I do, man does it scare the living hell out of me. Full-on soul touches the clouds of heaven for a second. But it's good to know that that's been improved. The new hazmat sound is really creepy, too, thank the sound person for me, will ya? (and if it was you, thanks!)

I do have one issue with newest hotfix, but I don't think it constitutes a bug report because it's so minor. I play on 4k worlds only, and with default settings (except I set cracks to None because I am not a fan of them), there will always be one biome (it's split equally in chance with all five biomes) with two of the same trader and one biome that has no trader at all. I found this out the hard way, already almost a week into a save with my base set up, that the map I was playing on didn't have a Trader Jen. I finished the first tier of quests, and got the reward, but Rekt had no special job. First time I toggled debug mode to check on something and sure as rain, Jen had gone missing. 😔

And paying more attention in the RWG previewer it was about 8/10 worlds created (more like 35/50, I make a lot of worlds, okay?? no judgement, I'm picky!) that did not have a trader in one biome, but had multiple in others and some very close—I'm talking less than 500m! I don't know what happened between 313 and 316/17 but something may have gone wrong, but it's so minor because there are maps that have all the available traders that it feels more like a my-game issue and not a 'this is a massive bug' issue, yknow? If I need to make a report I will, but yeah!

(also, the top full closed curtain on the rod has the texture of what I think is a stainless steel sink, but again, that's probably a me issue since it isn't anywhere in the known issues spreadsheet)
Eric did the hazmat sounds.

It tries to spawn 2 to 4 traders per biome and it would always be the same trader types per biome. Currently there is no guarantee of a trader in a biome. Traders need gateways to spawn. The smaller the world/biome, the less towns, so the less gateways, and the straight gateway conflicts as it does not have space for a trader. Yesterday I reduced the weight bonus on the 3 straights and limited them each to 1 per world, which should help. When we get full biome progression in and/or story it will need some way to force a trader in each biome.

 
We use a professional localization company, but we also have a full time tester who is Japanese, so those get more immediate fixes.


I wonder if this professional localization company knows Esperanto.  Minecraft has it and 7Days is much better than Minecraft.

I would love to see 7 Days To Die officially in Esperanto.  (I have been translating it since A19, but I understand that TFP won't accept my work.)

 
Is there any planned armor reworks before the release of 1.0, I know that some armor parts are just plain better, and many are redundant to each other making it almost pointless to have them in the game. When it comes to the armor that adds damage, maybe a decreased percentage the more general the damage type. As it stands currently, there's almost no reason to use any other gloves than the preacher ones especially once you can craft Q6 gear. Some more fitting effects based on the armor types, maybe the set bonus for Commando being more of a Chance to conserve ammo on shot. Anything that could encourage the use of a full set of armor as opposed to just mismatching pieces while not degrading individual armor parts. Maybe something like enhanced effects of the individual pieces when combined into their full set, say a 50 percent increase to their single bonus?

 
Been noticing with 1.0 that Screamers seem to spawn more often, and earlier, and that they don't even need to scream now in order to bring a bunch of their friends to come party at my place. Another thing I've noticed that screamer hordes will come and wreck your stuff if you're not home, whether you're in or even NEAR that chunk or not.

 
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