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Roland

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Posts posted by Roland

  1. 1 hour ago, overgoat said:

    I have been using three 1/4 columns around the corners of my horde base tower.  It allowed me to build wider at the top, while still having a somewhat sleeker design.  The lower health is making me rethink that design now.

     

    Maybe it wouldn't be as painful if the health reduction was halved?  75% health for 1/2 blocks and 50% for 1/4th blocks?  It does make sense for them to be weaker, but with the same upgrade costs it does encourage blockier, less interesting builds.  

     

    So those 1/4 columns are in addition to the block corners right? So an extra layer of a bit of HP.

    Would the zombies even go for that or would they bash at a different section of your wall that wasn't a block and a quarter in width?

    2 hours ago, Eighmy_Lupin said:

    This just seems like the classic Madmole response to finding out some players play differently than him "How dare they! I'll show them by either completely removing the feature or nerfing so bad no one will want to use it!".  I mean literally every bad decision in this Alpha seems to be based on this silly logic.

     

    haha...except that Madmole loves to build using all the new shapes so you are totally off that he wouldn't want people building with them for the reason that he doesn't like playing that way himself.

  2. On 12/13/2021 at 5:21 AM, just.dont said:

    1) Biome loot modifiers. They are so incredibly gamey that after just one try my immediate knee-jerk reaction was to mod them out to nearly nothing (compared to vanilla values). As it stands, instead of giving the incentive to move to harder biomes, they are way too good - and instead they provide all the incentives to "cheese" yourself into obtaining better loot as soon as it's humanly possible. Plus, binding biome loot modifier to the player (instead of POIs, for example) is especially appalling, as it allows much more abuses - for example, killing the bloodmoon horde at the edge of the wasteland to get much better content in their loot bags.

     

    TFP always introduce new features in a big noticeable way and then they make adjustments. I agree that the lootstage bonuses need to be balanced more. I've also mentioned to them that weather survival doesn't begin until Day 2 6am so people have a full free day of running around in snow and desert and wasteland avoiding enemies and opening containers naked as a jaybird with zero consequences. Hopefully they will fix that as well. Extreme weather in general needs to be a lot more punishing if you don't have the proper clothing. But yeah, the bonuses for loot are way too good like TFP was afraid people wouldn't notice them so they made them huge.

     

    On 12/13/2021 at 5:21 AM, just.dont said:

    2) Further reduction in spawns. Come on, guys, this is going long enough to turn the game squarely into a "28 days later" game (even though default settings do not reflect that) - as it stands right now, spawn rate looks like it was tailored specifically to make Insane/Nightmare/Feral Sense starts doable. Well, what the hell everyone else is supposed to do? "Enjoy" whacking one, rarely two zombies at once in a pretty long while when outside of POIs? Trying to play with "always run" (not "sprint") zombies and feral sense reminded me of A12 or A13 at the release - where we had a single zombie constantly spawning somewhat close and homing onto you constantly (so you had to whack exactly one enemy every X seconds, like a clockwork). "Walk" speed zombies might as well not exist with the current spawn rate.

     

    There were no reductions. There were in fact targeted increases. They aren't going to touch these settings until they have all the entities that they are going to have populating the world. It would just cause a lot of anger for them to up the zombie counts and then have to pull them back once NPCs and bandits are added. Better for them to wait until everything is in and then they can adjust densities having the whole picture in front of them. I have the amounts increased in my game and am happy with the population of zombies around.

     

    On 12/13/2021 at 5:21 AM, just.dont said:

    3) It seems that current design ideas for the sleeper zombies is clashing really badly with other systems. I'm basing it on the fact that POIs gravitate heavily towards "trap rooms" and zombie activations that might as well be "let's just spawn zombies out of thin air". It looks like the concept of taking sleepers down one by one with stealth isn't getting any warm feelings from TFP, so sleepers now mainly activate in ways that make stealth pointless. I'm not the one for stealth builds in a zombie game - but I'm the one for keeping suspension of disbelief in check, and currently the amount of zombies coming from places where you generally wouldn't expect a humanoid being to be is getting ridiculous. Can we keep the amount of zombies in vents / suspended ceiling panes / closets / etc at least proportional to amount of zombies outside of such obviously handcrafted traps?

     

    There were some bugs with stealth--a couple of which were just fixed in today's patch

    and they will be working on it more for sure as time goes on. Trap rooms and attack volumes and zombies popping out of hiding places are not going to go away though. I brought up the stealth concerns and the lead level design guy said, "attack volumes are not going away. We plan to keep using them--especially in and around loot rooms and in areas we feel that it will challenge the players." Probably best to resign yourself to the idea that in this universe people turned while up in the rafters. The current POI/Dungeon level design is something they are very keen on and unlikely to change.

     

    On 12/13/2021 at 5:21 AM, just.dont said:

    4) Zombie loot bags have rather great content right now - great, except that it seems their spawn rate was adjusted to be "fine" with Pine Forest default zombie spawn rates. Move into a more dangerous area, and bags suddenly become way too common for their amount of loot, do a bloodmoon - and the problem gets ridiculous, you're spending stimulants and grenades to actually *obtain* vast amounts of ammo from bloodmoon! Do that in a wasteland, as per #1 point, and you might actually get back more grenades than you spent as well.

     

    I'm almost certain they will dial these back at some point.

     

    On 12/13/2021 at 5:21 AM, just.dont said:

    1) Bloodmoon. For quite a while, TFP seems to find time and spend some effort to make certain static defense setups completely useless. Yet, ever since we got our current buff system, nobody at TFP pays attention to the fact that now you can *outrun* nightmare-speed zombies very reliably with a few buffs, and thus all you need for bloodmoon defense is a bunch of stimulants and enough explosives (and a decent gun, but that's secondary). I'm not sure why static defenses get all the TFP attention (even though many of them require considerable effort to build) while the issue of being able to defend a bloodmoon with just a couple of items and a lot of running in an empty field gets *no* attention.

     

    If it takes a few buffs to outrun them then its probably where they intend it to be. As long as you can't outrun them unbuffed I don't see the problem. All the four legged animals should be faster than the player and should only not catch them if they have a territorial behavior that turns them back if the player gets away from their territory. Zombies on nightmare speed should be faster than the player unbuffed. However, the purpose of buffs is to overcome a disadvantage. Why have those buffs if they don't temporarily boost the player's speed faster than the enemies? People should be able to choose to play in an open field buffing themselves for speed or to build a base with defenses and do it that way.

     

    On 12/13/2021 at 5:21 AM, just.dont said:

    2) Biomes. Current iteration is going long enough to be alarmed by it. For the current (ridiculously simple and extremely unbelievable) biome map - a lot of stuff currently hangs on biome type you're currently standing, and I'm very much not liking this. No, stepping 1m into the desert for a few minutes shouldn't immediately spawn a bunch of vultures all around and shouldn't get me a heatstroke. No, deserts shouldn't be bordering snow areas. No, stepping into the wasteland shouldn't make it like it's raining zombie bears immediately. This is both ridiculously-looking and prone to lots of abuses, especially with the loot stage modifiers we have right now.

     

    Biome transitioning will be polish work. Its no wonder they haven't worked lately on the trasnsitions in biomes when they are still finalizing the biomes themselves. Weather still needs fixing and finalizing. I know for a fact that they don't want the transitions between biomes to be jarring but there are also limitations. They've experimented a lot with blending the borders and in every case it hurt performance beyond acceptable limits. I'm pretty sure you will have to come to terms with and cope with desert next to snow as I doubt they are even planning to keep those biomes apart from each other on purpose. (Snow next to desert actually does exist in Arizona, btw)

     

    On 12/13/2021 at 5:21 AM, just.dont said:

    3) Zombies still just pop into existence around you up until you kill enough to "drain" current chunk. I even remember the time (quite a long ago already) when it was first introduced, replacing zombies that clearly wander into you from somewhere much further away, and for all the outcry it was called "temporary". A couple of years later it's still there, there's still no concept of gradually clearing zombies, no wandering hordes (they're "popping in" hordes now), and no improvements over that very ground-level "let's spawn them around the player(s) constantly!" concept.

     

    So you never have to fight more than 1 zombie at a time but they're popping in around you constantly? I think there is a bit of a contradiction there...haha.  I only notice zombies popping in when I am driving fast in a vehicle. On foot I haven't experienced it in a long time. Oh I know they are spawning in within about 30-40 blocks around me but I don't see them materializing right before my eyes when I am moving at foot speed. I don't remember the game ever having persistent hordes or wilderness spawns that just moved around the map and came from far away. Back when we had the minimap and radar you could see their blips popping into exisistence and then moving towards you. I remember some discussion about persistently wandering zombies and hordes and ideas about how the game could track them cheaply but that was never implemented. So I think your memory of having that in the game but then losing it for popping in zombies with a dev claim that it was just temporary is not quite right.  The game has always had wilderness spawners for zombies and most likely always will. Maybe in their next game they'll implement roaming persistent enemies that are tracked and actually move around and come for us from far far away. I doubt that will ever be this game.  In fact, the big feature they are looking at is a random event manager that-- you guessed it--- will spawn in encounter scenarios randomly in our projected path. 

     

    On 12/13/2021 at 5:21 AM, just.dont said:

    4) Loot abundance modifier. It never worked too well, but with the introduction of loot stage I think it works even worse. Setting anything below 100% causes you to encounter a ridiculous amount of empty containers early, especially those "piles of X" (food/medicine/ammo/etc) that are removed when looted; but a little bit later it "fixes itself" - does loot abundance modifier apply to loot stage and cause it to be set very low early?

     

    I think their fix was the addition of the 33% modifier. Isn't that one the best one to pick? I remember a discussion in the dev chat about how 25% loot was pretty garbage because of how the game rounded it down so many containers ended up with nothing and so they added the 33%. But maybe that is no good either? I don't play with those settings, myself, but I agree that if they keep those settings on the options menu they better make sure they work okay when they polish this up for release.

  3. The overall costs of upgrading seem so much cheaper to me now that its hard for me to feel any outrage over this. Especially if it is smaller specialty shapes and not the regular shapes you would use for the direct defenses vs zombies pounding. To me everything still costs the same that they did yesterday so no big deal. I guess if I end up using something as a defensive structure and it gets ripped apart in no time I'll be screwed because I can't really see myself checking every block for HP. 

     

    I just wonder how big an impact this will have in actual practice on horde nights or is it just the principle of the thing that offends?

  4. 19 minutes ago, Mechanimal said:

    So if someone can manage to defend this, please try, lol

     

    I'm a pretty basic builder. I don't even know how I would use most of the new shapes for aesthetically pleasing results. I guess a good example could really help me. Can you describe one of the shapes that has been reduced in HP and exactly how that would compromise the security of your base? Are these smaller blocks the ones that are typically even going to be within reach of the horde? For example, some of the archway pieces probably won't ever get hit if you use them would they? What's the usecase for these pieces in zombie defense where their hp actually comes into play?

     

    I mean if MechanicalLens is saying goodbye until this is fixed these must be pretty integral defensive blocks and maybe I need to learn about them better.

     

    4 hours ago, retrogamingdev said:

     

    Why can't anyone of the mods answer this seriously?

     

    I have the same question.

  5. On 12/12/2021 at 4:56 PM, RyanX said:

    I know that they don't care about multiplayer (even though they have resources in game specifically for it) but it was generally serviceable with mods and such.  I, along with many others, will only play on multiplayer servers.  And the old "there aren't enough people who want to play multiplayer" argument needs to go away.  The only reason there aren't more people playing it is because the performance is bad.  I guarantee this game would take leaps and bounds if TFP would support it.  A20 has to be the most unstable release for multiplayer that I've been a part of.  The performance is absolutely terrible and unplayable with any kind of population on the server.

     

    TFP ofc can do what they want and I don't fault them for not supporting it because they can do whatever the hell they want.  Missed opportunity.

     

    It would be amazing with just a little attention to making the servers able to handle the population, let modders do the rest.

     

    28 minutes ago, RyanX said:

     

     

    Umm...no.

     

    I'm talking about cooperative PvE actually.  My wife and I play these almost exclusively.  I stopped going to the PvP servers long ago because the performance is bad and there are too many glitches and dupes to make it fair.

     

    Well you got me then with your original post because it did not seem like you were talking about PVE with you and your wife at all. Sorry. I don't think I was the only one though and looking at your OP here it seems weird that if it is you and your wife surviving together in PVE then why say that "there aren't enough people who want to play multiplayer" is some kind of old argument around here against PVE play? I've never once heard anyone speak out against TFP spending time on PVE due to there not being enough people who want to play it. Historically people argued against TFP spending time on PvP at the expense of the PVE and solo games quite a bit until it seemed that all the PVP gamers gave up-- which is why I thought you were arguing for PvP since there are fewer PvPers that frequent the forums these days making their demands to have 7 Days be more Rust-like.

     

    Also your line about performance being bad is weird since for PVE play the 8 max supported player count is perfect for a team of friends who want to survive together. You and your wife are just two. Myself, my mom, and my brother play together and performance is pretty great for us. I can't imagine it being worse for the two of you. Maybe you are playing with the max 8 players with some friends and at that max number it gets pretty bad? Honestly, though the way you worded things totally sounded like you were wanting 50 players supported on a server-- which would be utterly ridiculous for PVE play. 

     

    See you say "population" and that makes me think you're talking about more than 8 players and certainly more than you and your wife. I mean this is experimental and not stable yet so even the idea that this build represents TFP's commitment to multiplayer because you're having bad performance like what we have now was supposed to be the final offering is a little off.

     

    At any rate, sorry for assuming you meant large servers of 30 players going at it like Fortnight. The devs aren't going to support that but hopefully over the next few updates the game will stabilize for 8 players and less for PVE multiplayer. But I do have to say that the three of us playing PvE are having a pretty stable experience for the most part.

  6. 15 minutes ago, Boidster said:

    This is not true. I playtested the Cafe area of the bookstore POI - which is an "active" area - and naked, level 1 me was able to sneak right up to sleeping zombies. In daytime.

     

    You seem to have taken a position that is unassailable by evidence.

     

    I think the main problem is that we don't have definitions for passive, active, and aggressive in the context of these volumes. People are making assumptions about what they might mean and those assumptions seem to be coming from the  "Worst Case Scenarios" part of their brains.

     

    I think it would take @faatal to tell us what a passive, active, or aggressive volume expressly is in terms of zombie AI.

     

    2 hours ago, Viktoriusiii said:

    for example I just recently learned that cannot is a word and is actually used far more often than can not

     

    Can not is how we ferret out non-native ESL speakers. Your discovery is going to put you under the radar for sure! ;)

     

    However, much like LOTL 2, using "cannot" is just a stepping stone to using "can't". I suggest skipping "cannot" altogether.

  7. 1 hour ago, Ianua said:

    Confused by the OP post. If TFP didn't intend MP why in the frack do I have to disable the anticheat software? I mean having and anticheat software is specifically for multiplayer, not much point in having it otherwise.

     

    OP uses the general abbreviation for multiplayer but what they really are talking about is Battle Royale.

     

    Our game definitely has a focus on multiplayer and so we do use EAC but the multiplayer we are mainly interested in for this game is cooperative PVE. The good news is that there are many options out there for Battle Royale gameplay and this game fills its own multiplayer niche extremely well. 

  8. 1 hour ago, Kr4wn said:

    On our end? All my friends experience the same problems even with top notch hardware. When I'm hosting locally on my computer, all six folks can play smoothley. How is it possible, that a dedicated server can't handle even three? How's that supposed to be on our end then?

     

    Because there are 100s of dedicated servers using the same exact game and not having your problem. You even admit that your friends can connect to your local server on your machine while you host and you and they get better performance. So the game is working with other servers and even peer to peer. But it isn't working with your dedicated server for some reason.

     

    Maybe visit the support forum and post up the specs of the machine running your dedi and your settings and see if someone can help you troubleshoot.

  9. 54 minutes ago, Boidster said:

      

     

    I was able to sneak up to that same rooftop zombie with 3 levels in From The Shadows. Sneak level standing still was 4 (naked), when moving it would go as high as 12. Interestingly - and sure to create a lively discussion - after I was successfully in the volume I was able to hold and place torches without waking him up. My stealth value went up to 20 while moving in this situation.

     

     

    Interesting. So much of stealth appears to be simply about crossing borders.

  10. Well Boidster was maxed in perks so his stealth score was a 1 which is the lowest possible. We need to see at what threshold the attack volume triggers. If it’s 2 then it is pretty much as you say— basically guaranteed. But if 6 or 8 then at least for indoor areas, covering windows and breaking lights might be enough.  Sneaking onto a roof top with no cover in broad daylight probably should be pretty automatic. 

  11. 7 minutes ago, AtomicUs5000 said:

    Instead of having something that wakes up all zombies no matter what, they could still amp up the pressure by having it where a zombie can wake up other zombies. This way you feel this absolute need to take one out quietly before it makes enough noise to wake up others. This is what I feel the core of stealth should be all about in this game.

     

    You haven't caught up in the thread yet but that is exactly the change in A20. If you hit one zombie there is a chance for others in the volume to wake up. Also the game runs a stealth check when you cross into a volume against each individual zombie to see if they wake. The difference seems to be that in A20 light matters a lot more than it did previously. 

     

    I do like your ideas about being able to cut power to a POI and make it dark to enhance the stealth perks.

  12. 2 minutes ago, Boidster said:

    Absolutely could still be a failed check, and that the check is simply much harder for "Attack" volumes. Someone would need to test with max sneak perk to get evidence. It's ridiculously easy to load a POI and playtest it; I encourage others to try it out and report back.

     

    @faatal seemed to be saying that if you have light shining on you at all it is an auto fail for your stealth check. It would be interesting to test some of those attack volumes at night provided there are no interior lights on and see if it makes a difference. If you can get your stealth level down to a 2 or 3 and move across that line and they wake up and come straight at you and kill you then that might be sus.

  13. I asked Shawn about it and he said that if you report any bugs regarding stealth you need to be sure to pay attention to and include your stealth level. If you have any light on you then you will be seen. If your stealth level is 2, then a zombie won't be able to detect you unless it is within 2 blocks of you. If you have light on you and your number increases then you will fail  your stealth check. Many POI's have light sources to be aware of.

     

    If there is a POI that you suspect is auto aggro no matter what and there is no actual stealth check going on then share the seed, location, and POI name and describe where it was in the POI to make sure it can be reproduced.

     

    It is a new feature and so we are in that ambiguous time where devs are suspicious of players making mistakes and players are suspicious of devs of not having coded it right and the only way to prove are examples that can be reproduced. Devs are also getting reports of people who are experiencing super stealthiness and zombies can't seem to see them from a few meters away so there are mixed signals coming in.

     

    Shawn assured me that the stealth check is in and that it does scale with perks. The level design guys also chimed in and said that attack volumes are simply a reality. They use them for effect and especially for loot rooms to ensure that loot is well guarded and they don't plan to stop...lol. 

     

    So we have all these stake holders who have a different view on attack volumes.

  14. There was a team meeting where Joel brought up the auto aggro rooms and said that he didn't think it was fair for zombies to just wake up without any chance at all for them to possibly stay asleep. After discussion it was decided that instead of auto aggro the game would do a skill check vs the player's stealth and only if that failed would the zombies wake up. A ticket for that was made and I assume since it was talked about on the forum that the change had gone in. 

     

    Perhaps it didn't since Boidster is showing attack volumes existing in current POI's. It is definitely planned though and I think supposed to be in.

     

    Like I said, I've noticed in my gameplay that zombies that wake up when I enter don't always auto target me. They just wake up and start walking towards the noise or whatever. Sometimes they just go to a wall and start beating on it. Only when they can clearly see me have they actually moved to attack immediately. So it isn't always a case of losing stealth when sleepers aggro. Sometimes you still maintain stealth in that they woke up but are still unaware of you.

     

    At any rate, if a room is waking up and attacking like clockwork every time and simply by crossing the border and no matter how many levels in stealth perks you have seems to make any difference then I call that a bug. It is not behaving as intended. 

     

    As an aside, I am perfectly happy with auto attack rooms as I've stated many times. I was okay with the proposed change because I knew that attack experiences would still happen at times but they would be more random rather than always on at the same locations and be rarer for those who perked into stealth as they should be. I don't want sleepers to always stay asleep and have that be the only dimension of stealth gameplay so even if fully perked there should still be a rare chance that a sleeper could awaken as I draw near even if I made no mistakes. 

  15. 14 minutes ago, Viktoriusiii said:

    It feels VERY much arbitrary.

     

    I think you mean not arbitrary.

     

    At any rate, no need to argue. I just summarized the expected behavior based on the changes of A20. If you can show a video of it happening so consistently that it can't be believed to be a failed skill check and must be scripted event then post that in the bug forum because the intended result is that every sleeper volume should involve a stealth skill check vs each zombie individually in the room. There are not supposed to be any scripted auto aggro volumes any longer.  Could be the auto-aggro flags were not removed by mistake so we are getting those AND failing some checks as well so it seems like a much greater occurrence over A19. But the QA guys are going to need to know what to try and reproduce so a ticket can be made for the programmers.

  16. 2 hours ago, Syrex said:

    Dislike: 1) the Over use of invisible triggered zombie wakeup.. kinda negates all my agility point spending - i like to play stealth.

     

    Stealth has been changed for A20 and will require some adaptation. There are no longer any auto trigger zombie wakeup areas. When you enter a volume there is going to be a check vs your stealth for each zombie to see if it wakes up. If you fail the check one or more zombie will wake up. If those zombies are in a position to see you then they will attack but if they don't see you then you can still enjoy stealth gameplay that you spent your points on. A zombie that wakes up doesn't automatically negate your stealth. It all depends on how you react.

     

    We do need feedback on the system but you should know that the system is not automatic guaranteed aggro as soon as you pass an invisible line like some areas were in A19. Maybe you could give us a seed and the location of the POI where it seemed the zombies aggroed automatically.

  17. 24 minutes ago, MechanicalLens said:

    I've come across a POI in the city in RWG that is completely empty of zombies, loot, rubble... Every room is prime for living in. Is this an unfinished POI that somehow slipped through the cracks?

     

    It was stated that the level design team will continue to updated and add POI's throughout all the 20.x updates as needed. These are known.

  18. 11 hours ago, Scyris said:

    Few things I feel need changing from experimental: Stealth perks at this point might as well be removed with almost every single room in a poi basically being a ambush with zombies in closets, cielings coming out/dropping down, they aggro no matter how quiet you are, completly negating anything spent in stealth, its stupid, as stealth already takes the longest to clear poi's, its bad enough how every damn zombie is always hiding behind a object so you can never get a clear shot, its just stupid that the poi's are like this now, if you plan to stay like this you might as well just remove the stealth perks so people stop wasting points in perks that don't even do anything useful anymore due to the poi design.

     

    There are no auto aggro rooms any longer in the same way that we had them in A19. The game now rolls a check against your stealth to see if you pass or fail your stealth check for each zombie and not just against the volume in general. Just because a zombie falls out of the ceiling rafters or out of a closet does not mean they initially know where you are. Just yesterday a zombie fell out of the ceiling while I was crouch walking into the room. It stood up after ragdolling and walked right past me. It was aggroed from falling but unaware of me because I didn't fail my stealth. I shot it in the head with an arrow and got my stealth bonus. 

     

    That said, there could be a bug with the check as it is brand new but it is not the intention that every room will wake up and target you immediately. I've been sneaking through POI's and not every sleeper is waking up and that is me being unperked into stealth at all. The intention is that as you progress in stealth you will successfully pass the stealth check more often and zombies will more often be unaware of you. 

     

    We no longer have the eyeball that opens or closes to tell us if we are being noticed and targeted by a zombie so it is pretty scary to just crouch silently and have faith that the zombie is just wandering in our direction randomly and not coming to get us.

  19. 2 hours ago, Kosmic Kerman said:

    One thing I've noticed is that weapon parts drop much less or in lower quantity in A20.  This seems to make weapon crafting somewhat pointless. I'm on Day 18 and just found the pump shotgun schematic. I was going to craft it but only had 1 shotgun part. I then turn in my next trader reward and got a Green pump shotgun.  I'm not sure what the value add of crafting is here.  There's no point crafting a blue pump shotgun when by the time I have enough parts I will probably have looted a purple one and I should clearly be saving my shotgun parts to craft a combat shotgun.  The lack of parts also devalues getting schematics. 

     

     


    Agreed. I hope @madmole does as well. It would be interesting if the traders only dealt in parts. Sounds like a cool mod if TFP doesn’t like it for vanilla. 

  20. 58 minutes ago, Matt115 said:

    Btw: Roland well are random dogs hords events?

     

    Not random events. Wandering hordes are scheduled events. In the future, wandering hordes will most likely be handled by the event manager as well as other types of events as well. Possible scenarios:

     

    A group of bandits holding an NPC at gunpoint

    An infestation of screamers within a POI

    A group of bandits battling a horde of zombies

    A pack of dogs attacking an NPC

    A wandering horde like we have now

    A wandering trader

     

    There are all sorts of events that could be created by what we now call twitch integration and players would be free to interact with them or not. Save the NPC or kill him along with all the bandits. These things will be placed in our paths.

     

    That's the stated plan at least. Hopefully it will come to fruition.

  21. 14 minutes ago, saoron666 said:

     

    Wow! now that is a man that has visions! man i couldn't say it better.. shakespearean! thats exactly what i want to make as a point but everytime they turn it down by saying "STOP PLAYING" WTH...its like they telling me if you not happy stop playing , instead of giving ppl what they asking for..isnt  this forum made for this? so we make the game better and isnt it made for current players so they give their remarks and 2cents... i dont see a new player coming in the forum before playing the game ...but in this forum its if you dont like it dont play it lmao

     

    I see you don't want to understand. I get it. The reality is not what you want to hear. Its human nature to want to cling to fantasized assumptions than to acknowledge harsh reality.

     

    The answer is not that TFP won't ever give options and add features to make the game tougher and fresh and alive again to those of us with 1000+ hours of playing, it is simply that now is not the time because the base default normal game for first-time players is still developing. The type of update you want goes beyond the scope of the basic game. That is just the reality of it. It doesn't matter that it has been 8 years and you've been playing for 100s of hours. It was your choice to start playing the game early. 

     

    Do you know what game you aren't getting bored of or thinking that it has gotten too easy? Starfield. You know why? Because they didn't allow early access so all the updates they've done over the past several years were not playable by you. You aren't really aware that the devs of that game are probably not going to add a whole bunch of features designed for 1000+ hour veterans of their game. They are just polishing it up and finishing up the core and basic features needed to release their game. If you could have been playing Starfield for the last several years you would probably be really bored with its current state and disappointed that the devs weren't adding expansion DLC type stuff.

     

    But you didn't and so when Starfield comes out and you play it for the first time you will accept it for what it is and look forward to the future updates that will add content and features and options designed for existing owners of the game.

     

    Its been a fantastic ride witnessing the development of this game but it does come with a price. When the finalized version of it releases, it isn't going to feel super fresh to those of us who have been playing all along. But hopefully we will get a few expansions that give us exactly what you are wanting.

    6 minutes ago, bachgaman said:

    Yes, they do say things like that, but the bitter truth is that even if they didn't say it, you still wouldn't get what you want. Perhaps, if everyone complained with you in one voice, as they are now whining about a new very difficult farming, then someday you would have received a reaction, but this is not the forum. Here you will be showered with @%$# for saying that the bows are terrible, and then madmole will write the same thing and they will rejoice and put a monument to him for it. Any outside opinion is condemned, even if it is impossible to argue with its thesis. Sad, but true.

     

    I'm glad you have found kindred spirits in each other.

     

    What I hear most people saying to you bach is that the devs have priorities and they will fix things in the order that they see fit. Many things you want will get in the game when the devs are ready to do so. I just said that all the features that have experienced players like you in mind will be prioritized after the base game is released. So, yeah, when you make demands for things to happen right now you aren't celebrated but then when Madmole as a developer makes those changes then we celebrate.

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