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Roland

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Posts posted by Roland

  1. 10 hours ago, Skuriles said:

    For new players it is frustrating.

     

    Are you really still a new player by time you get to doing T5 quests? Seems like you should have the game sorted out pretty well by then. You will have done at least 40 quests by that time and probably a couple of horde nights. In my opinion, the only way a new player could be subjected to a T5 quest is if they are brand new and joining a team that is already at T5 quest level and their "initiation" is to bring him along....

  2. 5 minutes ago, Ripflex said:

    Now, stealth doesn't work as well at a point not worth it even if you adapt and memorize the Spawn triggers and back peddle and hide to shake off the zeds hunting you.  If that's a balanced way of stealth, wouldn't it be a cheaper investment to go heavy armor and heavy guns - walk in room fire a shot and go to a kill zone and kill the Zeds running in a straight line to you - it's faster.


    yeah but…

     

    5 minutes ago, Ripflex said:

    it was simply a different playing method that few players like to play


    Some people make decisions based on what is most efficient and some based on how they like to play. Stealth doesn’t have to compete with the efficiency of a machine gun in clearing POIs. It’s perfectly okay if there is only a small fringe group who plays stealth because they enjoy stealth. 
     

  3. I think the most interesting aspect of this thread is that we have people claiming that sleepers always wake up regardless of your stealth and other people claiming that they can’t complete clear quests easily because sleepers don’t wake up because of their stealth. Pretty crazy…lol

     

    1 hour ago, Laz Man said:

    Although I can appreciate that some players would like to full clear POIs with stealth, they are not designed to be 100% stealthable. 


    In before the first raging demand that stealth should just be entirely removed if this is the official stance. ;)

  4. 6 hours ago, meganoth said:

     

    Ok, if that is the question:

     

    Lots of POIs have cellars without a direct unobstructed path to the outside (for example if you drop down from the ceiling somewhere to get inside, or simply because of unlocked but closed doors. 

     

    Also length of path adds to the pathing cost and there is a maximum length of path that is calculated

     

     

    But wouldn't those basements effectively be empty until the exploring player drew close enough to activate their sleeper volumes? Why would conscious zombies be spawning in basements of nearby POIs while the guy is up in the top of the clock tower? He shouldn't be close enough to trigger a basement sleeper volume and wilderness spawns are on the streets. How are these tunnelers trapped at the basement level spawning?

  5. This Is The Reason Why Dogs Are Fond Of Licking Glass

     

    Me about 5 weeks ago needing @meganoth to help me grok the new farming. It isn't intuitive even if the math works out. But it is properly thought out and it works. It also isn't simple to succeed at in the very early days when you aren't perked up so it is easy to fail and then just assume it was poorly thought out.

     

    One of these days the OP will figure it out and then the insults about intellect will feel super ironic. I didn't get it at first but I was willing to listen and learn and change my mind.

  6. 7 hours ago, pApA^LeGBa said:

    Now where did i say lies or deceit? Don´t put words in my mouth. I just said it´s annoying af. You do realize that people take the informations they got and acutally use it to shut up trolls on the steam forums? Saw that a alredey. Guy got called a liar because he trusted info he got from a moderator.

     

    (Not me though, i wouldn´t care tbh, don´t give a F what the internet thinks of me)

    Apologies. It was JCrook that brought up lies and I confused the two of you. As for winning debates on Steam, it's impossible because trolls don't care about the truth or logic. They just want to burn the world. Also, things sometimes really do change and what was planned at one point becomes obsolete. If that gives trolls ammunition to headshot fanboys well...maybe those fanboys should just report those trolls instead of getting into it with them.

     

    I also apologize for the "Who hurt you" snark. :)

  7. 15 hours ago, Rhaikh said:

    I just want to see recognition that the record breaking player count they’re so proud of includes a lot of players doing something “unsupported”

     

    Thank you for helping with the concurrent player count. We couldn't have reached our 70K record without your contribution. We are so pleased that people take advantage of the modability of the game to play it in all sorts of ways not always supported and we know that if we were to ever force everyone to only play the vanilla version of the game it would not have nearly the longevity it has had continuing to grow year after year. Thanks to all who play the game modded and to all the modders who create 7 Days to Die/alt for so many to enjoy.

     

    12 minutes ago, DiegoLBC1 said:


    "hopefully optimizations will be robust enough for you guys to enjoy largerservers again."

     

    What this says to me is that they will be improving the netcode for sure to benefit their supported mp count and hopefully the improvements will be robust enough that it also benefits the larger server guys.

     

    Basic outcome: Big improvements for 2-8 player games but not much help for 9-50 player games

    Robust outcome: Big improvements for 2-8 player games and 9-50 player games are also able to function well enough for play

    Godly outcome: Big improvements for 2-50 player games such that that becomes the new officially supported mp count.

  8. On 1/9/2022 at 11:32 AM, Rhaikh said:

    So are these customers getting any attention for the next build?

     

    I doubt you will see anything for A20.1 as the new guys are still getting up to speed. It should also be noted that network improvements will be for the <8 customers since that is what is officially supported but hopefully whatever gains they make will also help the >8 customers as well.

     

    On 1/9/2022 at 11:32 AM, Rhaikh said:

     Maybe you should disable max players above 8 to make it clear.

     

    That is not how TFP operates. They are very open to allowing folks to mod the game. Setting things up to play with more than 8 players is basically modding what is default vanilla into something else. Whenever you mod the resulting performance and glitches that may happen are on you. They won't flat out disable anything above 8 just to sneer. They will simply continue to officially state that the game is supported for up to 8 players and allow players to choose how they want to play.

     

    On 1/9/2022 at 11:32 AM, Rhaikh said:

    Or perhaps offer a refund to everyone in this list.

     

    On what grounds? That the game doesn't function well when in an altered state voluntarily jury-rigged by the customer all while it is still in development?

  9. 15 minutes ago, Boidster said:

     

    Hello, welcome to the United States! Since you're new here, allow me to show you the DC Circuit Court docket from, say, late 2020 through today. :D 

    I guess you're right. Plenty would sue.

     

    Plaintiff: Your Honor, TFP promised to add bandits as part of their stretch goals which is what I based my pledge on and bandits haven't been added even though they released their game. I either want my money back or for them to be forced to add bandits

    Judge: What does the plaintiff have to say?

    TFP: We have bandits slated as our first DLC 

    Judge: Case closed!

  10. 53 minutes ago, Matt115 said:

    Well adding a few npc standing around could be solution. But "we will add bandits after relase" coudn't work- because people would sue TFP (USA law is strange so idk if TFP would won or not). 

     

    Nobody would sue. Nobody would win if they tried which is why nobody would sue. TFP stated even in their kickstarter that some features might not be added until after full release. One of those features was originally going to be random world generation. Maybe you did not realize that at one time we had Navezgane, Horde Mode, and Arena Battle and that was it. There was no random world generator and it was slated for development after the game was released. Navezgane was going to be the only map that they shipped the game with (although they entertained the possibility of creating a second map briefly before they chose to go for RWG early)

     

    At some point they shuffled their priorities and RWG landed near the top and bandits as we have seen got punted. They could easily state that during development they determined that the features needed to switch and that bandits became one of those that would be added after full release as a free DLC to replace RWG which they shifted forward. >shrug<

     

    They won't do this. But I am betting "The Story" will be the feature chosen to be added as an after release DLC to take the place of their originally planned after release random world generation DLC.

     

    The point is that they can choose to do any feature after release as long as they follow through and do it-- and even if they don't, the worst they will suffer is bad press and opinion by the gaming community which may or may not impact their next game's sales. So it is better for them to deliver on all goals and I know they are planning to do so. Of course, there will always be debate by those who don't feel that what TFP offers actually fulfills the promise. Any feature that isn't done good enough to satisfy a rando's pie in the sky expectations will be seen by that dude as TFP reneging on their promise.

  11. 9 hours ago, Lunaura said:

     In the end at high levels it doesn't matter anyway as I have nearly 100 crops growing and I still have tons of food for everyone on my server.

     

    See? You answered your own question. In the end you progress and overcome. That's what games like this are all about. You start out and it is a struggle and you are vulnerable but over time and with experience it becomes easy and you are virtually invulnerable. This is how you know when you are about done with that playthrough. You won.

     

    Farming used to be easy and nice from the get go with no need for putting any points into LotL. It was essentially as easy to do on Day 1 as it was on Day 100. Where is the progression in that? Where is the struggle at first to make you appreciate the ease later? Chopping down trees with my chainsaw or steel axe later is EASY and NICE but not so much with my stone axe in the beginning. Why not change things up to make it alwyays EASY and NICE from the beginning. Just give everyone Steel axes and plenty of stamina to handle them from the very beginning? Because it would wreck the feeling of progression. Farming in A19 was out of sync with the rest of the game. Your own description of it being easy and nice at the very beginning confirms it. This game isn't about getting easy and nice for free from the start. The way you describe A20 farming as a struggle and always vulnerable of failure at first but then slowly reaching that end state where you have 100 crops growing and you aren't worried any long seems to be perfectly in line with the rest of the game. It is literally the over-arching theme of the game's design.

     

    9 hours ago, Lunaura said:

    HOWEVER, even though I now have lots of food, it takes an absolutely stupid amount of time to harvest and replant. This is going to burn people out quicker. I mean to be honest I am sick of being the farming person

     

    Yeah, it's probably time to change having one "farming person" in the group. That ship has sailed. You know what else I don't do solo when I play with my group? Quests. We do them together. We also get together to mine and we get together to fight the blood moon horde. The game doesn't force us to do it but we just choose to do things together. Why not farming? Do it cooperatively so that no one feels like they are stuck doing the boring role. 

     

    Come to think of it, the one task that the game forces you to do on your own is shop with the trader and take jobs from the trader. But we even do those things as a team through our conversations. We ask each other which reward we should take in case someone really wants one of the things being offered, we announce what we are going to sell just in case someone wants it instead, we ask about which quests everyone wants to do before selecting one. Even those parts of the game that are designed to be individually done can still be done as a team. Farming can be too.

     

    10 hours ago, Lunaura said:

    People play your game because it's fun, not because you squeeze more time out of them with crap like this. 

     

    I think people play our game because they enjoy the journey of going from weak to strong. When you are used to starting out strong in an area and then it gets changed to allow you the opportunity to grow into your strength, that can be a tough change to swallow but people starting in A20 aren't going to have feelings of how easy it used to be compared to now. They are just going to get another enjoyable journey if their sense of fun comes from making that journey. Not everyone's does as you demonstrate. But that doesn't mean everyone thinks that having it hard in the beginning and then developing into being able to do things easily is crap. It's fun and rewarding.

  12. 3 hours ago, pApA^LeGBa said:

    It´s the same with bandits and zombie AI. For a long time we were told the zombies behave way too intelligent because the devs use them as test objects for the bandit AI. Now it turned out that wasn´t the case at all.


    Thats because once faatal started looking at it in preparation to actually begin he decided he didn’t want the bandits to just be smarter zombies. He wanted them to have their own AI tasks and pathing. 
     

    What does it matter when they have dumbed down the zombies from what they started in A17 anyway?  They still had to start from a position of perfect knowledge whether their pathing was going to end up being the bandit pathing or not. 
     

    3 hours ago, pApA^LeGBa said:

    Same with the slider for spawn rate. Got told it was removed for balancing issues and that it will return after that it´s done. Now it´s a "maybe it will return".


    Conditions change. The game had a completely different performance footprint back then. Both statements are true because they were not made within days of each other. Personally, I think the slider will still come back. 
     

    Who hurt you so badly that you see everything as lies and deceit? Sometimes things change. 

  13. 3 hours ago, Viktoriusiii said:

    Define "character".

     

    An entity in the game that could be played by a real person but is played by the computer. Could my character controlled by me stand behind that counter and sell stuff from my inventory to people who came in and tell them to go clear a particular POI and then come back for a reward? Yes I could. As a player character I could do what the traders do. The traders even have different personalities. They are not just blackboards indistinguishable from each other. Your litmus test for what constitutes an NPC is way higher than anything I've ever seen.

     

    It's great to have high standards and I'm not arguing this to try and convince TFP to not strive for excellence and just go with what we have now. But you are just way off on what qualifies as an NPC. The traders definitely do AND I hope TFP doesn't leave it at that and does more. I hope we have Noah and The Duke and that at least a few of the bandits might be lieutenant rank and have some personality and interactivity besides simply attack and kill.

     

    Honestly, the zombies themselves are NPCs when it comes right to it. In fact, one of the stretch goals was that players would be able to play as zombies. So if zombies are going to be player controlled characters then that makes the computer controlled ones NPCs.

     

    I get you don't want TFP to define NPCs so loosely but that doesn't mean you have to morph the definition of an NPC past all recognition. I think your personal definitions of "NPC" and "content" are unrealistic enough to lead you to disappointment again and again-- and not just with this game.

     

    You can call the traders bulletin boards but the fact is that they weren't implemented as bulletin boards. They were implemented as characters. You are correct that their functions are pretty limited and I agree with you completely that TFP should reach as high as they are able. I'd like to see better NPCs for sure.

     

    7 minutes ago, Darklegend222 said:

    It's gotten to a point where the moderators have simply taken to nearly copy-pasting the same paragraph

     

    I'll have you know I have completely and lovingly re-written them every single time!

  14. 1 minute ago, Laz Man said:

     

    Would be great if the traders at least wandered around their POIs.

     

    If I ever get the chance, I would love to make a trader POI of any of the existing traders.  That way it might be more believable when you but into another Jen but in a different POI....😄

     

    Hey Laz! Why are you peeking through the window of that POI over there?!?!

  15. 16 minutes ago, Viktoriusiii said:

    https://en.wikipedia.org/wiki/Non-player_character

     

    They do not have dialogue. They do not move. They do not enhance the world, because they do not live in it. They have no character except a few witty, always repeating lines. Oh and also boobies :3
    I am sorry, but even if they are very much three dimensional, they are still as flat as a blackboard :'D

     

    I would love for more interactive NPCs and I would be just as disappointed as you if TFP points at the traders and says, "NPCS: Check"

     

    However.... you opened the door with your link and this is quoting from the top definition from your link:

     

    Quote

    A non-player character (NPC) is any character in a game that is not controlled by a player.[1] The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of the player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence.

     

    Traders:

     

    Characters: Check

    Not controlled by players: Check

    Controlled by the computer: Check

    Predetermined set of behaviors: Check

    Use impacts gameplay: Check

    Not the product of true AI: Check

     

    Let's just hope the devs don't find your link, Vik, because if they do then they probably will go "NPCS: check!"

     

  16. Just play the game in front of you and interact with the zombies you come across. There is zero confusion about that. You understanding why Football Player was removed while Biker Dude was kept isn't going to change the game you are playing. Nobody wanted to update the Football Player because he wasn't deemed important enough due to his limited uses, therefore he was removed. If Madmole said he was removed because he had limited uses and I say he was removed because they didn't want to update him and you are confused by that, you can still log into a game of 7 Days to Die and play.

    23 minutes ago, pApA^LeGBa said:

    @Roland It´s confusing af. And it´s not the first topic where this happens.

     

  17. 3 hours ago, bloodmoth13 said:

    Dropping the spear at your feet isn't doing anyone any favors

     

    I disagree. It never gets old when you see one of your mates step forward to take down that zombie and you see the spear drop at their feet. Hilarious!

     

    But yeah, it could be improved.

  18. 4 hours ago, JCrook1028 said:

    Or if that's the real reason then the Devs shouldn't have lied with the line about removing them because they only fit certain locations. Having a totally different answer from a Mod and the Devs means someone hasn't a clue what they're talking about and so shouldn't be answering the question.

    Or its both and the reason they didn't want to update the ones that they didn't is because they felt they weren't worth doing since they had limited use. Nobody is lying. I'm telling you the overall reason the zombies that got cut were cut-- because they weren't updated and they look bad next to the new ones. Madmole was telling you the reason they chose not to update certain models.

     

    Now, if they later decide that they want the Football dude after all they will update him and he will be back. 

     

    You guys put way too much importance in statements made off the cuff by the devs as some sort of Law carved on the back of the Ten Commandments.

     

    The devs decided they wanted to update the zombies. They didn't want to update all of them because it was too much work to do so. So they prioritized the ones they wanted to do by how useful they perceived them to be. There are no conspiracy theories here.

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