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Roland

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Posts posted by Roland

  1. 11 hours ago, meilodasreh said:

    I'm not expecting A22 Dev Diary until end of the year.

    Yes, they told us it would be a shorter cycle to A22, but on the other hand lots of stuff for A22 is already known and been showcased, because it was planned for A21 in the first place.

    So they don't really have much new stuff to show and tell, and before they have bandits running on a level that's worth showing without everybody being "meh already saw that in the A21 dev thingy"...well that's why I guess not before end of 2023.

     

    Feel free to rant at me for being such a pessimist.

    I'd love to stand corrected.

     

    Most likely they're neck-deep in costumes and outfits so they can't find the keyboard to update to A22. The first iterations of bandits almost made A21 so it's gotta be that other feature overhaul coming to A22 that people don't really want to think about or acknowledge.... ;)

  2. I would very much like such an option. It might seem like a weird option to some but then I think people are weird who select the nightmare option so there.

     

    A respawn option for 50% food and water and keeping any debuffs at their current level except for infection which could be started a bit lower to give the player some extra time to find the cure would be awesome.

  3. 39 minutes ago, Krougal said:

    I know you are technically correct, but for all intents and purposes if I set the game to private and 1 player, it is a SP session.

     You need to stop taking everything everyone says so literally 😛

     

    Sure, but the coding doesn't care about our intent or our purpose. It only cares about the actual tech. So I wanted to to be clear about why you still see EOS notifications even when you play your single player game.

  4. There has not been a single player mode for several alphas now. Sometime ago (I forget which alpha the change happened) they unified all created games to be multiplayer. Whenever you start a game you are running a server for that game. If you don't select private then it will be seen online for people to be able to join if they wish. When you play single player you are just the only player of a multiplayer game.

     

    Later, they decided to support cross platform play and went with Epic's online services because their tools for cross platform are well established and most importantly.....free.

     

    Therefore, currently, whenever you start a game it is by nature multiplayer enabled and the game checks with EOS for crossplay. In addition, Epic owns Easy Anti Cheat so if you use that service it also checks in with EOS. EAC can be opted out of but currently there is no option for playing on a non hosting-a-server game so there is no way to opt out of EOS checking for and setting up crossplay compatibility.

     

    Maybe playing in offline mode? Not sure.

  5. 1 hour ago, Krougal said:

    In his defense Roland, you did say a page ago that it was "the devs top priority to get rid of jars" (I am paraphrasing here, but it was something to that effect) and even though you might not have much better insight than the rest of us, you guys tend to forget your words are taken as having the weight of the devs.

     

     

    And I stand by what I said. But just because they never plan to return empty jars doesn't mean that they wouldn't ever make other adjustments that current critics might see as improvements. There are many ways they might change what they currently have without adding jars back in. But that wasn't my point. It doesn't bother me that the guy wants changes to be made because he doesn't like the current system. That's perfectly fair. What bothers me is that he seems to expect them to have reverted it all within a month of the original release. My point is that we can expect that any major changes to the current system aren't going to come until at least A22. Yeah, the bottles won't be coming back ever but at the same time it's also way too soon to be disappointed that systems implemented in A21.0 haven't been overhauled or reverted by A21.1. Sure, there are critical posts in the forums and social media but there is also plenty of support. It is not overwhelming and universal hatred of the new changes in A21 by a long shot so the devs are not going to knee-jerk revert anything.

  6. 4 hours ago, GreasyMullet said:

    I was super hopeful they would reverse course in this madness but it does not appear they have any desire to do so.

     

    We're at freaking Alpha 21.1. How do you know what they have any desire to do? How can they have thoroughly analyzed play data to decide whether they want to make adjustments or changes? Just because there are complaints doesn't automatically mean those complaints are representative of everyone and that they should just erase features they added almost immediately after release.

     

    Any reversal or major changes to dew collectors, water harvesting, etc are certainly not going to come before A22 or A23 if they come at all. They like to take many months of play data to make such decisions and they don't knee-jerk revert features they've implemented based on initial reactions to change.

  7. It has been stated a number of times that TFP wanted empty jars removed and that is completely aside from trying to make water a struggle. Any dream for a change to water survival needs to exclude a return of empty jars because jars are not going to return no matter what. Same with empty tin cans.

     

    So I have read some good ideas on the forum that involve the bucket and some interesting proposals for changes to the dew collector. These ideas might have a chance if they gain enough traction and TFP decides to make some adjustments but I'm telling you that before TFP ever dreamed up dew collectors and thought about increasing the early game water challenge they already had the removal of empty jars on their radar so no idea or dream that includes their return has even a chance of seeing the light of day outside of a mod.

     

    Removing empty jars was their starting point. It was not a byproduct of wanting to add dew collectors.

  8. 3 hours ago, Riamus said:

    This isn't a puzzle game where hidden triggers make sense.

     

    It hasn't been in the past but it isn't finished so we can expect that what it is and what it will be may turn out to be different than what it has been. There are those who would say this game is not and should not be a game about fighting bandits or trading with NPCs or gaining/losing reputation with two boss characters and that it should just be a game about being the lone survivor in a world of zombies just like it used to be.

  9. 47 minutes ago, XCOUNTRY said:

    I think someone was asking about this earlier, but they were misunderstood. Can we get the ability to custom edit the percentages in the world prefab editor instead of the arrows to increase and decrease percentages? I want 60% plains, 25% mountains, 15% hills. I should be allowed to type those values instead of playing the "mini game" decreasing one, then the other, then the other, then the other, before finding out that I cannot do it at all after 15min of trying. Guess 62% 15% 23% is it...

    A percentage counter for the math impaired showing the total should suffice. If it doesn't equal 100%, throw an error.

    This should go for all percentage-based terrain options.

     

    I agree that being able to enter in percentages would be a good QOL update. Until/if that happens, if you start every slider from zero and adjust each up one at a time it is pretty easy to get very close to the percentages you want. It took me no time at all to get 62% plains, 25% mountains, and 12% hills which is probably not going to be a very noticeable difference from 60-25-15.

  10. 21 hours ago, Grandpa Minion said:

    Hello, i was wanting to share some information about a21 and for the life of me do not understand why so many Chinese servers show up in my region list. Is there ANYONE out there who knows why this is? I play on Nimage.thumb.png.a3ba4463c5d6a403b69c6e0a6faeafc7.pngorth America West and all i ever see is chinese servers to play on when i try to join.

     

    Wish you would have shown your whole screenshot instead of just a tiny part. I just went on North America West and did get several chinese servers intermixed with others  but nothing like this.

  11. 7 hours ago, Eduho said:

    To change the subject, I imagine that each one would like some more than others. Is there any way that you could consider driving from inside the vehicle? . I hope it is well translated 

     

    They've stated that the current following camera viewpoint is all that they have planned for driving views.

  12. 3 hours ago, Krougal said:

    No, the difficulty settings IIRC only control 2 things; what % of their rated damage a zed does to you, and what % of your rated damage you do to zeds.

    Nomad being the level playing ground of 100% and 100%.

    Gamestage and loot and various other things have been coupled to difficulty in the past, but I think it's for the last several alphas just the 2 things.

     

     

    and rage probability

  13. 1 hour ago, hiemfire said:

    You're stating that the perks make up for the difference in capability between a fully modded off spec weapon and an on spec weapon 2-3 quality levels lower, or more, and that excluding weapons you're specced into from quest rewards and, iirc, trader loot won't result in a long lasting capability disparity between the two.

     

    No I'm not because I'm not assuming the player will keep that on spec weapon that is 2-3 quality levels lower or more and play the rest of the game with that weapon while waiting to be able to craft the best version of that weapon. I'm assuming that as they find magazines and are able to craft better and better versions they will do so and the disparity between the bat and the spear will disappear much faster than you and Uncle are representing things. 

     

    I would agree with both of you if we were locked into using that quality 3 stone spear for the rest of the game until we could suddenly craft a tier 5 iron spear but that is certainly not the case.

     

    1 hour ago, hiemfire said:

    Even if you are correct, what is a player going to reference to be-able to accurately tell that without having to break out a pen & paper or a calculator while flipping through multiple tabs in game while eating the time to the next Blood Moon or gamestage threshold (noticeable when the zombies get harder)?

     

    Who does that? Who feels the need? I suppose the player would just use both weapons and when they noticed that they could kill an enemy with one or two less hits but that they were running out of stamina more often and not getting very many dismemberments or one shot decapitations from their non-perked bat but then with their raw stat weaker spear they were never running out of stamina, able to do more power attacks and get lots of one-shot kills by smashing off heads due to the perks granted by perception and Spear Master-- I dunno-- they might mostly use the "weaker" spear since it was more fun but keep the bat for variety since it is also powerful and sometimes you just feel like swinging instead of poking.

    55 minutes ago, Krougal said:

     

    Seems to me like "kicking the can down the road" since now instead of RNJesus for quest rewards, you get cash to spend on....RNJesus trader inventory?

    I don't think it would make the "trader haters" camp happy.

    How is that working out in practice? I mean I guess you are happy with it since you are using it and put it out there for others to use.

     

     

    I've tried it and it is definitely much slower since what the trader offers for sale is significantly less quality than what he offers for rewards. While I acknowledge that there definitely is a "trader hater" camp, those particular gamers won't be made happy until the trader is removed from the game. Most people here are not trader haters. We like the trader and want to see a better balance between quest rewards and crafting progression. BFT's mod definitely fixes the problem but if you really like choosing an item as your reward it can result in an anticlimactic end to your quest and often the trader doesn't have anything exciting to spend your dukes on.

     

    I got a tier 5 auger for my last quest reward and it was a lot more exciting of a reward than simply dukes would have been-- especially since I have 40k dukes now with nothing I really want to spend it on available.

     

    I do want to try out his mod again but it isn't an easy change to make. Its definitely a nerf.

  14. 9 minutes ago, hiemfire said:

    "Temporary" with your suggested exclusion would be when you finally craft a quality 5 steel spear after 30+ real life hours of game play not using spears, but perking into them and some how getting better with them, and leaning on clubs or other weapons that you get of higher tier to get you through those 30+ hours because the spears you could craft won't keep up with the GS scaling.


    Are you simply comparing dps stats between the two weapons and discounting the added bonuses of Perception and the Spears perk?  You won’t get any stamina reduction for the bat. It would be way more expensive to purchase the perk that increases swing speed for the bat than it would be for the one for spears.  It doesn’t seem to me you are bringing those things into the equation or that it is that you think they are negligible bonuses compared to the raw damage stat numbers. Personally, I think all the perk and attribute and support perk bonuses do matter and it isn’t going to take as long as you guys claim to equal and then exceed the worth of the bat by continuing to progress your perk path on the spear. 

  15. 1 hour ago, Uncle Al said:

    But if I'm now going be offered a T5 baseball bat instead, then I'm better off totally ignoring my perked weapon and using the bat, rather than the T3 stone spear I can currently craft. Now not only is my magazine hunting invalidated, my perk choices are too. That's even more horrible.


    That’s crazy talk to me but I’m not obsessed with only using the most powerful weapon in my arsenal to the exclusion of anything else. 
     

    To me, getting that bat would be a fun alternative that would be worth switching to since it’s high level of damage would make up for the lack of perked abilities. It definitely would not invalidate my progress in spears. 
     

    Any advantage over my spear that the baseball bat might have would only be temporary as I continued to craft better spears and gained more perception and spear perk abilities by spending points. 
     

    I think your characterization of it is a wild exaggeration. 

    1 hour ago, Krougal said:

    It seems to be a very hard act to balance for some reason.


    It’s hard because it annoys/pleases people to varying degrees and there is no way to make it pleasing to everyone other than making an option for rewards:

     

    1. Dukes only

    2. Items below lootstage

    3. Items equal to lootstage

    4. Items above lootstage

     

    Then people can choose the setting that best fits their own sensibility. 

  16. 1 hour ago, Krougal said:

    Game was released on console, that means they have to cater to the "filthy casuals".

    I say this without sarcasm or malice or any other negative connotation

     

    If that were true you would have typed "gamers that are on the more casual end of the spectrum" or something else neutral like that. BTW, I don't know whether console gamers can collectively be called casuals any longer. Console gaming has come a long way and while control schemes must often be streamlined to work with gamepads, this in itself isn't what makes a gamer casual or not. Maybe in the 90s up through the 2000s there were mostly simplistic casual gaming experiences on consoles that drew a more casual player base but I think that has changed quite a bit in the last decade.

     

    The streamlining of 7 Days to Die for consoles is entirely control-scheme-based and performance-limitations-based. Whether the game is balanced more toward crafting or more toward looting and quest rewards has absolutely nothing to do with it going to console and being played by the type of players who buy and play on consoles. 

  17. My only annoyance about trader rewards is when I am offered something better than I can craft in my primary perked path. If I’m not perked into something I don’t really expect to be able to craft it at a high level for a long time and if I’m rewarded with a high level high tier version of it and I know I might never be able to craft it then that’s awesome. 
     

    Maybe just an exclusion in rewards for any item you are currently perked into would be enough. 

    15 hours ago, Ramethzer0 said:

    You're literally swimming in resources that are just waiting for you to show up and loot them.  I don't understand this deep reliance upon one single aspect of the game whereas you have up to 10k maps where there are towns that do not even have the benefit of having a trader within its borders.


    The answer to that is that trader progression currently follows an unrestricted LBD game model. The more quests you do the better you get at questing. The faster you do them the faster you get to the top. The biggest weakness of LBD is that it tends to overwhelm all other gameplay for those who are susceptible to it and all they can do is spam that game loop.

  18. 7 hours ago, Guppycur said:

    I acknowledge my post was long but here's the part you may have missed, and I think we agree on.

     

    ***

    The perfect system IMO would have been LBD where it makes sense (making better quality items), LBR where it makes sense (learning new skills as a baseline for later LBD)

    ***

     

    Just do it so it makes sense, and it'll succeed. 

     


    I didn’t miss that part but I was simply responding to the part of your post that was incorrect regarding how knowledge acquisition actually works. 
     

    As to your suggestion, I would be fine with a hybrid system of LBR and LBD but not how you organized it. Reading to unlock a recipe and then use LBD with crafting to push the quality tiers up is exactly what was wrong with the game in A15 which is why all forms of “spam crafting” were finally removed for A16 even though LBD was still in force for other skills. 
     

    LBD would be great for improving skill in using items which is what the current point system handles. So the LBR would need to remain intact as it is for crafting recipes including the quality tiers. The point spending system of getting better at skills is the only thing that would be replaced by LBD. 
     

    The thing is that in my opinion the point spending system is also fun and enjoyable and perfectly adequate so it doesn’t really need to be replaced. It can be played in a way that feels like you’re progressing in an organic and natural manner and still gives the freedom of not having to grind in those categories you don’t really enjoy but want to improve in. 
     

    If they changed the skill point spending part of the game back to LBD and kept the crafting progression as it is now by looting magazines, I would be fine with that but— I’m also fine with the current system. They both represent skill mastery but just in a different manner and they both can be abused in different ways. 
     

    The original post I was responding to claimed that the current system of reading to learn how to craft new recipes is nonsensical because it isn’t how people learn. I simply demonstrated that we learn new knowledge easiest by having a teacher of some form—in this case magazines and that in most cases we don’t learn something new by practicing something we already know.
     

    We hone acquired skills through practice which can be represented by either the LBD or point-spending systems. Even if LBD was to be ultimately chosen over point-spending it would STILL be a good idea to keep the quality tiers as “new recipes” rather than as “improved skills” since spam crafting was really bad for gameplay. 

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