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Mister Forgash

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  1. Have we been watching the same games getting released? These last few years in particular. I know I'm leading with the low-hanging fruit here, but there was this lil old game called Diablo 4 that dropped.. not all that long ago. Made by some real famous place- I trust they threw more money and people at it than it needed. It released hilariously unfinished. I dare say the market is knee-deep with games that are rushed out of alpha [I didn't play it, but I think Starfield? (one of those space games) was another one] And granted I think it's dumb when games release and it's slapping-your-face-obvious that it needed another half-year to cook. I give TFP a partial excuse on this one because the way everything lines up, It's very believable the "1.0" tag is there just to get the console version shipping. We don't know how much time and money and good faith is tied up in that deal, and just getting it out there might be worth more than the drama of a launch that misses the mark. Maybe the information was vague because since the announcement was only a few days ago and it was only few-minutes video and a split screen to give us a peek From about the time Civ4 launched, I've seen day1 DLCs almost normalize. I don't like it as a practice. Particularly when it's game elements [Like factions, maps, items ,etc] that they had ready for release, but put behind another pay wall. Cosmetics are a different story though. [ULTRA Joel skin!?] - Anyhow, the situation changes farther when you put some time between release date and the first DLC drop. I certainly wouldn't call DLC 6 months later as 'Off the bat' .. I just think it's too early to be mad about it- but there's a certain nuance to DLC, i'll know it when I see it, and if it's like '$10 to make your game feel complete' I'll grab my pitchfork then.
  2. In particular, I find calling it a 'price hike' to be poor framing. Everyone one of us has known all along that buying at Early access, we got an unfinished game at an unfinished game price. We got the hot deal because more or less, we were beta testers that got the devs enough capital to really take this project to the distance. We all bought in knowing a day would be coming where they start charging 'it's a done game' prices. Well- now they've chosen it. As for DLC- We've been in an age where companies drop 1.0 alongside day 1 DLC, I think just about all of us have seen that now- It's tacky. I agree. But 6 months in- it depends what we're seeing. If it's just cosmetics, then I really don't think that's something worth getting your goodies in a twist about. If they're going to do an expansion, I think that's great- as long as they fulfil their goals [BANDITS] before they go saying, 'For another $15 you can have 7D2D+' .. On a tangential thought, it just occurred to me something along the lines of, it's been said: If TFP were hypothetically working on another title, it could be negatively viewed to tell us too much about 'New and Shiny' before the first game is even released... So if there is a game that may-or-may-not exist maybe there will be some official details dropping in the future. 🤞 That exactly! - Maybe make a few gunshots trigger from the event location to get your attention then you run over to check it out and it's a gorefest. The possibilities of the unknown.
  3. Super stoked to hear about the big push to 1.0! It's been a long time coming, and though I've loved playing a new alpha pretty much every year. I know that 1.0 is a big deal.. I'm a bit worried about the backlash there will be that bandits are not making it in 1.0, I'm expecting that to ruffle a lot of feathers.-- Someone[Too lazy to go back and check] mentioned a page back or so that this seems kinda rushed and sudden, possibly in relation to the console drop- Sounds believable. Very mixed feelings. I hope the launch goes well, I feel like the game may kinda need that as there's going to be a bunch of people going 'You promised!' but more profane. .. W/e I'm still stoked for that unstable branch. .. And 1.1, 1.2... I trust you, Pimps I know you all wont be done with the game until it feels done. Event system: If it's the same as was talked about before[2-ish yrs ago?], think something akin to the way Skyrim is able to throw bandit, a trader, a couple wolves chasing a deer, etc ahead of you, just beyond detection- it makes the world feel more alive. I imagine the 7d2d events might be something like.. A pack of wolves! .. 2 zombies and a wolf fighting, a bandit gang just chilling somewhere cracking zombie heads as a hoard rolls through- But with all the things the twitch integration can do- I bet there will be way more possibilities than just 'spawn some stuff'.
  4. I'm not super-hyped for bandits either, but I'll withhold judgement, 'till I'm playing against them.. I see some concerns about disabling them, but as some have said, there's an option to turn off zombies in our zombie game, it would be no surprise to me if we can turn off bandits in the zombie game as well. .. talks of bandits randomly popping up got me thinking, and before long, I was on this tangent of thought- Once bandits are implemented, any likelihood of us getting new "bandit clear" quests? -That would (in my theory) take a preexisting T1-4 PoI, and when you hit the exclamation point, load in bandits (in lesser numbers) instead of zombies? Sorta like infestation uses the same PoIs, but an alternate set of spawn ins.
  5. The game is intended to represent Arizona, so I can understand why a swamp biome doesn't make the final cut- but that said, as someone that lives in the wetlands- Knobby cypress knees, tangle-y vegetation, and 'gators.. All of this would be so very welcome in an apocalyptic nightmare. (...Maybe as a DLC.)
  6. I know a lot of the people here have logged a lot more time than me- but personally I wish I've bought more games that start to get old after the first 400 hours played. 7 Days to die is up there with Simcity 4, Mount and Blade, Skyrim, and WoW as far as games that have taken hundreds of hours of my life. Good job, Pimps. Make more stuff, take my money.
  7. I'm fairly hyped for bandits, was pretty bummed when I heard it's unlikely they'll make it into 22.. in part because I was under some kind of impression that it was expected for a bit they'd make it into 21, until they were pushed back just 1 more patch. .. But it is, what it is. Though frustrating, I trust they'll be in a pretty good spot when they get here, and I know those who have been focusing their efforts into bringing the bandits to us are probably pretty disappointed as well. We've waited this long, what's longer?
  8. I'm not hating the dew collector. I am enjoying the removal of jars.. but from an immersion perspective, I wish it played out like this: It's easy find/make my 100s of jars, which I turn into 100s of murky water.. except that now- it becomes a costly and potentially dangerous process of getting water you can drink, or purifying it from that.. runoff you scooped from a ditch, or what you salvaged from the toilets last loot run. ..But this isn't really a complaint, water management is satisfactory and I really hope I didn't buy 7 Days to Stay Hydrated.
  9. It's not a secret any more that behind the scenes, TFP have another project they've been allocating resources towards. Seeing as the Early Access model worked so well for 7D2D and they're so familiar with it, I imagine if TFP are hard up for money (and probably even if they aren't), they'll show us what else they've been up to when the time is right and give us a new reason to give them our money.
  10. Though I don't think it's that intrusive, I also think it's perfectly reasonable to have an option to remove the indicator from the UI.. It's probably on somebody's to-do list right now, but I bet it's low priority.
  11. This first look on alternate zombie colorations is something I've been hopeful for for a long time! I'm sure they want the emphisis that all this is experimental, but oh man would I be stoked if it's looking ready by 22.X One of my bigger criticisms has been how same-y it gets when you get a room full of [In particular]business men, or some of the other more common Z's, so I think this'll be a pleasant improvement to PoIs, wandering hordes, and Bloodmoons. TY Fun Pimps, I love you and I'm sorry for everything I ever complained about! -Until I have something new to complain about! 😁
  12. Glad to see this is getting looked into, I noticed this a few times in a few places, I'm guessing it has something to do with some kind of trigger not happening if you take a quest with Restore Power functionality as anything other than restore power.. Good luck with that! .. I did notice it in the (T3?) Booze and Bullets? I think- Two places right next to each other, 1 was a bar. .. Just glad this thread was here, filling out a bug report looked intimidating.
  13. In that specific case, quest rewards. I think both could use more toning down, but I'd look through the quest rewards first.
  14. I usually think your takes are spot on, but I'm going to disagree here. I think this argument sounds really close to that made with certain horde base designs that took advantage of blocks zombies wouldn't cross/break to stay safe through the night, and then people would say 'I'm just playing the game the way I want, why is that a problem to you?' The way I see it, it's just plain balance. The trader in this iteration is very strong. I think it's too strong. There may even be enough people agreeing to give credence to this claim. Gaming with my friends, it's day... 12? he's perception build, lucky looter maxed, no int., vanilla settings except 75% loot 125%XP We'd gotten him a Q2 iron spear early in the week- as we're working through our T3 quests with the trader and do turn ins, he gets a level 5 steel spear as a quest reward. .. From T2Q2 to T3Q5 and again, he's not even spec'd into traders, nor were we that deep in the trader quests. I don't think it's on the player to say 'I don't want -that-' much of an upgrade, it's on the development to make sure player progression is smoothed.
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