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Roland

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Everything posted by Roland

  1. You have to get to day 200 before the bonus content kicks in.
  2. Personally, I’d love for an option to turn off the trader compound protection which would enable zombies to punch through the walls. So the fact that they can occasionally pile up and pyramid over the walls is great. I don’t view it as a bug or something that shouldn’t happen. I wish the pyramid effect was more intentional and factored into their pathing rather than just being random and happenstance.
  3. PM me your phone number and I'll try to call you up and scream at the appropriate time.
  4. You just outed yourself as being one who passed through the filter!!! 😜
  5. I just mean that the open areas are designed for running around avoiding zombies as you battle them. But, yes, plenty of ammo and plenty of medkits are a must.
  6. There are a few tier-one POIs that have the player face off with a dog. That is almost certain death if you aren't ready for it. I think one is a bar that once clear the inside you step outside into a side yard and there is a dog and another is a house and the dog is in the bathroom. There was one more but I couldn't be sure it didn't just come in from outside like a dog wandering horde might have spawned while I was in the quest. That one is tough but it is also marked Tier 5 and there has been a lot of feedback that the previous T5 pois while being long were not particularly challenging so if they did one new one that is particularly hard and all about triggered ambushes and parkour battling-- at least it is marked as "most difficult".
  7. It's not. The intended play style is to have a variety of experiences. In most POIs you can still do most rooms stealthy-- especially if you clear them at night and if there are no light sources shining on you. But the devs do intend for there to be jump scares and they do intend for you to fight head-on more often than not in the final loot room. What I don't understand is the sentiment that is often posted that if you can't stealth 100% then it might as well be removed from the game. That's just ridiculous. I enjoy stealth gameplay and I get plenty of it every playthrough but there are also times when it is a head-on fight. The game isn't a dedicated stealth game just like it isn't a dedicated survival game or a dedicated crafting game or a dedicated RPG. It combines elements of many different genres. The character build is Agility not stealth. There are some perks that help with stealth and that often require agility in order to run and hide and get into shadows in order to restealth after zombies have spawned from a trigger. It is true that in previous more rudimentary versions, you often could 100% a POI by killing every enemy while it was sleeping but that was never the intended design. But that doesn't mean the intended design is to 100% POIs by direct guns blazing head-on action either. If the OP and others feel like stealth perks are not worth taking as part of the Agility build then don't take them. But there are still plenty of people who are happy to mix things up and stealth through a great many portions of most POIs and also scramble to fight off ambushes and also to wake everything up and kite them outside and kill them, and also chop through walls and locked doors rather than follow the defined path, etc etc.
  8. I can pretty much guarantee that if item degradation is ever added to this game it would only be as an option that players who want it can enable. Maybe TFP will do it from the start for their next game but this one is almost done and they already had it implemented at one point and intentionally chose to cut it. Finally, as you point out, it is a majorly divisive feature. I won't say which side is the majority but let's pretend it is roughly 50-50 but also very polarizing about how people feel about it. There's not much "meh" regarding it. It tends to be either love or hate and that's risky to add when your game is sitting in the top 10 every weekend and courting 100k players for the first time ever-- and degradation isn't part of the game. Degradation is better as an official option or an unofficial mod, imo.
  9. I actually just finished my degree in International Diplomacy. My thesis was on how Poutine maintains the peace on the USA northern border. You may refer to me henceforth as Doctor Roland or Professor Roland. Traders still have development work to be done on them and I have no doubt we will hear forum rants in the future about why traders were overhauled again when nobody asked for that to happen and that the changes erased whole swaths of the community's preferred playstyles.... If there's one thing you can bank on it is the livid reaction of somebody to any change. (Trust me, I'm a doctor!)
  10. The game is all about getting progressively stronger over time. If you don’t like the progression journey and want to get right to electricity and a “proper base” then enable the creative menu and take 50 of those magazines. One of the reasons for the magazine design was to extend progression which is why the very first major adjustment they made for stable was to reduce magazine generosity because the progression was happening too fast. Your desire for faster progression to the good stuff goes completely against the plans of the developers. Also, they won’t be adding expansionary content to the endgame until after the base game goes gold. You worded this weirdly. I think that what you mean is that you don’t like that you have to actually perk into each individual weapon to get stamina reduction for those weapons. You liked a single perk that globally affected all melee weapons and tools. Is that correct? It’s not stupid. It’s just more of an emphasis in specializing which is a legit philosophy in RPGs. And what’s wrong with spending those extra points in a different weapon? You get a lot of nice bonuses in addition to stamina reduction. Finally, a purple tier steel mace is fun and satisfying whether or not it is perked or unperked. By time you get bored of your primary melee weapon you have a lot more stamina to spend and the weapon cuts down enemies faster. If you were happy before using unperked weapons then the stamina use can’t really be that big of a factor unless you are trying to power attack all the time. I suppose you are simply advocating for hypothetical nomads since you already stated you like to build “proper bases” as soon as possible… Nomad play is still viable if you actually care about that. Nomad play isn’t just about traveling around looking at trees and bushes. You loot and clear POIs as you explore and keep only the essential supplies you need. You hole up at night in a safe spot and move on. You will find plenty of water and vitamins to keep yourself hydrated. You can still make a few dew collectors and use your claim block to pick them up again when you move on. If you stay in a city for a few days with 3 collectors you could have a stash of 20-27 water by time you decide to move on down the road. It’s perfectly fine that you don’t like these particular changes but they aren’t stupid changes, they don’t make nomad play impossible, they emphasize specializing in your character build, and yes, they prolong the progression because that is a design goal for the vanilla game. Thanks for your thoughts. You aren’t alone and I’m sure the devs are taking note.
  11. Just make the twitch integration “confetti” a top menu option for anyone who doesn’t want gore for whatever reason.
  12. I craft when I have the materials even if I'm close to the next quality tier. I don't craft every tier but probably every other or maybe every third tier so it doesn't really matter to me if I craft an orange just before I find the mags for yellow. I'll just stay on orange until green. I could wait until I find that one last mag for yellow but then I'd stay on yellow anyway until blue. The main thing I don't do is craft gear to try and hit each and every quality step. There's no need since we don't remain at any one quality level for very long anyway.
  13. This is a test server for TFP and they stated that they need people logging on and logging off. Coming and going and goofing around a bit doing different things on the server but logging in and logging out. They aren't testing PvP so it is irrelevant to this particular server. It began with PvP enabled but it wasn't set up to be a PvP server. If you want to really help then the best thing to do is to log into the server and give a little rant about it not being PvP and then log out instead of giving your rants here. There has already been one warning given by an administrator and this is the second warning. No more talk in this thread about PvP.
  14. I don't think we will know whether mods or popularity of mods is an actual indication of anything until the majority of the playerbase is participating in those things. Right now players who play mods are a minority faction of the player base and players who author mods are a smaller minority and players who author overhaul mods are extremely tiny. If there was no barrier at all to modding or playing mods so that everyone could do it we would likely have so many variants on the default version so as to see there really is no consensus at all about "fixing" anything. Options are a good place to look for "voting". If 95% of the playerbase always adjusts their options to play 75% loot or less then that is a powerful vote that something is wrong with the loot balance. If 95% of the playerbase always enables feral sense every time they play then that is a strong vote to the devs for what the default version should be. Options are easy for everyone to participate in. Just because a mod is popular among those who play mods doesn't make it a strong vote that the default version of the game needs to be changed in that direction. I also don't know at what point the devs would want to change a popular options to just being the default version of the game. If 90% 80% 70% of the playerbase always defaults to that option? What is the cut off point where that option would be viewed as a "fix" for the current default version? And if it is tough to know for such a clearcut action that is universally accessible like enabling an option then how much tougher is it to determine that based on authoring or playing a mod? In the example brought up in this thread, item degradation is a very polarizing idea. I'm all for it but others would see it as breaking the game instead of fixing the game. If TFP ever adds an option for item degradation it would be interesting to see what percentage of the player base actually votes that the lack of it currently is something that is broken and needs fixing.
  15. I went on for a bit. Navezgane is a lot tougher to get started than RWG. Sheesh...
  16. You can tell them that not only is it possible but it has been for years. Top Menu option: Turn off Bloodmoon and/or extend the time between them so they happen less frequently. The fact that some players look forward to them and others dread them and yes that some have shifted from looking forward to them to dreading them is exactly why the option exists. 7 Days to die existed for years before the bloodmoon event was added and can exist now for anyone who desires it without a bloodmoon event. I don't even know why this is a topic of discussion when the option to modify their significance in the game has been in play for ages.
  17. How can one person be told something as many times as you and you still just can't allow it to penetrate into your understanding? I will try one more time. You are correct that TFP is not interested in making the game more with expansionary updates at this time. All updates are developmental and so involve polishing and reworking the existing base game to get it to the gold version they want to ship. Period. Now deal with it. Stop wondering about how it seems like they don't want to add more expansion to their game. I just told you they don't. There it is. No more speculation is needed. Go play Alpha 16 and be content.
  18. When I said that, they were more distinctive. Iterations happen behind closed doors and as many have seen with the progress of this game as a whole, sometimes the rudimentary basic version ends up being more distinctive from other things before it is polished and developed up. It's the double-edged sword of talking about stuff months before an update is released. The other quest type was postponed until A22 so all there is for A21 is the current "Infestation Clear" quest which originally was simply called "Infestation". The problem with going back a year in a dynamically changing game is that information from then is outdated for the current state. Go back far enough and you'll read posts from me describing the new LBD and then look at A22 b324 and wonder why Roland is spreading misinformation.... 😜 But at least those problems will be solved for me going forward as I won't be playing A22 until everyone else does so you won't be getting any status reports or play impressions from me this time around.
  19. Nice attempt at history rewrite. The beginning of this game had nothing at all to do with learn by doing. Learn by doing didn't show up until Alpha 11 and that was in its most basic rudimentary form. It reached it's height in Alpha 14 and then began to decline when crafting was removed from it in Alpha 15 and then further de-emphasized in A16 when skillpoints were added and then completely gone by A17. So LBD was in only 5 out of 21 alphas and right in the middle of the development arc-- not the beginning.
  20. You of all people want a bear rug?!? Next you’ll be asking for a deflated blimp to drape across your wall. Oh the betrayal…
  21. Sure. And this is why it is valuable to get thousands of players playing and why balancing still needs to happen even though the update took a year and a half to happen. I’m open to having been convincingly wrong… The problem is in the experience of the individual. The boost might be overwhelmingly obvious after thousands of die rolls but if they nerf it then there will be those individuals who have bad luck and never get the magazines they need. For a fun game is it better to err on the side of generosity or stinginess when it comes to random chance? With generosity comes the greater chance that efficient and lucky players will rocket up the ladder while unlucky and inefficient players will still have fun because they are finding what they need albeit slowly. With stinginess, lucky and efficient players will be slowed which will be fun for some but annoying for others while the unlucky and inefficient players are completely stuck.
  22. All I can do is give my own experience and when I played there were times when I felt like the boost wasn’t doing anything and then other times where it did seem to be present. I never felt like the only books I was finding were the ones I was boosted in and so my assessment from my own experience was that the boost wasn’t overpowering. My fear was that people would read about this boost for months leading up to playing and have expectations that didn’t match with what they experienced. I’ve read both kinds of feedback from players by the way- that the progression is too fast because the boost is too powerful and from others that the boost seems nonexistent.
  23. It can be mocked a little bit and that’s all this is and much tamer than a lot of the mocking of the devs and this change by some who are against it. One funny meme doesn’t constitute not treating feedback as valuable. Sorry if the joke offended.
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