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Roland

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Everything posted by Roland

  1. ….and She always does. Make-up 7 Days is the best 7 Days…
  2. I could tell you but then they'd have to kill me.
  3. Ask them and when they say no, call them a cheater AND a liar. This strategy also keeps your server population manageably low.
  4. Stop using the same computer to play that you did 10 years ago and it will look better.
  5. Nope. Still going strong. TFP is showcasing it along with the new console port at Twitchcon in Las Vegas right now. If you really haven't played it at all for about 10 years then you should easily be able to see the massive improvements over what you played back in 2013/2014....clear evidence that the game hasn't been abandoned. Welcome back!
  6. Hi Koishi, If you are serious about wanting to contact the developers and offer services then your best course of action is to send an email to [email protected] and include your resume and links to portfolio/ work you have done. That is your direct line to them. I'm going to close this thread simply because the responses you get here will not be from the developers and will vary greatly from support to criticism to ridicule from non-associated parties and I don't think that is your goal. Good Luck! A few current and past staff members started out as simply fans of the game and regular forum users. Please also note that if a developer does read this and wants to respond they have the power to do so even though it is locked to normal users.
  7. It's easy to explain. "Someone else" did the other jobs while you were working on yours and there isn't anything left to do until tomorrow. I guess if it was always just one quest per day that would be artificial but if it varied between 0-3 quests that would feel more natural. Some days there just wouldn't be any work and others there would be more but maybe some of those jobs that you were offered at the start of the day got done while you were gone so when you go back and check for a new job the trader says, "Sorry, there are no more jobs today, please check back tomorrow" I agree that this particular change should be a customizable option but since I self-impose a limit on myself such a change wouldn't affect me much. But I know it would crimp a lot of players' styles. The diminishing returns is an interesting idea. This was also proposed during the days of LBD by people looking for ways to make unlimited grinding less effective but TFP ultimately dropped the feature without trying diminishing returns-- although I think they did it a bit with crafting xp and maybe they still do? Can't remember. I'd be good with that but it would be about the same result as simply adding more quests needed to graduate to the next tier.
  8. Okay, but saying that you need to focus most of your time on quests and looting during the early game in order to get an iron pickaxe because you want to bypass the primitive tool phase as quickly as possible is different than saying that there is nothing to do in the game other than questing. My response was to the second claim and not what you are claiming. As to your point, even if the early game is completely dominated by looting/questing because of a desire to quickly get better gear and abilities, taken as a whole playthrough experience it is still just one aspect. If you focus for 2-5 hours on looting and questing so that you can then spend the next 20-30 hours focused on mining and building then overall you still have a game that is mostly about mining and building. I don't play that way. I'm happy to do some mining and limited building while in the primitive tool stage and then increase my efforts once I graduate to iron and then steel tools. I like playing through each phase of the game because I enjoy experiencing the build and progression in power. I like that zombies go from needing 5-7 hits to take down to just 2-3 hits with frequent one-hit decapitations thrown in. Same with mining, harvesting, and building. When I build my own base I start with wood for the first horde night and then patch and upgrade to cobblestone and eventually patch and upgrade to concrete. So I tend to be fine with doing a mixture of questing, looting, building, mining, farming, etc throughout my playthrough. But regardless of whether someone does some of everything throughout their playthrough or decides to focus on looting and questing to rapidly get past the primitive stage, nobody can truly claim that their entire game experience is only looting and shooting. The game is still very much about surviving, building and defending a base, exploring, mining, farming, and progressing your character from weak to strong. People who say the game is only a looter shooter now are only looking at the first few hours of gameplay and only if their focus is to rapidly bypass the primitive stage of the game by power questing. Well, very few complaints about the current default ruleset are coming from brand-new players. By far, the group that is complaining the most are veterans and this forum is predominantly populated by veterans so that is the group I am mostly addressing. It isn't my intention to try and talk the developers out of doing their job of balancing the game since we can self-impose rules to make it "better". I am simply stating that when balancing adjustments are made they will please some and anger others. Changing quests and quest rewards to align better with the gamestage and lootstage of the player will definitely help the magazine system be more effective and relevant in the game and I'm all for the developers doing that to a degree. I just think that for some of the suggestions like limiting the availability of jobs per day or increasing the number of quests needed to graduate to the next tier or removing loot from the rewards and making it cash and/or parts only are changes better left as options because if they are enforced rules that everybody has to play by, it won't end the balance debate. It will only shift the identities of the complainers.
  9. I agree with what you are saying but I still feel that the addition of options and some slight adjustments would be better than simply deep draconian edits to the current system. If players can choose the number of quests needed for graduation to each tier, the type of reward, and the frequency of how often jobs are offered then people can tailor the experience to their own desires. I would probably limit mine to 3 jobs per week per trader (so I could do more if I travel around the network) and keep the number of quests per tier the same. I would also change the rewards to cash only. That enhances my experience without me having to self-restrict but doesn't harm anyone else's experience and no major change to the current system is needed. BTW, I don't see self imposed rules as the same as playing intentionally suboptimal. I see it as self imposed rules and I can play as efficiently as I can within those bounds. It is no different than people who choose to self delete their world when they die and start fresh. You could stack up the benefits of just continuing with your current progress against starting over on a new world and the former would win for benefits and efficient progression to endgame every single time. And yet, people choose to start over all the time when they die and it isn't for the purpose of intentionally playing sub-optimally. It is to play according a self-chosen ruleset. You do have to scavenge for plastic and enough loot to sell for the filter. But you don't have to quest a lot for those things. Questing a lot is the fastest way but it isn't the only way. I have been limiting myself on quests for a good while and have no problem coming up with the plastic and the funds for filters. But as I've already mentioned I think the solution is options for players to set how quests work to be best for their own needs and desires.
  10. It’s funny to me when people wonder what else there is to do if not quest….as if the game was somehow unplayable for all those years before trader quests were added. That being said the solution really should be a selectable option. Reducing quest rewards, lengthening the quest chain for the next tier, and limiting quests per day/week are great for slowing down speed runners but then everyone else playing at a normal pace may feel like it takes too long to get to decent rewards but then those rewards aren’t worth it compared to what I can already craft, etc. Let the speedsters complain that they get endgame stuff by the end of the first week but let’s not “balance” the game to their pace unless it is simply selectable options for number of quests allowed per day or week, number of quests needed to complete a tier, and rewards options like cash only or loot and cash.
  11. Here’s an example of what I meant. Player animations are currently extremely indie-esque in the sense that for a lot of actions there is either no animation or just a basic nonrealistic animation. TFP could just leave it alone since the game is playable or they can take extra time and create a team to make the player animations look better. Thats just one area that has made the game appear more indie and less AAA. They may not ever fully go AAA in all areas (going up and down ladders for instance) but they are pushing their standards in the AAA direction more than they did in the past. This desire to improve the quality of the technical parts of the game is what accounts for the longer development time. The last two years they have been focused on environmental art and POI design and a switch from repurposing existing blocks to jury-rig art assets to designing actual art assets that look a lot better. But they could have kept the Minecraft philosophy of using fence blocks to make chandeliers and that would have saved lots of time— but they decided they didn’t want that.
  12. Has everything been perfect? No. Is everyone who originally started with the team still with the team? No. But...there is no dysfunction to the point of requiring outside help for fixes. Even if there were, this would not be the place to look for that help. Why then has it taken 10 years? The simple answer is that they set their sights higher than they originally thought they could. This isn't scope creep per se but more redefining the standard and quality of the product they want to put out. The delay has not been due to infighting and schizms amongst the team members. It has been due to wanting the title to be more towards the AAA end of the spectrum than it is towards the indie end of the spectrum.
  13. No, it's all good. I was making a Star Wars reference joke based on your use of the word "sense". The TFP work environment is not anywhere close to the toxicity you are surmising. The developers, artists, programmers, and QA staff are all very friendly, helpful, and collaborative with each other, and are in daily communication with each other on both business matters and fun outside-the-scope-of-work matters. Nobody is eating even a little bit of @%$#. Your attempt to analyze the inner-workings of TFP based on a thread full of posts by people not associated with TFP did make me smile and I suspect that you are projecting at least some of your own workplace experience/conditions into your view of what it must be like behind the scenes at TFP. And I've never been hesitant about speaking my mind here on the forums...haha Even if there were the problems you suspected, the owners would be more likely to seek help from professional consultants to improve the workplace culture than to comb the public forum of fans of their zombie game for advice. As a high school teacher, I work a lot with autistic folks and typically they just need to know when they've overstepped the bounds of appropriate social behavior or misunderstood subtle sarcastic humor as sincere earnest dialogue. I appreciate where you are coming from in your desire to help in any way possible but it isn't an appropriate gesture and it's not even necessary.
  14. I've binged the Barbie movie ten times so far writing down as much source material as I can. The next TFP game may or may not benefit from my work but I've definitely come to the conclusion that a movie co-staring Margot Robbie and Gal Gidot could be about anything and I just wouldn't care. Wait...pots? We are not weak-minded fools. Your Jedi mind tricks will not work on us.
  15. Here’s what the AI said about why they should be removed: Removing glass jars from "7 Days to Die" could be seen as a positive change for several reasons: 1. Realism: Glass jars are used in the game for crafting various items and for storing water. However, in a post-apocalyptic world, it might be unrealistic to find an abundance of glass jars readily available. Removing them could make the game world feel more authentic. 2. Gameplay Balance: Glass jars can be used to create an infinite water source, which can make surviving in the game relatively easy. Removing them would force players to find alternative methods for obtaining clean water, adding a new level of challenge and balance to the gameplay. 3. Resource Scarcity: Reducing the availability of glass jars could encourage players to prioritize the use of other containers or methods for storing and transporting liquids, adding complexity to resource management in the game. 4. Variety in Crafting: Removing glass jars could lead to the introduction of new, more creative ways to handle liquids and crafting recipes, enhancing the overall gaming experience. Ultimately, the decision to remove glass jars from the game should be based on the game developers' vision for the gameplay and the specific goals they want to achieve.
  16. Haha...can you imagine players gathering their team at the rally point after clearing the POI the first time to start the quest and when the quest owner clicks the rally marker a message pops up that they will have to wait five days to activate the quest? That would be a busy day for me and the other moderators here on the old forums...lol
  17. Okay but if they are going to that much effort and time to get basic resources by completely stripping a POI before starting their quest during which they will completely strip it again all for basic resources, I don't see the problem. That isn't any more of an exploit than completely stripping two POIs that are next door to each other. They are putting in the time and effort both times and the rewards are mostly basic component materials. The only issue I see is getting double treasure room loot in a very short period of time but there are other rushing tactics that are more effective as has been mentioned.
  18. I know that when something is free it is painful to have to pay but the first four skillpoints are the cheapest and most easily earned skillpoints in the entire game. Just cancel the starter quest, strike out in a random direction, and find the trader eventually. It is so much more fun that way than getting 4 skillpoints for free and a tracking beacon to the cash cow.
  19. I'm assuming that by double-dipping what people are really talking about is going straight to the treasure room and grabbing everything and then starting the quest rather than cleaning out the entire POI before starting the quest. The second would definitely be less efficient but the first could arguably be worthwhile, especially for magazine and weapon parts gathering and particularly if you're already intimately familiar with the POI and so know exactly how to quickly get to the loot room. Oh, there would be red dots or a fetch quest marker but they would lead you to landmines for you to try to harvest with your wrench.
  20. What it really comes down to here is the design philosophy of the developers. Are they creating a challenge/puzzle than they want solved a particular way and so want to work to remove any alternate solutions or exploits that seem to negate their challenge or are they creating an experience that players can choose to handle however they want and there is no single solution that must be figured out. These developers are usually fine with there being multiple ways to play and don't seem overly concerned that players are finding alternate strategies to what they intended. Despite a couple of youtubers claiming otherwise the developers have never sat in diabolical council stroking their beards and laughing maniacally as they review player strategies and then come up with ways to thwart them. In almost every case where player strategies were stopped, it was simply the byproduct of the developers fixing an aspect of the game that wasn't working properly and was not a change with the intention of battling player strategies or changing the meta for the sake of changing the meta. So in the case of double-dipping POIs by using the quest rally point strategically, the developers don't consider it an exploit and they don't see it as bypassing some kind of challenge or puzzle they have created for the players and are perfectly happy leaving it up to player choice to do it or not. Therefore, their motivation to change it is extremely low. Just don't do it if you think it is an exploit. The only situation in which you might be forced to do it is if you are playing competitively against others on a PvP server and any strategy to advance more quickly than your opponents would be imperative. But if you are playing co-op or solo then there is no need. You don't need to double-dip to stay ahead of the gamestage curve or to survive in general. By doing it, it simply means you'll progress to the point where you decide the world is done and you're ready to start over a few hours faster than otherwise.. <shrug> Personally, I appreciate being able to loot around in the POI while waiting for the rest of the team to arrive so we can start.
  21. I don't think this is a problem that needs to be solved since it is very easy to just not double loot if you believe it is an exploit. If I were to suggest a fix to this it would be that instead of the quest displaying the POI name and direction, simply have it give the distance away and then instead of the rally marker being in front of the POI, have it be about 100m away from the POI in front of an NPC who will then lead you to the POI after the rally marker has been activated. Now you don't know exactly which POI is going to be the quest POI and by time you get to it by following the NPC it has already been reset for the quest. Double dipping -- fixed Seeing the POI reset in front of your eyes -- fixed Immersion issues with a bobbing exclamation mark -- fixed One of the NPC guides could even be named Trolland and he would arbitrarily lead you to the wrong place...
  22. I think the easiest thing would be to just make LCBs and Bedrolls inactive and then if the player is playing solo they can enable chunk reset for their game and when their LCB is inactivated the chunk can be reset and all player alterations in that chunk will be erased. This way, it is still set up for multiplayer with the player's bed and LCB being canceled and if the chunk reset option isn't enabled then the rest of the party won't get screwed out of their hard work. It also acts as a double "are you sure" enactment since the player has to set the death penalty option AND set the chunk reset option. Personally, for me in a solo game, I am extremely happy with the setting of persistent debuffs and loss of food and water. That solves all of the issues I had with death. If I want permadeath in a solo game, I'll just start over and roll a new map. That "permadeath" option is a fine compromise for multiplayer but not really permadeath in the classic sense where your world deletes itself upon death. In a solo game the player can easily handle that themselves.
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