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Roland

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Everything posted by Roland

  1. Don't take shortcuts on your walls with diagonals. Make sure all blocks are orthagonally placed so that faces are against each other and that corners are not the only contact between blocks.
  2. They are saying that our current 0.72 technology is not enough to be able to play 7 Days to Die. He wants to get to level 7 so he can own a rig capable of playing. I figured this out because I ascended to 0.73 just yesterday.
  3. Out of all the pipe weapons you crafted the machine gun first. You're a natural!
  4. Hey, I'm game. After all, as of A20.5 mines can be picked up using your wrench so there needs to be something to replace that joke.
  5. (Ramethzer0 is running for president of the Roland Fanclub)
  6. oh contraire...did you not read the thread. He did win an argument up above and I admitted I was wrong. We disagreed on what we think is fun, but all of his points and his arguments are still there for anyone to read and so are mine. What's wrong with having opposing viewpoints on display for people to read and decide what they agree and disagree with? You agree with him, obviously, and you were able to do so because this forum allows for constructive criticism to be posted. It also allows for people to disagree and make their counter arguments. Allowing a thread to have criticism and then not allow anyone to disagree with that criticism is what you are asking for and that isn't the way a forum works. lol...Same thing you said last year. See you next year.
  7. Thanks for coming out of lurking. Hope you continue to post The new system isn't going to remove the feeling of killing zombies and then getting better at farming (for example). You will still earn xp for killing zombies which will poop out skill points when you level up which you can then use to better yourself at things that have nothing to do with killing zombies. The best solution for that is to play the game without specifically trying to grind for xp doing just one activity that seems to be the best generator. If you focus on doing some of everything then the skill points feel like a general reward for being a well rounded survivor and then there isn't that feeling of disconnect between how you get the points and what you spend on them. But I agree that where crafting is concerned the new system really delivers on giving you the feeling that you are learning to craft better by finding and piecing together old world knowledge which is definitely better than kill zombies -->make better shovel. Yeah weird...There were no pipe weapons before A20 so perhaps they thought that if someone who didn't plan to perk into machine guns found an AK47 recipe early and could craft one for themselves it would be pretty cool and a nice alternative to the primitive bow or blunderbus. But I agree that finding one outside of the first week or so is probably pointless. Don't worry. If anything you will wonder whether the perk boost is actually helping you because you get such a mixture of so many different magazines... We'll see Things will definitely be spicy after A21 releases because everyone who suspected they wouldn't like and then try it and don't like it will come back to give their feedback.
  8. This is something I absolutely love about Valheim. You upgrade your workstation and decorate your shop at the same time. Terraria also does this. It is very satisfying. I hope TFP considers this strongly for their next game if it even has craft stations.
  9. You are correct. There is a lot in general but not all of those are really things that must be crafted if all you care about is building and mining.
  10. Dibs on Master! Go ban some spambots Darth Mega! It is inevitable. Keep bringing it up when the topic comes up. You never know. I have been arguing for food spoilage, tool degradation, actual death penalties, and zip lines for years and have bupkiss to show for it. They teased me with ziplines for a moment but pulled the rug out from under me and laughed. Everybody laughed...
  11. That is just not true. How are you getting the motor tools now, may I ask? There is no perk that grants the recipe for those. Really, the only change is for the primitive level tools and a few other recipes. Most craft recipes have had to be found or purchased for years now. How are you avoiding using a stone axe and primitive bow for the whole game right now because it will be the same way you avoid it in A21. If you don't care for the survival aspect of the game then what do you have against enabling the creative menu? If you enjoy harvesting and crafting all the materials yourself you can at least give yourself the best tools right from the start. You've just admitted that if you want to play survival you will play something else and you only play this game for the building aspect. That's what the creative menu is for. Our level designers who create POIs for the game use the creative menu where they can do huge builds and have every decoration and every block type and every texture available to them. That is the freedom you probably desire. An open world game doesn't mean there are no rules or restrictions. It means you aren't on rails shooting at stuff or following a predetermined path. You can go anywhere and in this game break most anything. This game has always had looting and it has always been an important part. It would be like buying a racing game but you don't like racing your car, you like working on it. But it is a racing game and so the developers add a rule that the best rewards and access to new cars comes from placing in races. So you complain that you are being forced to race when what you want to do is stay in the garage and tinker with your car but now you're mad that you'll be forced to go out and race.....in a racing game. Like it or not this is a crafting and looting game. If all you want is a sandbox to build in then that mode is enabled as soon as you turn on the creative menu. Without the creative menu this is a game with rules that carry restrictions first and foremost with sandbox elements. No you don't. You are choosing to do stuff you hate in order to get to the point where you can do stuff that you love. Turn on the creative menu and you can start from Day one doing the stuff that you love. Why not try it? You've stated now in this and responses below how much you hate the survival game aspect of 7 Days to Die. Well, nobody is forcing you to partake in that despite what you claim. You have the freedom to toggle one single option in the top menu and everything you love about this game will be emphasized and everything you hate will be gone and it really will be a true sandbox. Finally, learn by doing would have been the slower progression for you. The only way to improve your building and tool stats would have been to use them and that's it. In the common pool method we currently have you earn xp from everything you do and all the points you earn can be funneled into the improvements you care about. Help defend on bloodmoon night and gain 4 skillpoints? Those can all be spent on building skills whereas with learn by doing nothing from horde night would have applied in the least to your favorite activity. But regardless, it is pretty ridiculous that you have been steaming about having to spend 300 hours of each playthrough doing stuff you find annoying for the past few years when you could have skipped those annoying hours and just been doing what you enjoy. Why torture yourself when the freedom to play how you want is one option away?
  12. Well it's not only whether it is just Madmole calling all the shots or not. It's also whether there really is just one way to play or not. What is this one way that people are forced into? How does Mad Dane want to play that they used to be able to do but can't anymore? I still feel like there are a lot of different ways to play the game. You just have to choose to do it.
  13. But it is limited to learning recipes. You are not improving your skills by random means. In A20, if you take miner 69er and mother lode, for example, they improved your block damage and increased the yields you got from harvesting as well as grant you recipes to craft higher tier tools. In A21, if you take miner 69er and mother lode you will still improve your block damage and increase the yields you get from harvesting and probably 69er will be the one to give a slight boost to finding tool magazines in loot. The skill will just not unlock recipes any more. But there are lots of ways to get higher tier tools. Someone else can craft one for you. Someone can bring you back one that they found in loot. You can buy one at the trader. However you get your tools, you will deterministically be able to control how skilled you are with them just like A20. The only thing you won't be able to do is craft them yourself until you read enough magazines. So in looking at the perks is the common building blocks of character development the number of recipes we know or is it the abilities and skills we gain from perks. Remember that all of the tier 2 and tier 3 recipes were learned by looting in A20 already. So the new method is really just a step forward from that. We are learning recipes from schematics but in little bits at a time instead of all at once from one schematic. But I'd say that if your team was able to function when recipes were learned by acquiring schematics they will be able to adapt to recipes being learned by acquiring magazines. Non-looters will still be able to perk up their skills just like normal and be reliant upon team mates to share with them the tools and such that they find just like happens now.
  14. As long as the team isn't dysfunctional-- bullying each other over what containers are opened by whom or selfishly racing ahead of each other to open whatever they can for themselves and arguing over who gets what. The game is rated MA after all and that doesn't have to refer only to violence, gore, sex, drugs...er...candy, and profanity.
  15. Why? You obtain a tool and it lasts forever so you never craft another and all others found of same or lower quality are useless. Attachments that extend durability are meaningless. Parts accumulate that you never will need and finding those parts are ho-hum. That tool crafting recipe is useless. You will never need to craft that recipe. Once you have the best there is no more "use whatever is available and survive" type of gameplay. OTH, you obtain a tool and use it until it is used up and cannot be repaired. You scrap it for parts and now gaining a replacement is relevant. Finding a duplicate tool is something you save until your current one breaks. Parts are useful the entire game. Mods that extend the durability of tools are valuable and useful. You may end up using your crafting skill several times over the course of the game. Even once you obtain the best, eventually it will be gone and you will be back to that "make do with what you've got" type of gameplay until you can craft a replacement. In every single way finite tools are better than infinite tools for how this game works with looting, crafting, and attachments. Lots of games have this mechanic as well so it can't really be that horrible of an idea. I understand that you don't like permanently degrading tools but the design is sound and as noted above makes other features of the game more meaningful. haha..I'd rather use my hard-earned tools until they are used up and then hard earn another one. That whole process of earning the tool is fun, no? Its part of the gameplay and personal objectives we have. You spent weeks in game anticipating and working towards getting that great tool. Once it finally wears down and is gone you get to experience that journey again to get another one though it will probably be easier this time. Plus, its not really the hard-earned tools that are the problem. Its the lucky non-earned find in the first week of a tool that lets you permanently skip and invalidate a whole swath of recipes and progressive gameplay. If tools are finite then its okay if you get an awesome blue steel pickaxe from a truck in the wasteland during the first week. You'll use it but eventually it will be gone and then you'll still be glad when a yellow steel pickaxe drops into your lap instead of nonplussed. LMAO....yes, one suggestion posted on the forums equals forcing everyone to play my way. Fine fine fine....I take back my suggestion. You are free to resume playing the way you want. The crushing grip of my idle proposal is loosed. I relinquish my voodoo power and grant you license to continue repairing your tools.
  16. I think you and others are assuming a stronger perk boost to magazines than exists. Even perked into a couple of skills that match magazines you still find a wide variety of magazines. The boost is really more of a safety net against never finding the magazines that you really want. I'm not against an option to merge allies' perk boosts into one team boost for anyone that loots. I just don't really think it is as necessary as some are worrying it is. You have no idea whether there will be any significant disadvantage for those who don't loot and rely on their friends to bring back what they need-- you are just afraid that might be the case. If someone is out looting and finds 3 magazines that align with what the person is home building wants and 4 magazines for themselves at the end of the day then there isn't really that large of a disadvantage. I think teams will know more after actually playing with it how it will affect their dynamics. I guess the big question remains, how often were people crafting the weapons they perked into anyway? They spent their perks in their chosen specialization but was that to get the bonuses for the weapon or so they could craft it? I guess if they always crafted their own weapons then this is going to be a big change for them but if they usually had someone on their team offer to buy them their weapon of choice they just saw at the trader or found in a treasure room or received as a quest reward then there will be no real difference for them. They will still be able to use the skill points they earned by building and mining to improve their skill in their weapon.
  17. A suggestion that I found fun is to change the game to nightly bloodmoons and then use whatever POI the trader sends you to for a quest as the place you must fortify and defend for the bloodmoon. That could cause you to need to innovate depending on the layout of the place.
  18. IMO, this is where the true fun of the game shines. The thing is if you play this way you get both kinds of fun. You get the puzzle aspect of figuring out how to make do with whatever you have on hand AND eventually you get the unstoppable force kind of fun for having all the best gear completely kitted out with attachments and maxed in the perks that govern them. Some of my favorite memories of the game is being midway through a quest, out of ammo, infected, broken leg and down to 10% health and still determined to not abandon it. Being weak and vulnerable can be a whole lot more thrilling than being strong and invincible.
  19. Hmmm...no. I use roleplaying as a way to self limit and impose rules on myself based on what I want my character to be. But that is definitely not the reason I gave for not wanting the weapons to be equalized. I enjoy asymmetrical design and feel that it allows for a much different feeling upon subsequent playthroughs. I don't want the weapons to all be equal and I don't personally need them to be equal in order to use them. I use weapons based on what I'm in the mood for and am unconcerned about whether I could be killing zombies faster with a "better" weapon.
  20. A bit. I've had to start over a few times due to incompatible builds so I haven't gone super deep. Even though the change only affects crafting recipes it was really hard to wrap my brain around it. I kept going to the perk menu and then realized that that wasn't where I was going to be able to upgrade my tools lol. I felt like a bit of a noob. It isn't hard to understand at all-- its quite intuitive and you feel like you are finding bits of information here and there and piecing it together to learn how to make something new or something better. It emphasizes the gap between the old world and the present apocalyptic world. The old world has all the secrets and you have to find them in order to learn how to increase your tech level. Its fun honestly. But, then, I'm apparently one of the few who actually enjoys scavenging in the game. You know how TFP operates: when they introduce something new they plaster the game with it so magazines are plentiful. You find them everywhere. That might, of course, get nerfed a bit as people play and report back but it is fun because the magazines feel valuable and you get them at a consistent rate. It is engaging from the sense of atmosphere that I mentioned in the last section but in practice it is the same as finding books. You click to read and move on. It can be a bother I guess if you have to click on ten or so at a time to read them all but then again not so much of a bother that I'm not going to click As for finding what I've perked into, it is definitely a subtle boost. I seem to be finding a wide variety of magazines even though I perked into spears. I'm not frustrated for a lack of Sharp Sticks in loot but I wouldn't mind finding more so I really think that the boost is not going to cause us to only find certain magazines at the expense of others. It is simply going to help us not feel the frustration of never finding what we need. I can't say yet for the whole game but at least in the early game I have been mostly crafting above what I find most of the time. I did find an orange level iron pick in a car on day one but as we all know it would be stamina and hunger suicide to use it anyway at this point so it is in a chest for later. I think this will depend on how much looting someone does. If they are playing with the purpose to grind magazines as quickly as possible I think they will always probably craft well ahead of what they loot except for occasional lucky finds. If they don't loot at all and go up in level doing other things then for sure they won't be able to craft things better than they can find. I've already said that until something is implemented in the game we aren't going to reveal details. So just like I can say that there is a new workstation and a new quest type I can tell you that there is a number.
  21. I never claimed my group is representative of everyone. I just stated that it appears people play together differently and offered my own feedback that my group at least isn't going to argue with each other and be completely destroyed by the change. What's funny is that you are the one claiming that everyone is going to be as upset as you are so it is actually you assuming that your group is representative of the player base. I do remember all the salt from that change and yet here we are on the other side of that with a game that is way more popular and way more played than ever before (yes even more than A16). This change may generate a huge backlash or it may not. I'm not sure because so far the feedback based only on the description has been mixed but with most of the negative posters saying that they'll be willing to give it a play before making final judgement. Very very few are at the point of "the sky is falling!" I really doubt it will be as big as the A17 change. People have been wanting the crafting recipes separated from the perks for a long time and have been complaining about the hardship of finding the correct parts for crafting and of typically finding a better version of their perked weapon than they can even craft. This system goes a long way towards granting those long-standing community wishes. This is just a guess but I think most people who play this game do enjoy looting and since this makes looting even more rewarding I think it will be seen as a positive. The one big possible downside is how certain team dynamics might be affected but we just don't know yet whether teams will be able to adjust and settle into a new homeostasis with the new system or if the organ will be rejected and the teamwork will die. That's what early access testing will show us. Part of the problem feeding your fear is that people are imagining perking into something and suddenly those are the only magazines they ever find. That is not true. It is a slight boost to the probability. You are going to still find a wide variety of magazines. In fact, I suspect that some people will complain that their supposed boost doesn't seem to be working. @Paiper Zombee amirite? lol I think I demonstrated an ability to see and you are not the player base. There have been some concerns voiced and some posts outright rejecting the idea and angry that a change "we didn't ask for" was made without permission. But there have also been a lot of excited and hopeful posts and measured responses from people willing to give it a try and happy to get an update about A21. So who isn't listening to what's going on with the players who have posted so far. I have acknowledged the critics and the proponents and those inbetween. You seem to only see the negative posts. Wait! Let me guess! ALL of the people who posted something positive are just fanboy sheep who blindly clap at whatever the developers release but you and the people who are against changing anything are the only intelligent far-thinking people in tune with the player base and the pulse of how most people play the game... Relax. We know some people don't want the change and we know some people are worried about how it will affect multiplayer. These things will be considered but the change is going to happen (already happened actually) and the devs want to see the player base try it on for size. I have to believe that of those people who signed on for Early Access for the purpose of witnessing the development of the game, they'd like to try it out too and render their own feedback based on their play of it.
  22. Roland says just keep to the knowledge your character has and don't play the odds vs the probabilities in the code which are supposed to stay behind the curtain. Boidster says take a look at my awesome spreadsheet I found behind that curtain over there!!!
  23. Those tags are indeed meant for new players doing that very first quest. We found that new players had a hard time seeing stones on the ground sometimes and would punch boulders feeling frustrated. They also went right to punching trees like Minecraft skipping over the little woody brush. Finally, unless a nest was right in view they didn’t often know they needed to search for nests on the ground to get feathers. The tags help with all that. I also cancel the first quest. I hate doing the tasks and I like finding the trader on my own. The first time I did it, missing the four skill points was painful but now I don’t miss them at all. It is a MUCH more satisfying way to start, imo.
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