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Vedui

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    Avid long time gamer.

    https://youtube.com/vedui42
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  1. I would say in many ways 7 Days to Die has "matured" and gotten into a more stable cycle. With more players than ever before, there appears to be less radical changes to gameplay and instead more refinements. This by its very nature makes for a lot less "hype", just an incrementally better game for new players. Players who've been around for a longer time might instead feel that the game while better, doesn't hold enough interest in between updates. Looking at gameplay, Alpha 18 until Alpha 21 plays very similar in my experience. Alpha 21 is a fair bit improvement across many aspects, but the core gameplay is very similar. This means that while one might've spent months exploring the game in Alpha 18, subsequent versions while better simply had insufficient new content to continue playing past a certain point. But that's not necessarily a bad thing, nor unexpected. Alpha 22 had a fair bit of hype for bandits, being a short cycle and all that, neither of which came to pass. So yes, the hype at the moment is quite dead, I hear no one talking about the game, but I invite people to check out steam charts which clearly shows the game is doing better than ever over time
  2. He certainly will be missed! I'll always remember him as a super cool guy who would happily spend time with us to explain, answer questions, and interact with us all. My most recent memory of him was actually just about 2 months ago now, where he went back to a video I made 5 years ago now for A17 (gosh time flies!) and the (then) new buff/effect system. I thought it was so cool and a huge deal for the game and wanted to really highlight the great effort, and while it's such an old video now apparently Rob must have saved down the video and came back to view and comment on it! While memories can be painful, they also serve as the joy of remembering the good times, and definitely would like to see something in game as well for one of the heroes we lost along the way. ❤️ Tom aka Vedui42
  3. You have to understand that most of these things are done by algorithms, and those can be tripped for really weird reasons. Even when they say they have "manually reviewed", they actually have not. I have a single video demonetized in my library. Apparently it has "excessive swearing" in it, as confirmed by YouTube's manual review. Except, it's a 30 second short, where I've gone over it with a finetooth comb, forward and backward, and there's no excessive swearing in it. There's actually no swearing in it at all (It's extremely rare to ever hear my swear, due to my kids watching them). But despite this, YouTube in their "manual" review finds excessive swearing, where there 100 % is none, nothing even close to it, no aggressive language, nothing that could remotely be taken or mistaken as rude. Now it was a Shorts video where I happened to get killed by zombies, so if they had said "violence" I could have understood it, though peculiar still as it's just a video game, and death in video games doesn't normally cause any issues. So knowing WHY a video was demonetized is super hard. I do think people will have to be more careful with the opening bits of their videos, ensure cleaner language, trying to avoid excessive violence... and hope this whole thing blows over. What I find more weird though is that "all" swearing/curse words are seen as equally bad. "@%$#" and "crap" is now a curse, which I personally would not consider it. The worrying bit is that they'll expand the vocabulary of "cursing" even more, making it very hard to actually describe something "This game runs like @%$#" caused demonetization ... so you'd be saying "This games runs sub-optimal below the acceptable range" or something else, which is dumb. But that's YT!
  4. And that's a good change. I think many of us have seen that over the years crafting has been de-focused, to the point of obsolesce for weapons/armour/tools. However, this change likely has nothing to do with learn-by-looting, and more due to looting/buying/questing for gear the last few years was simply far superior, as you'd pretty much always have access to higher quality gear than you ever could craft. I'd definitely prefer if loot/quest/bought gear was much more rare, and inferior quality to what you can craft. What I would like to see is Q6 gear crafting restored, and removed from loot/quest/trader ... want that top quality shotgun? Better skill into it, as you'll never get it from buying or looting it. That would flip the current situation where eventually you still are better off using a looted/quested/bought Q6 piece of gear as you can only craft Q5.
  5. Actually, most people I ran into complain because fixing the zombie pathing over arrow slits was done at the expense of using them as arrow slits. You used to be able to reach in through the gap, which was immensely useful for base building to wire your base up. Put up your trip wires, electric fences, dart traps and even restock. After the change, you have to break them every time you need to access them. I can't overstate how bad this is now, making their use extremely frustrating every single time you need access. In other words, the price for preventing "some" players from using them in "cheesy" ways, was to prevent EVERYONE from using them properly. This is probably the worst trade off the TFP has ever done, where legitimate players gets punished by TFP trying to prevent cheesy players. It's one of the "fixes" that TFP really should revert, as punishing all those of us who never use them to cheese, just to stop those who might cheese, is really an unacceptable trade. While I think fixing the lack of pathing in this case was good, if it can't be done without punishing regular use, it really shouldn't be done I think you bought the wrong game then... did you miss the part about "tower defense" elements? That's exactly how monsters behave in a TD game, so unless you want them to also change this game's sub-genre, I suggest you adapt your gameplay to it. I'm with Grue on this. Alpha 17 change over to a new AI pathing while it has benefits in POI's etc (less swiss cheese POI's), when it comes to Blood Moon Horde it's far inferior. Not only are zombies omniscient, they don't act like zombies. There are no more tower defense elements of 7dtd as a result. You used to be better off making layered defenses as zombies would come in from a direction and break down the base walls trying to get closer to the player from that direction. Now they lemming their way to their death seeking the path of least resistance and just making a kill-entrance is sufficient as you know the zombies won't go anywhere else. I think TFP should keep the omniscient pathing in POI's (the zombies lived there, so it makes sense they'd know where to go), but use a different AI for blood moon hordes, make it cheap computationally, waves of zombies storming the base, and maybe we can have a horde defense game as opposed to small squads of zombie commandos.
  6. Is this a decision made by TFP to only allow creative access to many of these art assets? I have to say, 7 Days to Die could be the best building game in vanilla, if it allowed you to craft and/or buy all these things. There's an AMAZING amount of great assets out there that are used in POI's and it's a huge shame you need to go creative to utilize them. Of course yes, you can mod that (which I've done in my Expanded Deco modlet) but I really think it's something which would HUGELY improve the builder's enjoyment if people could decorate with these awesome assets. I mean, they're there. They've been implemented, and while there's some work to balance crafting/scrapping/buying them, that's honestly worth it.
  7. That would be a funny (and possibly fitting) way to implement the Kickstarted goal/feature of "Be a zombie" ... would not only look awesome, but tick the box too!
  8. It might be nice to have nerdpoling blocked during active quests, AND have POI's only with normal loot until a quest starts at which point the "quest" loot is generated ... so while there might be some normal crates, there won't be any quest loot unless you're actually doing a quest. Since there are already provisions for the courier satchel, this should be a possibility to extend. And likewise, if the quest fails for all involved due to dying (or exceeding x hours/days in game) the quest loot also vanishes. I think tying the quest loot chest to individual also stops the current problem where a party of 5 goes into a POI, and 4 go through the dungeon crawl and the 5th nerdpoles up and "steals" all the end loot making for much less fun experience by the party.
  9. Personally I'd blame that video creator for all the problems, as them content creators just stir up trouble and add no value! If only he had some useful suggestions instead! Such as ... Hey TFP... do you think new UIX/mechanics would be possible for A22+++ ? Ie such as: 1) Pin Recipe (something a number of survival games have implemented to the delight of users, and that even was custom made for a particular Modpack in 7 Days to Die). 2) Crafting pull of items from nearby chests ... while mods (well, one mod in particular implemented it) might do it, I suspect it's not as easy as a simple "stand alone" mod, meaning it's likely to be extremely rare to see it outside of a mod that specifically implements it. Subnautica for instance had a standalone mod like this which was awesome, and really made it more enjoyable...especially if coupled with auto-sort mod and so on
  10. Not nit picking, important information sometimes! Much like people who know guns highlighted that for A20, some designs of the new weapons were insanely dumb, with one even had a scope on backwards? That said, the 'off' is probably not off, as much as "power outage", so the switch would be the same.
  11. Thank you! I try my best! Anything is possible! Had not heard of those two platforms but they seem interesting technically. A big problem is still that many of these pop up, run for a couple / few years and fold, due to the huge expenses of managing video channels (for "free"). I had used a couple in the past and they all folded, which was a waste of effort sadly But who know what the future brings? That said, you don't need to subscribe to view, though you do get the ads. Follow my twitter and you always get notifs of my new videos. Oh... and apologies for continuing the non-dev diary stuff, this comment can be deleted as fluff (didn't want people to think I was rude and not reply!) I'll send Jost a PM
  12. If there is ONE feature which I am indescribably grateful for (XML configs edges ahead though!), it is that TFP have taken the amazing decision to give us access to which version we want, allowing us to easily play and enjoy even old versions. I can't think of any other game developer who's been so respectful of the player's desire to enjoy their game, their version of choice, and made this so easy. Thank you TFP!
  13. Yes, it's a simple sandbox.That's a huge part of the problem. Over the last few years we've seen systems and mechanics changing over and over, lotsa graphic improvements, but core features have not been added to any significant degree post electricity in Alpha 16. Mods back many years ago had some rudimentary features like that with NPC's farming,guarding your base etc. A bunch of other games made by small teams have that in their games. 7 days to die without it will be just fine. It just won't be great or at the top of the genre.
  14. I fully agree! Artificially making farming worse due to requiring all the extra UI effort to open inventory, count how many seeds I need, craft which I need, put them back on hotbar, re plant and figure out where to put them so it's organized, yada yada as you highlight is a major pain which is unnecessary and just made people hate farming, even though after some tweaks the yield wasn't really a problem. You should work for The Fun Pimps! Your voice needs to be heard!! However! Tediousness as current system COULD be acceptable, if late game you could say hire an NPC as a gardener who would go and harvest, recraft, and replant for you, as part of end game content. That way the system would simply be part of a progression where someone could after appropriate quests/progression/base building/whatever remove some tedium by higher level progression. Raft did that pretty well, where for water you start with tedious 1 cup manual refill and continually adding wood to burn --> This progresses to where you can add multiple cups at once, and no fuel --> Which in turn progresses to where you automate with direct pumping and purifying (at cost of battery use) --> Which at the end can then be pumped into a water tank storage, using a higher tier battery and essentially free recharging through windmill. And yet, water is a huge thing throughout the game. It's always there, it just becomes easier and easier to manage, never goes away (it is survival after all), but has a progression that entices and rewards the player as they tech up. We need far more of this in 7DTD. /Ved
  15. That is correct. However, granting TFP a license to the creations, doesn't mean others can also freely use. Now the grant to TFP includes the right to sub-license, so TFP would be within their rights to say "hey, we got a license to everything, so we're gonna freely sub-license to everyone too!" ... however while that looks easy on paper, there're a lot of details. Ie, how do you even distribute it? TFP doesn't have someones POI created in the game. Heck if I change 1 block, my world is now different than before. Do you have the game automatically transmit everything to TFP to store/process? That'd simply be unfeasible. You could require players to submit every creation within x days of creation. Which means we'd all have to auto-batch sending GB's of data as our worlds continually change. So not feasible. And so on. It's not a simple thing to implement. The specific EULA referenced I believe: USER CREATED CONTENT: The Software may allow you to create content, including but not limited to a gameplay map, screenshot or a video of your game play. In exchange for use of the Software, and to the extent that your contributions through use of the Software give rise to any copyright interest, you hereby grant Licensor an exclusive, perpetual, irrevocable, fully transferable and sub-licensable worldwide right and license to use your contributions in any way and for any purpose in connection with the Software and related goods and services, including the rights to reproduce, copy, adapt, modify, perform, display, publish, broadcast, transmit, or otherwise communicate to the public by any means whether now known or unknown and distribute your contributions without any further notice or compensation to you of any kind for the whole duration of protection granted to intellectual property rights by applicable laws and international conventions. You hereby waive any moral rights of paternity, publication, reputation, or attribution with respect to Licensor’s and other players’ use and enjoyment of such assets in connection with the Software and related goods and services under applicable law. This license grant to Licensor, and the above waiver of any applicable moral rights, survives any termination of this License. https://7daystodie.com/eula/ Absolutely, forum vs other places would be different. I normally never download POI's (or CP) from the forum as such, so was more speaking to it in a general sense. Overall, I think once the game is done and we have steam workshop, things as noted will change substantially and for the benefit of everyone
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