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Roland

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Everything posted by Roland

  1. All I see is confirmation that Adam’s alt accounts now include Madmole and Matt115. Who’s next? Kuosimodo….?
  2. Wondering is different than what we’ve seen here from some veterans. When I’ve played Minecraft or Valheim I’ve wondered why I don’t have to drink anything at all and I never get thirsty even though I get hungry. But then I just accept it as the ruleset for those games and play. I suspect the same is true for people who are new to this one. They figure out the rules, accept them, and play. It’s just like how someone might wonder why we don’t need to water crops for them to grow when they come from other games that have farming. They wonder but they don’t get outraged.
  3. I think the "anymore" is the biggest issue really. There are many veterans who have made the switch in their brain and are not bothered by the inability to fill a container of water directly from a lake or river. New players seem to take the limitation in stride along with many of the other nonrealistic elements that are for the sake of gameplay. So really, the only problem comes from those veterans who can't get past the "anymore". Gotta disagree here. If water is just as easy but just in a different way then I challenge you to get 54 jars of fresh water by day 2 in your different way.... I'm not sure what problem you believe TFP believed we were having but someone else said it best. Pre A21 nobody had to even think about water. Even Arez said that he was just playing and picking up jars as he went, found a cooking pot, and bam without any effort or thought put toward water he had 54 jars of drinkable water by day two. That sounds pretty typical of pre-A21 gameplay for most people. As of A21 you have to at least think about water. Even if you are looting enough to drink are you looting enough to also craft or are there times when you have to choose between crafting and drinking? That choice has appeared for me several times as of A21 when it NEVER happened once from A6 - A20. I'm betting it has been similar for most players. If you do choose to build dew collectors to supplement your water needs then once again you are actively thinking about your water needs and taking action to satisfy your needs. The process of building a dew collector might not be hard (especially for a veteran) but it does compete with other actions you feel you need to take during the early game. So again, I'm not sure what you mean by "easy to get" but like I said, I doubt you could obtain 54 jars of fresh water by day 2 in A21 and I know that while not being a difficult challenge type of activity, building a dew collector does take more effort and time than passively scooping up 50+ jars while looting containers while clearing pois and then filling them all at once and sticking them on the fire to boil. Yeah, you seem to be in the camp of people who think there is some kind of adversarial attitude by the developers towards the players. You're welcome to your opinion but you couldn't be more wrong. As for ignoring realism issues when they benefit the player what about unlimited carrying weight in our backpacks or being able to pick up vehicles into our backpacks and place them again or nerdpoling or having everlasting durability of our gear or never having to sleep, or crops grow in days without irrigation, or food never spoils, or upgrading blocks directly from one type to another, or crafting whole vehicles on a workbench, or crafting anything where it self crafts without you consciously doing anything and being able leave and do other things while waiting for the crafting to be done.
  4. The progression is barely slower for those who like to rush. In fact, there are threads here calling for a nerf to the perk boost for finding the mags that you need because it is too much of a boost. It is true that the devs are altering things to make it so players spend some time at each stage of development. But it is a far cry from being so slow and tedious of a progression that it is losing public appeal. What it really sounds like is that you want to skip the whole early game and get right to the top tier building materials and capabilities from the start. If that’s the case then why not just enable the creative menu and play the aspect of the game you like best without any hindrance? The fact is that this is a game about progression and as the game gets polished it is likely going to get harder to skip the progression aspect of the game like you could in times past. Just because you skipped to the good stuff easily in the past doesn’t mean the game was ever intended to be played that way. Why should the devs allow people to ignore the progression piece of the game if progressing is one of the main points? You want a sandbox. So enable sandbox mode and have at it. Everything you find tedious melts away once the creative menu is turned on. Do it and leave the default survival game to those who actually enjoy the journey of becoming an epic character over a moderate period of time. The vast majority of people here are actually hoping for changes or options that will lengthen the progression even more (nerfing quest rewards, nerfing magazine perk boost, etc). You already have the option tailor made to the playstyle you want. Flip that switch. Creative Menu. Go.
  5. Cool. So then......why the angst over it still being in alpha? You say, "who cares if it was $15 or $3, it was money spent" so if you're having a blast with friends on a dedicated server enjoying the hell out of alpha 21, why care if the word "alpha" is still involved or not? I was the first person to answer your original post and I did so seriously and with accurate information completely ignoring the language you chose to use but you ignored me completely and went on an insulting rant about how @%$#ty the game still looks after all this time.... Oh...wait... did he bounce? He might've bounced. Well, have fun Bouncing Dude! Glad you bought a dedicated server to play this @%$#ty-looking game you assumed was abandoned.... 🤣
  6. The Illogica site says it will be more of an arcade experience. So this is how it probably went down. Madmole got sick of people calling 7 Days a looter shooter and said to himself, “I’ll give them a looter shooter!!!!”
  7. The next game that is being developed in the Unreal Engine that's been teased for the past couple of years is being developed by a team at TFP. Blood Moons is being developed by a different studio that has partnered with TFP. I believe that Blood Moons uses the same modified version of Unity that TFP uses to run 7 Days to Die hence the support that TFP provides them. I don't really know much more than that and am anticipating more information as much as anyone but I do know that these are different projects. I, myself, didn't even realize that Blood Moons was a 4v1 style game and assumed it was just going to be a standalone version of what used to be called "Horde Mode" a long long time ago-- just like @Guppycur guessed. I'm personally not really the target audience of a 4v1 style of game but hopefully for those who are this will be awesome. Still, I'm curious to see what it fully turns out to be and I hope that it might be able to be played like classic horde mode if you aren't into 4v1. I would definitely be more excited for it if it turns out I can also play it solo or co-op vs NPC zombies. If it must be 4v1 PvP I probably will pass on it. As a fan of 7 Days to Die and of TFP as a studio, I'm excited that this will add exposure and I hope it is successful and brings additional notice to 7 Days to Die.
  8. Well, the mark of a finished and polished game at any rate. There are quite a few good tips along these lines you can scroll through during the loading screen while waiting for your world to generate but I know communicating things like this is something they plan to get to before the game goes gold. As far as the water drinking is concerned it may just be the victim of it being a function of the game since the beginning but then was removed for a time and in A21 it came back. If there really is nothing about it in the journal or in the loading screen tips then it is surely an oversight. It is pretty funny watching brand new people play and seeing how difficult it is for them to figure out things that are second nature to people who have followed the development of the game so you are correct that this is an area that must be improved before the game can be considered done.
  9. Alpha 6. I started then too. I think Alpha 6 only lasted for a like month or less and Alpha 7 came in January. Alpha 7 went longer than a month and people were pretty upset.... 🤣🤣
  10. Where's the Alpha 22 Fan Diary Overflow thread where all the off-topic posts will get banished by @meganoth?
  11. You know that line of mine you quoted was a joke referencing make-up sex after having had an argument with your S.O. right? You left that part out when you quoted me. I wasn't claiming that 7 Days to Die is the best game with the words 7 Days in it. I was joking that when you stop playing and abandon it for a time you always come back and the game always forgives and is especially fun when you do after having taken a break.
  12. And…uh…at what speed is he “receiving” said ammo?
  13. Then again this could become a game in its own right. 1) Select a player to player server with just one person playing. 2) Join the game hopefully unnoticed. 3) Find them in the game and try to sneak up behind them while they are busy. 4) Deliver the most epic jump scare possible.
  14. Can’t. Used all my grass on plant fiber pants. So….did anyone join the TFP Club?
  15. ….and She always does. Make-up 7 Days is the best 7 Days…
  16. I could tell you but then they'd have to kill me.
  17. Ask them and when they say no, call them a cheater AND a liar. This strategy also keeps your server population manageably low.
  18. Stop using the same computer to play that you did 10 years ago and it will look better.
  19. 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!
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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