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Laz Man

QA
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Everything posted by Laz Man

  1. I don't think anyone is disagreeing with wanting to reach more players. Don't all game developers want more people to play their games? As far as your statement about hardcore players, now that's really harsh and would disagree with you 100%. Certainly making money is important, otherwise the owners can't hire the staff to finish the game and also make more games. If it was only about the money, the game would of been shoved out the door as 1.0 along time ago in my opinion, just like many other cash grab early access games out there. Hopefully A21, will further prove that to the fanbase. Hang in there...I know the wait sucks....
  2. Simplification doesn't always equate to a bad thing. Keeping things simple often makes things more intuitive. Not all will agree, but games can be simple but still provide a very rewarding and deep experience. More variety will hopefully come when all of the core game features are in (e.g. bandits, story quest line, etc.). Ironically, the one area you seem to be okay with simplification is in zombie character models (variants - same zombie wearing different clothes)....😅
  3. Bugs and content are 2 completely different things. Not a good analogy imo. The user who commented wasn't disappointed about general lack of content but rather the simplification of systems over the course of several Alphas. I can empathize with people who prefer a deeper simulation and wanted to point out that mods can alleviate some of that desire. (e.g. more complex recipes, resource gathering, weapon variety, skill progression, etc.) Hopefully modding becomes even more accessible the closer we get to gold so it doesn't feel like a undesirable alternative.
  4. Thankfully the game is designed by the developers to be moddable so a greater audience of players can enjoy it for many more hours after the vanilla experience is over. 😀
  5. Good eye...Roland would be proud...😅
  6. Jokes aside, we are getting closer and closer every day. Hopefully there will be an announcement very soon. 😎 Just this past week, I finished up overhauling several of the ranger station POIs to our current standards. One was even upgraded from Tier 1 to Tier 3. You guys will be amazed how much more believable POIs look like with all of the new art assets and shapes. From a gameplay stand point, there are several new things that shake things up. The new door art / tech. alone is awesome given the variety we have now (types and damage states) AND the fact players can shoot / melee through them. I was playtesting a POI yesterday and got surrounded by several zeds in one encounter. After knocking down the closet one to me, I then hopped over a pallet of cattle feed and ducked out through a wooden door (closing it behind me). While I was catching my breath, the zeds started piling up on the door breaking it down bit by bit until I could see their dead faces growling at me through a hole that they made. I quickly start stabbing them in the face injuring / killing just enough before the door completely collapsed in order to finish off the rest of them. Thank you door!
  7. True, however, when someone is asking for something to look less weird (no climbing animation) in exchange for something else that also looks more weird (janky climbing animation), that isn't an improvement in my book. Semantics at this point regarding "Anything" being better than "Nothing" comment...
  8. I also would love to see an airport POI one day. However, I don't think it's in the cards for 1.0. I would imagine the big blockers is art support and RWG code support. Although we can hodge podge some airplanes and other airport assets with shapes, it wouldn't look good enough to stand toe to toe with our art standards. Regarding RWG support, we would need a way to spawn tiles in a way to support the foot print of a runway. We don't have airports in A21 but there are a couple surprises in store yet...😉
  9. Anything is not better then what we have now. I can already imagine how ridiculous a player would look like stuck in a climbing animation while spinning around looking in different directions. Locking the player to the ladder could help but players/zombies would have to lose the ability to turn around and shoot until jumping off. There is no simple solution. At least what we have now, players can visually tell which direction zombies and other players are facing while coming up ladders.
  10. Random loot rooms have been mentioned several times before for one reason or another. (e.g. replayability, keep player's from memorizing where the final loot room is, etc.). Something like that is a huge design change that is most likely too much scope creep for gold, and better for consideration in a future game tile. Lots of questions / issues come to mind. For example, how many locations within a POI could be possible random loot rooms (e.g. at least 3?) How much time / effort should it take for the player to reach each loot room? (this is important from a balancing standpoint). Do you do this with all POIs or just certain tiers? A feature like this is probably best used in "dungeon" levels that are procedurally generated and have a theme that is believable (e.g. sewers, cave, etc.).
  11. Definitely would be cool to have but would require a good design and probably rework of various POIs in order to not feel rushed / tacked on. Probably too much scope creep before gold. Would be a great feature for 7dtd2 though...😎 Maybe people won't think too much about wanting turrets when walking turrets enter the game...(bandits)...😁
  12. Yes, and it's free if you don't mind waiting in a queue and being limited to 1 hour play sessions. If you are willing to pay, you can remove those limitations.
  13. Maybe in 7dtd2, ladders will be removed and there will only be ramps... That's what many other FPS games with companion followers do...😅
  14. There are two many new shapes and decorative blocks to recall from memory. POI builders will have plenty to work with.
  15. Do you have a good internet connection? You should be able to get better FPS then that if you use GeForce Now.
  16. That idea once crossed my mind. I certainly can understand the appeal and convenience but its too early to see if something like that is even needed. Keep in mind magazines can also be purchased from the trader and received as quest rewards. Additionally, it is just a method that encourages mindless grinding (e.g. just loot 1000 skill pages from mailboxes and learn how to craft an M60). If more methods to acquire magazines were needed, I would prefer something more immersive like a limited late game quests that players can engage in versus some magical magazine recycler. Any idea of the sort is cart before the horse talk until A21 is experienced by the public.
  17. I agree, I don't consider the previous design of unlocking recipes via perks a flaw. They basically were an alternative method for acquiring specific recipes apart from looting. I can empathize with the worry of those who enjoyed using that alternative method as it certainly was one way to progress crafting. Although players will no longer be able to XP grind / Perk unlock their favorite crafting recipes anymore, I personally hope the new crafting progression system along with many other related changes will be a net positive experience. (e.g. extra skill points to allocate elsewhere since no longer needed for unlocking recipes, experience a wider range of crafts per playthrough, etc.) As far as the entire point of the skill trees, I don't believe it's main point was to segment crafting. Crafting unlocks was just a secondary benefit to it IMO. Agreed, loot and trader stock is still being balanced accordingly as well.
  18. Once the dust settles, I think most will like the crafting magazine system. It will also be moddable so I am sure modders will enjoy thinking of new ways to use it as well to enhance their sensibilities. Some of the first mods will most likely those that increase/decrease thresholds for unlocks.
  19. It has been stated by Joel and many others several times already. Crafting progression is broken (e.g. crafting perks grant specific qualities of all types of items within a category) and largely has been less significant compared to other activities for several alphas now. With this change, there is a smoother crafting unlock curve AND players can engage in more crafting since now they don't need to have a specific perk just to unlock higher quality crafts. Because everything else is not broken / needs to be fixed? Because, it wouldn't be believable or fun? Because learn by reading is not learn by doing? A good game mechanic doesn't need to apply to everything to be good.
  20. This is probably closer to feasibility imo. I would guess post gold content will most likely take the form of more of an existing feature that wouldn't cause issues with the base game (e.g. more POIs). No concrete news yet on what those additions will be yet.
  21. Can reassure you it doesnt feel as random / heavy handed as the old minibike for dummies days. Since it's not about finding rare magazine xyz, but accumulating common magazine 123 instead. Although there is still the fun loot scavenging for specific mod schematics I believe.
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