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meganoth

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Posts posted by meganoth

  1. 3 hours ago, theFlu said:

    Sure, I agree that the infinity jar isn't any more realistic, but it is clearly trying to fix the issue of "can't find water standing next to a lake". It's a weird fix, for sure, but so is the "well, you just can't" ... at lest it would remedy the situation :)

     

    No it would not, as he wants the change so it would be more realistic. It would replace one unrealistic situation with another.

  2. 9 hours ago, meilodasreh said:

    You'd be surprised how common it is otherwhere on the world to have tire/wheel screws instead of nuts.

     

    Exactly:    https://www.accu.co.uk/p/131-difference-between-screws-and-bolts

     

    9 hours ago, meilodasreh said:

    A great thing to store screws is a glass jar btw.

    Pretty damn useful thing, wish we could have some in the game, I can imagine other use cases too...like getting water from a lake.

    Will post that in the pimp dreams section.

     

     

    😆

  3. 9 hours ago, theFlu said:

    His point seems to be same most other complainer's; our character seems @%$#ed at the lake, unable to pick up water in to the unlimited water jars available everywhere. The phrasing is about jars since that's what the significant change is, but the main point is still the "unable to purify lake water" mechanic suuuucks.

     

    As long as you keep arguing about the "jar simulation", you're never going actually reach anyone who complains about the change, because that's not the logic breaking / conflicting issue at hand. Having a puddle of water you can drink out of, but can't utilize as "water" seems to be.

     

    In case I'm just projecting my own issues, here's how I see it: the OP wants to have "one jar"; that "one jar" would be permanent and allow the work of boiling the lake water to be used for whatever. As long as the jar is permanent, it's essentially the same as having plenty - you'll just have to do your mass production sequentially. His phrasing of the issue points to "having a way to handle natural waters is survival essentials" and yes, that to me sounds exactly the same as "not being able to purify lake water suuuuucks as an idea".

     

    His scheme is broken in more than one way, it isn't even more realistic. He wants to create a magical jar that you only can have one of. And there is no other container in the world that can hold water except this one. That is as illogical as having no way to get water from a lake. I simply didn't care to dissect his scheme.

     

    The post I was replying to was mostly how illogical it is that a bottle magically vanishes, in different words, except for one comment about the lake. I am sure he has a problem with not being able to get water from the lake. But he also hasn't really understood what it means to just have no containers simulated in the game and I was trying to explain the latter as it is the more fundamental problem or it just irks me more.

     

     

     

     

     

  4. 2 minutes ago, BFT2020 said:

     

    Uh those are typically nuts / bolts, not screws.  You don't screw a tire onto a vehicle, you attached it to the studs and drive a nut down to keep it in place.  Remind me to never allow meganoth to work on any of my vehicles  🤪

     

    I mean, you can use screws instead of bolts if that is your desire, but I would recommend nobody ride with you in your 4x4😁

    Thanks for the correction, I will re-edit my post and then your post will look strangely out of place 😁

  5. 37 minutes ago, Wave said:

    The survivor game is normally based on how things are going i real life if I am correct. If you are alone in nature and have 1 bottle with you, so you can collect water to stay alive, you can also boil the water... so as per you staying bottle in inventory after drinking the water from it is some kind of magic or what? I think it is the normal in real life or am I living in another dimension?. The bottle is even one of the most important things you need to have with you It is fundamental, essence of living in nature to have something to collect water and use it.


    I imagine Bear Grylls how he drinks water from his bottle and then die because after he drink it the bottle will disappear in his hand 😄 What a glorious reality.

    That is all. Now lets find some ball to to play football and after kick off the ball will disappear and we can go to find the new one but just need to remember who has the ball after the kick off. Or maybe we can build some factory next to the playground and produce balls there.  What an amazing challenge and upgrade.

     

    What we are trying to tell you is that containers like the water jars exist in the world of 7 days to die, but they are NOT simulated as separate items.

     

    Just like you don't have a screwdriver in 7 days to die, even though you need one to construct some of the machines in the game. It is just implied that a screwdriver exists whenever you want one.

     

    Or another example: Have you ever seen a nut or bolt in the game? Have you ever crafted or found nuts/bolts? Have you ever worked with a nut when building a 4x4 and attaching a tire to the 4x4 ? Have you ever attached a steering wheel to the 4x4? Yes, you must have done all these things in this game, but you never have seen them as separate parts on screen that you handle or work on or attach. They are not simulated in the game, it is implied that you used them whenever you needed to build a 4x4.

     

    Why are there no nuts and bolts? Because those items are assumed to be everywhere and easy to get. Why simulate them when there is no gameplay value in using them and it would be boring micro-management to collect or craft them.

     

    The same with jars. They exist and whenever you need one it is implied you have one. For example when you find water, you automatically have a jar (or other container) to store the water in it. And when you use the water, you still have those containers but they are simply not shown.

     

    Same with gas cans. You have them whenever you need them. Find a car and wrench it, you automatically have gas cans to store that gasoline. Fill the gasoline into your 4x4 and you still have those gas cans, but you simply can't interact with them, not see them in your inventory, they are not simulated, just implied.

     

  6. On 12/2/2023 at 9:19 PM, Matt115 said:

    And one of biggest thing that prove i'm right is.. Days gone and Dead Space. Both made by big companies who cares mostly about money not art etc. yet decided to implement it while it's pretty strange in Dead space 1 because.... mining ships with babies?

     

    I can't judge the companies of DG and DS, but both surely have creative people in it who work differently than the money-grabbing managers and the managers know quite well they can't succeed without the creative people and a game-done-by-numbers. It isn't that simple.

     

    Secondly, at least dead space looks like it was intended as horror for the 18-and-up crowd with no compromises. Once you go that way then a few taboo breaks won't cost you many customers and instead increase word-of-mouth and get you new customers. Case in point this quote from wikipedia: "Initially, Dead Space Community Manager Andrew Green stated that Germany, China and Japan banned the game. However, it was confirmed that this was a marketing ploy and that Dead Space was not banned in any country". Oh look, they tried to milk the market niche they were targeting to the fullest 😉

    Now, what did it get them? Remember, as a few commenters here said, it is a niche. Quote Wikipedia: "The game, along with Mirror's Edge, was considered a commercial disappointment following its extensive marketing. ... In February 2009, Electronic Arts CFO Eric Brown confirmed that all versions of Dead Space had sold one million copies worldwide.". Okay, so extensive marketing and as we know fabulous reviews across the board and the game sold a measly million copies after 1.5 years! Maybe in this case, without the kid-horror, it would have been even less. But that doesn't mean other games not strictly targeting the extreme horror fringe would experience the same.

     

     

  7. 16 minutes ago, Wave said:

    Hey guys,
    I understand to yours argumentation but apparently you did not get the point I am trying to explain. I love playing games on hard mode, especially survival games like this one. I set looting to 33% for example.

     

    BUT, when I am thirsty, hungry, have some infection but still do not want to give up the game and die. I have one jar with murky water, I run thru forest and find small lake. Wau, it will safe my life. I make campfire at lake, I boil clear water from murky water on it, then I boil golden or red tea to cure some sickness but.... AND NOW IT IS THE POINT you probably dont understand, I am just next to lake and I need to fill the empty jar by murky water and boil another water and tea. BUT when I drunk the first tea, the jar disappeared so I am judged to drink murky water from lake and DIEEEEE. And this is nonsense. The game is over because when I drink tea from jar, the jar then disappears. I do not have skills or time to make some dew collector. So as per you the logic is run back to some city and find another jar there? And again, for you who cannot read probably, I totally agree that having dozens of jars, bottles etc. is nonsense and too easy and boring etc. and I also would like to rebalance it. So my opinion that having still only one jar or bottle in inventory is the better solution than completely removing them. You can find dozens jars of water by looting and have them in inventory, ok, it was loot. Then, after drinking the first of them, the jar will disappear, ok, no problem, after drinking another the same, one less jar in inventory but after drinking the last one, so the last jar will stay in inventory.

    Is it clear? Is it enough of explanation that I am not crying but just suggesting more logic to survival mechanism?


     

     

    If I understand you correctly, you have a method for emergencies and that includes having always a jar of tea with you. When you find yourself without water you then go to a lake, drink that tea and make new tea on the spot. Is that correct that way?

     

    If yes, then it seems you want to preserve a specific modus operandi you got used to and forgot to think about new ways on how to handle such an emergency. For example hoard vitamins for those emergencies. Eat a vitamin and you can drink from a lake without chance of getting dysentery, and the hit points can be replenished with food or the usual medication. If you are playing nomad I assume you always have a workbench with you, so why not have a dew collector with you as well that you always set up when you really need some water?

     

     

  8. 3 hours ago, Wave said:

    Removing bottles/cans is attempt to make game more difficult/balanced and funny. After longer time of playing having dozens of water jars in inventory makes game too easy and let say boring meaning there is no way how to develop further, it can be called we finished the game in some stage and there is no motivation to play further.

     

    BUT removing bottles/cans etc means also removing the absolute BASIC FUNDAMENTAL ESSENCE of SURVIVAL. It is totally bind way how to move game somewhere.. It is like finding racing game too easy so lets remove steering wheels from cars. For god sake somebody is too much overworked if is able to think out something like this. The intents is fine but the realization is nonsense. I played almost 700 hours, I got back to game after almost two years, I found many amazing upgrades and improvements but no bottles??? Fukkk what is it? I need to boil water because I have tons of meat and want to boil it in water but there is fukking no way how to collect water from lake..??

    Hey guys, I think that it would be totally enough to left 1 jar to player in inventory. I mean if I find 4 bottles with water/coffea whatever and I decide to drink them all so only from the last drink I got one empty jar/bottle..... the same if I had 1000 bottles. So only if I drink them all so from the last one an empty jar/bottle will stay in inventory. 

    Please, consider it and give back some logic to game.

     

    Game is amazing otherwise but as per my opinon this is step beside.

     

    I can tell you you are not the first, and I am sure you are not the last guy that has been playing 700 hours and hasn't noticed that there are no gas cans in the game. And no containers to store all the food, at least the meat stew would definitely need one. No empty plastic bottles to store acid in them.

     

    All of these containers were simply not simulated, you just knew they were there. Just now you noticed the glass jar, because it vanished in front of your eyes. Had the glass jar never been in the game like the other containers you would probably not even noticed anything missing.

     

     

     

  9. On 12/1/2023 at 6:56 PM, Matt115 said:

    Okay if you take example about spiders : Agree that some people have anachrofobia yet spiders are pretty common enemy type  in games  that have many enemy types don't you think? 

    Might and Magic Dark messiah, Skyrim,  Starfield,  King's Bounty , Final Fantasy,  Diablo,  Resident evil. ARK,  Conan , call of duty etc. 

    and it's just example about big brands 

     

    So it's realy common enemies like skeletons and orcs. Okay is cod game about spiders? nope. But it's was added and this spiders is pretty big ( if you don't believe check cod wiki). So this argument would have sense if not fact that big spiders are  realy popular in games except fact that some people are scared about them. and in most of this game you don't expect spiders right? 

     

    And I could probably list even more games with many animal or enemy types that DON'T have spiders. Or have a switch to turn off spiders. There is no controversy around spiders like it is with zombie kids just the fear to lose some customers, so the incentive to avoid them is much less. I did say the two cases are not the same. They are not, they just have some similarities. 

     

    Likewise you can and actually have listed games that include zombie kids, which proves nothing and doesn't invalidate the point that many game developers avoid implementing them.

     

    And you are correct that even games not needing spiders thematically can have spiders included, but that wasn't my point. My point was that they are optional in most games, just like zombie kids are optional EVEN in zombie games.

     

  10. On 11/26/2023 at 3:15 PM, Matt115 said:

     

    First zombie movie had zombie kid 😜

     

    Well, the zombie kid did the stabbing and eating but never got shot at, killed or mutilated with a chainsaw. Some people are fine with this in a movie, but may not be fine with a zombie kid getting killed by the player.

     

    This is not the same but similar to big spiders in a game. Many people can't play with them in a game, some other people would like to have them, but it isn't an essential part of any game that isn't specifically about spiders so they usually do not get implemented in games.

     

  11. 17 hours ago, Matt115 said:

    If you consider which animals in games are use in zombie games it's usualy.... wolf and bear. Why? because rest of animals will be too goofy so it will be working annoying.

     

    Why then are small kids and clowns one of the best ingredients in horror movies? Because you don't normally view them as dangerous.

     

    Naturally that sense of unfamiliarity will dull when you play a game repeatedly, but there is no reason they could not look frightening in a serious game, IF you give them a serious vibe. Naturally the FUN PIMPs won't do that, luckily for us, unluckily for you. You are just in the wrong movie, pal 😉

     

  12. 4 hours ago, FranticDan said:

    A QA tester responded to this post months ago and said they'll look into it. Considering the fact that nothing has been done about it to address what looks like an blantant oversight suggests to me its not an oversight at all. I don't think a bug report has been mode regarding this.

     

    Considering the other fact that some bugs existed for multiple alphas suggests to me that some stuff simply falls behind drawers. A "successful" bug report is what keeps it at least on an important list so it isn't forgotten. But if some tester just said they will look into it there is a real change he just forgot it afterwards and it effectively is lost in time.

     

  13. 19 hours ago, theFlu said:

    Indeed, I do. If the end result is the same, I don't really care about the motivations behind it; I was mostly just highlighting that. My statement of "mild" disagreement is probably more tangential than actual disagreement, but then again I tend to disagree with any claims of "the only possible motives", there are some nutty folks out there, with some really weird motivations :D

     

    I do care whether someone tries to con me or not.

     

    And you have a valid point in that I did not list all possible reasons, just the sensible probable ones. People do lots of unlogical stuff though the extreme stuff also gets more attention so we feel it is more common that it really is.

    For TFP to do that we would have to assume that they are so desperate or crooked to even consider doing it AND that they don't notice that it would be counterproductive  in their case. So two rather low chances that you have to mulitply to get at an even lower chance.

     

  14. 1 hour ago, Eko said:

    Hi Pimps. I want to take this open forum opportunity to express my personal wishes. I am sure all ~6k members of the CP Discord agree, and I am also pretty sure you're already aware of how we feel by looking at the number of people still playing on previous alphas. Yet, you don't seem to care/need the numbers playing your game, or maybe you don't really know how to do it but....

     

     

     

    PLEASE, FOR THE LOVE OF ALL THE BOUNCY PHYSICS ON THE STRIPPER ZOMBIESSSSSS fix the the RWG bug. I have barely played since it broke CP, and this is someone with 3k hrs in the game (not trying to one up anyone here please guys dont start an hours war) and someone who has gifted copies of the games to friends, and would do so again.... but i just don't find it worth it without all those extra POIs. Please please please consider this request seriously. I don't even care about A22. Its great that you are progressing, dont get me wrong, but I'd rather play A21 with CP than the full published game with all road map items ticked off. 

    EDIT: due to the seriously toxic nature of the forums here (at least, that was my experience back in the day), I wont be responding to any replies unless they are from Pimp staff. Thank you for your understanding. 

     

    Are you sure TFP knows **which** RWG-bug is breaking CP?

     

     

     

  15. 15 hours ago, Adam the Waster said:

    Really the main thing the base game needs is more crafting parts for things like decor parts like posters, corrugated metal, signs, wooden parts, mannequins. Etc 

     

    A endgame water source collector like a water pump 

     

    More settings like quality adjustments sliders, food, zombie and animal spawns etc 

     

    Bandits and story 

     

    Really that's it 

     

    Piece-a-cake. TFP will create a wet bandit telling you a story about crafting sliders.

     

  16. 16 hours ago, theFlu said:

    Right, this seems to a habit of ours; I write a terse version of an idea of mine and spend the next two pages expanding upon it. Was it a reply, not really; that implies it was directed to you. But, in-so-far as it was a reply: I agreed on "not thinking there's actual planned obsolescence going on here", and "mildly disagreed" with your "the only reasons are sales and micro-transactions*" pointing out that other things, such as (development) resource allocation within the company/between products can lead to undercooked features - in favor of the future product. That may have the same effect as planned obsolescence would, but would be more "benign" in nature. Hence, "mild" disagreement.

     

    If that's still too convoluted, then .. don't worry, the point is pointless anyway. Not spending another two-pager on this ;)

     

    * abbreviated, as people can read your post

     

    Well, I was listing reasons why a game company would actually manipulate a game to be less fun for long time-players (which by the way fits squarly unter unethical behaviour) as the OP was asking exactly about this (if I am not misreading). Now when you list reasons for something else happening which may in some instances look similar and tell me you disagree with me however mildly, consider me confused. 😉

     

     

    12 hours ago, Laz Man said:

     

    My latest mod obsession is the 7D2D VRmod.  Being able to turn your head to look around while flying a Gyro over / through / in / out of a city is such a jaw dropping experience.  

     

    Please post a video of you when your gyro spins out of control 😁

  17. 7 hours ago, theFlu said:

    Kinda agree with the mods there, doubt TFP is actually planning a "max lifespan" for the game itself. They're just trying to "settle" the gameplay / experience to a Good Pace (TM) - some of it does seem to detract from "forever games", but offering a "good experience for the average session" seems to be the actual goal.

     

    Where I might mildly disagree; the "not wanting to compete with your next product" is a thing for sure, and it only depends on the company, how they make decisions with that in mind... TFP isn't in a position to compete with itself yet, but even decisions like "we'll do thing X* in the next game" (*for a realistic example, solid terrain) are basically already following the logic, driving development resources towards the "reusable" things, while reducing 'interest' in the current one.

     

    That might not be "intentionally avoiding competing with yourself", but rather "actual development resources competing for priorities" but the end result can be quite similar.

     

    I don't understand your point here. Is this a reply to my post? If it clears anything up I fully agree that TFP like any other game company would like to make any new game they put out look better than the previous one and surely wants players to forget the old one and buy the new one and play it.

     

    But that wasn't the topic. And I did not say anything contrary to that in my previous post.

     

  18. As Arez said. I am not aware of any servers TFP operates. As such the cost of servers does not come into play as an incentive to shorten the life of the game. Once the game is published there will be no running costs (AFAIK) except for costs they might do without being forced, aka bug fixes or dlcs. Instead successful long-running games produce the "long tail" of sales which actually every developer wants to generate a safety net of income for bad times. Without a good reason no developer would endanger that source of income IMHO.

     

    The only possible motives for shortening the lifespan would be:

     

    * to sell more copies of a successor-game and that they would not like people to stay on playing the old game. A pretty weak motive as the fun people have with the current game would influence their incentive to buy the successor-game negatively. And I doubt any (happy) long-time player of a game would not at least buy the follow-up game to try it out so I doubt this would really generate any additional sales from that group. If at all such a move would have to be done in a patch or dlc AFTER the successor-game was released, not before even the original game is even released and a successor-game isn't even on the far horizon.

     

    * or if the successor-game were a subscription game or micro-transaction game where the income is directly linked with the number of actual ative players at the moment. This only works if the successor-game of 7D2D would move to a central server/massively-multiplayer modding-unfriendly system. Such a game would not draw the same crowd as this game, it hardly could be called a successor game to 7D2D

     

    Also that this game is so modding-friendly makes it almost impossible to make the game undesirable for veteran players. A player can always install a mod that removes unfun changes or replace changes with something that mimics previous features. It usually is not possible or at least very laborious to implement exact copies of features of old alphas, but it always is possible to make very similar features. And if someone just doesn't like the longer duration of the early-game even the normal options are enough to change this.

     

  19. 17 hours ago, meilodasreh said:

    so...does that mean that in your mod account, there are generally enough unapproved posts to fill about three pages, that never actually make it in?

     

    Please, make a dedicated thread for those, I desperately need some inspiration.

     

    4 hours ago, Gamida said:

     

    As a Mod does that mean you still have access to 3 pages of deleted posts? Anything in there interesting? :)

     

    The explanation is probably very banal, I suspect that I have slightly increased the text size for this website.

     

  20. Started up the newest experimental just 10 minutes ago for some other test, loaded a testgame where I was standing in a city square, and actually my first thought was: "Oh, the scenerys looks so good, very sharp colors. Since I changed a setting on my monitor 2 days ago it could have been for that reason though, or both.

     

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