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RipClaw

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Everything posted by RipClaw

  1. I have a question for those who think that quest rewards are overpowered. What rewards would you expect for a T4, T5 or T6 quest? In the past, especially with T5 quests, people have complained that the rewards are not worth the time and resources. Especially when you play primarily with firearms, you use a lot of ammo.
  2. Even with the bandits in the game and the story in place, sooner or later you will reach the limits when there is nothing left to do. Then you'll either have to start over or play another game. 133 hours of gameplay in a single playthrough is a lot. Most games should take less than 40 hours for the main story plus all the side missions.
  3. Temrekti from Guns, Nerds and Steel had to learn that today. No crucible and therefore no steel. The result is a broken base.
  4. Yes but as far as I know he unlocked Q3 steel spears in one of the last videos. So he has closed that gap. IzPrebuilt rushed through the magazines in 3-4 videos like a maniac. He has made extreme progress, especially with the vehicles. First he was able to build the motorbike, one day later the 4x4 truck and another day later the gyrocopter.
  5. I made a comparison between JaWoodle and IzPrebuilt. JaWoodle on day 26 can build a minibike, a chem station, a Q3 steel spear and a Q4 sniper rifle. IzPrebuilt also on day 26 can build a Gyrocopter, a Crucible, a Q5 Steel Club and a Q5 Auto Shotgun. Both play on 60 minute days and both live in the desert. The differences are that IzPrebuilt also loots at night because he plays on Insane Nightmare anyway and he knows exactly which perks to take to most effectively get the magazines he wants. That's how different progress in crafting can be.
  6. Does that work at all ? The lights have quite a bit of HP and the arrows and bullets only do minor block damage.
  7. But that seems to be missing in the end room of the Navezgane County Jail or I am missing something. I know that there is an door that can be opened in an office in the upper area, but you have to know that first. Otherwise I don't see anything that gives me a break or an opportunity to reload. It is very easy for the zombies to push you into a corner in this room and because you bleed so easily in A21, you can hardly see anything. And since you enter the room through a hole in the ceiling, there is no way back. In Navzegane Correction, on the other hand, you can make very good use of the prison doors and fences to give yourself a bit of breathing space and so that groups of zombies form which you can then fight effectively with grenades, pipe bombs or exploding arrows/crossbolts.
  8. The electric fences take damage over time when zombies runs through. So it is best to have redundancy or a way to repair it during the horde. Guns, Nerd and Steel has published a video for A20 with tips and tricks for base building. The same principles still work for A21: https://www.youtube.com/watch?v=ToBtf1lqIDw
  9. Stealth may not work but exploding crossbow bolts seem to be very effective in this POI when used in combination with the fences and prison doors.
  10. It would be a fitting addition to Tarkov 😉
  11. What exactly do you mean by gun play? I know that the sights on the weapons are not aligned to the point where the crosshairs are. Is that what you mean? Firearms and shooter games are not really my thing. So I don't really know much about that.
  12. County Jail. The end room is a death trap. You have some room to maneuver but the Feral Wight in the jail cells in the upper ring reach through the bars and immediately make you bleed so you have no visibility. That is the worst. To keep the zombies under control you need grenades or something else explosive.
  13. And there is already a mod for those who want to have it. Unless there is a huge run on this mod, I assume that the desire for item degradation among the player base is not that big.
  14. Sure, if the gear is all that matters to you in the game. The way I see it, once I have the gear I need, I have more time to spend testing new ideas and building bases. In case you haven't noticed, I'm more into mining and building than looting. So the idea of an endless loot run is not very appealing to me.
  15. What exactly does this have to do with my post? I was simply explaining the inherent characteristics of the magazine system. The more you loot, or can loot, the faster you progress. For example, I was lucky enough to spawn next to a large town with two Crack a Book, which I was even able to loot again as part of a quest. So my progress was very fast. Other players are unlucky enough to spawn next to a small town and progress more slowly. That's the magazine system. That's why I'm not a fan of the OP's idea that quest rewards, vendor inventory and loot should all be based on the crafting skills. Currently, the quest rewards are based only on the quest tier and the quest type. This could be adjusted so that the lootstage or the player level is taken into account.
  16. My playstyle is as normal as everyone else's. Everyone says their playstyle is normal. So "normal" is meaningless in this context. I think when you have to repair your primary weapon multiple times over the course of a horde night then 10-15 repairs from Q6 to broken are not really that much. Or did you mean 10-15 repairs per quality level ? I played the Undead Legacy mod in A20 where you either had to use extremely expensive repair kits or repair the items in the maintenance station. If you did not have the necessary level of the maintenance station you had to repair the weapon at the trader for money. I always had several weapons during the horde night that I used until they were broken and then I switched to the next one. This is probably the strategy players would use if item degradation were added to the game. They would then have several identical or similar weapons. I doubt anyone would want to risk the weapon dropping a quality level on horde night and possibly losing a mod slot or the weapon becoming completely unrepairable. But what would definitely happen is that someone would mod out the item degradation. In every game that had item degradation, there were either strategies to get around it or a mod to remove it from the game.
  17. It depends on how you look at it. A total of 100 repairs for a Q6 before it is no longer repairable sounds like a lot, but you have to bear in mind that every time the quality level is reduced, the durability is reduced as well and the number of repairs will increase. It is not a linear progression. It also depends on what other effects the loss of quality level has. If you also lose damage or mod slots, you might want to recraft the item rather sooner than later. Very few people will use an item until it is beyond repair. For example, I can currently break rock, coal, nitrate, and oil shale blocks in one hit with my Q5 steel pickaxe. I would replace the pickaxe as soon as I need two or more hits to break these blocks, as I wouldn't want to lose this feature.
  18. On average, you'll have 10 repairs for a Q6 item you can't craft, or 8 repairs for a Q5 item you can craft if you've read enough magazines. This is not a lot, especially for items like a shovel, pickaxe or wrench. I repair these items quite often because I actually use them. Crafting stays relevant for me in the late game even without item degradation. I primarily craft large quantities of steel, concrete, gunpowder, ammunition, and glue. And I'm not a fan of looting. I do it because I have to do it and I also get resources that I need for the crafting but that's it. If I can squeeze 100-200 repairs out of an Q6 item before it is gone then we can talk but not with only 10 and only if you don't have the bad luck to lose a quality level with every repair.
  19. I actually always waited until Q3 before recrafting an item and then again at Q5 because of the mod slots. But since that has changed with the A21 stable, I recraft my gear when I have either reached a new technology tier or when a mod slot is added.
  20. I just have two questions about it. Why is the trader gone and how did someone manage to collapse the trader despite trader protection ?
  21. @faatal I have a question. Some content creators sometimes have the problem that their 7 Days to die content is classified as not advertisement friendly because of the decapitations and dismemberments. Would it be technically possible to change this with a mod so that it looks the same as with the Demolisher? When I shoot the Demolisher's head off, it pops out of existence and there is only a hole where its neck used to be.
  22. It all depends on the implementation. I have read some comments from hardcore players suggesting that the item should lose one quality level for each repair. Q1 can't be repaired and Q6 can only be repaired 5 times. I think that would be total overkill, unless the durability is increased significantly.
  23. Daring Adventurer is definitely strong because every level in Daring Adventurer alone is worth 10 player levels without doing any quests. Iron tools start at traderstage 15 and steel tools at traderstage 50. Lucky Looter on the other hand doesn't help much at the beginning because it only increases the lootstage slightly, if at all. Level 1 is just 5% on top of the lootstage. This whole "issue" doesn't concern most of the players anyway. It is, as MadMole would say, a vocal minority.
  24. It works for you and your playstyle, but that doesn't mean it works for everyone in every situation. A player who doesn't loot, or loots very little, will progress slowly or not at all with the magazine system. Someone who does nothing but looting will progress quickly. It also depends on how many opportunities you have to find magazines. The more loot containers you have that could potentially hold a magazine, the faster you will progress. Looting a crack a book can give you a huge boost in progress. If you have a town with a lot of mailboxes and news dispensers, you will also progress faster than if you have a town that does not. By difficulty system, you probably mean the gamestage. The difficulty settings have no effect on the gamestage. In the calculation for the gamestage there used to be a multiplier that changes with the difficulty setting but that was changed some time ago and set to a fixed value of 1.2. What was added in A21 is the biome bonus and biome multiplier for the gamestage calculation. If you want to have a hard game that relies mainly on your crafting skills then I would suggest that you change the loot settings to at least 50%, don't do any quests and don't put any points into Daring Adventurer. They always do until 7 Days goes gold and maybe even beyond. But they never said that the balancing will be based on the crafting skills as you seem to imagine. The traderstage, lootstage and the gamestage have the player level as a common element in the calculation. It can therefore be assumed that this is the central anchor point. But the crafting skills are not bound to the player level. This is based solely on the magazines you read. The quest rewards are a different story. These are basically a special loot group per quest tier and per quest type. Here the balancing could be more about the rewards being appropriate for the quest tier and the quest type. Less relevant could be that they match the gamestage, lootstage or traderstage. No, I think they will continue to balance the game based on telemetry data but not necessarily in the way you imagine. You seem to see crafting as a central element but my impression is that the developers see looting as a central element of the game. Whether they will change the quest rewards much remains to be seen. If they do, they will probably tie the quest reward to the lootstage and not to the crafting skills of the player but cap it based on the quest tier.
  25. Developers say a lot, but so little. They are rarely specific and usually very vague. They want progress in the game, but you can get it in a thousand different ways. With the Learn by Reading system, they have chosen a progression system based on looting. This makes it hard to predict how the game will progress because looting involves a lot of randomness. When they talk about balancing, it's unclear what they mean. After all, balancing is a very subjective thing. And they have never explained what "normal" gameplay means to them. Everyone claims to play normally, but everyone plays differently. So the term "normal" is meaningless. As for quests, maybe you haven't noticed, but they have nothing to do with progression in the game. They are simply based on risk and reward. The greater the risk, the greater the reward. It's the same principle as going into a more difficult biome. If you only do low-risk T1 quests all the time, you will only get T1 rewards. And one last thing. Your idea of balance is not necessarily the same as the developers'. Balancing is very subjective. So when the developers talk about balancing and you talk about balancing, you might be talking about two very different things.
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