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pApA^LeGBa

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Everything posted by pApA^LeGBa

  1. That would absolutly kill MP Coop. It would need a new loot system that scales with the people on the server or instanced loot wich would bring up a whole new balance problem. There is no way you can have enough machingun parts to even repair during one horde night in MP Coop. 5 people 64 zombies and at least 2 repairs per night/player. No way.
  2. Despite OP beeing a nuisance here, he is right about the 1-2km radius. You basically can stay within the city you spawn the whole playtrough. There is no motivatioin whatsoever to leave the forest biome, well lootstage but as you also don´t get the higher gamestage bonus when staying in the forest you don´t need bonus for your loot. Not even for aloe or oilshale you need to leave the forest anymore. TFP did a hell lot of work to make us loot all day, but seem to have forgotten about other biomes. And seeing that there isn´t much more to be implented in the game, i don´t have high hopes for anything to happen that will change that. I kinda feel like they do only test on Navezgane where you naturally have to leave the forest if you do the quests as every building only exists once.
  3. I have. Higher difficulty though. If i don´t use explosive arrows or a rocket launcher (those need a ton of duct tape) i can da a whole playrtough without a dew collector. It´s questing and looting all the time. It is a faulty concept. It works, but it surely isn´t what a survival crafting game should be about. Mods are a valid solution. There is several mods that bring back the old system with glass jars.
  4. I think it´s 20 cents for those who have paid for unity pro. The devs that use the free version have to pay 50 cents.
  5. Yeah this will either not beeing able to be billed retroactivly for games sold before the change (i can´t imagine this is legal in any way) or it will be the end of unity and a bunch of small games. Either way, it will lead to a drop in indie games beeing developed. No dev who just started will want to risk anything like that.
  6. Yes that would be really neat. But i can only strongly recommend what @OneManStanding already said: This needs to be optional. Server owners and hosts need the option to deceide themselves if they want that or not. That is important. I remember the huge endless drama on valheim where this was or is possible and you couldn´t turn it off on your server. Not sure how it is today there though.
  7. I mean that´s kinda the whole point of infection. To be a threat. If we roll back they could basically remove infection aswell as there was never a real threat to it because you usually had enough honey before you even got infected. I have several thousand hours, and infection was never an issue not even back then when i started. It was basically only something clogging up your inventory with honey and antibiotics if you found them. Nothing more. Now it´s different, i did have to spend a lot of time to find pop and pills stores and Jen in order to not die.
  8. Well the real deal is Baldurs Gate 3 tnh. 95% positive reviews is an impressive number. I am basically gonna be non existent online and in RL during the christmas holidays when i will play it. Starfield isn´t doing to bad either with 79%, i see people critizing it left, right and center, but reviews on steam, websites and video ones do not reflect that opinion. Well gotta see for myself at some point. Really more hyped for Nightingale soon and BG 3 at christmas.
  9. @FramFramson They want to charge Microsoft for games where they have no legal contract with Microsoft about that game? I don´t think that´s even possible. Not even in the US where marketing regulations are very loose. It might be a possibility that the developers of the game try to charge Microsoft, but Unity themselves? No. That´s like the company who delivers the parts to General Motors asking the car dealership to pay for the parts even if the dealership already paid for the car to GM. I wonder if they even can do this in the EU. I mean they had a legal contract with terms and conditions. Changing the payment 10 years after that should not be possible tbh.
  10. I mean i have installed and uninstalled this game like 15 times already. And if the modders keep working after gold, there will be a ton of mods. A lot to explore and with that it´s highly possible that many people install and uninstall a few times. Not to mention all the angry users wich will do it out of spite. Imagine No Man´s Sky would have had that pay model for their game back then at the orignal release. A big part of the gaming crowd would have installed and uninstalled like there is no tomorrow because they were angry. That could very fast be a money grave with no bottom if things go wrong. It could easily cost more than switching engines in the long run. What would TFP do if paying Unity reaches the point where they would acutally loose money because people installed to often? I mean look at some people on the steamforums, i have seen at least 20 people from only the last month of reading that would gladly waste their time with a ton of installs and uninstalls and i only read a few topics over there. I can just assume that you are right with your extreme starting position theory. Everyone with 2 braincells left must know that what they try to offer now can only be the end of Unity in the long run.
  11. I mean other modlets with POI´s work ok. Like ZZ tong´s POI modlet and i have two other modlets with POI´s that do work aswell, there is an elevated POI here and there but that´s not too bad. Maybe release a light version that does nothing else than adding POI´s?
  12. @stallionsden Doesn´t look like A21.2 has any RWG issues fixed (simply judging by the patch notes). What if TFP deceides they gonna ditch the bugfixes as they propably will change RWG with A22 again anyways?
  13. Why i insist on crafting? You really ask me, after i have told you that already, why i insist on crafting in the "Survival Horde Crafting Game"? Really? Ok. I am done.
  14. @meganoth Loot and trader are the fastest way to get good items without abusing the magazine system by restarting quests over and over again. You get riddiculous OP rewards very early and if there is items in loot they are pretty much alway above what you can craft until late mid and endgame. Why do you insist on crafting beeing the slowest? What´s is that obsession to rely on loot and rewards mainly? In a crafting game. Playing the wrong game maybe? And yes traders need to be nerfed, it´s OP what you can get as rewards early game. For one we need a max quests per day limit as a starter (wich must inlcuded shared quests). Also rewards need to be nerfed to oblivion tbh, along with duke reward and what the traders do sell.
  15. If it´s the slowest way to get good items then everyone will say eff crafting and go quests and looting hardcore as the game already draws you in that direction with the water changes. Abusing the quest system will be even more of a thing then. Crafting should be the first way to get your stuff when playing the "surivial horde crafting" game that TFP claims it is and not the alternative if you can´t get what you want as loot or reward. Why would you want to make a survival horde crafting game into a loot shooter? We have Borderlands and similar games for that. And in case you forgot, that´s the subtitle of the game: The survival horde crafting game. I don´t see the word loot or quest in there. It´s not hard to achieve that. Simply level lock crafting skills (and only those) so you can´t rush them and nerf trader rewards and loot. Crafting becomes importnant again that way.
  16. @meganoth show me one sucessfull RPG where skills are influenced by RNG. It shouldn´t be randomized what i can learn because as mentioned already, it´s not a fun way to play and it makes absolutly no sense at all. I don´t need more arguments. That´s it.
  17. So Player Inventory Preference System, means lockable inventory slots? I swear, someone takes extra time to make those patch notes as nebolous as possible.
  18. That was one example to show how random the system can be, for the sole purpose to show how rng sucks for skills. Not because i needed bacon and eggs that bad. To make that clear: RNG and skills is something that should never be related to each other in a game. Not because i can´t get something fast enough but because it´s simply a bad idea. Also because it creates a really horrible meta with looting one place multiple times and abusing fergettin elixir. At this point it would be better to have a good LBD with seperate perks for crafting an item and using it. Or non LBD with seperate perks for looting and crafting, wich would greatly improve the lenght of a playtrough, but that would also mean the trader rewards need to be nerfed down a lot. Another option would be quests from non trader NPC´s (or from notes as this would mean a lot of work to implement) that you need to do to get crafting skills. Anything but rng. @Krougal There was a time where you needed to find the forge ahead book to be able to make a forge. (A single book, not like the magazines now) and it could take you 20 days aswell with bad luck. There were some POI´s with working forges though, but it could still take a long time until you could use a forge.
  19. Also the whole system leads to a new and disgusting meta. People will double dip ofc. That´s not new. But now they will simply start a quest in a bookstore or any POI with a lot of book shelves after the first lootround and then when they looted all books before finishing the quest log out and log in again. Wich is a problem on servers and surely also not how TFP wants people to play the game. @meganoth You wanna tell me an artifical system that would never happen in RL is good because it creates a lack off ressources in an apocalyptic game? Really? That´s how far you have to go to defend it? Wow. If they want to reduce ressources in an apocalyptic scenario they should maybe not have buffed food in loot. Or make water actually harder to get instead of simply switching to another method that makes no sense at all and doesn´t make water harder but tries to force you to use traders more. And using the traders and quests more leads to an overabundance of items. So the whole magazine and water change creates an overflow of good items. Basically a whole circle with no results.
  20. The biggest issue with the system is, that it is relying on RNG for skills. Yes, i know putting points into a skill does raise your chances but it´s still random. Imo an absolute no go for skills to have randomness included. Simply a bad idea. I went to the evening of day 5 without beeing able to make bacon and eggs. I had a point in master chef, i did loot a lot in residential houses. Yet i couldn´t find 10 magazines in nearly 5 hours of playing.
  21. Found this: https://7daystodiemods.com/poi-light-enabler/
  22. Looks amazing. Gonna make sure it´s on our next map.
  23. Not a solution for more different zombie types tbh. I just started Darkness Falls in A21 and even the old models it adds that look worse than the new vanilla ones are a welcome change. Doesn´t matter wich colour the nurse uniform has, it´s still the same zombie. @Etou I have to agree. We need the slider for the spawn rate back. But i know the answer to that: "It would hurt performance, also wait for Bandits, they will change difficulty a lot." Meh. @Adam the Waster I misread something so i edited the cra* out of my post. 😛
  24. Beeing back to Darkness Fall in A21 (only experimental version, still a lot to be done) i can say even the old models that were added that aren´t looking as good as the new vanilla models do make a difference in terms of diversity. I rather have those not so good looking ones then just a few reskinned ones.(That are praised as new models by TFP. Jeez.)
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