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Jost Amman

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Posts posted by Jost Amman

  1. 2 minutes ago, Matt115 said:

    Oblivion had mods and still everyone was angry abour horse armor. 

    7dtd now - microtransations

    bloodmoon? microtransations

    They can restrict workshop after all

    ehh i realy wish that 7dtd was finished in 2017. i think it would be the best for everyone xd

    Yeah, it's a shame.

    I had hoped for this game to become something good...

    But now they're going to deliver the game, add more content and optimizations (and crossplay).

     

    What a pity. :ohwell:

  2. 8 hours ago, RhinoW said:

    They became greedy, made greedy choices and lost the love for the game they once cared for.

    Sorry, but again... where is your evidence of that?

     

    I only see a team that has been working for years on content, that has been active on the forum and that has been doing dev-streams to proudly show their work to us.

    Can you bring proof of your assertions about greed? ... And even better, isn't this also a business? So what does greed have to do with it? smh

     

    8 hours ago, RhinoW said:

    The irony of talking about false assumptions and then calling me uneducated on my area of work lol.

    Sorry, didn't know you were a developer (it actually makes sense since apparently most players do your same job), but I wasn't referring to your technical knowledge, but to the knowledge of how The Fun Pimps work internally. I don't think anyone of us players really knows what goes on @TFP and how they handle job scheduling, or make decisions on new features or other things.

     

    That, was what I was referring to when I said uneducated (and by the way, to clarify, it was not meant in a diminishing manner, since I'm uneducated too on that).

     

    8 hours ago, RhinoW said:

    My point is, have you seen any attempts at bandits for over 21 alphas? No, you havent.

    Yes I have. Ehrm... A16 anyone? Also, it's common knowledge among those who are following development that since faatal took over that part, they've been putting down the groundwork for bandits even after they removed the bandits' "prototype" in A17.

     

  3. 1 hour ago, RhinoW said:

    After making it all pretty for 11 years, they finally begin AI work for bandits instead of slowly doing it over time.

    And here we go again with this false assumptions... I'm not a programmer, but even I, after all these years, know that the guys working on graphics are not the same ones that are working on AI. Look, I too am eager to see everything come to fruition, but the reasons this is taking this long are probably not what you're un-educately guessing.

     

    33 minutes ago, Cr0wst0rm said:

    Why the comments are turned off? Are you afraid of negative reception?

    Why are you so inquisitive... were you planning on giving negative comments? :heh:

     

  4. 2 hours ago, doughphunghus said:

    Yes please! Bloodstain blocks (flat on one side like road decals or letters) or something would be a nice way to set a tone for some areas.

    And then a way to make the block clear/clean, so we can play 7D2D + Viscera Cleanup Detail... :washing: :brushteeth:

  5. 2 hours ago, bdubyah said:

    That just isn't the case. Go into a world and enter dm mode. Hit F6 and check the Spawn 25 box. Spawn 75+ zombies and watch your game go to crap. And that's with the zombies doing basically nothing. Go to a POI with a complex path through it and spawn them again. Your game will be almost unplayable and the AI will slow to a halt. The best PC you can buy today will have those same struggles.

    Is this recent? ... Because I clearly remember people modding their game to play with up to 128 zombies (not sure if active at one time, probably not).

    In any case there are other limits that are imposed with no setting available to overcome them, so my point stands.

     

    We need more freedom!! :whoo::israel::peace:

  6. 2 hours ago, spud42 said:

    so far the "optimizations" seem to be simplifying the game to shoehorn it into a console. Sure some of these wil benifit the PC game but  a lot of the richness and complexity has been whittled away to cram it into a console. 

    In my opinion the real problem is that some supported features are geared towards low-end, 10 years old computers, and are impacting everyone.

    Example: why don't they allow a greater number of concurrent zombies in the game, as an option? No, they limit it to 64 whatever system you have.

     

    Same goes for view distance and map size.

    Those limitations should be removed, and left to the individual player to try on their system.

    As for the "legal reasons", they could just add a short disclaimer about that. Done. Everybody happy.

     

  7. 2 hours ago, Riamus said:

    Although bartering can be good in a game, I would really not enjoy having to find something specific to trade for what I want. 

    This is however, how bartering works in real life too, so... I really don't know what to tell you! :D 

     

    2 hours ago, Riamus said:

    Instead of buying anything, I would just quest and scavenge instead of spending time trying to find the right thing and then remembering which items to carry with me to buy that thing.

    But that's not necessarily true. If you just go scavenging blindly you will probably get the most common items.

    But what if the trader wants something for the item you're interested in, that's not found in your area, or if he want a specific high quantity of something?

    You may find yourself just wasting time since you won't know what you really need.

     

    2 hours ago, Riamus said:

    And when it comes down to it, bartering without requiring specific items isn't really any different than what we do now. 

    Indeed. That's why in my idea of bartering you'd need a "barter table" for each item in the game.

     

    2 hours ago, Riamus said:

    You can buy stuff with money, but if you are selling as well, then it is like you are bartering.  You are just not doing the buy/sell at the same time. 

    I'm not sure I understand this... but just to be clear: my idea is that you can only use dukes to offset the perceived value of something you want to trade.

    Example: the trader will sell you that nice rifle in exchange for a car engine, or a battery plus X dukes.

     

     

    2 hours ago, warmer said:

    I think this could be an interesting mod that hides the dukes and makes you sell an equal or more duke value in order to buy. That would give the "impression" of bartering. Restricting it to specific items would make the traders a lot less useful for folks. If that is your goal, this would do just that.

    My goal is to make it more difficult to acquire the rarer things from traders, while making every barter need more like a "treasure hunt". :) 

    Basically, every time you really need something in exchange for something else, you'll be creating your own "adventure" to acquire that precious loot!

     

  8. 2 hours ago, warmer said:

    I don't think removing that as a currency as coin of the realm makes sense.

    I never said to remove that currency.

    I just said to make it just an accessory to bartering.

     

    4 hours ago, BFT2020 said:

    If I was a trader in the Apocalypse, I would prefer to have whatever the new form of currency rather than your junk that you are trying to sell me

    I know this is "reality" so it doesn't have place in a game... but in real life currency only has meaning as long as there's a society (read civilization) to support it.

    Quote

    Currency value is determined like any other good or service in a market economy – through supply and demand. Factors affecting supply and demand are regulated by the government through monetary and fiscal policy.

    There's no government anymore in 7D2D and the Duke can only have very little control over the value of "his" currency.

    That's why TFP could make the dukes only have partial value compared to tangible stuff.

     

    2 hours ago, warmer said:

    if they had specific items "in demand" that they needed more than others and provided a 150% premium on dukes or something.

    My idea is more complicated than that actually... I was thinking more like "I'll give you this, for this", not a general "Bring me stuff and then I'll give you whatever you want in return". That wouldn't work. Instead, for each combination of item+trader you'd have a "barter table" with a list of objects they would be willing to trade for that specific item.

     

    That's why, if you want something specific, you can't just go around looting "random stuff" and you're set.

    You'll need to plan your looting and maybe even need to explore areas you usually don't go to.

     

    Example: "I'll tell you what... if you bring me 400 lumps of Oil Shale, I'll give you 200 9mm rounds." ;) 

  9. Add BARTERING.

     

    Traders wouldn't be interested in money in a "real" Apocalypse, they'd be wanting your stuff.

     

    • They need replacement parts to fix their own compound and vehicles.
    • They need ammo for their weapons
    • They need water and food
    • They need schematics to craft stuff so they can barter it or use it

     

    THIS! makes sense.

     

    Money can stay. But more like an accessory to bartering, when you need to compensate for some difference between your bid and the trader's bid on something.

    That also means that you won't receive much money from quests anymore, just pocket change beside whatever they give you as a reward.

     

    Why this works?

    1. Because bartering means you first need to find the "right" stuff to barter with other stuff you need.
    2. Exploration beyond a few blocks from the Trader's compound will be worth again.
    3. Spamming jobs won't be worth the trouble anymore, since exploring in a wider area will let you find (maybe) that special item the trader wants.

     

    The difficult part would be for TFP to create a barter "loot_table" where each trader has preferences and needs for each item.

    For each item you would have one (or a list of) item he's willing to trade for the item you need.

     

    I think this would add a very interesting new game mechanic and liven up the apocalypse "economy".

    What do you think?

  10. 2 hours ago, beHypE said:

    <quarterly check for announced end-game features>

    You know the changelog is disappointing when all you did was CTRL+F "bandit" for the past 20 pages...

     

    It is what it is, I guess the focus is still on making the game look as great as possible compared to current standards because that is going to attract more steam buys than bandits, and from a business decision that makes sense. For more seasoned players like my group and I, some new textures and animations won't incentivize a new playthrough quite enough. I guess they'll look just as good in A23 (or beyond), see you then !

    </quarterly check for announced end-game features>

    I feel you man, I really do. But even if I'm not a developer I can tell you that bandits will be the most groundbreaking thing they'll ever do.

    I really, REALLY, hope they'll be worth the wait and they can pull it off, but adding bandits the "right" way in a dynamic environment like in 7D2D is one hell of a job!

  11. The only outfit I've heard no one giving a good feedback on, is the nerd outfit.

    But think about it, that's how us non-nerds, e.g. me, look at nerds. So, it kind of makes sense. :caked:

     

    The reason why it got so much backlash here, is because most of this forum's posters are, in fact, nerd-ish! :classic_tongue:

  12. 29 minutes ago, Riamus said:

    I never said that.  I said it should have a dye slot as well as a customization slot.  Right now, if all visualization of the items is removed as they are saying, then all you get is the bonus and can't see any changes.  That's what I think is a bad move.  If you're going to wear sunglasses, show them.  Don't just give us the bonus.  If you're going to use the cigar, show it.  Don't just give us the bonus.  As I said, yes, this requires you to have art for these items, but you can use the old art.

    Sorry, maybe I wasn't clear. That's precisely what I was saying would be an issue.

    For the way you want it done to work, they'll have to custom fit every single possible combination of overlapping models in a way that they don't look weird.

     

    My example about the bandana covering the mouth, having the cigar sticking out if you also equip the cigar, it's the perfect example.

    Not to mention that aligning correctly different layers of "clothing" on top of each other would be tricky, to say the least.

  13. 8 hours ago, Riamus said:

    Yes, it means you need art for these things, but you can use the old art.

    Consider this.

     

    What is now -> you EITHER had a bandana OR a cigar in your mouth

    What you're asking ->  you can hav BOTH a bandana AND a cigar in your mouth

     

    Imagine now of all the weird combinations you could have with "visible" mods that before the change were actual clothing slots.

  14. 50 minutes ago, Izmail said:

    Hello everyone, friends. We see a great RPG game in front of us, but I still have 1 important question. We have great drones in the game, which I am very grateful to the pimps for adding them, but they cannot attack walkers. The fact is that I am more of a peace-loving player and do not really like to upgrade weapons and other combat skills, I upgrade running, medicine, cooking more, and in most RPG games I hope to protect my companion. I don't have any friends to play with for 7 days, so I need protection, and the question became will a combat drone be added? For example, he will be twice the size of his younger model and will have stronger armor and a machine gun, or will have a similar style as the combat Mr. assistant from fallout 3. I really like the game, but I need a combat assistant, since it is very difficult for me to survive in such a world. Is there any chance of adding a combat drone?

    There's already the Junk mobile Turret that does that.

    Just carry it with you and deploy it when needed.

     

    :laser: :faint:

  15. @faatal I remember the so called "Events Director" (IIRC) was mentioned in several past dev streams.

    They told us it would leverage stuff from the Twitch integration developed by Prime to create unique encounters and events in general.

     

    Has the idea been scrapped or is someone working on it?

    It would be great to have at least a prototype of the ED in A22.

     

    Thanks :) 

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