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Everything posted by meganoth

  1. Are you sure you understand what Beta is? Beta means only bug and balancing fixes, the last step before releasing. There should be nearly no new content in the beta phase, no filling up. You probably don't want beta any earlier. The other misconception you may have is about the size of the company doing the game. Are you aware that TFP is a small indie-developer with just ~20-30 employees, only a handful of them programmers, far below what AAA-developers have in manpower? And they have made a game with a fully destructible voxel world down to bedrock, that feature alone probably cost them 20-30% of their development resources. I'm pretty sure now you will be disappointed by the next alpha, and the next, and the release version as well. About weapon variety. Guns shoot, in the game you have guns that do damage to single enemies and guns with area damage. What additional guns do you want and how would they really make a difference to gameplay?
  2. That may well be part of the explanation, but another part is that the longer you play a game, even when it gets some refresh through new updates, the more you get used to it and it looses its novelty. An unbiased subjective comparison can't be made that way anymore. I will never experience the game again as vividly as I did my first, second or third playthrough. The only way we practically could compare the two systems would be to turn off any new features of A19 except the perk system (which would also invalidate some of the perk effects, but oh well) and have two groups of new players play both games for a while and measure their satisfaction and how long the continue to play the game. I have been playing another EA game for years, Factorio. They never drastically changed the game since I started it, never did experiments like TFP has done, but if you ask me there is something missing now when I play it. If it didn't play multiplayer with some good friends I probably would have dropped it by now. So if you buy a good coffee machine in real life you never use it because it will malfunction eventually? It isn't pointless to use a better tool for say 2 weeks because in that 2 weeks it will generate the benefits compared to the lesser tool. After that you can use the lesser tool again. Net result: More resources. I understand that there is a psychological effect that pushes people to hoard valuable stuff and a Q6 is more valuable than a Q5, but it is only more valuable when it is actually used, not when it is sold for coins in a highly inflationary market.
  3. The games development cycle is on its last leg. Sure, that last leg will take another 1-2 years but some of the things you listed will probably be delegated to the next version or an expansion because there is only time for bandits, the story and a handful of other stuff that can be done in the sidelines. So basebuilding and weapons are nearly finished, there will be pipe weapons and maybe another melee weapon for INT. Fixing stealth for hordenight might be possible, a few boss zombies seem to be in the pipeline and I don't think the AI will change much. You want them to listen more. Sure, how about they listen to me 😉. I want (in that order) legendary weapons, the AI largely unchanged and the event system that was talked about. The community is not speaking with a single voice and there are often opposite voices coming from there. And it doesn't mean you have some majority behind you if a few people in a thread have the same opinion as you, threads tend to collect like-minded people. A thing about options. Developers don't like to add options and definitely not early in development. Because they have to support all possible combination of options which can get complicated sometimes. They want to add them as late as possible if at all. Sure it is somewhat late now in alpha but there still are features in development. I'm talking about beta late. So you can wait until the real beta polishing starts and a few options are added or you can play immediately with all deco blocks by using a mod. Just saying, you are fighting an uphill battle.
  4. As you said "to get the gameplay YOU want". There is the answer to why they haven't done X if you accept that they want different things than you. That is obviously true with the decor items and your idea of drastically increasing the sandbox capabilities. TFP themselves seem to think they are about right where they are and all the factions (pvp-players, shooter-players, builders, sandbox-players, survivalists) here in the forum try to tug them in their direction. Maybe you should be glad they don't listen to such requests because maybe the shooter fraction is bigger than the sandbox fraction, who knows? Don't get me wrong, it is definitely possible that some modder finds a better solution for a particular problem or bug than TFP. This is nothing earth-shattering, developers and modders come from the same pool of people that are interested and sometimes competent in games development. Some of them were even hired by TFP. Gazz for example was initially a 7D2D modder I think, also madmole himself started as modder for bethesda games. But so what, TFP can't go around and sift the mods for solutions to their problems, because they have different problems and ideas and different constraints. It is the exception that a mod provides a solution, mods are usually changing a thing TFP wants to a thing TFP does not want. Bigger backpack mods anyone? 😉
  5. In the games install directory where you should see the file "serverconfig.xml" and the dir "7DasyToDieServer_Data", create another directory called "Mods" Put any mods inside this directory. Start the server. Then read the latest 7DaysToDieServer_Data/output.log... logfile and check that it says it has loaded the mods. That is the general method. If frag have changed that (which is unlikely as there is no config option to change that location) in any way they should have told you that when renting the server
  6. Normal zombie against concrete: Claw, claw, claw ... Spider zombie against concrete: Claw, claw, bite, claw ....
  7. One of the materials I see very frequently at the trader is steel. You probably can't get enough to craft everything you want but anything you prioritize
  8. Great. More choice is always good. Like any other new game the first steps are the easiest. With all the assets available from asset stores of a graphics engine you can make a 0.1 relatively fast. But the more the game grows the development time for new features grows and grows. Lets see where this project is in 2 years. And whether you still agree with the features the developers of that game decide to implement. Wana make a bet that this won't be a real competitor in 2 years? Maybe in 4 years there is a small chance if it still exists. By the way, is that a voxel game as well, with voxel ground?
  9. Ignorance is bliss. If you don't see the 300 other bugs in the game which might be more important to TFP than this one then yes, it cast a bad light on the devs. The developers have different priorities than any one player has. And TFP has more constraints than a modder. As RipClaw said, turning on features that have the potential to wreck FPS is okay for a modder, it can not be ok for TFP. Decor blocks are not an oversight, it was specifically explained by madmole that they did not add deco blocks for various reasons and that they think it is enough that you can get them via creative menue. Ergo it isn't a bug or oversight that needs fixing, it is a deliberate decision that you just don't agree with. I have played mods where zombies were re-enabled. It was evident that the zombies had problems, for example the behemoths that were so big that they couldn't path well and either got stuck or even phased into closed spaces like your melee cache. But I didn't care and appreciate the effort of the modders. But I could clearly see that the behemoth was not fit for vanilla.
  10. The bigger problem with weapons ATM is that weapon crafting has a big WTF: You might have the parts to craft a quality 3 gun but since you perked the weapon higher you can only craft a quality 5 gun. The second lesser problem is that since you perk into your main weapon faster than you progress up the tiers means that once you got the tier3 schematic in a balanced game you will only ever craft quality 5. Because at that time you are almost guaranteed to have 4 points in the weapon. This can be solved in a lot of different ways: 1) The user can set the quality to be crafted in the UI 2) The game crafts only the quality determined by the lower of perk and materials in the inventory. 3) The player finds weapon schematics a bit more frequently and the quality to craft is determined by the number of schematics learned for that weapon. So the player can choose quality by collecting schematics instead of reading them immediately. 4) The workbench has tools slots like the forge. But you put a stackable item (for example repair kits, weapon parts, ... ) into it and the number represents the quality. I like solution 3 as it balances crafting better than just a single schematic (even though weapon parts fulfill the same function already).
  11. An even better idea: All modders should just program the next new voxel game themselves. After all they are the only competent staff around here, right? 😆
  12. But you could stuff your equipment into the cupboard of a poi you have looted. So the game would need to go through every container in the world to do that? Probably easier would be to keep a list of the best stuff the player ever found, got, bought or crafted.
  13. You mean like some mods already had or have bandits in the game? Those bandits were created by TFP and turned off because their AI wasn't good enough for TFPs quality standards. Modders turned them on again. You mean like many mods added a lot more plants and foods? All the plants internal code was done by TFP, they even added a simple XML interface to the code below so everyone could add their own plants and food recipes. This is as if some company builds a house and someone later paints it in a new color and say "Look, I built a new house in a tenth of the time of that company. 7D2D has 10 to 50 times as many modders as TFP has developers. If there were a race to churn out contents, modders would easily win.
  14. The core argument was from Boidster: "TFP has to leave the defaults pretty tame so that the "minimum" specs will still play". Are you able to counter that with real arguments?
  15. Currently there is no way to have an end game POI in the game and therefore there is no risk. A shamways factory loot room can be as easily plundered as a tier2 loot room. A20 should have that.
  16. Possibly. Or they succumb to the lure of better loot because now they feel invincible with a gun. I described the basic version above. One improvement they could think of would be to have different bonuses for zombie gamestage and loot gamestage. So the loot might be slightly better but the zombies far better. Also there are already lots of mines, bears and dog hordes in the wasteland, it won't be as easy as it sounds at first
  17. The latter part is exactly what is in the game, an extremely low level gun (blunderbuss) is available. In A20 there will be similar pipe weapons for the other attributes too I can only say I have no problems on horde night seeing the zombies and I don't see other forum users complaining about it. The only initial complaints in A19 were the other way round, about nights being too bright. That was randomized in a later patch in A19 so you now have darker and brighter nights. I always use a POI as a first base and adapt it to my wishes, because that usually takes only breaking a few blocks. I also like the always different layout that generates. Main advantage is that I don't need to get resources like mad in the first days. If I want to later build something from ground up I wait until food and stamina is no problem anymore and I can get resources easily. TFP can't make everyone happy, there are also a lot of players here who want every part of the game including survival to matter and TFP themselves want survival to have an impact. I'm pretty sure this will largely stay as it is. You can either adapt to it, use a mod or avoid the early game completely by giving you 10 levels with the command "giveselfxp" and putting everything in sexrex and miner69 plus giving you a stack of food with creative menue. If you are only happy with a gun and lots of ammo in your hand you essentially want to play only a part of the game and you have to disable other parts (like survival and looting) yourself. Just because you don't like a part of the game doesn't make that part bad 😉. To get a vehicles without expending perk points into it you just need to collect money and buy parts or schematics from the trader. But this takes time, checking traders regularily for missing pieces, and looting gas stations and book stores for schematics. That can't be done if you rush through the game and end it at day 7. I have lots of fun playing single player. I use the first week not for mining or building big, I loot and try to get essential things like the stuff to build a farm. Then, if I have more food available and found a few food recipes I can actually cook with the produce of my farm. Then I really start doing mining and with more and more resources I start to build bigger and bigger. You are really rushing to end game as fast as possible and then you are surprised there is nothing to do anymore and get bored. In my view you are digging your own grave and jump into it as fast as possible 😀 I don't really know if you actually would like a normal game if you really tried and adapated to it or if you just need to change the game to your tastes because you are not exactly the target audience of the game. There is nothing wrong with modding or changing the game to your tastes, but it is very hard to change a game and still have it balanced. I am not surprised that you aren't really happy about the game even if you set it to 300% XP.
  18. The weapon system changed since A15. In A15 an AK was much better than a pistol, now an AK should be somewhat similar to a pistol because they are in the same tier. I mentioned the AK just as an example, I could as well have said a pistol or a double-barrel shotgun. All of them would be too good in the first week. I don't have any problems seeing the zombies when I have a helmet light. Maybe it is because of your settings after all. Check if brightness is set to 50% in the video settings, that is default. Maybe even turn it up a little. Don't let yourself get hit multiple times in short succession and you won't get many injuries. The last 6 hours I played I didn't get a single injury even though I used melee and got hit occassionally. Bacon and eggs is early game food you might cook in the first 10 days, after that you slowly should have a farm going and be able to cook better food that gives you 50 or even more than 100 stamina per meal. Always drink red tea when you dig trenches, it gives a buff for a few minutes that makes you waste less food. The perk Iron gut also reduces the amount of food you need. Aloe was just an example, food heals you as well. You can find lots of items in loot that heal you and often get offered healing stuff as quest reward. At least one point into the perk healing factor also heals you over time. They have boss zombies. The first one was introduced in A18 and is called the Demolisher. A big armored zombie with an explosives belt. Hit the detonator and the zombie will explode for massive block damage. More are announced for A20/A21. But you will never see them if you always only play till day 7. Well, I have no problem finding lots of schematics and there are only a few schematics that are essential, all the others are optional or there are multiple schematics giving you just alternatives. But I play one game for about 50 hours. That is a lot of time and lots of looting runs. Obviously I find a lot more in 50 hours than you in 14. I'm surprised that you say you play slowly because for me 300%XP seems to be rushing everything, not slowing the game down.
  19. I'm not one of the developers, I'm just a normal forum user (with a "side job" of moderator). But from what I read here on the forum it probably will be this way: You have the biomes like now. Forest and burned forest will be the easy biomes. desert a bit more difficult, snow and wasteland the most difficult. What that means is that once you go into the desert, zombies and loot there just get a gamestage bonus of (for example) 20. So if you are at gamestage 16, in the desert you are gamestage 36 instead, changing which zombies you encounter and what loot you find. And in the snow biome that gamestage bonus might be 40. The other feature they want to implement are radiation zones. They didn't tell us much details, but probably radiation zones might be small areas with just one or two POIs in them. And you need a radiation suit or lots of healing items to survive going in there. And you need to hurry. Get in fast, grab what you can, get out before your HPs run out.
  20. I'm talking about single player. There simply is no challenge if I have an AK in hand and only normal zombies against me. I always liked to shoot bow in this game and now the game has a phase where a bow is the best ranged weapon you have. Technical reasons: Light distance was reduced to allow better FPS I seem to remember. Food scarcity and injuries are common ingredients in survival games. 7 Days to Die is a survival game, but before A19 such elements could just be ignored. Now the early game puts some importance on survival and you need to find ways to overcome those initial problems. I never needed to spec into the doctor skill in my SP games. Just loot and you'll eventually find all the recipes for bandages and med kits. Before that just build a farm and grow aloe vera. You know you can use aloe vera for healing, right? And food also heals. But if you speed through the game on 300% xp then you naturally don't have the time to find all the recipes. Personally I don't see what's the hurry, I always play at 100% XP.
  21. I thought the validate was optional and just a verify pass to be be on the safe side. But I never tried without it so I might be wrong there.
  22. I don't know which changes you are refering to exactly. If you are talking about the new loot system, this was done mainly to prevent players to all have guns immediately on day 1. Just take an AK in your hand and even a group of normal zombie has not the slightest chance against you. So now most players have crappy weapons for the first few days and kill crappy zombies with it.
  23. No problem for me. The one who is taking a shortcut has a better weapon now, but it doesn't necessarily mean he advances faster in xp/levels. For him the game just got a lot easier if he ever goes back to normal biomes. So he has to stay in the harder zones to not get bored. Effectively this just cuts the stone age short, after that there is no change in pace or loot quality at all. If that is all he wants, good for him. Yeah, sure, but why bother? Once you have a tier1 gun at day 3 (for example) the normal biome is just trivial and the hard zone obviously where the better loot is.
  24. @Mr.tektite I don't know where you get the idea that the changes in A17/A18 were done for PvP, they were definitely not.
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