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Roland

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Posts posted by Roland

  1. 5 hours ago, meganoth said:

    The posting bias on this forum is a fact.

     

    Agreed. Most people who post here are fans of the game AND fans of the developers. So most posts are going to be positive and when people disagree with how the development is going they still post in a respectful way because they are cognizant of the feelings of the developers. 

     

    Some people who post here are angry and don't care about or maybe don't even like the developers or members of this community. Because they are angry they are aggressive and perhaps rude and because they don't have any respect for developers or community members they are very willing to insult right along with their rudeness.

     

    Look at @Sal calling everyone on this forum who is happy with the game, "nut huggers". WIth one breath he and @youcantgetridofme claim that people are too afraid to come here and post their negative opinions and yet they post negative things themselves and their posts remain. Even the "nut-hugger" name calling is still there in a couple of Sal's posts and hasn't been moderated out. 

     

    The truth is we give people a lot of leeway before taking action and the actions are progressive and very rarely an immediate ban regardless of which side they are arguing. If the bias here makes people who plan to post negatively check themselves so they word their feedback without flaming then that is a good thing. If someone doesn't post because they are afraid that their opinion will be challenged, that is weakness of that person and not of the forum. Forums are here so that all opinions can be challenged and discussed.

  2. On 8/7/2022 at 6:18 PM, youcantgetridofme said:

    Observers notice some of the most interesting things sometimes. I too am an observer. Noticed this trend long ago too.

     

    And I wrote a response to this "trend" that you have not seemed to have observed. I asked some pointed questions asking for evidence of this alleged trend. Can you provide it?

     

    The console version was released with Alpha 14 and so when you look back at Alpha 12 and 13 you can definitely see changes that had console in mind. After that, it was pretty quickly clear to everyone that console would never be the same as PC. Console got many of the A15 features but not all and only a small number of A16 features. If the claim that the game was being dumbed down to work on console was true then why were the two versions so completely different within two Alphas?

     

    Then, from A18 development until now TFP knew the console version was never going to change since Telltale went bankrupt so why would they be dumbing things down in those alphas for a console game that was not going to get those dumbed down updates?

     

    Now, for A20 and A21 the framework for cross-platform networking is being worked on which obviously has consoles in mind but what other gameplay examples can you give that are dumbing down for the benefit of consoles?

     

    Please, share.

  3. 1 hour ago, Zombiepoptard said:

    If I wanted to max out cooking on another tree it would cost me 16 points just for the attribute alone and getting no benefit on the attribute itself because I'm crossing over without the intent to use the weapon it applies to. I'd then have to spend 5 points on cooking mastery. That in total would be 21 points just to max out one perk that isn't on my preferred weapon's skill tree.

     

    I know you were just using cooking as an example and I get your point. But I will say also that in the case of cooking as well as several other non-combat perks, the crafting recipe portions of those are gone now and separated to magazines. So a big portion of absolutely needing to max those out is gone in A21.

     

    Secondly, I understand the costs. It's expensive. The difference between us is you see the benefits of the second attribute wasted because I guess you won't use a suboptimal weapon even if it does the job. So if you are fully perked in Machine Guns you won't touch a shotgun even though you are fully maxed in Strength in order to max cooking. In my case I'll have machine guns and shotguns on my belt and use both even if I haven't spent a single point in shotguns. Just the full Strength bonus alone makes shotguns pretty amazing as a secondary weapon. The fact that the 16 points is of no benefit to you is your choice by you ignoring those benefits. But they are still there.

     

    Finally, the way the perks are separated makes it so that in some games you are a master cook but in other games you are not and you have to adapt and play differently. If cooking was separated into a generic category and its cost was set then every time you played, it would be the same.

     

    1 hour ago, Zombiepoptard said:

    Have combat perks and social perks be leveled up with two separate skill points so you could pursue both at the same time.

     

    What determines which type of skill points you get when you level up? Do you get one of each type? That just sounds like eliminating tough choices. You no longer have to choose between purchasing a combat perk or a non-combat perk. Now you can do both. Maybe I'm not understanding what you are proposing with two separate skill points but I see that as a loss of hard choices.

     

    I like your ideas. If they were in a mod I think I would have a lot of fun playing that mod. I think all of these ideas about how to organize the perks are interesting but I think TFP's version is also interesting and has pros and cons but...doesn't need to be fixed. It isn't broken--just different.

     

    If your ideas were the game's default version and TFP's was the mod I would enjoy playing the mod with their version as well.

  4. 4 hours ago, Zombiepoptard said:

    waste points crossing over attributes.

     

    You aren't wasting points. You are paying a higher cost for some of the non-combat perks that you want. Again, I'm not understanding where the actual difference lies in what we have and your proposed system other than those non-combat perks being in a generic category. You stated that you are okay with some non-combat perks costing more. If you can forget for the moment that the extra points you are paying to cross over are giving you abilities that you don't necessarily care about and simply see those extra points as the more expensive cost then you'll understand that you've already got what you want.

     

    When I cross over to get perks in a different attribute than I've been spending in, I see those perks as being more expensive with some added benefits for a few other weapons. When you cross over to get perks in a different attribute than you've been spending in, you see those perks as being more expensive with additional benefits that are totally wasted because you don't care about them. If we change it to your method the higher expense will be there for some perks but none of the extra benefits which I guess will make you happy since you don't want them but I like them since I often use a variety of weapons besides what I am most fully perked into.

     

    We agree that at least some of the non-combat perks should be more expensive. I'm happy with the way they are more expensive now and like it better than the way you propose. The way you propose whichever non-combat perks are chosen to be the more expensive ones will always be the more expensive ones. The way it is now it depends on what your primary attribute is. Those non-combat perks will be cheap and the rest expensive. It makes it different when you choose different paths.

     

    I do agree that more perks would be fun though.

  5. 15 hours ago, Zombiepoptard said:

    All the non combat perks would be on this tree without the gate keeping attribute system. Some skills will cost more points to level up.

     

    If you are willing to have some skills cost more points to level up then the current organization handles that exactly. The non-combat perks that are in your chosen attribute cost less and the ones that are in other attributes cost more.

     

    Under your system, the same non-combat perks would always be the same every time you played. If Living off the Land was chosen to be an expensive perk to level up it would always be so every single game. In the current system, Living off the Land is cheap whenever you decide to do Fortitude but expensive whenever you choose to follow one of the other attributes so there is some variance in play.

     

    I don't understand why you are willing to allow some skills to be more expensive and some to be cheaper but currently hate paying more for skills that outside of your chosen tree. It is the same thing but with the added bonus that you also gain some ability in other weapons.

     

    Your Way

    I choose Strength for my main attribute.

    I want to farm so I pay the more expensive upgrade costs of Living off the Land

    All I get for those extra costs are the perks and skills granted by living off the land.

     

    Current Way

    I choose Strength for my main attribute.

    I want to farm so I pay the more expensive upgrade costs of Living off the Land

    I get the LotL perks plus my headshot chances and damage increases whenever I use machine guns and knuckles.

     

    Extra cost is extra cost. You already admitted that you would be fine paying extra cost for some non-combat perks if they were moved out of the attribute trees into a general category. So if you are fine with that added cost why are you not okay with the current added costs?

     

    I like how you organized and showed the relative strengths and weaknesses of each tree where it concerns combat. I think that what your organization doesn't show is the advantages some attributes have in noncombat skills being cheaper if you pick that attribute (because you removed them). This is important because it makes the attributes asymmetrical in nature granting different challenges and higher difficulties depending on what is chosen.

  6. 7 hours ago, Uncle Al said:

    Turn on 'delete all on death'.  Trust me, you will now notice a penalty when you die.

     

    I'm finding it a really good setting. A little more forgiving than permadeath, but still makes death a really significant event. It's also a penalty you can mitigate by good preparation, i.e. making sure you have backup equipment.

     

    It's too severe for a default setting though, so I'm not surprised it is not the default option.

     

    I use it by default now as well. It does double service as a kind of gear degradation. Once all your best is deleted,  you have to make do with inferior stuff until you can regain the best again. It makes the game feel a bit more rogue-like since you lose all your gear but retain your skills. It definitely shouldn't be vanilla but it is the best death penalty that exists at the moment.

     

     

    3 hours ago, pApA^LeGBa said:

     

    This is solved easily. You need a value of minimum wellness that you can´t go under. Like 70 for default and maybe varies with the difficulty. Then you add a perk that raises the minimum wellness. Problem solved.

     

    In addition we could have a similar mechanic like we have right now with the XP loss. Like you can´t loose wellness more than 3 times in a certain amount of time.

     

    If they want wellness they could add it back without having an infinite deathloop easily. And the mechanic beeing to complex and causing confusion can´t be a reason either. Darkness Falls is by far the most popular mod and it has wellness.

     

    Well, I said it was part of the reason. The biggest reason: They don't want wellness. And, hey, that gives DF another way to differentiate itself from vanilla. :)

  7. 1 hour ago, Viktoriusiii said:

    This is typical for TFPs though.
    They do something without balance and then remove something completely, rather than balancing it.

     

    They didn't simply remove it without going through some iterative changes. In fact, I can't think of any feature removed from the game that they didn't explore first and experiment with balancing and making changes to it first. Rewriting history to suit your narrative is pretty typical of you, though....

     

    1 hour ago, Viktoriusiii said:

    Stackable death debuffs that need rare items to fix it would be great.
    How about instead of "on hit" they make infection (or something similar) "on death"?
    And it increases every death by 2-10% (based on difficulty)
    Now you need to find an antidote, which is rare and only in high tier towers.

     

    I like this idea-- though not instead of on hit debuffs. They really just need to have the debuffs remain after respawn so they aren't solved by death. But I would also be for some unique maladies that hit a player upon respawn that need special medicine to fix in addition to those things. Also a proper death option in the top menu so people can choose ironman, debuffs persist, etc.

     

    1 hour ago, Viktoriusiii said:

    This is something whipped up in 10 minutes of thought

     

    Dang! Maybe in 20 minutes we can download your full game...

     

     

  8. 18 hours ago, Tounces said:

     I can only really test on the ground as a basis of comparison, so maybe it goes faster in the air

     

    Use a stopwatch and time how fast it takes a gyro to fly to a point 1km away and then how long it takes to drive a motorcycle the same distance. You don't have to drive the gyro on the ground to compare the speeds unless you always drive the gyro on the ground.

  9. 59 minutes ago, saoron666 said:

    have you tried it yourself @Roland the mod?

     

    I have tried Undead Legacy, Ravenhearst, Darkness Falls, True Survival, and War of the Walkers in the past as well as several mod packs and individual modlets that struck my fancy. Sphereii's mod launcher is a great tool to have a few different versions on your computer all at once. I've had a lot of fun trying out the complexities and changes that each author brings to the game.

     

    I'm also glad that basic vanilla 7 Days to Die isn't exactly like any one of them.

  10. 30 minutes ago, saoron666 said:

    So i downloaded and played Undead Legacy by Subquake 7dtd MOD.

    and i can say it is the MOST complete Game I ever imagined!


    This is exactly why the developers have made their game so mod friendly— so that users can extend and expand and take the base game into directions that go beyond their scope. It’s fantastic that you were able to find an overhaul mod that really gels with your preferences and how you like to have fun. 
     

    33 minutes ago, saoron666 said:

    now how come this guy can do this and the original dev cant make something so complet...so detailed!


    Subquake has different goals and a different vision than the developers. The developers are spending a lot of their time on underlying code and creating systems to make the basic vanilla version as polished and stable as it can be. A lot of this work will result in hooks and interfaces that modders like Subquake will be able to make use of to do even more. 

     

    38 minutes ago, saoron666 said:

    I’m not sure if the dev played it but they should, honestly i don't understand why its so nicely done,

     

    this guy Subquake should be hired in their team !!! he is a genius 


    The devs already have their own roadmap to finish up. They have created a framework that makes what Subquake has done possible. They don’t need to make the base game just like Undead Legacy. The base vanilla version makes for a better starting platform for various different authors to take things in other directions. 

  11. 52 minutes ago, spud42 said:

    confirmation that the game has consistantly been dumbed down over the last 5 or 6 alphas to shoehorn the game into underpowered consoles. 


    I agree that Alphas 12 and 13 saw some simplification changes for the benefit of consoles which were mostly in the form of control schemes (everything got a radial menu) and the interface changes (List style crafting)

     

    But you are going to have to give examples of changes in A17-A20 of your claim.  In A17 - A19 TFP thought console would be no more other than the currently existing game which woulld never again get an update and wasn’t the same as PC anyway so they wouldn’t have made any such changes. 
     

    In A20 they started realizing they could do a console version for the new consoles which are not exactly underpowered. So, maybe there could have been some dumbing down as you claim. The server issues are definitely an example of console affecting PC play, but cross play isn’t exactly a “dumbing down” type of change 

     

    So what are these recent dumbing down changes that have been made specifically to somehow cram this game into the underpowered PS5 or XBox Series? Typically, when they have to make concessions in the game it is so that it works with Unity….

  12. 28 minutes ago, Vedui said:

    Absolutely, forum vs other places would be different. I normally never download POI's (or CP) from the forum as such, so was more speaking to it in a general sense.


    Exactly. At the time we implemented our rules for the modding forum we stressed that they are guidelines for remaining in good standing in OUR forum alone. 
     

    If someone violates the rules and refuses to comply then we ban them and hide all their content on our site and they no longer have a presence here. That doesn’t stop them from continuing to do what they want to do using a discord channel or Nexus or a FaceBook page. 
     

    A couple years ago a modder blatantly ripped off 90% of the assets and code of another author and wouldn’t reply civilly to the guy much less agree to stop stealing his work. We sent messages and finally banned him and hid his content. He went to Nexus who also banned him (since our community is prolific enough to get around to other sites). I’m not sure what happened to the guy or his mod but chasing him away from our community here was the extent of what we could do. 
     

    For most modders who are fans of the game, that threat is bad enough. They don’t want to be removed from this community. Plus most of our modders are good people who want their work to be appreciated and out there. 
     

    So, really, it does end up all being self regulated within the community without us having to get involved at all. Only if a party is hellbent on violating a rule do we get involved and that certainly isn’t the case. We aren’t involved yet other than making sure the CP thread is uncluttered by angry rants and that this thread stays civil. 
     

    And I keep hearing from key people to just stay the hell away which I’m more than happy to do. 😂

  13. 12 minutes ago, Vedui said:

    In either case, MANY mod creators while allowing download and free use of their mods, do not allow re-distribution OR re-use of their modpacks within other modpacks. If CP wants to do the same, who are we to say that "this specific modpack" shouldn't be allowed to have such terms?


    There is no problem and we allow that starting from the date that those terms were posted and not retroactively applied. 
     

    Honestly, the thing that made this muddy was doing it in the middle of A20. The best time to have done this was when he updated the pack to A20 compatibility the first time. Then he could state that A19 Compopack is the vanilla open source compilation that everyone is free to download and use. He could have released his overhaul mod that updates the POIs to alpha 20 and rebalances them- not as the new version of Compopack- but as a separate Stallions overhaul mod featuring Margoli’s Compopack and state his terms from the get go. 
     

    If others ripped out his updated POIs to use in their own overhaul mods without his permission then the outcome would be clear. Now, people have already had permission granted to use them before suddenly these versions are no longer permitted to be used. If disputes arise it is too muddy to definitively say that the POIs were taken after permission was revoked since they are the same version as the POIs that existed while permission was still granted. 
     

    Muddy, and all I care about is having a nice happy modding community and not who legally gets to do what. (TFP gets to legally do everything if they want)

  14. 2 hours ago, Deedbix said:

    I wonder what's stopping people ripping out the prefabs and distributing via this forum to be honest.


    There’s nothing stopping people from searching the forum and downloading individual POIs that people have created and posted. You could create your own “playlist”. 
     

    Some of those may need to be updated to work in A20 if their authors haven’t done that themselves. You could do that work and have those prefabs in your world. 
     

    Sounds to me like resolution of some kind is coming. Stallionsden has messaged me that he admittedly didn’t communicate himself well and things have blown out of proportion. 
     

    Let’s give him time to communicate his intentions better and see what comes of this. Remember that the Compopack you are playing today is not the same Compopack Margoli left us. That Compopack would not be compatible with A20 and many of the people being outraged put zero effort into updating all the POIs to work with A20 other than to expect it be there for them to use. 
     

    Stallionsden deserves some latitude here to clarify things if you’ve been enjoying A20 Compopack. 

    3 minutes ago, Vedui said:

    This is not entirely accurate. There is a reason assignment clauses specifically mention being "irrevocable", as where they are silent the IP holder often can change terms and can revoke assignments. While this is up to courts ultimately, from my knowledge usually courts hold that where it's silent on the issue, they are revocable at will by the licensor.


    You’re mixing up laws and forum guidelines. Legally, all derivative work belongs to TFP. Period. 
     

    on this forum the rule you quoted stands because it results in the least number of disputes that rise to the level of moderation. We have had less than a handful of large scale disputes since our forum rules were posted and all were able to be resolved quickly and none of it had to do with the law because— as you pointed out— if we are going to involve the law then it is TFP enforcing their ownership and either enforcing free distribution or locking behind their own download guidelines. 
     

    So, legally, terms may be able to be renegotiated and permission revoked for failure to comply with the new terms, but if you want to be a member of this forum and be involved in our modding community then you can’t revoke permission once granted because that used to lead to sooooooo much drama and ever since everyone accepted that forum rule it has greased the wheels of better community collaboration.  

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