Jump to content

Jost Amman

Members
  • Posts

    2,237
  • Joined

  • Last visited

  • Days Won

    64

Posts posted by Jost Amman

  1. @Roland I can understand and mostly agree with all KhaineGB said.

     

    The developers of Rimworld, as an example, have always worked having great regard for the modders, even during the EA days. That paid out.

     

    I'd also factor in the fact that mods, Darkness Falls and the others, according to all the posts I read on Steam, are the biggest reason why the game is still played today in such big numbers by the community. This is not to say vanilla is not good, it's great and TFP are doing a great job. I'm just saying that most "veterans" of the game can liven up gameplay and still find 7D2D interesting after all these years thanks to these mods.

     

    With that in mind, I think modders should get as much attention as vanilla, at least for what regards the versioning part of the game. I think TFP can understand and agree with this, since they too started as modders after all. I know at their time it was different and modders were left "alone in the dark" to handle development hell, but exactly because of that they can do better than the game companies they had to deal with at their time.

     

    So, also as a player of DF... I thank you for being a good liaison between the modders (the community) and the devs.

    IMO the fact they agreed to better handle releases in the future is proof they understand and agree that's a better way to work with modders.

  2. A19.6 Darkness Falls NREs
    I forgot to disable auto-updates and now, after A19.6 hit, I had to reinstall Darkness Falls again and copy again all the folders in the 7D2D folder.

    I even started a new game, but I still got the errors sometimes.
    Furthermore, I think it could depend on the fact I used a pregen map for DF.

    Anyone else having trouble after the update?
    Any hints on how to fix it?

    Thanks :popular:
    12 hours ago, KhaineGB said:

    I downloaded from the main page of this same thread just an hour ago... is this the same link or do I have to re-download the mod again?

    Tks

  3. 1 hour ago, Matt115 said:

    yep.

    and in A21 I want just more zombie variants and that's will make me just happy.  yeah this sound deppresing but that's true

    ofc i have more ideas which could make my total happy but there is not chance for it in 7dtd so maybe it can be add in next game. ofc i can wrote my idea if you want

    The next GREAT game from Matt115 Games is.... * drumroll * ... "Skeletons & Newsstands" (Rating: Overwhelmingly Positive) 14.264.547 reviews! :first:

  4. 10 hours ago, meganoth said:

    You can get scrap iron by hitting any metal object with a stone axe. Lamp posts, trash cans, cars (that one may be risky?), road signs, letter boxes. Lots and lots of counter examples. So you definitely don't need to go inside any POI to find metal objects. While doing the last introduction quest and locating the trader you are even naturally led to the "city" biome with all the scrap in easy reach.

    You could also find a wrench right away in a POI, and then you can have iron ingots on day 1.

    So basically you COULD have tier 2 tools on day 1. So what?

     

    10 hours ago, meganoth said:

    There is no **big** difference at all. And there is a simple progression a beginner can follow to get scrap iron.

    As you often do, I see you're creating a straw man argument that you (apparently) need to win.

     

    By "scrap tools/weapons" I wasn't referring to scrap iron, that's silly of you to think that. I even gave you an example of how some of the new pipe weapons look like they were assembled using parts scrapped from other modern guns. In that case, YES, you're using parts that you NEED to loot mostly in POIs.

     

    10 hours ago, meganoth said:

    I mentioned the problem with the iron axe to illustrate that there already is no "empty space" between the tiers and demonstrate how superfluous tiers are in danger of being simply ignored if they don't have space to be useful for the player.

    And I'm telling you that they ALREADY need to fix the tier system.

     

    So, since they already need to put their hands on it, it'd be the right time to also add "pipe tools" in a balanced and fun way. It's no rocket science man, you just distribute the stamina usage over a wider range, widen the block damage scale and make the crafting parts proportionally more difficult to acquire during the game for each tier.

     

    6 hours ago, dcsobral said:

    adjective

    2. having a quality or style that offers an extremely basic level of comfort, convenience, or efficiency.

     

    So it fits.

    Sorry, I don't reply to people who need to look up definitions to understand what they're talking about.  :blah:

  5. 2 hours ago, Matt115 said:

    any newstands??????????????????????????? if not i will be dissapointed as hell i will make protest and maybe they will add it in A21

    So basically, from what I understand, to make you happy for A20 you only need skeletons and newsstands, right? :confused2:

  6. 19 minutes ago, meganoth said:

    Sure, but what has that do to with the tier they are supposed to fill? You are free to call them whatever you like, they are the tier0 weapons corresponding to tier0 tools and tier0 melee weapons, all easily optainable at start and craftable without schematics. Any label you put on them is just for immersion.

    I disagree. From my point of view, all primitive weapons and tools use resources you can "harvest" with mining/woodcutting/punching.

    Scrap weapons and tools, on the other hand, can only be crafted with something you can find by looting.

     

    So the big difference from a game mechanics perspective, is that in most cases you need to adventure into POIs (or be very lucky with trash looting) to acquire the necessary materials to craft a scrap weapon or tool.

     

    As for the tiers overlapping problem, I agree: but that's a problem they already have NOW. They need to rebalance the tiers to make them more meaningful. Everyone knows that, on average, a good primitive stone axe will be more useful than a lower level iron axe. But that's probably something they'll finalize during Beta.

  7. 7 minutes ago, meganoth said:

    So we have a primitive stage where you can bootstrap easily and follow a simple progression from stone tools -> get raw mats in nature -> craft melee weapons -> enter POIs get scrap iron -> craft scrap weapon or find them

    As I said. I don't consider scrap guns as "primitive"... rudimentary yes, ragtag yes, primitive no.

  8. 2 hours ago, Reset said:

    They are primitive guns and we already have primitive tools

    Yeah, I get that from a "naming" perspective you're right, but to be honest they are needed in the primitive loot so that people can start specializing right off the bat.

    But if you compare them to real life guns, they're not so primitive after all. Some of the models we've seen in the preview, are assembled from scrapped parts of modern weapons. That's why I see them more like "scrap weapons" than "primitive weapons".

     

    The same thing could be said if we wanted to assemble (i.e.) a "scrap pickaxe" from "modern" parts that we find in the rubble of the apocalypse.

  9. 1 hour ago, jorbascrumps said:

    Does it, though? I'd rather a wider breadth of activities than tool tiers. I don't personally see the value add of another tool tier. Remember, the auger and chainsaw makes 4 tiers already.

    Well, since they added a new Weapons tier (that even if it's named "pipe" is actually "scrap") I just thought the corresponding tools were missing.

    That's all. The argument that pipe weapons are "Stone Age" is kind of counterintuitive, there's no Stone Age for firearms.

  10. 3 hours ago, Roland said:

    My stone axe is usually better than the first iron axe I get. Where is there room for a step in between them?

    I don't know, but I've been playing several mods where they added the additional "Scrap Tools" tier and honestly seems to work rather well all in all.

    I'm just saying this because I instinctively associated the "Scrap Metal" tier with the pipe weapons...

  11. 6 hours ago, dcsobral said:

    Here's something that I find disappointing in the current feature list is that there isn't anything on it that will change how the game is played. Maybe I got spoiled by older alphas, but I really miss it. Maybe the feral sense will provide it, but I don't have my hopes up from what was said about it.

     

    love that random gen is being addressed, new POIs is cool, the prefab-inside-prefab thing Shawn mentioned is cool, I love the new art, the shape system is looking like a dream come true, pipe weapons are welcome, but it looks like combat will feel the same, looting will feel the same and horde night will feel the same. 

    Looting won't feel the same at all AFAIK, since they've started adding tiered biomes and tiered loot.

  12. 19 minutes ago, stupid said:

    I hope in A20 they expand upon the weird noises at night. That deep pounding/fluttering sound is terrifying, and it's hard to describe what it is, which makes it even more disturbing.  I'd like to see more random noises at night that are difficult to make sense of. Maybe even some 20-23hz ambience. For some reason this sound frequency gives a really uneasy feeling. Here's a sample 

     

    You forgot your generator on...

×
×
  • Create New...