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Roland

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Everything posted by Roland

  1. I never invest much into intellect if I’m not doing an intellect playthrough. I don’t mind getting my vehicles and work stations as rewards or buying them rather than crafting them. There’s definitely no “have to invest” requirement for intellect. There is still plenty to craft in the game if ignore intellect and spend your points elsewhere.
  2. Yeah, I think Schwanz's answer is telling. It is important to the devs that players notice the difference even if this means the boost is too high. In the dev's minds, it seems to be better for it to be too high but players know that the boost is operating than for it to be just right (as a safety net) and players often complain and submit false bug reports that the boost isn't operating as far as they can perceive. I suppose, though, that it is a value in the xmls that can be changed for those that would rather the boost be a bit less?
  3. Or it is the gradual heating up of the soup water all the frogs are swimming in....
  4. 1. I agree and I could swear that the boost was not as high as it appears to be now when I played earlier versions. I could almost swear the boost wasn't even working. I've always felt that the boost should be minimal simply to act as a safety net so that you don't not ever find the magazines you need but not so strong that you feel like your chance of getting off perk magazines is less. 2. This doesn't bother me so much. I never feel the need to go shopping to all the mailboxes and newspaper stands as an intentional magazine gathering activity but I do loot them as I come across them in normal game play. Everyone is going to feel the need to focus on finding magazines to exclusion of other gameplay activities to differing amounts. In the past we've had loot scattered randomly across the world in whatever container and had the complaint from many that location and theme-based loot containers is better because with the former it soon becomes apparent that it doesn't matter in the least where you explore. One place is as good as another.
  5. Okay, but that is a choice you and your buddy are making and it is a choice that was never possible before. In the past you crafted whatever you perked into because it was tied together so you were stuck being the crafter of whatever you perked into. You can still play that way by reading the magazines that match your perked abilities just as before but in A21 there are other choices as well. As you stated, you can also choose now to let one person or a couple of people do all of the crafting and give them all the magazines. Just because this is a new possible way to play doesn't mean it is the best or only way or even the most efficient way. The obvious answer to your and your buddy's problem of feeling less of a team than before is to play the game like you did before, read the magazines that match what you perk into, and share in the crafting more with each other. The thing is that survival games are also about working with what you've got and making do with what you can do until you can do more. Determinism is worse than random generation when it comes to the recipes that you can craft because it makes every playthrough the same and most experienced players can drill down on the deterministic nature of the game to never feel any struggle, never have to make do with inferior gear or low quality building materials. They always stay way ahead of the difficulty curve of the game. Sometimes having to fight off a 7-day horde with pipe weaponry and a wood and cobblestone base is more fun than always fighting off a 7-day horde with machine guns and cement every single time because the deterministic path to top gear is solved. If it were the actual skills that were randomly assigned in progression I would be against that too. But it is simply the recipes for gear, food, medicine, armor, transportation and building blocks that are random and will cause a varied result in when you attain the recipe to craft those things. And in most cases you aren't even going without-- you are just going with an inferior version until you can find the recipe for the better version.
  6. What I take away from Matt115's posts is gratitude that such details don't bother me and I can enjoy the game without such issues causing mayhem with my brain. In those rare moments that I do notice such things I just laugh and enjoy the weirdness. I believe the game is set in 2034 AD of whatever Earth it is in the multiverse.
  7. To be fair to the snake, nobody looks good climbing ladders in this game...
  8. I think zombies only target players as of A17 and also fresh corpses as of A21. There are no AI tasks that set objects or entities other than players as targets for destruction. If workstations, containers, or vehicles, or traps are destroyed by zombies, it is simply bad luck from their random "destroy area" task they sometimes go into when they can't detect any pathway to where the player is. Prior to A17, zombies had an AI task to target doors specifically but that was removed in A17. As far as screamers, from what I can tell, the source of heat that sets them off simply forms a waypoint for them to travel to much like wandering zombies have a waypoint that they go to. They do not target the heat source to destroy it but simply go there looking for players.
  9. The future of this game is not in jeopardy no matter what ends up happening with Unity's new pricing. TFP won't call the game finished as it is and cease all work on it. This game is their dream and they are 100% committed to finishing it when it is done as well as supporting it for years afterward. TFP already made the decision to use Unreal for their next game long before this announcement came out. So in the near future things are just fine with regards to getting this game done, and in the long term things will be just fine with regards to sequels and future projects since they won't be using Unity.
  10. I always felt like there were two apocalypses. There was the initial apocalypse when the bombs went off to contain the virus and then society slowly came back but as a caricature of what it was. This was the era of the weird and off-kilter named businesses that exist and can be looted rather than being completely bombed out shells. Then the Duke arrived and subjugated the area causing a second fall of civilization. Now there are only the trader compounds and all the businesses that never existed in the old world but that developed in the post-apocalyptic world are abandoned and full of zombies thanks to the Duke's tyranny. The second fall was not as catastrophic as the first since populations were already depleted beyond what they had been. Hence, no huge piles of dead bodies and why some aspects of the world seem a decade or more old while others seem a lot fresher and more recently gone.
  11. Some people truly love cringy goofy looks. Back when TFP had no limits on their character creation parameters there were characters created by players that were way goofier, cringier, and weirder than the nerd outfit. And they did it for laughs. There was a lot of disappointment expressed when those goofy characters were prevented later. The nerd outfit will bring laughs from teammates when they see it and that appeals to some people. My prediction is that the nerd outfit will become a favorite over time. As for the farmer, he just got done mixing rotten flesh into his planter box and so of course he got some blood on his clothes….
  12. Reddit often likes to set up the conditions of their own outrage.... Rabbit or Squirrel matters not. Only the silliness of it matters as a knuckle rub to Matt115. Faatal could even announce that the team was seriously thinking about adding skeletons and additional raunchy corpses but instead went with zombie squirrels at the last moment.
  13. Given who they are and their sense of humor, I'm surprised TFP hasn't ever implemented zombie rabbits. They could be the Head Crabs of the game!!
  14. Well then really good job. I didn’t know it was going to be that difficult to reverse. I’m glad you were able to make it happen.
  15. Welcome back! In the case of the empty glass jars you should expect to mod those back in if you want them. One of the major reasons for the changes was that the devs wanted to remove the empty container and have jars work just like everything else that holds a consumable. So even if they choose to somehow adjust the current mechanics again or allow us to gather water from sources and bring it back to boil, it won't involve bringing empty glass jars back to the game. As for heat, I don't get why people care so much what does or doesn't generate heat. There is no meter for it that we are supposed to track or manage. Frankly, I never worry about it at all. If I get screamers I kill them and any resulting horde and continue with life. If it gets too bad then I start separating workstations to separate locations to reduce the centralized source that is generating the heat. I usually stop at five dew collectors and have plenty of water and no discernable increase in screamer activity from that. You mentioned not wanting to hear anyone try to explain how the feature might be reasonable so I'll forbear from doing so but I definitely can understand why a large dew collector farm would add to the amount of noticeable activity and attract zombies.... Great job. But the devs left those assets in the code on purpose so that modders could uncomment them and get them back if they wanted. It shouldn't have been a very tough "mod" to bring jars back....
  16. Stating that glass jars are not returning is simply stating a fact and it is pointless to start threads calling for their return. That doesn’t mean that all forums should be shut down just because the devs have made their final decision on this one aspect of the game. There’s still plenty to discuss and plenty of Pimp dreams to consider. There can even be discussion on improving the water survival aspect of the game as long as everyone understands that the new baseline is that there are no empty jars. So talking about tool slots in the dew collector, rain having an impact on the rate of water collection, giving the bucket a role, etc are all productive points of discussion.
  17. I didn’t read anyone claiming that the wobble is supposed to be the intended feature. They speculated that if it is intended as it is, then it may have been a cheap and dirty way to do it. Until a dev weighs in, none of us can know if it is a bug, a work in progress, or the intended design and I don’t see anyone claiming to know that it is supposed to be like that—- only speculation that it might be like that on purpose. It’s definitely not a universal problem. Only some people complain about it just like only some people complain about having to constantly use repair kits—which is why these conversations typically devolve into offers of driving lessons…
  18. It is simply that when you die and then return to pick up your backpack everything goes back to the same slots they were in including your tool belt. The wording on that patch note was unfortunate...
  19. No Kalexism on new types of vehicles? You made me scroll up and down multiple times and for what?!
  20. August 2023 TFP announces that playable demos of the console version will be available at their booth at Twitchcon. This will be the first public view of the console version which is slated to release concurrently with the PC Alpha 22 version.
  21. Um.. no. The game can be internally consistent and be different than either of the two options you presented. Whether 7 Days to Die's art style fits into your two categories or defines its own has nothing to do with whether it is consistent as a game. More and more legacy art is being converted to the new style and so the game is increasingly becoming more consistent with what it wants to be. The choice is not binary to match existing IPs in order for the game to develop an art style consistency of its very own. Consistent with other games or consistent within itself? The first doesn't matter since games can pioneer new styles and designs and don't have to be consistent with other stuff in the industry. The second does matter and as the game closes in on Gold it will become more and more consistent in its art and style as we've been seeing big time with A20 and A21.
  22. If you mean that armors and outfits will look like they are jury-rigged together from scrap materials in the post-apocalyptic world then yes, the art style shift will be very much like how the guns started out looking like regular modern day weaponry but then turned into guns that look like they were put together in a post apocalyptic world by working with whatever junk was at hand. Same with the workstations and same with the landclaim block and same with more things so that eventually you won't be able to say that the guns look out of place any longer. They will conform to the same art-style being used across the board. Breath of fresh air seeing as there's already a bunch of games you listed that seem to copy the same "classic" art style for a zombie themed game.
  23. I'm assuming that the conflicting feedback is due to some people using mostly melee whenever possible and saving bullets and others spraying and praying with their machine guns. To me, they are totally worthwhile. I come out way ahead in ammo which is great and the reason I choose them in the first place.
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