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Roland

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Everything posted by Roland

  1. The thing is Gammy you can still have that. You can sneak through a building now and if you killed every sleeper in every room except the one that woke up the sleepers on its own then you know that you did it perfectly. If there are 9 rooms that are standard non aggro volumes you can STILL make a mistake and have to pay the consequences AND you also have maybe one room where regardless of what you did the zombies are awake and aggravated. But thats not all! You can backtrack within the POI and hide and wait for the aggro timer to run out and then re-emerge and throw rocks and shoot will crouched from the shadows to gain all your stealth bonuses for the instant kill and without alerting the other zombies. In that way you can take them out one by one. So even with the auto aggro rooms if you choose to do so you can still overcome an entire POI 100% by stealth. Its just that one or two rooms out of the entire POI present a different kind of puzzle and require more challenging stealth play than just sneaking up on unconscious victims all the time.
  2. So your stance is that nothing should remain in the game that doesn't remain just as thrilling and new and fun as the very first time you encountered it? Say goodbye to most of the content of almost every game on the planet... That is an unrealistic standard that people ONLY apply to those particular features they personally happen to not like but happily ignore for features they enjoy. Sure, auto-aggro areas are not as much fun as they were the first time I encountered them but even I have not yet played through every POI and there will be a ton of new POIs that nobody has played coming in A20 and so those will provide more first time encounters with those volumes. So there it is explained. When new content comes out you can still be surprised. And for those areas you've already played I supposed you just realize that this is a game you've already played before just like you do with every other feature in it that isn't quite as much fun as it was the very first time you played. BTW...it is interesting that your argument against auto-aggro areas is that after the POI is memorized they are always the same. Do you know that if we get rid of them then all stealth gameplay everywhere in every POI and throughout every playthrough will all always be the same? Remember when you headshot that sleeping zombie in the kitchen? It was just like headshotting that sleeping zombie in the attic which was just like headshotting that sleeping zombie in the Shotgun Messiah Factory, the church, and the daycare. Always the same everywhere. And you're worried about us feeling less thrills the second time we hit the same POI with auto-aggro rooms?
  3. I supply my own reasons. I know it wasn't because I made a stealth mistake ergo they must have woken up due to a stray smell or noise or they just happened to be already waking up. In other words, the player is not the center of the universe. Stuff happens independently of the player. It would be great if there were a visual or audio clue for the "real" cause that the zombies woke up despite the player's best efforts but since there is not, we have to supply those. Some of us enjoy the the ensuing mayhem and don't see it as punishment. In fact, it is not a punishment. It is simply an event and it is purely the player that interprets it as a punishment or not. You see it as a punishment and get mad. I see it as an event that results in thrilling gameplay and get glad. I say yes to making them seem more logical with cues that fill in for us why it happened. I am not for removal of the attack volumes just because some people can't make logical sense of them. This is nothing like the vomiting other than simply both being features you happen to dislike. And Joel never said those words. He did come to agree that the vomiting result was too punishing in its form and decided to rework it but he never stated that it appeared as a punishment to players who made no mistakes. I wouldn't be surprised if vomiting came back in some aspect before the game is finished. Joel never said it was a permanent removal. I would love it if attack zones became random so that you never could memorize which rooms in which POI's they would occur. But I doubt those who prefer to shoot manequines would go for that either. They want all attack zones removed from the game completely. In their eyes, even one room appearing anywhere completely and irrevocably destroys and invalidates stealth....
  4. For these guys it’s all or nothing. Either stealth works the way they want it to work(The zombie stays asleep) 100% of the time or it should be removed entirely. If the perk points work 95% of the time (in the narrow specific manner they’ve defined) but don’t work in that particular way 5% of the time then that means stealth is completely broken and all points spent on stealth completely invalidated. Of course they will interpret anything you write as meaning Stealth should be completely removed. It’s the absolute terms in which they are thinking.
  5. This is a survival game. You aren’t supposed to be in control of every aspect of the world. Unexpected things happen and you have to react, adapt, and survive. I don’t want to manually create challenging situations for myself. I want the world to do it. It’s like Dead is Dead. Sure, I can just delete the world myself when I die but there is something more exciting when that power is out of my hands. I could intentionally wake up the zombies to get a different experience but then I’d be ready for it. The surprise and lack of control necessitates authentic reaction and choices. You want predictable controllable gameplay. I like surprises and situations that demand adaptation and survival. You think that a zombie waking up no matter what negates stealth entirely and invalidates all the points you spent. I think a zombie waking up is a surprise event and I can still use stealth to hide and then kill from the shadows or if I choose just kill it outright. Just a different perspective.
  6. Painting a border, setting up a ladder, and climbing up the ladder are all activities. I get it. You just want to paint. Only paint. Paint and paint and paint to exclusion of all else. I’ve been making the same point. Some of us like to break up the painting stealth with the set the ladder back up stealth and the climb the ladder stealth because then it isn’t just painting all the time. EDIT Heck, I just realized that sticking the landing skillfully after the ladder gets kicked is another activity that adds variety and can be related to a type of stealthy gameplay
  7. It is more than a handful of POIs true but usually only one or two rooms out of all the rooms in the POI. This has already been proven as there is a flag in the code that makes a room an attack volume. Also the problem is much overblown as it has also been proven that people accuse rooms of being attack volumes that are not attack volumes. (It’s easier on the ego to blame the room instead of your own stealth skills, see?) Also, I disagree that it breaks stealth play. It has been shown and proven that it, in fact, opens the door to more stealth play. Hiding in shadows from searching enemies and then re-emerging to assassinate those enemies undetected is classic stealth gameplay. In fact, I can’t think of a single stealth game in existence where every single enemy is asleep and you never need to use stealthy skills against moving sentries that are actively searching. Probably because it would be super boring.
  8. lol…I’m all for THAT being fixed. But have you been reading the same forums the rest of us are reading? The main complaint over the past year that comes up again and again is that in a small percentage of rooms, zombies wake up and aggro regardless of what the player does. What you are talking about is a separate issue and one that those who like to kill stationary targets….probably prefer.
  9. That will be a sad day for gameplay variety if you succeed. People who like to only kill the unconscious will rejoice I suppose… hmmmm…maybe we should bring up horde nights and see if we can get stealth working for them by having all the zombies spawn in asleep so they can be one shot killed. Moving targets really need to be fixed. Zombie statues ftw!
  10. Exactly. Some. As in a small percentage of the overall sleeper population. “Fixing” that would make 100% of the sleepers remain asleep 100% of the time. The POI that Heimfire complains of is one out of hundreds. One POI that requires a different approach to stealth because of the overwhelming instances of automatic awakening that occurs in that particular POI. (Other POIs have volumes that automatically trigger but again it is usually only one or two rooms out of the entire POI where you get 95% of that super awesome shoot-a-comatose-body gameplay and 5% kill something that moves and attacks you super boring gameplay) As I stated, some people are very interested in extremely consistent, samey, predictable, and non-challenging gameplay vs unconscious enemies. <shrug> To each their own, but I hope the current variety of POI zombie encounters only grow rather than shrink. As @meganoth stated, allowing nearby outdoor zombies to sense us through walls rather than implementing a more realistic muffling effect of sound is one way to keep that variety. Situations like this should definitely be fixed. Ideally, you should never see zombies spawn in. This might not be always possible outdoors but indoors it should be designed so that they spawn in well before a player can see the area in which they spawn.
  11. Regardless of release date we’ll still be able to celebrate the ten year reunion. Maybe Dallas? Navez-Con? Hopefully in person rather than virtual…
  12. Are you surprised when people already want to be able to always kill every zombie as it sleeps and if one should occasionally wake up and offer a different experience then the whole exploration game is ruined?
  13. There are lots of console games that will never see another update that still sell for $59.99 even years after their release. Its market driven pure and simple. When a game stops selling at a particular price point then the store drops the price to one where it seems to be selling again. It has nothing to do with whether it is a game that has planned updates or if it is a static game that will never see an update. The console world of games is full of 100s and 100s of games that are final products and never see an update. Some of those drop in price quickly and others keep their value-- all driven by sales and market forces.
  14. This thread was started by a spammer who was just waiting to build up a few posts and then deliver their link. Please carry on as this is an interesting conversation. It's just that Monjosh will no longer be joining us.... #DrPepper4life
  15. They will start doing shorter updates right after they add the Behemoth. 😜
  16. For someone who has been adamant about getting an official statement by an official TFP staff member on this site, you are amazingly trusting of unofficial sources elsewhere that are telling you what you want to hear. Sorry for the disappointing truth. 7 Days to Die for Xbox One and PlayStation 4 is in its final state. Period. Believe nobody else on this. I did give the site, Micromania, to the owners so that legal can investigate them.
  17. I can confirm that presently there is no generalized radiation covering the entire wasteland biome in A20. My understanding of the feature is that it will be localized to specific zones within the wasteland with three intensities present so that if you start walking into a radiation zone it starts out weak and then grows in strength the deeper you go. I think that the idea of the entire wasteland biome being radiated is a misinterpretation. If they do end up going that route, it would be the weakest version of the three that would blanket the entire biome and could be mitigated by ingame meds and gear so that players could continue to live inside the wasteland pretty easily with a bit of maintenance. I think your worries are unfounded.
  18. @Evil_Geoff Please report this in the bug pool and not in the support section. Don't worry about whether there it might or might not be a bug. That is for the QA guys to determine. If you are correct and it was an oversight, they will create a ticket for a programmer to include the line. If it is intended for some reason they will let you know. But the people who need to see this are more likely to see this if you post it in the correct area. There is a banner at the top of the page you can click to go to the bug reporting forum.
  19. Hi. 3rd party venders can change descriptions and call something they want to sell “a reissue” on their own sites easily. People were selling photographs of PS5’s on Amazon to trick scalper bots. Neither Amazon nor Micromania are official outlets for the game. There are only two official outlets for the digital download version: The PlayStation Store and The Microsoft Store. Physical copies ceased production when their publisher went out of business and no new physical editions of the game have been or will be produced. You are right to be suspicious. They are trying to scam you. Someone has clued into the huge desire for an update to the console and is trying to capitalize on that. Officially, and hopefully once and for all, there will be no further updates to the current version of the game for the PS4 and Xbox One. Here is the description copied from The PlayStation Store and there is no mention of turrets or electricity or various other things: Game and Legal Info Set in a brutally unforgiving post-apocalyptic world overrun by the undead, 7 Days to Die is an open-world game that is a unique combination of first person shooter, survival horror, tower defense, and role-playing games. It presents combat, crafting, looting, mining, exploration, and character growth, in a way that's completely new to the survival game genre. Explore – Huge, unique and rich environments, offering the freedom to play the game any way you want. Craft – Craft and repair weapons, clothes, armor, tools, vehicles, and more. Build – Take over a ruin, or build from the ground-up. Design your fortress to include traps and defensive positions to survive the undead - the world is fully destructible and moldable. Cooperate or Compete – Includes two player split screen mode, with support for up to 4 players online, in Player versus Player, co-op survival, or co-op creative modes. Platform: PS4 Release: 6/27/2016 Publisher: Telltale Games Genre: Adventure, Horror Please provide a link to this supposed alternated description. Thanks.
  20. I flew around a bit in godmode in my randomly generated world. Higashi, Dishong, and Crack-a-book skyscrapers were all present. There were two Crack-a-book skyscrapers in two different cities so the big buildings are spawning but there are also dupes within a map.
  21. I think all Prime is trying to say is this was not the norm and it looks like the problem caused by the update was a fluke so no need for the anger and reaction that accompanied the request for a heads up. TFP normally has been giving heads ups and will continue to do so.
  22. No link required. Welcome. You made it here without having to be moved here. Let’s hear your guess!
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