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blitzkrieg7498

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  1. @Roland there wasnt a particular video i had in mind; ive watched only about half of his videos so i cant remember where i heard what, but basically "retaliatory behavior," JUSTIFIED or not, can have long lasting implications on the relationship between the player and creator, and any changes need to be transparent and/or talked about outside of session (in this case patch notes {i.e. no more sneaking in "all random gen workbenches and chem stations are broken," that leads to further distrust}). In the example used, Matt realized that the trap made NO GOD DAMN SENSE (as austin from game theory would say) because normal people would traffic through the area. People just coming for pilgrimage are ok; people sneaking into the back area are not. He made a change to keep verisimilitude in tact... unlike zombies going into "engineer mode." When people stop to go "wait why....." its not good in most instances. I do realize that Matt would be akin to dev and mod in a video game analogy. I also have GM'd a sandbox module and know exactly how "oh ill change this next time i run this campaign" works. Theres also another video of his going over that if one player receives a lot of attention, by default, you alienate others, and can make them feel less important than others. Whether thats true or not doesnt affect how the player feels. And sure theres players saying "whatever, doesnt bother/affect me," but thats no reason to dismiss how other players feel, were all a part of this. On your die analogy, what about handing out dice that only roll nat 1s? As others have said, now the arrow slits dont even function as they should. So how do you justify "taking away a little fun for some" to "ruining a mechanic for all?" (and bro dont get me started on dice probabilty, ive witnessed Wil Wheaton not roll above a 10 for 6 hours and watched my buddy roll nat 20's like he had loaded dice). Hell, this past wednesday in the game I play in (not GM) my character rolled low on initiative (so i went last in turn order) and got stunned repeatedly until i was out of HP. I didnt claim the GM was out to get me, nor did i make a big stink that RNGsus was not on my side that day. The GM was doing what made sense, and acted accordingly. Now conversely, one of the people we were fighting had "unlimited ki" (im not going to bother explaining, just imagine infinite ap bullets vs 100 normal bullets), but the GM didnt nerf that even after a couple other of us who GM pointed out it was imbalanced. That was something that "should not have been allowed," but the GM here is new and learning still. I have dabbled in programming so i know these fixes are no where near as immediate as they can be in D&D, and that one line of code can stop a whole method from executing correctly. Im not saying they need to be "fixed yesterday." i still stand behind my statement of there really isnt a speedrun when theres no ending; no major objective other than survive and "git gud." I can concede the "reaching endgame status" as part of being endgame, but miss TFP need to properly compensate Jawoodle for his time. Time is money and hes spent a lot of time breaking things for TFP to fix. You wouldnt dare put up a Network without paying hackers to stress test it first. All this still just proves my first point that this is detracting from more important issues, whether it be the players or devs, or, as you said, its being talked about "ad naseum" On a side note, im glad youre enjoying Matt's videos as well, and appreciate that you invested the time to watch just for discussion purposes.
  2. speed run the whole game? what story is there to complete? i mentioned mercenaries offhandedly. i mentioned MATT COLVILLE for his work as a game creator and storyteller. you are just as capable of extrapolation. and just because you dont feel the "GM vs players" mentality doesnt mean the players all feel that way.
  3. @POCKET951 you dislike what i said, but offer no discourse? do you concede my points are valid regardless of your approval? roland has. ill read through that first
  4. My problem with all this focus, is that its detracting from major issues that need addressing, like the wonkiest of physics engines and hit boxes, molasses-water (slated to be fixed, we'll see later), zombies choosing paths that make no sense when canonically zombies arent super engineers, the new fiasco that is armor sets (couldnt just go with the diablo 2 route with differing size sets so people can still mix and match), the lack of story implementation except that zombies get weaker in the sun and higashi had something to do with it, a crafting system that is being outshone by modded versions of your game like Darkness Falls (and DF has a nice variety of zombies while were on the note). All these blemishes cause frustration, especially when one topic receives so much attention, and it is realistically a minor issue, and it 100% is minor. I can respect the idea of letting people like Jawoodle break your game just so you know how to fix it, but theres a line to be drawn Fun Pimps. You're taking the "Game Master vs Players" mentality too hard, focusing too hard on a small group of players, and ruining the fun for more than just them. I would like to recommend Matt Colville, https://www.youtube.com/user/mcolville , who currently is a TTRPG Game Master and Freelance writer, but also worked on games like the Mercenaries franchise. He really helped me understand how to interact with the players. Obviously not all his videos will pertain to this game, but principles can be drawn and applied.
  5. i somewhat agree with what youre getting at flycatcher, but some, like the rates, should probably be part of the last focuses and tweaking of the cooking system. we dont want to make the system too cumbersome, it could backfire and just be too much work for the players and detract from other fun to be had in the game
  6. i 100% agree, its not so much as we need to pickle/jar to prevent from spoiling in game (at least yet...) but its something that would be more prevalent in the circumstances and brings greater verisimilitude (sorry i also dungeon master so story-crafting and immersion is a big focus), and we definitely need farm animals. think of the challenge and possible setbacks of keeping zombies from eating your livestock that you arent using as meat shields lol. personally i was thinking of the early stages needing the most assistance. lets get some peppers and onions and grains so that players arent forced into bacon and eggs and chrysanthemum tea. lets craft breads and wines, some items that may take longer to make but have a good payoff. fruit tree orchards, fresh fruit would be highly sought after for sugars and hydration especially citrus fruit (nobody wants scurvy lol); some even would be POI's as former farm orchards themselves. i dont really have a complaint with meat just being "raw meat." it makes things easier for players and would be too cumbersome to differentiate that beef is not chicken nor fish., especially as the cooking/foraging system is right now. - - fertilizer is a great idea! your recipe is spot on too (itd be easy to get nitrate powder once animal husbandry is added as you can harvest poo from your cows/chickens/horses). and your recommendations for seeds are very reasonable and balanced to me. heres hoping others and TFP feel the same.
  7. as a survival based game where food and hydration matter, i feel the cooking aspect is rather lacking in its importance and recipes/equipment. there is a wide world of foods and more importantly plants that are, simply put, not being used. im aware that mods have expanded these options, but its still something that should be a standard part of this game. being able to farm would be insurmountably move imperative to survival than "smacking some zombies, selling loot and hoping someone else has the supplies i can buy," or in a similiar vein of thought, "ill go smacking while my friend tends the farm." also itd be really cool to start doing canned (now people would have a reason to keep cans instead of immediately scrapping them), cured (a cooler/working fridge/"root cellar" required) and pickled (another use of jars) foods as these would make more sense in the apocalypse than relying on fresh foods, which is even worse if you start taking seasons into consideration. i also understand this is a game and everyone wants to have fun, so i dont want $hit on other peoples desire to go kill zombies, thats why were here, but i enjoy this game and i want to see it better and do well. take this as a tentative offer to help on the creative end of cooking/farming. im very rusty with coding so im more help with "this is needed to make this dish"
  8. "implement a fix" to the "issue" and pat themselves on the back. yes, dont copy blizzard
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