Riamus
Hunter
Then you'd really hate that I will often grab the dev supercharger instead, which is even faster.Goodness me, I hate the super charger on the motorcycle. I salute you.

Then you'd really hate that I will often grab the dev supercharger instead, which is even faster.Goodness me, I hate the super charger on the motorcycle. I salute you.
Then you'd really hate that I will often grab the dev supercharger instead, which is even faster.![]()
To add onto this, thank goodness the wasteland wilderness is actually traversable now by ground vehicle. The removal of all those rubble and metal pieces has made such an improvement to the biome.
I agree. Like I said I don't expect anyone to like everything about an update and criticism is always welcome, but I have witnessed many people spew nothing but hate and negativity and that's what is miserable to me. Even I hold some criticism about the updateWriting off criticisms of the game as "people are miserable" is not accurate. To be sure, there are people flipping out and losing their minds over issues, but there are absolutely valid criticisms to be made of 2.0.
I agree. Like I said I don't expect anyone to like everything about an update and criticism is always welcome, but I have witnessed many people spew nothing but hate and negativity and that's what is miserable to me. Even I hold some criticism about the update![]()
I agree. Like I said I don't expect anyone to like everything about an update and criticism is always welcome, but I have witnessed many people spew nothing but hate and negativity and that's what is miserable to me. Even I hold some criticism about the update![]()
Yes, that's not bad. Unfortunately, there are some small errors in this mechanism. If I manage to formulate them, I'll write them down in "errors".Zombie 1x1 Movement: A++ Wow! What a difference this makes.
The new fortitude impressed me. With it, I feel like a terminator. Yes, the 4th and 5th levels of mastery are not impressive, but they are very useful. I had so many moments when I lacked some 10-15 health to not die, now I have enough. And the 3rd level seemed very funny to me. These regular "ding", "ding" and pieces of gold and silver appearing in the inventory make the fight fun. But in fortitude, in addition to mastery, there is now also "Siphoning Strikes", also a very strong skill.Perk Changes: B We like them fine. The new mastery perks are fun. None of us have tried the sledge hammer build yet so that might up the score when we try it. My brother is Perception, my mom is Fortitude, and I'm Intellect and there's been some appreciation with the perks that are in the general category. My mom likes to farm but she chose Fortitude anyway so this run hasn't felt much different to her. Next run if she does strength and is also able to farm I think she'll feel more impressed by the changes. The 4th and 5th rank of fortitude mastery are not super exciting. More HP is definitely beneficial but just not very exciting. I like the baton mastery perks so far and my brother loves the perception one. He destroys couches for coins like crazy and warns us all away from his sofas during quest runs....lol
I mean they do have the biker outfit for that! Or you could grab the priest outfit, so you can kickThe new fortitude impressed me. With it, I feel like a terminator. Yes, the 4th and 5th levels of mastery are not impressive, but they are very useful. I had so many moments when I lacked some 10-15 health to not die, now I have enough. And the 3rd level seemed very funny to me. These regular "ding", "ding" and pieces of gold and silver appearing in the inventory make the fight fun. But in fortitude, in addition to mastery, there is now also "Siphoning Strikes", also a very strong skill.
In general, playing with fortitude, you want to put on a leather jacket, get on a motorcycle and say: "I'll be back"
I agree with this. The trader inventories are so strong and encourage you to buy a tier ahead for tools and weapons when you can afford it early on. Crucibles are showing up in trader inventories before day 10? I can definitely save up for that by day 13Trader inventories continue to do far more harm than good. Daring adventurer still has far too big an impact on trader selection, and trader purchases can completely invalidate even the currently skewed crafting progression. Crucibles and easy access to electric fences from day 1 being the biggest offenders I can think of.
Maybe all this stuff doesn't get looked at until the Trader/Economy overhaul in 4.0, and if so great, although personally I'd say 'give the players a reason to do something' comes earlier on the critical path than 'make it harder for the players to do that thing'.
Storage mods should be coming someday. What happened is a lot of other things are higher priority. One of our programmers is starting work on inventory (container) code cleanup and improvements to make the system more reliable. It will synchronize modifications through the server. That will be a while before that is ready, but once done then perhaps storage mods could be done using the updated system.@faatal I know your stance on vehicle armor for the bicycle, but it has two mod slots. Are we ever getting vehicle storage mods? Or something else for the bicycle? Kinda lame all it gets is the headlight, and nothing for its other slot.
And whatever happened to vehicle armor for the minibike?
Which is why most of us devs avoid reading those locations as it provides little useful information and just makes us mad or sad.Elsewhere though, the toxicity has been growing so rampant I can no longer dismiss or ignore it, thus I avoid those spaces entirely now. It's sad that many bad apples ruin the bunch, but I digress.
I fully expect with 3.0 to hear similar complaints to what we get now - "lazy devs! you added nothing! I just turned these stupid bandits off!".There are definitely people who are bitter over changes made in the past and wouldn't have been positive no matter what TFP released if it didn't include a complete reversion back to what they enjoyed before. Expect to read their negativity about bandits, the UI, the new quests, the event manager, the story, and workshop support in the future.
Others just don't express dislike very tactfully and have that convenient layer of anonymity of the internet to bring out their inner toddler.
Performance gets worse with each tree and how large each one is on your screen. Code does not help there as it is a GPU fill rate issue with all those layers of branches/leaves being drawn. A ton of pixels.I'll tell you as someone that has a computer that can handle it, the latest mod that makes forests more dense is a frame tanker.
I don't know if there are any coding tricks to make dense forests be more performance friendly, but I know for sure the mod ain't doing it.
Mods are great, but if many of the popular mods were actual vanilla features...from visual weirdness to performance degradation - a lot of players would probably not be very happy.
As for Redditors and the like complaining more now with 2.0...it's the same as it ever was. And it really has nothing to do with 7 Days To Die as much as it has to do with people in general. Complaining seems to become a bit of a hobby for a lot of people. I don't know about you, but I've gotten tired of complaining about things I engage in that are voluntary. If something leads me to a point of complaining a lot...I stop engaging with it.
I am not a fan of traders as we have them now. I wish in the beginning they were very wary of strangers, would sell you little and you had to earn their trust. Hopefully we make them more dynamic for 4.0.I agree with this. The trader inventories are so strong and encourage you to buy a tier ahead for tools and weapons when you can afford it early on. Crucibles are showing up in trader inventories before day 10? I can definitely save up for that by day 13
I'd like to see the trader's inventories start with maybe 2-3 items per category (some categories empty of stock) except for the category they specialize in 5-10 items. As you do quests for them you upgrade them by unlocking different types of inventory, from scrap to more advanced items. Each upgrade to the trader would bring in more items per category. The final upgrade would be when you complete the open trader quest, essentially giving the trader access to their full inventory. I would think this would look like what day 1 trader has now.
Storage mods should be coming someday. What happened is a lot of other things are higher priority. One of our programmers is starting work on inventory (container) code cleanup and improvements to make the system more reliable. It will synchronize modifications through the server. That will be a while before that is ready, but once done then perhaps storage mods could be done using the updated system.
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Which is why most of us devs avoid reading those locations as it provides little useful information and just makes us mad or sad.
Mmhmm. This is why in some of my playthroughs, I don't visit the traders for the first in-game week, until after the blood moon. I roleplay that they have scouts and spies keeping a watchful eye on the survivor before sending you the note that'll actually deliver you to their location. By surviving the blood moon in the local area, I've shown I've "proven my worth" to begin further "investigation" / relationship building.I am not a fan of traders as we have them now. I wish in the beginning they were very wary of strangers, would sell you little and you had to earn their trust. Hopefully we make they more dynamic for 4.0.
Maybe. We have been talking about lockable storage slots.Awesome news! <3 Do you also know if lockable vehicle slots will make their return? I remember it being in the code before, before the lockable slots were officially activated and the community had to rely on a mod for it.
Amazing, you actually limit yourself and role play and make the game fun for you?!?Mmhmm. This is why in some of my playthroughs, I don't visit the traders for the first in-game week, under after the blood moon. I roleplay that they have scouts and spies keeping a watchful eye on the survivor before sending you the note that'll actually deliver you to their location. By surviving the blood moon in the local area, I've shown I've "proven my worth" to begin further "investigation" / relationship building.
It seems a little odd that you craft a few basic primitive supplies and that's all that's enough to convince them, heh.