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meganoth

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Everything posted by meganoth

  1. If you refer to the fact that you need xp for progressing in perks then you are forgetting that it would have to be called learn-by-loot-shoot-craft-harvest-blockupgrade. Factually that makes all worthwile activities xp generators and the way of progression is still perks. Yes, even crafting in workstation gives small but diminishing returns again and it may have been this way even in previous alphas. It never will be used as major xp source though because TFP saw how bad it was for the game with people crafting stone axes through the night. Even many proponents of learn-by-doing do not want this back. If on the other hand you just wanted to express your feeling that the game puts too much emphasis on the trader-loot-loop I even agree with you in parts but I don't want to muddy the issues. Crafting progression by the way has principally not even changed from before since finding recipes or finding magazines is all learn-by-loot. The only principal difference now is that the fast track of getting recipes by perks has vanished. TFP at the moment is rebalancing in an experimental inside an alpha version. In Version B313 it seemed that looting did not matter, I could craft a q5 tier1 turret while I did loot nothing above q3 tier0 stone stuff. In B317 now crafting may be the loser again. Is it weird? I don't know, I would say from previous alphas that is the normal effect of how TFP does its balancing. How immersive was it that you could loot gas and gas cans would materialize without fail? I tell you, it was totally immersive because you were used to it. Did you every complain about it? In all my years here on the forum I have not seen a single post complaining that gas cans materializing when you need them was an immersion problem. Everyone accepted that you just had containers when you need them and that they were simply not represented in the game. So, my advice, don't think about it, in 2 weeks you will be used to it and it becomes natural, just like using an acid bottle and not getting an empty bottle back. Just like eating a meat stew and not getting any container back. The only real immersion issue is that you can't really get water from lakes. But even to this you will get used to, just like you got used to that you never need to really use the toilet. Or that you can't brew coffee in coffee machines, that lamps still work but refrigerators not. That you can built a working intelligent drone but install no weapons, that you can built a 4x4 but not add a machine gun on top. That you can't simply glue your weapon flashlight mod to your helmet. All of this could be immersion breaking if you let it. Space is irrelevant. I am happy that I have new necessary objects I need to place somewhere in my base because I build for function. If you build for beauty just put them outside on a field and they won't impede you in your artistic expression. But I agree that a dew collector upgrade would be very nice. Though I also would predict that in mid or late game a single player will check the collectors only when he needs water and that will be twice a week at most if he isn't into explosive arrow production. And I also agree that the trader-quest-loop is overdone. My solution is reduction of the trader rewards. But I don't expect any changes in that regard in the next few patches. That is a longterm goal. Just stop there. Lots of people come here and post their prefered scheme. But first of all it IS premature, we are in the second week of experimental. TFP will first try to make the current scheme work and only if it fails horribly will think about a replacement months from now. Secondly lots of people don't even spend a few minutes getting the kinks out of their schemes and post broken ideas. Even if you DID think about carefully about it for a while your scheme will get lost in all the other broken schemes posted. And there is more: TFP said that **one** of several objectives was to get glass jars in line with other containers in the game, i.e. like any other container they should simply not be in the game. IF you propose any scheme that brings back glass jar now, you will be ignored. Vanishing glass jars is not just a result of the redesign, it is one of the reasons for the redesign.
  2. Yes, because everyone who tries to generate drama quotes that one post of Madmole. No one else has said it.
  3. There is lots of stuff you can craft in the game and often the stuff you craft is important for your survival. But you are also very fast with crafting and you can do it on the side, so you can't really do that as a full time job unless you craft more than anyone can use. As I don't see a line "The Survival Horde Crafting Full Time Job Game" up there that seems ok to me Would you like 7d2d being a game with full time crafting? Where you need to click and move the mouse and do all sorts of tasks for 10 minutes to craft a single knife? THEN the crafter would have a more important role. The crafter we wouldn't have as nobody in our group would like to do such a job. While we're at it, lets make farming time-consuming as well, so we need a full-time crafter and a full-time farmer. Which we also wouldn't have ... 😉
  4. I can buy better gear at the trader. Sometimes. Sometimes not. Often not the weapon I want. Often it costs a leg and an arm and is still just a small upgrade. At the same time I have those perk points and when I put them in a weapon perk I also get an upgrade, practically free. And the best of it all, it stacks with any improvements from buying better weapons. So no, I don't agree. I invest in important ultility perks AND in weapon perks. I don't see how crafting q6 gear is changing anything. Sure, it seems a sensible move at least for lower tiers, but it won't help anything with the crafting/looting balance.
  5. We do only limited running while we are short on food or water. Costs some time but also saves a lot of stamina. 2 of us in our 4 man group had to travel >1km as well. I would say because I walked a lot I was still more or less at half water on end of day 1 and I think even had my one jar of water still to drink. Oh, and I did a shortcut and did not go to my trader because it would have been a detour of more than another km. It will be a lot easier visiting him when I have a bicycle and I don't win anything visiting him now without dukes. On a previous game (which we had to abandon after the patch) I bought myself a vitamin and then used it to eat lots of rotten sandwitches and drank from a pool, then healed myself with first aid bandages.
  6. I heard that it may be difficult drinking from shallow water less than a block high. Maybe he just found the right angle and you didn't. Only an idea. Maybe drinking lowers the water but I think it is very unlikely that the water is replenishing. So I don't think it is because he drank first both times. But as I said, just guesses.
  7. 10-12 bottles for one player? That seems very high. Maybe you have a very stamina-draining playstyle. Do you already wear heavy armor? Run continuously? As a group you should be able to get dew collectors faster. If say 3 people do 2 clear quests on day 2 they get 800x6 = 4800 dukes aka 2 filters + 3 teas from the vending machine. And they even could take the most expensive quest rewards and sell that to get some more dukes.
  8. Ah okay, I misunderstood you about the mountain of food. In earlier alphas you would have simply eaten lots of burned meat and drank as much water as needed to offset the water drain. Now water is limited and suddenly burned meat's supposed downside is actually one.
  9. Some forum users are very good in inventing moronic reasons why TFP does this or that change so they look better as critics of those changes. Don't believe everything Digging zombies were in the game in early alphas, but that got turned off for a few alphas because of the inflexible AI making swiss cheese out of the landscape. After Faatal came on he rewrote the AI and so they could turn it on again. So digging zombies were always intended that way. And it was always intended that there are no completely safe areas and especially not just already 2 blocks underground. But some players got used to it and now it was TFP out to destroy their playstyle. Furthermore underground bases are still possible with digging zombies, you just need to do a bit more work and actually safeguard that base like you have to do with all overground bases. When zombies began digging, that was the first time for me that I was interested in building underground bases. Because without a threat the design of such a base does not matter at all. TFP made that change for themselves and their game and because it was always thought that way but also for all players thinking like me. Not to drive Sycris out of the ground
  10. Thanks, that clarifies it some more. I will check with our game, the q3 AK must have replaced something. It will be interesting to see what quality was replaced in our case.
  11. Sorry, I edited my post later to clarify a bit. Yes, there is a "secret stash", just that the additional items are mixed in with the normal loot.
  12. Here: https://community.7daystodie.com/topic/28129-alpha-21-dev-diary/page/314/#comment-523976 https://community.7daystodie.com/topic/28129-alpha-21-dev-diary/page/315/#comment-524168 and here: https://community.7daystodie.com/topic/32184-why-lvl-6-gear-cannot-be-crafted/#comment-524360 Please take a second and actually play the game with DA before you make any conclusions. The money bonus can be safely ignored. DA gives you access to the new secret stash. And that may or may not be the way to catapult you out of the stone age (too) early. I don't know myself, I haven't played far enough and have only seen a glimpse of its power when a q3 AK was offered with DA1 at a time when nobody of us has more than q1 or q2 stone tools and weapons.
  13. I think everyone finds more cooking books than anything else because kitchens are so common. Which isn't too bad because at game start finding cooking magazines is good, but by mid game many players will likely have unlocked all food recipes (which seems too soon) but be far behind with all others magazines On the other hand weapon boxes or weapon-themed POIs are rather scarce, especially at the start when normal players don't want to tackle tier3 POIs like the shotgun messiah store yet. At the moment that means many players have no way to craft better versions of their chosen weapon in early game and also do not find them commonly in loot as you find more weapon parts for tier 1 weapons than complete pipe weapon There is space for improvement here.
  14. What was that mountain of food made of? Even without recipes you have a few basic recipes you can cook.
  15. The intention expressed by the developers is that hunger and thirst should only be a problem in the first days. Would you like it if you still had to fight hunger and thirst on day 30? Play a 100% survival game if you want that A new alpha always starts tough in my experience. I remember how A17 was so much harder initially. Then, after a few rounds of balancing it was back at the usual difficulty again where veterans were complaining it is too easy. Yes, the nerf was too far. Next patch will surely be a boost again. PS: If it is too much for you, just play something else until the game is in a more balanced state.
  16. So if you use a shotgun, investing in the shotgun perk that will make the shotgun eventually twice as effective (+50% damage + 50% faster fire rate +30% faster reload, shots to legs slow them) is useless? 😧🤔 Please explain. "The better the perk the bigger impact" . That is already how it works.
  17. Madmole said something about INFINITE duct tape. 500 is, by my calculation, an infinite amount away from infinite. Now MM wasn't too exact either, even before you needed bones and so infinite duct tape never was not possible 😉. But the water change adds some costs to the production. You want 500 duct tape per week? Then find and pay for ~10 filters and collect water every day. Duct tape just got a little bit more expensive and time consuming to craft. And what you fail to mention was that this was just one reason of at least three why they made the change
  18. All zombies in POIs spawn in only after you cross a threshold line. If it is done correctly you will just not see it happen because you have no view into the room at the moment. But I know what you are talking about, the "trigger rooms". In theory every zombie makes a stealth skill check the moment you cross the line and if distance and stealth is high enough the zombie will spawn but not detect you. Also in theory any such situation can be "stealthed" even if you are detected by some zombies. Just run back a distance, hide behind a corner and wait for the zombies losing your scent (which happens faster with higher stealth). That you can't go undetected as a stealther all the time is AFAIK intended. But it is surely possible that the POI designers are overusing the trigger effect.
  19. When are you getting what error message exactly? Where is your logfile? Since you seem to be starting a brand new dedicated server you should not have ANY messages about players or users. Are you using the same world names and seeds like in a previous alpha so the server tries to start an old savegame?
  20. In our group we did 8 quests and I got the magazine bundle 4 times while another player got exactly 0. Don't know about the other 2 players, I forgot to ask them, but they didn't sound as if they had as many as I did. It definitely seems the chance is lower than 50/50 now to get the bundle. Since Faatal said it would be 50/50 though it might actually be a bug. Better would be to nerf magazine amount a bit more (as it still is the best choice most of the time) and make it turn up in say 75% of cases. On your luck in looting: That can happen and it isn't even very improbable. The buff from perks is very small. You will only notice it in the long run or after reaching max perk level. But a longer stone age is intented and all the crafting is optional (even though not finding "Forge ahead" books can really really slow you down). Anything can still be found in loot or bought at the trader as well. Just because the magazines are in everyone's mind at the moment crafting is just one alternative. What you can do is hit hardware stores for "forge ahead" and loot newspaper stands for any magazines. And get some money to buy what you need at the trader. You could wait for the bicycle as the tier1 quest reward, then branch out to nearby traders, as your choices broaden with every further trader you have access to. A point in Daring Adventurer will also give you a slightly better selection. Ah, and on the price of the filter. A tier1 clear quest seems to gives 800 dukes. So previously you needed 2 such quests for a filter that practically solves drinking water (if you upgrade water to tea). Now you need 3, so at least the normal player will have to endure the full first day without a dew collector. Sounds still ok to me.
  21. The rationale is different: You always have lots of bottles with you or available, they are just not represented in the game, just like you have as many gas cans to fill up gasoline whenever you need to. So you find water in a toilet. You bottle it up and voila you have a water jar. You drink it and the water jar is somewhere not shown again. If you looted a petrol station in previous alphas, the same happened. You seem to have empty gas cans with you, or you find them there. But they are not shown, just the bottled up gasoline is shown. It is implied that you never have a problem finding containers for any of the fluids in the game. It is even the same with food: You don't ever see or have an empty container for cakes, but you surely won't try to stuff a cheese cake or a meat stew in your backpack without using a container. Yet you never see or need to take an empty container with you for meat stew in the game.
  22. There is a general support section in the forum, good for problems you are not sure about. And the error message means that no "Other" folder was found. And A21 seems to have no "Other" folder at that location, if it is gone it might be just right.
  23. With the way magazines are set up they would probably just decrease the number of magazines you need to reach every milestone. But no matter which method they would employ it would also change the balance for the whole game, because players who play it normally would get the workstations in no time if those drop more in loot and can be bought more often at the trader. I can think of one solution that would specifically address the ungrouped SP miner/builder (who is the only one with a problem really) without changing overall balance too much: If you perk into AdvancedEngineering you always have a very small chance to find a diamond while digging below ground (i.e. whenever destroying a dirt block). And you can trade in diamonds for specific magazines like forge ahead at the trader.
  24. Yes, it is, and it is also almost finished. They have a plan, a small team, and it would probably be a bad move changing course so late in the development. Much better to add additional stuff on top as an expansion, DLC, or second iteration. This also helps modders, as they want a stable base game eventually so they don't need to adapt their mods all the time. Per definition TFP is definitely indie, as they don't belong to one of the big publishers. But sure, they are definitely not a 1- or 2-man team that makes the game with money lent from their grandma 😁, they have slowly expanded and now their size might be comparable to developers like Obsidian was before their buyout (I say this without actually comparing numbers, so could be way off, it is just a guess) Do you mean DLC? I am just a player, not employed by TFP. I don't know their further plans and they have kept mostly silent about them, but I think they don't like DLCs very much. So I would bet my money on some free patches to supply stuff that is still promised from the kickstarter but missing and then 7D2D 2. They are going to finish the game. I would say many of us players would like them to continue indefinitely, but they need new sources of income and for the sake of the future console version there needs to be an end as well. No need. Forums are and should be free sources of information
  25. The devs are fans of a lean game where every item is unique. So each family of weapons has unique characteristics and the family only exists so there is a progression from weak to powerful. The company making this game is small. They could add more but not enough to really make it look like no zombies repeat. So it seems they put their efforts elsewhere The casino is probably just the main base of the bandits with the Duke being head honcho. TFP want to finish the game so apart from zombies and a few other things the game is almost complete. Further expansion of the game will likely happen in 7D2D 2. Or an expansion/DLC. If you get bored you might increase the frequency of the horde night and/or increase difficulty. The gameplay loop is normally about preparing for the horde night which will increase in severity. Have you seen demolishers yet on horde night? No pets expected. The drone was chosen as companion because they avoided a lot of pathing issues with it The story they plan to add won't be big. NPCs will not fill the world, though possibly they have plans for a few specific NPCs (?), I don't know. Mostly they will add bandits together with new player characters. You can find a short list of what is still planned for the game on the first page of this thread. Sounds very much like fallout. I don't think the devs are fans of just copying stuff from other games. And they definitely don't have the manpower to mimic the much larger game.
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