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RipClaw

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Posts posted by RipClaw

  1. 3 hours ago, Laz Man said:

    That is correct.  In the jail, there are alot of things in the environment to take advantage of to even the odds.

    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.

     

  2. 12 minutes ago, KennyLives said:

    My electric fence was destroyed almost instantly. Is there any way to protect the poles? I remember, that I tried to build blocks around it, but zeds still hit that poles even behind the blocks.

    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

     

  3. 13 hours ago, Zombiepoptard said:

    This community has probably been filtered by the game to not care about the gun play and more about the other stuff that this game does well. If you cared about the gun play this game would look like hot garbage.

    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.

     

  4. 11 minutes ago, meganoth said:

    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.

    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.

     

  5. 18 minutes ago, EvilPolygons said:

    I've been playing with item degradation for awhile now. It really just isn't as extreme as you're making it out to be. Without it, once you have all top-quality gear, there's basically nothing left to look forward to.

    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.

     

  6. 5 minutes ago, Ralathar44 said:

    You can't just let someone bypass a core loop entirely without invalidating that core loop.  It no longer becomes core, it becomes optional, which radically changes the design of your game.  7DTD without scavenging is just a tower defense building game where you can completely turn off the town defense aspect.

    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.

     

  7. 42 minutes ago, meganoth said:

    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).

    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.

     

  8. 18 minutes ago, theFlu said:

    100 repairs.. my gut feeling of a full 15 minute night of mining is about 2 repairs for a full Q6..? 50 nights, that would be 50/4 hours, so 12 hours of continued use. I'm not dissing if that's what you're doing, I like a good molerat session, but that still quite a bit, no?

    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.

     

  9. 8 hours ago, EvilPolygons said:

    The mod I'm using gives a 50% chance of degradation per repair, so averaged out it feels pretty well balanced. It takes quite a while for a QL6 item to wear down to a QL1. The important thing is that stuff does eventually wear down, which means crafting (and looting, for that matter) always stays relevant even in the late game.

    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.

     

  10. @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.

     

  11. 47 minutes ago, Roland said:

    In the example brought up in this thread, item degradation is a very polarizing idea. I'm all for it but others would see it as breaking the game instead of fixing the game. If TFP ever adds an option for item degradation it would be interesting to see what percentage of the player base actually votes that the lack of it currently is something that is broken and needs fixing.

    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.

     

  12. 10 minutes ago, meganoth said:

    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.

    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.

     

     

  13. 8 hours ago, Sephiroth87xz said:

    Developers have a precise idea of balancing actually, with the magazine system, which work good with the actually progression of the difficulty systems.

    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.

     

    8 hours ago, Sephiroth87xz said:

    Now traders/loot/quests rewards aren't in line with the the progression of the difficulty system, they broke it making it too quick too easy, even on the hardest difficulty.

    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.

    8 hours ago, Sephiroth87xz said:

    Developers confirmed they will continue to balance.

    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.

     

    8 hours ago, Sephiroth87xz said:

    You think they will remove the new magazine systems and change how the difficulty systems works or they will fix the progression of traders/loot/quests ?

    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.

     

     

     

  14. 17 minutes ago, Sephiroth87xz said:

    Developers stated what they want for the progression when they talked of magazine system, you don't trust them?

     

    This is the problem you tried to speed up, breaking the normal progression, i played in normal way, only adding perks on the weapons of my choices(knife and pistol) and no perk will break the progression of traders/quests.

     

    But the progression of traders/quests is broken by itself, there is no need to use perks or do anything else.

    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.

     

  15. 52 minutes ago, Kalex said:

    Our game has all of our crafting WAY below what the trader is selling/giving as quest rewards.

    I exclude the trader's quest rewards from consideration as they are solely based on the quest tier. A T1 quest will give the same reward regardless of your level, the gamestage or the traderstage. Quest rewards are about risk and reward. The higher the risk the better the reward.

     

    As for the trader inventory, that's based on the traderstage and you can manipulate that by either doing a lot of quests or putting points into Daring Adventurer.

    If you compare a trader where you have done many quests with one where you have not done any quests, you will see the difference.

     

    One mistake many make is to spread points into too many perks. This dilutes the magazine boost of the perks.

     

  16. 9 minutes ago, Riamus said:

    How'd you manage that?  Crafting is far slower than game progression for me.  At least after the first week or so. 

    The question is difficult to answer since I don't know how you play.

     

    I was lucky that my initial city is already very big with two Crack a Book POIs for which I even got some quests. I also didn't spread my points very far. I invested my points mainly in Pummel Pete, Miner69er and Shotgun Messiah. One point at the beginning in Advanced Engineering. No Points in Lucky Looter or Daring Adventurer and I limited myself to one quest per day.

     

    You have to keep in mind that the lootstage is mainly defined by the biome and the POI difficulty. Accordingly, it is not surprising that I will not find particularly good loot in the pine forest. In the desert, the snow or the Wasteland, the lootstage is of course significantly higher. That is the point of the discussion. People do not take this into account when they complain about "too good loot".

     

    For me, gamestage, crafting skills, lootstage, and traderstage are 4 different values that can match under certain conditions but can differ greatly depending on how you play.

    To me, matching the progress of crafting, the trader's inventory, and what you find while looting is like trying to synchronize different clocks. No matter how precise the clocks are, the time displayed will differ sooner or later. And with various multipliers and bonuses in the game, crafting, looting and the trader usually diverge very quickly.

     

  17. 23 minutes ago, Sephiroth87xz said:

    Crafting system progression is overall in line with the difficulty progression of the game.

    It depends on which biome you are in and where your first trader is. In A21, the gamestage depends on the biome. The gamestage increases much faster in the desert, snow or wasteland but your crafting progress remains pretty much the same.

     

    23 minutes ago, Sephiroth87xz said:

    This is what they want for the game.

    Have you asked the developers what they want? It is rather presumptuous to assume that you know what the desired end goal is.

     

    23 minutes ago, Sephiroth87xz said:

    Now Developers will need to apply this same line of balance to all the other parts of the game traders, loot and quest rewards for fix the unbalanced situation which is breaking the progression and making game too easy breaking the difficulty progression.

    In my case, that would be to speed up the progress for looting and what the trader is selling. I did a T5 infestation quest in the pine forest this morning and found a Q2 Pump Shotgun but I can already craft a Q5 Auto Shotgun. My lootstage and traderstage is way behind my crafting skills.

     

  18. 19 minutes ago, meganoth said:

    Two-block AFK bases were one reason to add digging zombies back.

    I wonder how widespread it really was. I don't know anyone who hid underground during the horde night. On the contrary. Horde night was looting night, even if some people didn't like cleaning up after the horde.

  19. 14 minutes ago, DeadElviS said:

    Then why play a game where survival & crafting is pretty much the central core of the game?

    Because it isn't. In fact, the developers seem to see looting and exploring more in center of the game than crafting. At least that's my impression and MadMole sees himself as a looter according to an interview on the "Guns, Nerd and Steel" channel.
     

     

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