pahbi
-
Posts
327 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Store
Articles
A20 Bugs
A21 Bugs
Events
Posts posted by pahbi
-
-
1 hour ago, Niil945 said:
I don't mind the difference of opinion regardless of whether they're mods or not. They're human, they clearly invest a lot into the game as they're mods. They're going to have strong opinions. But the sideways insults at people who don't share their opinion are condescending, I agree. I'm happy to reciprocate though I know not everyone engages that way. If people (them included) said "I like the new farming system because x, y, z" and reflected on how the changes impact them and their preferred gameplay, cool. But so many of the arguments are predicated on what other people want, why they want it, and how they play. It's pretty silly from anyone, let alone someone with a mod tag. But again, they're human and ego is going to play a part of the discourse. I'd advocate that you still present your opinion, even if you ignore folks who are passive aggressive (or just straight up aggressive) if you're not down for a conversation that goes that way. It's probably healthier than my approach of engaging it
In my opinion moderators should moderate a forum, and potentially collect feedback for the devs to make decisions. Not engage and argue with players (the customer) about mechanics.
The effort thats been put into defending farming is really bizarre, I've never seen anything like it before.
I know if it was me, I would be appalled if my moderators who are basically the face of my company, were engaging and argueing with my customers the way these moderators have done with farming.
1 -
46 minutes ago, Niil945 said:
Now this, this is a textbook strawman. "Let me put words in your mouth that are not what you're saying and then pretend such an idea you didn't say that I actually said is stupid while I condescend to you." Cool, those things that you said that literally no one said in this thread who dislikes the farming change said doesn't make sense. I agree.
The very first time I posted anything about farming, the responce I got from mods was condescending.
Its bizarre how much effort they have put into defending the new farm system. At this point, I've pretty much given up on trying to provide any feedback, and found it easier just to put the mods on ignore in the forum system.
1 -
If you go with random gen, there is a thread for random gen seeds.
Maybe that could help narrow down what your looking for.
0 -
I made a modlet to stop most of the weather in the snow biome, I really don't know how the entire 7DTD weather system works, but maybe you could look at the modlet and get some ideas on changing the weather in other biomes.
https://community.7daystodie.com/topic/26048-a20-modlets-lotl-perk-fast-plant-growth-adds-recipies/
0 -
From a gameplay loop though, overall I think the AI change was for the better.
Prior to the AI change, repairing the base after a blood night would take forever and was pretty boring, especially before the nail gun when all we had was a hammer.
Since the base doesn't take much damage now, we can just make few repairs, and then its back to exploring, gathering and crafting.
Overall, a huge increase in time spent doing fun things.
1 -
2 hours ago, BarryTGash said:
I really don't think that's the right word. This is a self-proclaimed tower defence game after all and funnelling is a primary tactic of that genre - otherwise it'd just be a battle of attrition, like two boxers not moving, not defending, just alternating punches at each other until one falls down*.
I guess I could have said, 'take advantage of' or 'make the most of' or something similar, but it all boils down to the same thing. Figuring out ways to keep zombies from attacking blocks so your base isn't destroyed.
You have to concede, its a little uncanny how a herds of zombies can instantly pinpoint the weakest point in your base and focus that spot down to get inside.
And thus players had to adapt the bases to take into account that zombies can't be stopped just by using strong blocks like concrete to slow them down long enough to kill them and survive the night. Just look at youtube, the vast majority of the bases are all variations on the same killing corridor theme.
https://www.youtube.com/watch?v=HEPrIN9CMkI
https://www.youtube.com/watch?v=GzR2hooIayc
https://www.youtube.com/watch?v=sYWkSVUg8vU
Though, to be fair, there are a few interesting builds like this pole jump base https://www.youtube.com/watch?v=3tVyuUHkS7g
0 -
The current AI, while impressive in a lot of ways, is pretty brutal at tearing a path to get to the player.
This has led to players developing bases that exploit pathing so that zombies won't attack blocks, and are instead funneled into kill corridors.
I don't know what the future holds, but there are some folks coming up with innovative bases to survive horde night like this fight ring base.
https://www.youtube.com/watch?v=l29XW-cNgw8
0 -
Farming was the very first thing that got xml edited.
As much as the rest of the game has progressed by leaps and bounds, farming took a step backwards and turned into a tedious unfun chore.
1 -
As far as I'm concerned, A20 is close to done.
I'm sure it could use some optimization, some balance passes and quality of life stuff, but honestly, I'd perfect A20, then work on A21 and sell that as a DLC.
0 -
Baseball bat, then when I have the skill points + the recipie, steel knuckles
1 -
Most mission POIs have a generator in them right?
Seems like starting up the generator and having all the lights come on in the POI should be enough to wake up any remaining zombies in closets so they can be killed to finish the mission.
0 -
Any 'fix' to farming needs to reduce the excessive clicking farming now requires.
As an overall concept, reigning in the overwhelming amount of food farming brought in was a good idea.
But the current solution is just way to clicky. I want to spend my time building forts and killing zombies, not counting seeds and constantly replanting.
1 -
10 hours ago, Crater Creator said:
If you don't attack first because you don't see where the zombies are hiding, and the zombies don't attack first because you're too stealthy for them to notice you... nothing happens! And that might be okay if you're just looting the building and didn't want confrontation. But there's a third element here, that most POI quests (all of them after Tier 3) require you to clear all the zombies. It's not fun to go past a bunch of zombie encounters that never triggered, and then have to backtrack, hunting for the ones you missed before you can leave. Even if there's an advantage to triggering the zombies later on your terms, I think it's unsatisfying to abandon the stealth playstyle you've invested in, and deliberately make a bunch of noise to root out the zombies you still have to kill.
This ^
T5 skyscrapers can be super frustrating when zombies don't awaken and you have to search them out.
I wish I had something I could craft that was specifically for waking up any sleeping zombies in a T5 clear mission
Or better yet, shouldn't skyscrapers have some kind of fire alarm or other alarm I can trigger to wake everything up?
Stealth pleyers could stealth through the building killing zombies, then trigger the alarm to get any last remaining stragglers.
Even super better yet, the alarm could be set to go off within a certain amount of time unless silenced, to create tension and challenge to quickly get to the alarm.
I also wish there were things that a player could accidently knock over that makes sound and wakes up nearby sleepers.
0 -
12 hours ago, Cpt Krunch said:
Correct
Sweet!
0 -
The rewards for tier V quests could be a LOT better
Currently, the main benefit to taking a T5 quest is you get a fresh skyscraper to loot.
0 -
I was a huge fan of the pathing back in the early alphas, blood night had a very George Romero feel to it.
That said, the current pathing which more resembles tower defence is fine to.
My only criticism is that the tower defence model tends to rely on finding ways to exploit zombie pathing.
That said, I would like to see two things some day:
1. Some sliders and switches for zombie blood night AI, so we can more finely tune blood night.
2. Enhancements to brawling and pathing so we could just straight up brawl our way through a blood night.
0 -
With this list we can use king Gen for A20?
0 -
Which java runtime do I need?
I downloaded the runtime at https://www.java.com/en/download/ but I'm not having any luck, maybe I have the wrong runtime?
The error message I get is:
"Error: A JNI error has occurred, please check your installation and try again
Exception in thread "main" java.lang.UnsupportedClassVersionError: org/obiz/sdtd/tool/rgwmap/MapBuilder has been compiled by a more recent version of the Java Runtime (class file version 55.0), this version of the Java Runtime only recognizes class file versions up to 52.0"Thanks
0 -
TFP has succeeded in creating a game that can be anything to almost anyone, which is a really awesome achievement.
While its a hassle trying to figure out how to edit the xml files or make xpath modlets to adjust the game to your play style, once you figure it out, you can do almost anything you want.
1 -
lol
If I had a server, I would make traders always have beakers, vitamins, acid and sewing kits for sale.
0 -
Added vitamin recipe modlet and modlet to reduce snowfall in snow biomes
0 -
3 hours ago, bloodmoth13 said:
for a second there i misread that as 'i added a beaker to the workbench recipe' and i just couldnt imagine what kind of evil would do that...
lol
That would be pretty hard core huh?
0 -
On my first A20 map, it was day 30ish before I found a single beaker.
On my second map I found a beaker on day 3, I also went and bought a lottery ticket while my luck was good. 🙂
If it helps anyone, I have a modlet that adds a beaker recipie to the workbench.
1 -
7 hours ago, meganoth said:
T
Which is quite ironic as the mechanic that you can't craft pump shotguns or combat shotguns (or steel tools) without recipes has not been changed from A19 at all.
(As a side note, the weapon crafting mechanic might change in A21 according to Madmole, but thats a long way off)
Many survival games operate with RNG, I don't see a conflict here. 7D2D has multiple ways to get specific important things to make RNG less random.
Please tell us your level, whether you play with mods or changed options. And please tell us your loot stage (you can see your loot stage when you press "B" and switch to the middle tab, it is the last line). Just for comparison.
There is, many items have multiple sources and all items that depend on RNG are optional.
If you feel you need an item why change xml? Just get it from Creative Menue.
Thank god our #1 fanboy was here to correct everyone.
I feel a ton better now.
0
The biggest source of un-fun: inventory management.
in General Discussion
Posted
Cool, I'm gonna check out those mods.
Inventory management really could use a couple QOL passes.