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LipaCat

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Posts posted by LipaCat

  1. 19 hours ago, Maharin said:

     

    我認為你對“內容”的定義非常狹窄。數百個 POI、數千種物品和裝飾品以及無限的隨機生成的地圖都不算數?像 Navezgane 這樣的內置雕刻地圖不算數嗎?輕鬆修改內容,已經構建了許多模組,可以讓遊戲隨心所欲地變得不同?這些都不算內容嗎?

     

    那麼對你來說“內容”是什麼?這個遊戲中的獨特物品到底是什麼?請解釋。

     

    Yes, it's undeniable that the development team has provided a wealth of Points of Interest (POI) and a vast array of building blocks, making 7 Days to Die exceptionally rich in its construction aspect. However, the game is not limited to being solely a building game; it also encompasses RPG and survival crafting elements. Unfortunately, these two aspects are currently lacking considerably in content. While mods can certainly contribute to filling this gap to some extent, relying on mods alone isn't a sustainable approach. These elements should constitute the core content of the game and shouldn't be delegated to third-party developers. This is 7 Days to Die, not 7 Days to Die: Darkness Falls, Sorcery, Rebirth, or similar mods. Moreover, enhancing the richness of the game's core can also facilitate greater potential for mods to flourish.

     

    By "unique items," I refer to specific items that can only be obtained through interactions with Traders or by exploring designated areas. These items should assist players in progressing to the next stage of the game, such as certain workstation tools or components of weapons.

     

    Currently, the game is structured with only four stages: Stone, Scrap, Iron, and Steel. Players can rapidly acquire a wide range of endgame equipment through Traders. In Alpha 21, you might find that despite your crafting skills allowing you to create basic handguns, you've already obtained an SMG through quest rewards. The issue at hand is the scarcity of game stages and the exceptional quality of Traders' rewards, isn't it?

  2. The issue with 7 Days to Die lies in the lack of game content. The small amount of equipment and the extremely limited progression paths result in a game that cannot sustain gameplay focused on exploration, crafting, and quests. Merchants being unable to sell or provide unique items, along with the shortage of equipment upgrade paths, leads to a situation where merchants merely hand out items without the need for crafting or exploration. Consequently, everything loses its meaning.

  3. On 2021/5/31 at PM10點04分, Devrix said:

    今天正在為 Darkness Falls + Sorcery v0.94+ 開發更新的兼容性補丁。完成後將在此處和 Sorcery Discord 中發布。🍻

    I also have this problem, "IndexOutOfRangeException" appears when trying to place Spellforge in Sorcery v0.985 with Darknees Falls version V4-DEV-B30

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