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meganoth

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Everything posted by meganoth

  1. Bandits were good enough for you. They were good enough for the modders who re-enabled them. But obviously they were not good enough for TFP. I don't know the criterias on which TFP decided this. But it is like a soccer game where the referee says this was no goal and you as spectator say it was a goal. You can say it as often as you like but the newspaper the next day will print there was no goal. End of story.
  2. They interact with you and since you are the center of that universe that is by far the strongest interaction an NPC can have. Many NPCs in games didn't have stats. Because they were elemental to the story they were made immortal and unchangeable. Many quest givers and traders in computer-RPGs. In old RPGs you often had NPCs like that ultima lady that Lazman showed. Or NPCs with exactly one line that just wandered around in exactly one location and doing nothing else. Or NPCs that simply had a short menue of stuff to buy and sell. Ever played FTL? All the stories in there are told in a few sentences, after having played the game a few dozen times you know that every encounter is the same static text just randomized. Every NPC you meet has the same lines and after some random roll one of a handful different replies. And still the game creates a story. And you don't want to leave the poor slave in the hands of the pirates even though you KNOW it is just a random event with always the same short text and the poor slave is just a few pixels on the screen. There is not much text necessary to tell a story. You don't read the quest descriptions anymore in 7D2D, sure, they don't contain anything useful. But just by adding a few special quests with relevant text you can give the traders a backstory, involve them in the story and advance the story. I don't know if TFP will do it that way, but a possible tapestry to paint a story on is already there and can easily evoke emotions if you have a good writer.
  3. They didn't because they didn't think that development was finished. They often said that they still needed to finish their kickstarter goals and in a quality that they are content with. They didn't scrap the bandits of 2016, they never added them to the game. What you saw was half-finished stuff, just like the behemoth which was also enabled by some modders. Please correct me, but there never was a vanilla with bandits in them, right?
  4. Random general advice for no particular reason: Everyone can add people to his ignore list. Use the tab beside your name on top of the forum and select "Ignored Users".
  5. I do not see this in the official bug list for A20, it is quite possible they don't know about it. Make a bug report.
  6. You still won't get a coherent answer to ALL questions. AFAIK many decisions are made in meetings where every dev has his own reasons. Changes are seldom made because of one single reason. Often there are a few advantages and a few disadvantages and every dev will have his own weights attached to every advantage and disadvantage. So you actually might listen to Madmole give one reason for it and Gazz a different one and still they are both telling the truth.
  7. Why DID you ask her to wear yogging shoes and pink tshirt ? Or should that "to" have been an "out" ?
  8. New situation in A20: Now most quests already show as cleared/finished after killing less than the max number of zombies. AND as we all know sleepers get distributed randomly. In other words there could be the case that you always missed to find a specific room that had less than the maximum amount of zombies in it. But the last time this hidden room was filled to the max and so you had no chance to fullfil the quest I'm not saying this happened, I'm just saying this is a farfetched possibility besides there being a bug. Is farm_02 the rather modern house where the quest ends at the generator in the barn reachable through a tunnel? PS: Checked the xml for farm_02 and if I correctly interpret what "SleeperIsQuestExclude" means then there are at least no rooms excluded from the clear quest. But I don't know enough about POI xml to make any further conclusions.
  9. I have nothing to do with this mod, but dwallorde mentioned a discord channel above and his answers here seem to be very sporadic. If you want to know if the mod is still active you probably have to look there.
  10. I don't know if electric lights count for "heat level". Which is a misnomer anyway, it isn't about heat at all but an internal counter for when the next goth girl will come over and ask for a package of sugar (Wait, did you kill her before she had a chance to talk ?) 😁 ... But I know that electric light counts for stealth.
  11. I'm just a random player, I did not make the game at all. Now I grant you that you selected the most stamina-burning playstyle of all and that could be a large reason why the food balance is out of whack. People who just shoot the whole horde night or while running through a POI in light armor use a pitiful amount of food while someone (I assume in heavy armor) using a club or sledgehammer for ALL the fighting is really uncommon, I'm not sure the testers inside TFP really did test that. You are not the common case! You might even record your daily usage of food and explain your play style in a bug report. But I think they might just say working as intended and that such a playstyle needs special focus on food procurement.
  12. AFAIK any big variance in growing of player-planted seeds would be a bug. I got the impression that I see a purple highlight if I'm too close to the plot. In A19 I would have not be able to put the block but in A20 it works (I see that a lot with placing ladders blocks while on the ladder directly below)
  13. Turrets sinking into ground seems to be a known bug and might be fixed in A20.1. For the rest I agree there could be A19 goodness left 😉. Try the method explained behind the link in blue at the top of the page here in the forum. You will have to start over though.
  14. I say this was a good analysis, but probably starting from a false premise. You are judging this game as if the updates were DLCs of a released finished game OR yearly feature patches of a service game. In both those cases there is money wandering from the pockets of the players for services rendered by the developer. But except for sales to new players there is no money coming in and I doubt after 8 years that that influx is enough to be a really strong motivation. And in that case there would be almost zero motivation to add features for veteran players like a demolisher or bandits for example. Yes, TFP could hoodwink us with a service game but stay in EA just to have it easier with bugs. But then they would miss out on a lot of income if they don't include the veterans, with DLCs for example. So I don't think the "sailing under wrong flag" is the right explanation and that EA is not a false label and you are getting exactly what's on the cover: You see a developer developing a game and those yearly updates are not primarily to humor old and capture new players, those updates really are a snapshots of a game in development.
  15. Well, stuff is often nerfed if it is too effective compared to other measures. "Because they don't like it"? Oh come on, are you 13 years old? It is TFPs job to balance the game, irrespective of what they like. It is very possible that they make judgement errors from time to time, but as much as anyone can be "objective" they will try to be. Because 1) their income and success depends on it being a well balanced game and 2) they are all capable of modding the game if they want to have an OP playstyle for themselves, they don't need vanilla for that. By the way, I like your idea with the leg breaking. There should be a good chance for that when they get maximum damage.
  16. Generally there may be buildings in the wrong category, but since T5 is the highest category, just consider it to be open-end. Just like I noticed that T1 seems to have a few really trivial buildings that are harmless even for T1
  17. "Access violation" is a big hint that this is about access rights, either static settings for the directories or much more likely security software.
  18. It is quite easy, this game is a hybrid of quite a handful of genres. There are players who like the mix and there are a lot of players who are after just a some parts and those usually protest if other parts are expanded. Having played a pure survival game like "Don't starve" for 5 hours I can assure you that survival can be a lot more "backwards unfun" than this.😉
  19. Furthermore, when there was a bad harvest where you had to convert most of the produce to seeds and food might get scarce it should be possible in a group that allegedly cooperates(!) to tell the others to buy food from the trader machines again and do some more hunting for 3 days. This is a new concept called "adapting to the circumstances". 😉 I have the exact same problem in my current MP co-op game and the same protests of my co-players that they don't want to be bothered 😎
  20. It is absolutely normal that you have to make seeds every replant if you want to keep the size of your farm. On average you have to craft the seeds for half of your whole farm
  21. That was in their contract. The streamers got to play it for promotion. If you ever own a games company you too will try to get whatever news outlet is there reporting about games to report about YOUR game. Now show me where in our contract it says we get to play the newest version before anyone else? You won't because testers could play it already months before us. Are you envious of testers too? Ok. But you played together on a server (which might be either of your PC or a rented server) and the server could have had the problem. But I'm just showing you there are many possibilities and finding the cause of a bug isn't simple. I think Faatal already said something about looking for the bug which means they probably could reproduce it already which means it actually is a bug.
  22. My AGI single player game is with feral sense on. This is why I dance around the subject with "probably" and "maybe". I also made a test game and I hope I didn't forget to turn off feral sense for that test. Ultimately I should bite the bullet and turn off feral sense in my SP game for a real check.
  23. First of all EA is clearly a way of funding development, no question about it. It means the developer is free from publisher influence which often helps the players as well (unless he wants micropayment as part of the experience) and it means successful games get more money which usually adds to their scope (7D2D got so big and feature-rich because of that). Now I am happy that 7D2D got so big and didn't release as a polished version of Alpha12. As you want more features I think you will agree here. I don't need to imagine everyone to wait for the release because I know people are very different. Lots of people here in the forum are quite happy with EA, we accept the bugs as a neccessary part of the whole EA candyland. But if someone perceives it as a bug hell because he loses a vehicle (and instead of going to general support makes a doomsday report) then he clearly isn't cut out for that EA thingy. I experienced recurring vehicle bugs in A15 when I began playing 7D2D, I know what you are speaking about. And I simply waited for the bug fix. We deserve more? Sure, its even listed in our "contract", just read it on the steam page. We get to experience development from the inside, play unfinished versions a long time before any release-buyer-noob gets the game in his dirty fingers 😁
  24. Just imagine Darksouls were not a game where any small error means almost automatically your end. Just imagine Darksouls were not a game where you need to memorize what moves the enemy makes like in a jump-and-run. Then it wouldn't be Darksouls anymore but a game where you could add randomness without problem. My point: When a room or part of a room wakes up because of a random roll you are not automatically dead, it is just a dynamic situation you have to adapt to. If YOU are automatically dead (or even most of the time this happens) then you play on a difficulty level too high. Now since stealth was changed recently even I say that balance is probably not quite there yet. So if random wake now means almost all zombies wake up every time even with excellent stealth then that is not an intrinsic feature of randomness but just the balance of such randomness being out of whack. 7D2D on the whole should be fair (for some definition of fair). A good balance means any random element (before the die is thrown) is fair. But the random result is usually not fair. If two players each open a box with the same loot table, that is fair between them. But one finds the OP weapon, the other a stack of leather. That one box is not fair anymore. But after opening hundreds and hundreds of boxes we can again say it was fair. Example war games: Each single game often turns somewhat "unfair" because one of the players seems to have much more luck with his dice. Still war games are played competitively. Because usually all that evens out and better players still win more often on average. For some definition of fair war games are fair and the random element provides variation and a chance for worse players to sometimes win. So what is your exact definition of fair and at what level of the game you want to apply it? A competitive game and definitely a survival game only need to be fair overall. I see no reason for it to be fair on the micro-level of any situation. You enter a room, ideally 0 to all zombies wake up, the more stealth you have and the more precautions you followed it should be more likely 0 or a very low number. This is how it easily can work in 7D2D, while in some other stealth games where detection means 90% sure death it would be clearly wrong.
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