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Greymantle

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Everything posted by Greymantle

  1. The focus of the game is traders/quests/vending machines these days. TFP decided to take the easy way out when they shifted to these systems. It's much easier to create content when it all comes from the same place, traders. I feel betrayed by TFP, but that is just me.
  2. Here you go for those looking for another way to get a water filter. This mod lets you craft them. https://www.nexusmods.com/7daystodie/mods/3134
  3. It may work, but it's not in any of my games. If I want to fly, I will play a space game or a sim.
  4. That is the crux of the issue for me. I have to skip more and more content that I don't like. I do this with mods to fix and or cut out said content. The problem is it's taking more and more mods to fix the game for me, to the point I have given up.
  5. The dev team was doing some drugs when they came up with this vehicle. 😛
  6. Thanks! This looks to be a good idea without being over-powered.
  7. Any chance you could change the magazine drops to half with the two skill up option? Please Or share if it's easy to do and I will make the changes. This would go a long way to bring back immersion for me.
  8. The game will never be balanced between multi-player and solo. The game will never be balanced between traders and the rest of the game when it comes to looting and quests rewards. It's mods or move on.
  9. I would make magazines count as 2 skill ups and cut the magazines loot drops in half. Make the magazines a bit more uncommon because of this. The magazines/books dominating my loot is immersion breaking. If it was my choice, I would scrap the whole system and move back to what we had in 16.4. I would take even version 17 over this with the gate locks to slow things down.
  10. Why would anyone spam craft when the loot drops were always better, let alone the trader. They didn't even try to address this until the pipe weapons patch and the move to a slower start. The game is as unbalanced has it's ever been, maybe in another 10 years we will get another overhaul to a system to address this.
  11. The traders are the dev team's first love. They have been OP since the start and will never be balanced except by mods. Been many years since the traders were added and till this day they have been WAY OP compared to the looting game outside of questing.
  12. How hard would it be to make each book 2 skills ups and cut the books that drop in half to make up for it? I'm thinking this will be a pain thought I would ask though. My issue with book system is not how long it takes, it's the immersion breaking part with so many book/magazine drops.
  13. It's funny to see people complaining about the traders who have been WAY OP for far too long. I go back way before traders were put into the game, and they have been OP from the start. Try playing a multi-player server and have balance between those that use the trader and those that don't. It's not even close, the trader wins hands down. Balance between the traders and the rest of the game is an issue they will never fix. If you want more balance with what ever systems you enjoy and want even more OP traders, you will have to move to mods like the rest of us.
  14. Mod looks very interesting. Will have to keep an eye out on this as I wait/hope I get a mod to revamp the new book/magazine system put in.
  15. I see this a lot and knew some that did it. I'm not a min-maxer I played the game sandbox style and my skills came naturally by use. With every system, there is abuse of it, but the old system felt right and worked in this setting. It sure wasn't perfect, as any of them are. It was a lot less in your face like today's magazine system. For me, the new system makes me forget I'm playing a game too much for my liking. (Immersion breaking)
  16. ON the funny side, what if my survivor can't read, he would be doomed in this new version.
  17. Well yes, that is why I'm here trying to get them to see why it's so bad. The problem is they decided to change the loop after 10 years, and that is different in my book. I don't recall any changes that changed how I play the game. Gate locks no, learn by use no, perk change no, book/magazines yes. This is nothing like they have done before. Hell, the loot drops were dominated by books/magazines over any other loot I was getting. They are forcing me to use the trader to get the filter. How do I get the dukes, I don't do quests? I don't use the traders at all. Do I wait for the super rare filter drop? The looting free style game-play is almost dead now in vanilla. The game's balance between the traders and the rest of the game-play is WAY unbalanced, and they don't care. Every version patch shows this, the traders are their main focus for the last few versions and moving forward it seems. How is this any different from having to grind books to learn a new skill, which is a lot more random.
  18. I'm curious on how long I have to wait before I can play the game again. Is this system going to be a pain to rework? Any time frame? I assume it will be done based on last versions mods I have seen in the past. Well, I can hope.
  19. It's obvious they have no plan on the direction of the game. You only have to look at what the last 5 versions and all the system overhauls. Now we're getting to version 21 and who knows how many more. This is the issue with early access and getting all the money they did up front. They have no focus anymore to finish the game, they are just throwing stuff against the wall to see if it sticks.
  20. I'm just as puzzled. It's a survival crafting sandbox game. It has turned into a reading game with combat/looting loops to get said reading done.
  21. What does anyone think about magazines giving more than one skill up to cut clutter of magazine drops? Make the magazines more rare to account for more skill ups per magazine. I would rather ditch the system myself, but we know TFP if they get the crawl in something it's going to be patched to death to try and get it right or scrapped at the end. If they are making changes because of the uproar, then they have already failed. As to the hours put in, that is the reason I'm upset. After all these years now they decide to put in an over-haul of said system. Yes, that makes me unhappy, it's not the game I supported the last 10 years anymore. I expect changes like this in the first few years of development, not 10 years after the fact.
  22. I have been around since Alpha 9? This is the first time they have made such a huge shift in the game-play loop. It's also very concerning that this is supposed to be near the end of said alpha, and we are getting overhauls this late in development.
  23. I bet we get a lot more patches for this version then any other, is my guess. This was a huge shift in game-play, let's hope they tested this out more than it looks.
  24. I would say because they had a year and a half on this version. I would think the balance for the most part would already be done. Two days after release they are already backing off/making changes, that tells me they really didn't test this system out. It's like they tossed it out there for us to test and balance from that. What makes this bad is what if the new system doesn't work and needs to be revamped because no balance will make it work? Test, more testing, then some more. If the software company I worked for released a product in this state, they would be out of business fast. If they had made a lot of these changes early in development, I believe this game wouldn't even be close to as popular as it is now. This makes it easier for them to ignore feedback this late in the process, they already pocketed most of the money they will make from this game on the PC. Why I don't support early access games anymore.
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