Jump to content

Roland

Moderators
  • Posts

    14,113
  • Joined

  • Last visited

  • Days Won

    393

Posts posted by Roland

  1. 5 hours ago, Boidster said:

    What alpha was that for? Zip it up and send it to me, I'll take a look. If it can be done only with XML I might have a go.

     

    It was mostly xml but as of Alpha 18 (which was the last version it worked for) there was no hook ups in xml for awarding a skillpoint at the end of a timer. You could make skillpoints the reward for doing a quest but not for just surviving to the end of the day.  In Alpha 19, I removed a lot of the fluff things I was adding to the mod and just focused in on the 0xp part but for whatever reason, the coding that allowed the skillpoint to be awarded to the player at the end of each day without any deaths was broken for A19 (and A20).

     

    Sent you an email to your hotmail account with the zipped files. :)

  2. 22 minutes ago, Pernicious said:

     

    Tangent, but your post was what gave me the idea... you know, it would be funny if this forum has a "search by latest Alpha version  feature".

     

    So you know, when they chang the skilling system, we can go back to see what people thought of the old system when it first came out. Get rid of learn by doing? Go back and see the feedback when learn by doing first came out. 

     

    I think it'd be very illustrative. 

     

    There was no one alpha when LBD came out. It was a process of development that evolved over several alphas. For example, in Alpha 11 there were no skills at all. There was only quality of tools and weapons and as you crafted them they increased in quality with a plus or minus 50 modifier to keep things somewhat variable. That was it. Then in Alpha 12 - 16 there were alterations and additions made. In some alphas you got xp for killing zombies and then they removed that and then brought it back. They tried a few iterations of crafting to get better at crafting (spam crafting) all the way to Alpha 15 when they changed it to only working in a workstation so people were babysitting their workstations and then A16 they removed spam crafting for higher quality completely but still had LBD for a number of skills. After all this experimentation from A11 to A16 with various forms and hybrids of LBD they decided to go with the more Fallout-esque system we have now.

     

    A14 was probably the pinnacle of LBD crafting for better quality tools before it started diminishing and A16 the pinnacle of LBD skills before it was dropped but there really isn't one Alpha you can point to and say "This is where they turned LBD on"

     

    To be honest, the chatter back then was much like it is now. People unhappy with whatever the current system was would come and post and those who liked it would defend it. There has never been 100% consensus by the player base of everyone being happy with the system. When Alpha 11 hit and tools and weapons had quality that was dependent upon how many times you crafted that tool it significantly changed the way the game was played by many people. So we had a lot of people who enjoyed the grind of making 100 stone axes and we had a lot of people who hated it but did it anyway. There were even some who tried their best to just keep playing normally (normally being how they played in Alpha 10 and below) and just let their tool and weapon qualities advance slowly over time even though the temptation to rush the progression was definitely something new in the game.

     

  3. 39 minutes ago, Krougal said:

    There's been a lot of complaining lately about it not being geared for MP and they even admit it isn't their priority.

     

    To clarify: greater than 8 players multiplayer is not their priority. 2-8 player multiplayer is very much something they prioritize and think about and develop to and in all of my 4-player games with my family on our private server we've had a great experience. Please be clear that when you just say "MP" you are talking about 30 players or more on the same server. There is more than just that kind of MP and TFP does have MP gameplay prioritized for up to 8 players at once.

  4. I'm going to go ahead and lock this thread. Threads about streamers being appropriately politically correct or woke in their monologues and conversations with audience members is beyond the scope of this forum which is to focus on the game itself. There have already been two separate flame rants in this thread that I have hidden. This is why we don't allow discussion of religion or politics and to that we can add racial or gender issues because they are hot topics that polarize discussions and create toxicity in the forum.

     

    Probably the better place to have these discussions is with the influencers, themselves, in their discords or chats. Here, we want to keep the focus on the game. Thanks to all who attempted to discuss this with measured responses and without name-calling and ranting. 

  5. 6 hours ago, Matt115 said:

     

     

    I decided to quote both because  this will be easier-  from my point of view TFP too much want to make something in cod + dying light style - i mean : player and his weapons perks and buffs are main zombie defens and traps are only "addition " to this. Well i quiet understand - they are spending a lot of time making poi, RWG etc so they want to forcing players to looting insteand cutting 100 tree per day to make spike field. Damn  honestly from my point of view they almost forget about horror and "tower defense" to focusing on looting and pois.

    Damn rly beakers are so hard to find damn idk why because i think it would be quiet common think after zombie outbreake- i can find this at least in 10 shopes in 5 km range.

    And nope- bordelands do legendary guns good. From my point of view "legendary" weapon shoudn't be   T6 but "reskin" with some better stats : legendary hunting rifle - springfield with bigger mags,  legendary smg- uzi , legendary m60 - m249 saw etc. So this woud make legendary weapon worth to looking for- in bordelands legendary guns are so good because they looks and works diffrent, well shiny pokemon in rarer that normal variant and looks diffrent etc 

     

    Damn...

  6. 5 minutes ago, Urban Blackbear said:

    @Roland I can respect that. Especially hearing the bit about Legendary weapons. In that case I would even agree that T5s are good enough. I would not have guessed that was the intent with them since they drop as much as the T5 stuff in the last few Alpha's. Even in the new Alpha I got a T6 Pipe Machinegun fairly early.

     

    My hope is that T6 will drop back down to be the top tier that is craftable and that they will have truly legendary gear that can only be found and that it is truly rare. I have no idea what is going to happen though in this regard since time is clearly running out if they want to get to gold before their 10 year anniversary hits...

     

    If we do get legendary gear I want it to be so rare that people come here to brag about what they found and nobody believes them and when they show a screenshot to prove it everyone accuses them of faking the pic... ;) 

  7. 3 hours ago, Urban Blackbear said:

     

    So you' prefer players to maybe never get a Q6 version of the weapons and armor they're specced into? Sounds absolutely frustrating to me. 

     

    Yeah, I'll double down on my opinion and say, "absolutely". Tier 5 quality with 3 mods and fully perked is going to be plenty to be able to survive with against pretty much anything the game throws at you. And if you say, "but I'm playing Insane Nightmare Horde Night Daily 300% xp and Tier 5 is not enough to survive against that" then I'll just say you picked that setting to be challenged so...be challenged.

     

    Tier 6 is supposed to be placeholder for legendary gear and legendary gear by its very nature is not something you and everyone else on your team are kitted out with completely. It's freaking LEGENDARY. Maybe in your lifetime you come across 3 or 4 pieces of legendary level stuff. If you find a legendary M60 but you perked all the way up shotguns and it bugs you so much then buy the elixyr that lets you respec and change up what you are doing. You played the whole first part of your game with shotguns and now you can play the rest until you feel done with a legendary M60. Sounds fun to me.

     

    I'm not super bothered by it right now since Tier 6 is supposed to be a placeholder and old timers are used to running around all decked out in purple stuff-- but if the devs run out of time and change their minds and decide to just go with what we have right now instead of designing actual legendary tier gear then I absolutely would want them to make Tier 6 a lot more rare than it is even if it means you don't get a legendary version of the weapon you perked up to the top of the tree. And don't worry about my opinion anyway. The devs don't seem to share it since they obviously know how to make things like beakers and crucibles have legendary rarity and they've never applied that to purple gear-- so they must like to see lots of it in the game. ;)

     

    I'm 52. My first console was something that had Breakout and Pong preloaded on it. That's all you could play. There were no cartridges-- probably 1976 or 1977 if I remember correctly.

  8. 22 minutes ago, POCKET951 said:

    I understand that's the way the game will be. But shouldn't it also be possible through nothing but sheer time and determination  that you eventually get almost everything(you want).

     

    I don't think so. But that's just my opinion. There are quite a few boardgames where you have a deck of 20 items or abilities that can be aquired during the game and during setup you shuffle that deck and pick only 5 random cards to be used in that playthrough. The very fact that you absolutely can't get all 20 items in any one single playthrough makes that game more replayable.

     

    If it were up to me, one player would only ever get 3-5 tier 6 quality items in a 100 day playthrough they were so rare. Tier 5 would then be the true highest quality level for most things in the game with only a few special items being tier 6. But that's just my own opinion and I guess an example of at least one person who does like random items and being denied some things due to random factors and then making do without those things. I don't call it a @%$#ty game because I never found a beaker. I call it a game with a different feel from the last one I played.

  9. 14 hours ago, gecko2015 said:

    but A20 just shows their move to more RNG which is a significant blow to us single-player folks.

     

    I would agree completely for anyone who plans to play single player exactly once and then put the game away and move on. But if you like to restart and play through to the point you feel you have succeeded-- and do that multiple times then on one playthrough you'll have to make do without something and on the next you'll have to make do without something else. In one playthrough you'll be strong in one or two attributes and weak to mediocre in the rest and in the next playthrough that can shift if you make different choices.

     

    It's not that the game is meant to be played as a team and single player is screwed. It is that it is meant to be played through multiple times and offer different experiences and challenges with variable weaknesses and strengths each time you play. 

     

    14 hours ago, gecko2015 said:

    In A19, yes you needed an AK schematic, but it's required parts were not RNG based. Now it's:

     

    AK47 -> schematic RNG

    "Oh cool, I can now create an AK47!"

    Nope...you need 10 machine gun parts that can only be found by RNG....

     

    *Maybe I'm mis-remembing the exact version before specific item parts were added. But my point stands.

     

    You are misremembering. It was this way for sure in A19 and I believe it was also true in A18 but I can't remember for sure on that. At some point, Madmole changed things so that T2 and T3 schematics had to be looted or purchased at the trader. That was either A18 or A19. A17 was the change to the parts system we now have I believe or that may have even been A16. At any rate, there was no change in how weapons are crafted and how schematics work for A20. It works the same as it has for the last 1-2 years.

     

    14 hours ago, gecko2015 said:

    Keep in mind, it isn't an issue just because a single item can't be crafted. It's an issue because almost EVERY. THING. in the game requires schematics and/or special parts now. When everything is accounted for, it's frustrating as crap being at mid-level trying to progress and it's like the game is doing everything possible to prevent you from progressing. So then you try to play by the game's own rules of what it wants you to do and you go to traders, do trader quests (and level them up), and loot specific stores. What are you rewarded with? 5 schematics, 4 of which you've already found 10 times before and one of which you didn't need or want.

     

    But this is the required sauce for survival games. Survival games are all about reacting and adapting to the events, bad fortunes, and circumstances the game throws at you. Maybe you want to go do a quest but then on the way a dog pack catches you in the open and while you live, you have a broken arm and an infection with no splint or antibiotics. Do you go for the quest anyway since that is what you wanted to do or do you change your plans to heal your conditions first? Its your choice and you can try it either way.  Same thing with wanting to perk into shotguns but all you find are machine gun schematics. You can choose to stick to shotguns or change your plans and go for machine guns since that is what you can craft. 

     

    I know that some people are not going to like this type of design but that doesn't make it a bad design. What we have is a good design for replayability and survival style gameplay of making do with what you have and adapting to your circumstances and overcoming despite having areas of weakness. It can be improved for sure and the devs are constantly experimenting and fine tuning to find the sweet spot they hope to achieve by time the game goes gold.  

     

    If this type of gameplay is not to your liking and you are playing SP then for goodness sake, set a fair price for yourself to enable the creative menu and purchase what you want. If you desire for the things that you want to play with to be guaranteed and deterministic and you are solo, then that is one of the purposes of the creative menu. Throw away 50,000 dukes and open the creative menu and grab the weapon  you want or the weapon parts you need to craft it if you want to do it that way. Then the game is deterministic and you aren't cheating because you earned it by spending those dukes. Make it as expensive as you need to not have it feel like you are just cheating it in.

  10. Loot tables are being worked on and @schwanz9000 most likely would want to know this feedback. I’ll let him know about this thread in addition to the poke above in this reply. 
     

     

    58 minutes ago, Boidster said:

    It's probably most troublesome with the "Tier 2" loot - especially books & schematics - which are still valuable later in the game.


    It’s probably most troublesome for min/makers and speed runners who are leveling so quickly that they don’t spend enough time in the window of opportunity to be able to find those items before they’ve rocketed past….

     

  11. Some people are always going to accuse others of cheesing horde night. “Cheese” has become simply a trash talk way of saying that you handle horde night in a way that I think is easier and takes less effort than how I handle horde night. 
     

    The devs aren’t designing a la trash talk.  They want the zombies to be able to reliably path through the world and navigate the often complex terrain and they really don’t care how players develop strategies to survive. If they see behavior by zombies they did not intend they fix that. If that fix ends a particular strategy, it was just collateral damage.
     

    There have only been a very few enemy behaviors they have changed because of player strategies and in those cases they were up front about the fact that they didn’t want players to be able to do something they were doing. Zombies digging, zombies swimming, and vulture hordes attacking vehicles during blood moon are the only actual dev design vs player strats situations I can think of that were put in because of how players were playing. 

  12. 3 hours ago, saoron666 said:

    Hey!

    as I mentioned before, my gf is a senior software product owner .. wtv that title is lol

     

    You may not know this but I have about 20 buddies who are senior software programmers, level designers, and play testers for a little old game known as 7 Days to Die. So listen up. 
     

    3 hours ago, saoron666 said:

    it’s like someone made them a code and now he doesn’t work there no more so they just twitching that same code little by little for past 10 years…


    with all due respect to your gf, my buddies told me that the code for land generation was completely overhauled and there is no old code from Alpha 1 that anyone is twitching around with as far as how the world generates and interacts with objects and entities. 
     

    Also my buddies did some complex calculations probably using internal data your gf doesn’t have access to and they came up with 8 years in development rather than 10 years. Weird.

     

    3 hours ago, saoron666 said:

    The QA guy calls A20 stable version lol what a joke maybe they shouldn’t test their product by playing it with god mode on so they never get to ride a bike or use a turret and find it underground >.>


    While your gf was chuckling about the QA guy, I asked my buddies what is meant by the term “stable” within the context of early access and they said that it means it is simply good enough to play without undue fatal crashing occurring on a wide scale basis. As long as game corrupting crashes are marginal so that the majority of players can test and report, the game is considered stable for their purposes. 
     

    Your gf probably doesn’t deal with early access for public testing of her indev software so “stable” might mean to her something completely different.
     

    3 hours ago, saoron666 said:

    she also said, she doesn’t understand why they keep twitching these same old things if they were working good already?! Why not just focus on making and adding new features, new content’s, instead of all this polishing they call it just focus on A21 let’s say with bandits, new areas, mobs, bosses, challenges etc….


    My buddies and your gf probably have different standards of quality that they feel satisfy “good enough”.  My buddies say that if a software company is willing to spend the time and money to polish and improve quality rather than just add more mediocrity in additional forms and models, the customers will appreciate it. We hit 70K + concurrent players this weekend which indicates a record breaking group of customers that are willing to play the current version in the manner it was delivered. 
     

    Maybe your gf has some perspectives relevant to her industry but for the context of this game in Steam early access and still being an alpha product— my buddies really seem to understand what is going on with 7 Days to Die.

  13. 10 hours ago, gecko2015 said:

    I simply don't enjoy the game anymore with the move they've made in A20 to a near complete reliance on RNG.


    I want to say that the change to being able to craft T2 and T3 gear being reliant upon finding a schematic happened in A18 more than two years ago. I’m pretty sure the complaints about being doubly affected by rng thanks to schematics and items like beakers and acid has been around a long long time. The devs are most definitely aware of the complaint so we will see what they choose to do with it. This is not a brand new change with A20 that they might be unaware of the ramifications. 

  14. 6 hours ago, Urban Blackbear said:

    I pretty much just disable horde night and I don't care if that makes me a scrub. I play solo and horde nights just leave me in an endless cycle of rebuild, get trashed, rebuild. Not fun for me.

     

    If it is too many repetitions of the same cycle that you don't like I suggest changing the frequency of horde nights from 7 days to 30 days or maybe a random day somewhere between 20-30 days so that if you typically play 100 days, horde night would be an event that occurs only 3-5 times in your entire playthrough rather than a common cycle that dominates the game. Think about it..

  15. For official fan-made POIs to be included in the game, they would have to be vetted, tested, and approved by our level design team. The members of that team already have a long list of their own designed POIs that they are designing and testing and approving for inclusion. It comes down to time and right now there isn’t time. 
     

    What TFP has done in that area is hired some of the most talented fans who were designing POIs  and made them part of the team. So in that sense A20 does include fan-made official POIs— and so will A20.x updates and A21. 

  16. 1 hour ago, Kosmic Kerman said:

    I'm not sure this is entirely true. It may depend on your base design. In Jonah's stream yesterday (or the day before depending on your time zone), he had a horde base at bedrock and was able to summon multiple screamers by lighting around 14 campfires.  The entire point of his base was to have zombies path to him and so that could be the difference.  Here's a link: https://www.twitch.tv/videos/1246760517?t=03h54m55s

     

    And this is where things get interesting for a developer. ;)

  17. On 12/28/2021 at 12:24 AM, Beelzebubs Ghost said:

    @Any developer - I saw recently on a mod to reduce zombie digging damage and slow them down, a disclaimer stating the reason digging could only be lowered and not removed is because of hard coding.

     

    Can we expect the flexibility of this either being exposed to modders within this alpha, next, or gold as an added option to disable this?

     

    It's another annoying addition that would be good to be able to disable or at least mod out.

     

    "Digging" is not an AI Task that can be excluded or altered, Rather it is an integrated part of the pathing code that determines how zombies get to the player. That's not to say that @faatal couldn't do something to allow the option but it might be more work than they are willing to do if it involves rewriting the pathing code rather than simply editing a few values.

×
×
  • Create New...