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azazar1280

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Posts posted by azazar1280

  1. 7 hours ago, Riamus said:

    This seems like a request to force others to play a certain way.  There isn't anything wrong with hiding from the horde if you want to.  I don't really see why someone would, considering in single player, you can just turn off blood moon if you don't want to use it (and can even turn it on and off throughout a single game of you want) and in multiplayer, you can just not be online during blood moon.  So why bother sitting around on top of a building where they can't reach you?  But there isn't anything wrong with a player who wants to do that.  And in what way does that impact you if they choose too play that way?  Why do you feel the need to force someone to play a different way than they want?  Are you tracking player deaths and are upset that someone has no deaths and you do?  If not that, why is it a problem?

     

    Or is it that you don't want to sit on a building, but are unable to make yourself play a more challenging way because there is an easy way to play and so want the easy way removed so you have no choice?  That just means you need to work on your willpower, not that the game has to change.

     

    As far as zombies attacking bases that players aren't near and bricks and such to increase difficulty, if that is what you want, there are numerous problems with that.  Some have been mentioned, such as chunks not being active and being able to drop items to distract zombies in a very cheesy way.  There is also the issue that if a player wants more than one base, they aren't going to be able to protect all of them at once if zombies can attack ones you are not at.  This is especially a program in single player because you can't even have someone defend one base while you defend another.  If you had to constantly rebuild your base because zombies destroyed it while you were out questing or fighting the horde at another base, that would upset most players.  That isn't a good option.  And if you always had to pick up your vehicles while questing just to avoid zombies destroying them, that would also be a bad thing.

     

    Let people play the game the way they want.  You have control over how you pay the game.  Maybe it isn't complete control, but you can't expect others to play your way just so you can play the way you want.

    the question of anarchy and democracy was described above, there is no point in repeating the answers, you probably just missed it. Unfortunately, it's me and my friends that you're trying to get to play the way you want, we have no choice, which is why this post was created. And to play with the left foot so that it is more difficult is willpower?) No, this is stupidity. If we talk about us, then we build a base, protect it, do not miss the night, and we are very depressing that you can jump on a neighboring house and wait it all out and still not lose anything. For us, the seventh day is a challenge and it makes the game interesting for many, it's a pity that the community does not have this understanding. This is probably due to the developers and the pace at which everything is being done. Therefore, only such people remain.

  2. 12 hours ago, zztong said:

     

    I don't think its a problem, but running with the assumption it is, how does your proposal solve the issue if the player is nomadic and doesn't have a base?

     

    I find nomadic play to be a lot of fun and play that way from 1/3 to 1/2 the time. It is a challenge on single player, but is a bit easier on multiplayer because you can barter with players for things you might need. Without using a base, you don't need any of the facilities to improve a base, so you don't need to do a lot of smelting or making cement. You mostly just cook and carry around a pot and a grill.

    • Will your proposal mean that zombies will attack a lone chest placed in the field across the street from the trader?
    • Will your proposal mean that zombies will attack and destroy player vehicles?
    • What happens to a Forge that I leave in a field across from the trader? (Making a replacement is usually easy.)

    Those would represent long-term storage that arguably belong to a player.

    If the chest contains something from the list of "valuable buildings", then yes, zombies should attack this chest.
    Cars are the same chest or cars themselves as a value.
    If the forge is marked as a valuable structure, then it must also be attacked.
    In fact, the valuable structure is the one that the creator of the server has chosen as such a structure. This is the same setting as setting the number of zombies or their difficulty. This will allow everyone to play by the rules that are interesting to him and his friends. Including if the player is nomadic, he simply does not include these rules and will play as usual.
    Moreover, through mods, people will be able to mark other especially valuable buildings that are not in the original game, which will also require the organization of their protection.

    This will give meaning to all the building blocks. Blocks are not for the sake of blocks, but blocks for the sake of using them, building bases.

  3. 5 hours ago, RipClaw said:

    Whether you have a choice does not depend on whether a setting for something is available or not, but only on whether it is possible to do what you want to do. For example, choosing to fight the horde riding a dragon is not possible because there are no dragons in the game, but choosing to fight the horde in your crafting base is possible.

     

    You can also impose restrictions on yourself that could never be added as a settings like you can't craft anything but only have to find everything or you have to spend every night in a different POI or that you only use melee weapons. This is called roleplaying and developers like Mad Mole are a big fans of roleplaying. On some occasions the developers were asked if it would not be possible to add settings, for example, that you can no longer shoot when you climb on a ladder. The answer was always that you should just pretend that it is not possible.

     

    I understand what isolation you are talking about. But I can't get zombies to destroy my buildings to try and protect them. Not in the server settings, not in the game mod. Can you understand it? Well, except that I will use them instead of walls in all-round defense. This is not what is required. Where does such a perverted ideology come from? Who told you that we should click our toes to make it harder and more interesting for us, instead of setting general rules on the server for all players? You're not right.

  4. 2 hours ago, BFT2020 said:

    I am starting to feel this is less of a problem, and more forcing others to play a certain way.   🤔

    I would agree with you if my suggestion wasn't an option in the server settings. In the meantime, these are people who confuse anarchy with democracy, hindering the development of the game

  5. 6 hours ago, RipClaw said:

    You always refer to servers and argue that freedom of choice is not given anyway because the server owner sets the rules. I just wanted to make it clear to you that you also have the freedom to choose not to play on a server but as a single player. Then you can set everything the way you want.

     

    you understand that there is no such setting? Please re-read what the discussion is about

    7 hours ago, zztong said:

     

    That's certainly true.

     

    You can also just run around. You don't need to stand on a tough building. Just be in the field and move. Some jars of coffee and you're all set. The Z's fall in line behind you and you just kite them all night.

    I agree, this is also a problem, and it seems to me that my proposal will solve it to a large extent. This will force you to be distracted by the defense of the base, which means it will increase the risks and complexity of such a fight.

  6. 6 hours ago, RipClaw said:

    You realize that you can also play 7 Days to die as a single player game? In fact, according to the Fun Pimps, a lot more players play the game as single player than on a server.

     

    didn't understand what it was for?

  7. 7 hours ago, meganoth said:

    Though I suspect they will declare it as good enough for this game as they don't want to hinder players to build separate horde bases. And it would mean a redesign in a very fundamental area of the game code they probably don't want to tamper with now.

    I noticed that there is often talk about freedom of choice. But in reality, it just doesn't exist. Freedom of choice lies in the creation or selection of the server you are interested in with the given rules, and not in the inability to enter any rules. And everything else is just an attempt to hide behind the freedom of choice, so as not to change anything.

  8. 6 hours ago, RipClaw said:

    Good luck trying to identify the crafting base. Any characteristic that can be used to identify that it is a crafting base can be hidden or placed somewhere else.

     

    I remember that and also the discussion before that. In the end there were two groups, those who wanted to give the players the freedom to play the way they want and those who wanted to enforce a certain way of playing.

     

    The vultures are probably some kind of compromise. There were very extreme suggestions, such as that the atmosphere is poisoned during the horde or that it rains acid.

     

    Do you think this proposal is new ? Apart from the technical problems, it restricts the freedom of the players. Nobody forces you to sit out the horde on the roof of a factory or to build a separate horde base. You are welcome to fight the horde in your crafting base.

     

    I use two bases for several reasons.

     

    I usually build at least horde bases over the course of the game. An initial base for the first hordes and later one for the endgame that is prepared for radioactive cops and demolishers.

     

    Another reason is that the bases are suited for different tasks. The crafting base is supposed to offer enough space for my workstations and the storage and to give me the opportunity to be creative. It has mostly a defense against screamer hordes but nothing that could withstand an endgame horde with 32 zombies at once.

     

    The horde base on the other hand should be small, functional but stable. I usually build in several fighting positions and traps.

     

    By the way, you don't necessarily need a base. You can fight the horde on the street as well. I have done that multiple times. It's not as hard as you might think. You just need coffee, some points in cardio and enough ammo.

     

    And another thing that may shock you. You can also deactivate the horde in the settings under "Blood Moon Frequency".

     

    The game was not named after the horde. The horde didn't exist at all in the beginning. It was named after the infection that killed you after 7 days.

     

    you see, nothing can shock me in this game, it's not about me personally, because we have been playing it for many years with different tactics, but it all comes down to something meaningless, twisting the difficulty to the maximum does not solve fundamental problems, but only creates distortions and imbalances.
    You mentioned freedom, that's why I'm talking about this option, and the statistics will show how people want to play. With or without attacks on the base. By the way, the cost of the main structures and the impossibility of their transfer directly affects the need to protect them. At the moment, the game is only about protecting the character, and not about protecting your property.

    41 minutes ago, zztong said:

    I'm not sure I'd say a player cowering in a big building is bad. In single player they're getting the game they want. In multiplayer, they're missing out on a lot of experience. That's not closing my eyes to a problem. It is just a different perspective. But, I can, for the sake of discussion and potential for improvement, run with the assumption it is bad. So...

     

    What if the zombie AI opened up more options the longer blood moon zombies failed to get closer to the players? For instance, If the zombies have made no progress in a five-minute period, perhaps some number of zombies elect to act like a ladder or stairs. Maybe this means some kind of "general" zombie has to appear that doesn't try to get close to the players, creating an incentive for players to find and kill the general before zombies figure out how to climb.

    the ladder is an interesting idea, but again the hammer turret will keep them from gathering. And it won't solve the problem of using a self-healing structure through quests. Experience by the way, in general, does not disappear, the same hammer turret will do its job. I think that we need to think comprehensively about this problem, any innovation changes the rules of the game. Probably, the question is in the concept to which one should strive, what is it now?

  9. On 10/16/2022 at 12:30 PM, Metabee0530 said:

    My suggestion is that i see the auto turret and auto sledgehammer, why not a auto flamethrower, and another suggestion is can we mount the M60 machinegun to any block so we mount it the just first like in the world war or something. Thanks for reading. 

    nest bonus could be spit protection

  10. 1 hour ago, Syphon583 said:

    Here's what I've never understood about people wanting to simply "outlast" the blood moon.

     

    If a player's choice is to hide in a corner and avoid fighting the zombies, so be it. The cost is that they won't get the valuable reward for defending themselves. That shouldn't matter to others who otherwise play the game as intended.

     

    There's nothing to fix.

    This is the challenge that the game throws at you, this is the challenge that makes the game interesting. This challenge is even stated in its name!

    Or you can hide, get a reward and not even risk spending ammo, a lot of experience for free, every 7 days the building itself is repaired through quests. But I'm repeating myself.

    Close your eyes to problems. This is misplaced jingoism, let's stand up for problem solving

  11. 4 hours ago, Cr0wst0rm said:

    Early days they wont break anything but with later gamestage they will do great damage to all structures.... even concrete ones

    this is a mechanic of the game, they will cause damage to a large factory and then we can restore it with one quest without problems

    2 hours ago, RipClaw said:

    You forgot something important if you want to make the crafting base the target. As long as there is not a player in the chunk with the crafting base, it is not loaded. For the game, none of it exists and accordingly no zombie can spawn there.

     

    And by the way, you forget that many players have two bases. A crafting base that can be made visually appealing and a horde base that is there to fight the horde but is more functional than visually appealing.

     

    this is what I propose to fix .. Chunks with the main production buildings must be loaded and valuable buildings attacked. I remember that update about birds attacking cars, it was necessary to somehow solve the problem of the invulnerability of the character every seventh night. What I am writing about is a fundamental solution to this problem.
    You are correct when you mentioned 2 bases. But when the understanding of the process comes, then the second base is simply not needed, you can wait out the wave in any large building

  12. 51 minutes ago, Cr0wst0rm said:

    I feel like the earliest alphas with the new pathfinding had like a very long range and it made sure running away very hard. What you describe here is that you can hide and zombers cant find a way to get you. Did they shorten the pathfinding range? Is it possible to extend this range?

    no, no, I'm not talking about finding a path, although there are problems with this. I mean every seventh day should be a test. And now you can climb into a large factory, destroy the stairs and wait out this seventh night without damage. Why do we need base walls, base defenses, all these blocks that need to be repaired? It’s easier not to build them and calmly wait out that key night every seventh day. No danger to the objects of your home, no value to protect

  13. I wanted to describe the following opinion, maybe this opinion will be useful. This game is very easy to defend, survive, there is no danger if you understand the mechanics of the game. And the characteristics of zombies do not affect this, because the most important thing is the base. The base, standing aside, is not in danger, because it is simply not attacked. This is the biggest problem in this game, you can always climb into the factory next door and sit out the night at the end of the week without preparing for defense. And this makes building a defense pointless and kills a huge interesting part of the content. After all, even the name of the game implies a confrontation on the 7th day. This is a problem that needs to be solved. I propose to interest zombies in the destruction of the main production buildings. So that the base would make sense to defend.

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