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meganoth

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Everything posted by meganoth

  1. It was just a simple example. And naturally it only affects general loot chests like the book chests in a bookstore or all the newspaper stands, but the dilution effect still seems to be quite strong. Choices are good, but choices for meta-reasons may not be. Imagine trying to explain this "feature" to a new player of the game.
  2. And that is why I don't like this boost being tied to perks. It means I have to consider meta reasons when spending my perk points. I may want to be better and faster at cooking, but no, that would dilute my weapon perks bonus!
  3. There won't be a run for a "debuff" mod, sure. But the reason for TFP to implement it would not be because of popularity but because of balancing the game. I would assume a mod to make water scarce in A20 would have been only installed by a few die-hards as well. It is one thing to say you want more survival and another thing to actually then install a mod to add it. For a similar reason many players want a real dead-is-dead option instead of just simulating it themselves because they don't trust their own resolve. Wait, @SnowDog1942 is at **your** place?
  4. With "Normal" in this context I meant that the person is doing enough looting to be able to replace his tools once in a while. And I meant the person has a resource demand that does not need him to mine every night of the week. Probably that is the normal player TFP is targeting with their balancing. Possibly. If it were 20 repairs or more I wouldn#t be surprised. At the moment repairs are easy enough that I don't register them and can't say how many times I have to repair a weapon in a horde night or a tool in a night of mining. All up for playtesting. The only thing I am almost sure about is that 100 seems a number where nobody could tell the difference between having degradation and having no degradation. If playtesting shows that many players get into trouble getting enough parts because they replace their degrading weapon much earlier than expected then durability in the higher qualities could be increased, or the availability of parts increased, or higher qualities could have less chance to degrade a step and lower qualities a higher chance. All part of the balancing. You could put this sentence under almost any change TFP has ever made. May I remind you that there have even been mods to bring back sticks. And I don't know if a crafting grid mod exists, but a few days ago someone bitterly lamented the removal of that. I would even say it is an argument FOR adding degradation because there will surely be a mod for everyone who can't stand it. My gut feeling is I would not mind this uncertainty, but like you I am not sure. So I would expect both of us to try it out before reaching a final opinion 😉. I mean, wouldn't it be nice to actually have an advantage if you should find a shovel 3 qualities higher? Instead of like it is now where there are about 2-3 shovel qualities (over all tiers) that make a difference and everything inbetween doesn't matter at all?
  5. Correct. Because of this an item does not need to get unrepairable. It would suffice if any weapon degrades to quality1 and stays there endlessly repairable. It could even keep its mod slots, the damage reduction would usually push players to replace the item when the gain is big enough. Speaking about your case, we know you have a play style that isn't normal and the balance for normal players would probably be perfectly fine with 10, maybe 15 repairs (exact amount determined by playtesting). You would have to take every chance to buy steel tool parts at the trader and if the worst comes to pass you would momentarily have to downgrade to iron tools or stay with quality 1 steel (if those don't break like suggested) for a time. The game isn't there to provide a carefree existence and relaxed athmosphere to anyone. 😉 I proposed a solution: Have a rather big random variation on the damage of every hit. That means the closer you are to one-hitting, the more often you would actually one-hit a block. Disadvantage, even if you one-hit you could need 2 hits for some blocks, I'm sure there are people who hate that as it breaks their "trance". But the major advantage is that every bit of damage helps, even if you are above one-hitting you would welcome any further damage upgrade as it diminishes the chance for two-hitting.
  6. When Madmole called it that he added a big smiley. They don't take themselves and the players too seriously Since you seem to call lbr skills as "RPG skills": RPGs started with pen and paper RPGs and those did not have lbr. Most of the early computer RPGs (to my knowledge) had no lbr either. And even today most of the pure RPGs I know of do not have lbr.
  7. Even then players would want some of their equipment to fight bandits to come from looting or crafting and not all from the trader. The solution can be to reign in the trader OR to speed up looting and crafting. But we haven't even reached the "you said this 5 posts earlier" phase !!! 😁
  8. Sorry for that, I actually misread your "questions" as only singular "question" and actually wondered which one it was I should answer 😎 And I would answer: It depends on his motives and his tastes. I just gave one example of a mod of mine and ALL the rest of my post was specifically about BFT and his 1000 hours (or whatever time he invested in modding already) which were certainly not all used to create a crafting rewrite. And this is what I am saying with the leading question: You imply that he invested 1000 hours only into the crafting rewrite, you imply that he did this because he is dissatisfied with crafting as it is. But both are just assumptions and I would prefer first asking BFT about that instead of assuming it. I think I remember BFT saying his tastes are different than the average 7d2d player or his mod not being the right one for most players. This may be modesty or simply the truth. And he advocated it to specific players having a problem with crafting because assumedly in these cases his mod likely is the solution. Does he think the mod should be adopted by TFP? Maybe. Your theory is that his applying dozens of hours to mod it is a stronger vote than your posting, i.e. that it irks him more than it does you. But he seems to like modding and seem to like testing out ideas. Crafting might irk you both the same, but he turns to crafting to solve this and we simply don't know his threshold for irkiness where he will turn to modding. I am sure I could easily list a few forum users that seem to be much more dissatisfied with the game than BFT is but they never wrote a mod and just post.
  9. Do you want statistics from far away/high latency players too, i.e. for example europe?
  10. Since you are asking the OP specifically, he mentioned in his first post that he did not have any points in those perks. But there is the additional question whether DA is too good? Compare it to Lucky Looter, the perk that boosts looting but doesn't seem to have that much of a loot boost that players would be compelled to perk into it even if they spec into a different attribute. My main reason for speccing into LL is the speed boost.
  11. There is no requirement in the forum to post complete solutions to the whole balance problem 😉. The idea isn't without drawbacks as well as the player would be forced to go through "low-level" POIs again just to reach higher tiers. Probably the walk through the lower tiers would have to be shortened once you finished them once to not make this a grind.
  12. Modderitis Fatalis. The game tries to access Data/Bundles/Other/Items in the game directory which was still in the game as of A19 , but not anymore in A21. Which suggests that at least one mod was not updated for A21. And then there is a NullReferenceException in the routine CustomModManager.UI.XUiC_ModsErrorMessageBoxWindowGroup.ShowMessageBox which makes the game simply close again. And some patches from the mods can't get applied which suggests incompatibilites between mods.
  13. If this is the question you want answered, then my answer would be: Maybe, maybe not. And I would have to say that it is a leading question, a judge would throw it out of the court. In those 5 hours you could actually complain about a real reason, a weakness in the game, while the modder invested 1000 hours for a completely different reason than to fix anything. I once made a mod because I found the idea nice, not because the game was necessarily better for it, not even better for me. I assume BFT has fun modding, so naturally he spends a lot of time modding. And he may have modded for a 1000 hours, but surely not all of that on one issue like making weapons unrepairable, give him some credit please 😁. Did you have fun complaining for 5 hours? Is your hobby to complain? Probably not. Oh, nice comment by BFT about his motivation: https://community.7daystodie.com/topic/32964-please-tell-me-what-is-the-deal-with-7dtd/?do=findComment&comment=530778
  14. "being something wrong" is the problem. Someone not liking or wanting to change or changing the aspect of the game is not inherently saying that something is wrong with the game. A motor that doesn't fit into a cars motor compartment does not necessarily say something about the motor compartment being wrong but it may only mean they are not compatible and are not meant to be compatible. If I followed your argument it would mean there could be a game that is perfect and would be played to the end of time by everyone on the planet. Because only if that perfext game existed then nobody would ever have a reason to mod. But the reality is that even if there were a perfect game A for me and a perfect game B for you, it is very likely that A and B would be different games.
  15. Sorry, a face-swap in doom guy is not bringing variety to that game, not how I meant it and not how you should interpret it. I also played mods in other games I was fully satisfied with, but I wanted to see a new variation eventually. For example in Slay the Spire, though I can't think of a single fault I could lob against that game. I am sure the maker of the old hardcore mod True Survival voted with his labor as well. But only to show his own tastes in games, since for most players True Survival was unplayably hard and grindy so I heard. On the other hand there was a mod (at the same time) that showered you with advanced weapons on day 1. Does that mean the game at that time was too easy and not grindy enough and too hard and too grindy? Or is it simply the tastes of the modders that differ from the taste the game tries to satisfy?
  16. A nice idea to slow down trader advancement and add exploration to the mix would be that you need a different trader for each trader tier advancement. Example: You would do 7(?) quests for trader 1 and would advance to tier2 quests with him. Then you need to find another trader and do 7 quests for him to advance to tier2 and do 7 quests at another trader to advance to tier3. And there should be some mechanic to prevent doing lots of tier1 quests to advance everywhere. So either you need to do quests of the directly lower tier to advance to next tier or quests of higher tiers give you more "points" for the advancement. Maybe the latter is even already in the game? I did not check, but it would be sensible and still allow for lower tier quests to finally advance someone, but not in a fraction of the time.
  17. And me having played a mod in Factorio means it is a vote for something being wrong with Factorio? People mod games for more reasons than that the game is kaputt. Because they want variety or they simply have different tastes than the makers of the game or ...
  18. Well, that is damning evidence. @Roland How do you plead? 😁
  19. I actually agree with you about miner/motherload because the difference between 1 point in them and max perked out may be too much. But that seems a balancing issue. The game is balanced for a player who does everything but some things not well and others much better. And it is ok that he is not the best in everything. I can play the game with max mining and I will use that to for example to build bigger than usual. But I can play the game with no mining skil as well and just use whatever I am good at, for example explosives in a necessarily smaller base. I don't need to be "optimal" as a miner to mine (or more generally to get basic resources any way I can) I play SP at the moment and as AGI player i am bad at ALL resource gathering skills. Still I wrench sometimes for parts. I need more time per car, but I will still get parts, motors and batteries just like the master wrencher. I will not mine much and try to get most materials through buying or shoveling resource blocks in POIs. I am a bad farmer at LotL1 but my farm still supports me. I don't have much resources for building but with the help of a POI as foundation I still build nice horde bases. I just don't build a palace as home base, I build functional, not for looks. Now YOU, specifically, are someone who seems to be a "miner" or a builder player, i.e. mining or building for you seems more important than the rest of the game, someone who might have switched over from minecraft. Nothing wrong with that, but you play the game for a different reason than probably most players and TFP themselves. If you are only happy if you are mining master then for example you could install a mod that just makes max miner69/motherload reachable without any points in STR. I am very very sure that TFP will not give what you want for vanilla, no matter how often or long you critisize that same issue, because I think that is exactly how they want it, as an incentive to play differently each time.
  20. The new lbr system was implemented to fix crafting and only crafting. The overall progression system with perks was not changed except to remove all the recipes that are no longer in the game. So I don't see rpg as broken, I only see people now having too much focus on magazines even though crafting is not even important currently as the quest rewards are not well balanced at the moment. Note that this biome-difficulty was designed by TFP as a way for **experienced** players to have a fast track for the XP/perk and equipment progression if the normal game is too boring or slow for them. Whether that works out, depends on the player. If you can easily survive wasteland then you should increase overall difficulty until even snow gets you to get into trouble. If you are already on insane then you need to mod the game because you are just too good for the difficulty range vanilla offers.
  21. Sorry about "firewall" I meant "anti-virus software". Some of them need exceptions for the folders the game uses. And even if you haven't installed anything, you still have Microsoft Defender installed The last part was **in case** you used special programs that promise to optimize game play. Even nvidia control panel may have a detrimental effect, if possible try to set everything to default if you haven't had that already when the problems started. schwanz9000 did not complain about your GPU so you should be fine. Though you definitely should set texture size to lowest and turn down settings generally.
  22. Sure, but traps and explosives can be seen as different ways of doing horde base. As an explosive expert I build either a spacious room with multiple heavy doors (so they last longer) to me, so zombies mass up fast. Or a pit where I try to drop them into (with the help of a pusher turret for example). While as INT player I have electrictal traps that slow them down and kill them, so a long narrow high pathway is ideal. In this case pusher turrets are not for "collecting" the zombies, instead they are just thrown off so they have to reenter the parcour and get damaged by traps a second time. Especially as a single player you do base building, whether you are INT or something else. And even in a group the people who like to build bases may want to play different attributes every new playthrough, so a design that pushes the builder to INT may not be ideal.
  23. I don't remember them saying that bit about "not modifications of existing ones"
  24. Interesting line in the log: WRN NET: LiteNetLib: SendData requested for unknown client EntityID=553, PltfmId='Steam_76561198970031981', CrossId='EOS_0002cc0255d94fa2835680d09b1846df', OwnerID='Steam_76561198970031981', PlayerName='HeyLook' Only a warning, only a developer could tell us if that is in any way relevant. Though I wonder why the client is called unknown, his id is known in all detail? Did it lose the IP address?
  25. Possible things to try out: Use the games launcher to clear your settings (alternate tab). Make exceptions in your firewall rules for program folder and data folders below appdata/roaming. Throw out any optimization utilities that change how the GPU is used.
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