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Jost Amman

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Posts posted by Jost Amman

  1. 1 hour ago, RipClaw said:

    Complain to the Fun Pimps. They've balanced it out.

     

    And quite honestly. You complain that you get XP for building and mining but that's all you get as a reward. Noting else.

    When you loot you get resources, weapons, tools, T2 and T3 schematics and even quality level 6 items on top of the XP.

    You're clearly changing the point here because you have no argument to defend people who choose to stay home and risk close to nothing.

    And by the way, the XP you earn "looting" is not because of the looting action only, and you know it. Most of it, is because you need to overcome the zombies outside and about and the zombies in POIs, avoid the traps, pick locks, search for treasure and so on... which is also the main point of the game: surviving the zombie threat.

     

    Also, when you mine you get the XP, PLUS Clay, Rock, Iron, KNO3 and Lead, so you can get a lot of stuff mining and, as said, you risk close to nothing.

     

    1 hour ago, RipClaw said:

    Also you can't unlock all schematics via the perks. In A21 you won't be able to unlock anything via the perks. Then T0 weapons and stone tools are the only things you can craft without magazines.

    So what? ... Players who think they should be able to unlock everything without risking anything are exactly the negative example I started with when I cited communism.

    Also, it's not as fun for most people, to be rewarded stuff in a game, without having to earn it.

     

    If that's your point of view, I'll acknowledge it, but I'm strongly against it since we have very different views on what "fun" and challenge is, in a game.

  2. 1 hour ago, pApA^LeGBa said:

    If you make big mines near your base, you are the one who needs to learn how to play tbh. I never said anything about screamers beeing a threat to my base. I also didn´t mention magazines. Just said that when mining you can be in more unpredictable danger, espcially in big mines that you need if you want to build big,  than when you go looting.

    We're talking about people who play all the time at their base, because they only want to mine and build. And my point is that building and mining are already OP since you can mostly (depending on the available materials/tools) do everything with minimal risk. ... So, who were you talking to then?

     

    1 hour ago, RipClaw said:

    And what did any player do to get the "build a pipe weapon" perk? Nothing.

    Besides, you wouldn't even be able to complete the starter quest if you couldn't build anything. After all, you have to upgrade at least one block.

    Sorry, but your comparison is weak. Building allows you to build an entire base, up to cobblestone, and earn tons of XP (as I said), comparing that to a pipe weapon which is barely useful and doesn't give XP for crafting, is like comparing a four stars hotel to a run-down motel.

     

  3. 34 minutes ago, pApA^LeGBa said:

    It can easily be one, i had big hordes in my mines when doing bigger building projects and needing lots of concrete and steel. When going out doing the "dangerous" looting, you mostly have to deal with sleepers. A bit of POI knowledge and beeing a bit cautios and pretty much every POI is a walk in the park.

    So, if looting is "a walk in the park", I don't see the problem there, just go @%$#ing looting once in a while and get those magazines.

    And by the way, all you people saying that a screamer near your base is dangerous, well, how can I say it without offending... you still learn how to play sir.

  4. 2 hours ago, pApA^LeGBa said:

    @Jost Amman Because screamers totally aren´t a thing when mining, right?

    You didn't read my post, did you? :rolleyes2:

     

    2 hours ago, RipClaw said:

    Building is not doing nothing. It may not be the most glorious activity or the most dangerous but it does demand time and resources.

    What did you do to earn the "building perk"? Nothing

    And it's clearly unbalanced because, as I said, you get tons of XP risking nothing.

    The risk vs. reward mechanic is way off there.

     

  5. 5 hours ago, RipClaw said:
    6 hours ago, Jost Amman said:

    But my point is you can still do A LOT just by standing there just building. That's already fairly OP and unbalanced, IMO... what other game lets you have everything by basically doing nothing? This is becoming preposterous, it's like communism, where people who do more and have merit, get the same treatment as those who do nothing at all.

    If you call building doing nothing, you have never really built. I am currently working on a horde base. So far, I've spent an estimated 30,000 concrete and about 10,000 steel on the build. I didn't just snap my finger and the materials were there. I had to mine and process them.

    I thought I was clear, but since you replied this way, I'll clarify.

     

    Building is actually one of the activities in 7D2D which doesn't require perking into something to do it and progress in it.

    This means that to start building, up to cobblestone, you literally have to do nothing to earn it.

     

    You wanna make a forge? Need to perk into it.

    You wanna a craft a vehicle? Need to perk into it.

    You get what I mean (I hope).

     

    On top of that, mining + building is one of those activities that already give you TONS of XP just by doing something repetitive and (mostly) safe.

     

    People that go out and loot in POIs and around cities, are constantly under threat and risk their (virtual) lives, while those who stay "at home" mining and building, only may risk something when the occasional wandering horde come by. But that's expected, so they can easily be prepared for them and be basically still safe.

     

    So, please, don't tell me how hard it is to build a base with 30K concrete and 10K steel, because that's not hard, that's expensive, a BIG difference in meaning.

    Also, that kind of base you're talking about is something that the average player can't do before week 3 or even 4, so it's a mid-game issue only.

     

    Can you dig it?

    Spoiler

     

     

     

  6. 43 minutes ago, RipClaw said:

    If you call building doing nothing, you have never really built. I am currently working on a horde base. So far, I've spent an estimated 30,000 concrete and about 10,000 steel on the build. I didn't just snap my finger and the materials were there. I had to mine and process them.

    Com'on, you know what I mean... you're better than that.

  7. 19 minutes ago, Grue said:

    Now that you mention it, I have hated the zombie AI since A17. 

    Please bring back the zombies that actually act like zombies instead of the conga line of structural engineers who magically detect and path to the weakest block.

    It was far less predicable and exploitable when the zombies would just swarm in waves and start beating on random parts of your walls. Now all horde bases are basically identical because the zombies are too "smart" for their own good.

    I'm sure Crater will get right on that.

    I think you bought the wrong game then... did you miss the part about "tower defense" elements? That's exactly how monsters behave in a TD game, so unless you want them to also change this game's sub-genre, I suggest you adapt your gameplay to it.

     

    19 minutes ago, Grue said:

    No more "Jackpot!" moments from getting lucky with a forge schematic on day 1,

    Or debating spending points to get the recipe you need vs waiting for the next trade day to try to buy one. 

    The RNG for schematics may have been fickle at times, but it also made every play though unique.

    And for most things there was a fall back of spending points to get what you could not find.

    I partially agree on the "less RNG" part, but not about the "Jackpot!" moment. I expect we'll loot many more magazines, and each one will bring us nearer to our goal, so the moment I'll find the last one I need to reach the specific schematics I'm interested in, it WILL be a Jackpot moment. :) 

     

    What they did is remove the frustration of having RNG work against you too much, and they also rewarded "smart looting". In A21, in fact, we'll have themed containers in themed POIs, so when you need to hunt for a specific set of magazines, you can plan an expedition to (e.g.) Pass and Gas and try to find schematics for vehicles.

     

  8. 8 hours ago, RipClaw said:

    To a limited extent. You can build a wood or cobblestone base but that's it without looting. For the production of cement and concrete you need a forge and a concrete mixer. You also need a workbench to build the concrete mixer. In A20 you can unlock the recipes via Advanced Engineering. In A21 you need to read a certain amount of Forge Ahead magazines.

    You can buy concrete and workstations at a trader pretty easily, then you're set.

     

    But my point is you can still do A LOT just by standing there just building. That's already fairly OP and unbalanced, IMO... what other game lets you have everything by basically doing nothing? 

  9. 13 minutes ago, Annihilatorza said:

    When I play I have had times where I just dont want to deal with clearing out another 5 - 10 POI to find a book or a crucible and I just craft and build and mine for the XP I need to build my horde base, but I dont have a choice now, I must go into the city and loot and kill to get what I need for the horde base.  

    Like what? You can build all you want without any books.

    Unless you're talking about electrical traps, in which case it's common sense you need to learn that stuff from somewhere.

     

    Actually, this gives me a good segue into something I've been complaining about for a long time.

    Why, of all skills, is building not one of those skills you have to learn?

  10. 3 hours ago, Grue said:

    Most of the time when I see someone try to give feedback, people like you (often specifically you) shout us down to defend whatever the newest questionable mechanic is as if your life depends on it. 

    Don't worry, now that @Crater Creator is Super Moderator, I'm sure he'll address all your concerns and have TFP change back any game mechanic you don't like.

     

    2 hours ago, smadcore said:

    Is there any way zombie AI could be tweaked to make the 'ramp up to killbox' style of base less op? 

    Maybe occasionally a zombie will ignore the vertical distance and just get as close as they can on the horizontal axis and start attacking blocks?

    Maybe sometimes their pathfinding is drastically reduced so they don't notice that convenient set of steps up to where you want them to be?

    I don't pretend to understand how all the code works. I really think a little RNG could help. 

    For every complaint like yours, I see as many (if not more) complaints about the opposite...

     

    *in frustrated voice*

    "Why did the zombies ignore my beautiful easy path of least resistance to just stop and bash my walls??"

    Go figure...

     

  11. 7 hours ago, Crater Creator said:

    We had generic books many alphas ago, that scrapped for like 20 paper. They’ve steadily removed intermediate items like that from the game, so I can't see them reversing direction now. The fishing weights might be the last thing we have that isn't directly usable, a raw material, or multipurpose.

    I remember now... but in this case it would make sense to add them back, because with the new crafting system magazines will be again front and center of the looting routine.

  12. 1 hour ago, Aldranon said:

    Will the curbside newspaper stands have the critical documents we need to advance?

    I'm actually hoping they don't and just have paper (maybe also a toilet pistol because I do like them!)

     

    I'll be tempted just to do that for 2-3 days and then destroy them, so I don't look in them again.

    I'll probably let my role-play self, win most of the time and not do that, but it will be tempting...

    I know it's just a small detail... but I'd rather have them add a new type of item named "ruined book/magazine" that you can scrap to paper. Lots of people complain about finding tons of paper in the bookshelves of a Crack a Book store, and don't understand the paper represents ruined books and magazines.

     

    That would add a bit of "realism" IMO and ease players into understanding why so much scrap.

     

  13. 14 minutes ago, crazywildfire said:

    From my understanding glue is under consideration so a possible chance something might change on it. But we don't know for sure so as far as we know it is the same so....

    The last comment from the devs on Glue was that it WILL use clean water instead of murky, so...

  14. 17 minutes ago, Grue said:

    I see you are not a fan of thinking ahead to avoid mistakes.

    Have you heard the saying, "An ounce of prevention is worth a pound of cure" or perhaps, "Measure twice, cut once"?

    The time to correct course is before the mistake is made.

    With your own words, though, you're handling me the perfect example to explain why I disagree.

    Yours (ours) comments, are vastly uninformed for now, or to the most, they're educated guesses.

    Basically, we're measuring twice something that we can't actually measure.

     

    So, in the end, you're "correcting" something without really knowing what it is that you're correcting.

    Does it make sense now? At least, that's my opinion on why we should discuss possible changes only after we play the A21 experimental.

     

    The only alternative would be for The Fun Pimps to share their internal documents (if any) where they lay out in detail what the change is, how it works (even the XMLs) and how the new water survival mechanic blends with the rest of the game. That would probably be the bare minimum to be able to give real feedback, instead of opinions on speculations.

  15. 46 minutes ago, Riamus said:

    Water is going to be no problem within a few days even with the change, so why bother?

    As far as I understand, it's not like that.

     

    There are two levels of "water survival":

    1. You must find water or you'll die of dehydration
    2. After you've finally covered the basic needs (4/5 days?), you still have a limited quantity of water available for other stuff (glue, cooking, and so on...)

    If that's the case, the changes to water are meaningful both for the early game, AND the middle game.

    In late game, of course, water shouldn't be an issue at all.

  16. 3 hours ago, zztong said:

    While I believe this is a true statement and support the Devs in their search for a way to extend the early game and their overall ability to experiment with game issues, I don't accept that "realism" has absolutely nothing to do with the game. At some point a lack of reality undercuts the game. If they were to take away gravity then it becomes hard to say the game is set in Arizona.

     

    Perhaps gravity is too "out there" to compare to water availability, but we are talking about water. It covers 71% of the Earth's surface. All of the plant life shown in the game and all of the animals depend upon it and they're obviously living. (I've no idea if zombies need water.) Comparing it to gravity isn't so much of a stretch to me.

    Except, they already took away gravity... with the magical backpack that is immune to item weight, you know. :heh:

     

    3 hours ago, zztong said:

    A perfect simulation is not the goal. But I do suggest at some point a lack of reality changes the game.

    That's not the point. The point is that since this is a game, the devs can bend and twist "realism" whenever they need to achieve the goals they envisioned for it.

    And, BTW, I think the word you're searching for is "believability", am I right?

     

  17. 49 minutes ago, Grue said:

    And yet you still managed not to address the points made in the argument.

    Thanks for your non-contribution.

    I don't need to address them, because I think the current A21 implementation could be the right choice.

     

    I could discuss any number of theories about how the game should be, but why? The devs make educated choices on their game. I can agree or disagree with them, like them or not, but I won't discuss John Doe's theories on how the game should be, because I'm only interested, to the most, in discussing feedback. This is not feedback, this is preemptive whining based on how you imagine the game will play out.

     

    I'll gladly discuss feedback on A21 experimental when it's out, though.

  18. 2 hours ago, Grue said:

    Players want to play in a sandbox, not a cattle chute

    Every time I see someone speaking for "a group" I think how weak their argument must be.

    The water changes have been made for game balance, stop.

     

    Realism or believability have nothing to do with it.

    Why don't you complain about carrying TONS of materials in your backpack?

    I'll tell you why: BECAUSE IT'S A @%$#ING GAME! :rolleyes2:

  19. 1 hour ago, Zipcore said:

    I just want that they add it at some point. Such things need to be smoothed out so they are not just a half baked thing which disappoints the players. And it's a lot of work to get this type of thing done right. they have their reasons to delay this feature for soooo long.

    The real problem for devising a good Bandit AI is the environment the bandits will be moving in.

    Most games have static maps, with static path-finding, where devs can even hand-tailor scripted behaviors for the AI.

     

    In 7D2D you have an environment that can change at any time, with 1.2K variations of blocks that could, or could not, be passable, and that could or could not be considered cover depending on the rotation vs. where the player is. And that's just the beginning of the issues you have to overcome.

     

    It's in these times that I'm grateful I'm not a programmer and that this @%$# is handled by someone else (hopefully someone up to the challenge).

  20. 7 hours ago, mstdv inc said:

    YouTube also had freedom until the big advertisers came and set the conditions for the videos in which their ads would be displayed.All analogs of YouTube are doomed either to failure or to repeat its fate. ¯ \ _ (ツ) _ / ¯

    No, it won't happen with Rumble: that entire platform was devised precisely for freedom of speech and expression, by people who were fed up with YouTube censorship. But, don't worry, you have the freedom to choose to stay in jail and think it's the Waldorf Astoria. ;) 

     

  21. 3 hours ago, Gamida said:

    I was wondering about how the new Youtube policy is going to affect 7 Days To Die.

    ScrewTube has become pure dictatorship. I can't understand how people keep going to the same lame "places" on the internet, when it's clear they've become jails.

    There are some, much more free, alternatives out there. Personally, I like how Rumble is coming up. Has already got a gazillion users, and there's much more freedom.

     

    People should get smart with their choices, and we should always remember that WE (the people) give the power to those "giants", not the other way around. :peace:

  22. 1 hour ago, ElDudorino said:

    So some alarmist on the Steam forums is freaking out over the new crafting system and he says you won't be able to get Q4/5/6 items in loot, as quest rewards, or from trader stock. I tried searching this thread but didn't see any indication of that. I had seen long ago that a dev was considering the possibility of making Q6 craftable but I never saw confirmation it would be for sure.

     

    So, apologies for not catching up on the last 100+ pages, but will Quality 4/5/6 be lootable, buyable, and obtainable as quest rewards? And has Q6 crafting been confirmed or will I still have to mod that in?

    It's a lost fight on Steam... believe me. I try to keep people there informed with as much "official" information I can gather here, but even after they get it, they start again complaining about stuff that's not even been mentioned by the devs. :rolleyes2:

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