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Kosmic Kerman

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Everything posted by Kosmic Kerman

  1. Please. The relative scarcity of water in A21 is what most people have been complaining about. This is obvious from all of the posts with people moaning about being thirsty, not having enough water for duct tape, problems with water in MP, etc. Besides, the only reason anyone professes to care about a "realistic way" to gather and carry water is because of its importance to certain recipes. If water was only needed for survival, players would be fine with what they scavenged . The inability to gather water from rivers and lakes is just an abstraction to further gameplay--in the same way that the game does not have a weight limit for what you can carry. Consider this thought experiment: instead of changing jars or the availability of water TFP simply changed the non-cooking crafting recipes and replaced water with some other item with similar scarcity as water in A21. Duct tape would still be harder to come by early game and explosive arrows, etc. would still be harder to mass produce. In this scenario, most of the people complaining about water and jars would still be complaining. Because the issue is not "realism" but how the changes affected the playstyle of certain players. Now, no doubt some people would argue that it was not "realistic" to replace water with whatever the new ingredient is but the "realism" argument is just a crutch. What's important is not whether the game is realistic but whether it's fun to play. As currently designed, the player is required to make choices early game due to a limited resource--water. The player must choose whether water will be used for cooking or crafting. They no longer have an infinite supply to make as much duct tape or whatever else early game. There's nothing wrong with disagreeing about the balance TFP has struck here but it has very little to do with "realism" and everything to do with scarcity.
  2. To each their own. I prefer the new system because it adds variety to my play throughs and gives me access to recipes I typically did not unlock in previous versions. The thing I liked the least during the experimental was how slow vehicle progression was. I haven’t played enough of the release version to know where this ended up.
  3. Hi Gazz. Hope you are doing well. With the changes to trader rewards and the changes to loot tables taking such a hard line on mod slots for the .44 pistols does seem a little weird.
  4. I don’t know what the correct solution is from a balance perspective (increased base damage or increased armor reduction) but I would agree that slugs should not do less damage to a heavily armed target. Who know why this happened but I’m assuming it has something to do with the changes to mod slots and damage added from mods in the most recent release.
  5. There’s definitely more to manage now with the sheer amount of magazines. However, once you become more familiar with the names and magazine art I think it will become easier. Right now it’s just a massive info dump with a lot of extra things for your brain to process. Another way to approach it would be to focus solely on separating the most important magazines: forge ahead, food, tools, vehicles, and seeds and not worry about the rest as much. And even then you probably only need to really focus on forge ahead and food in the first couple of days.
  6. Same in my game (new game for 317 but using a map generated in 313). This was true for all of my Tier V quest rewards but one. Not only were all my rewards quality 2 but what was offered was hot garbage usually a tier below what I could craft or I had already looted a Q2 or Q3 version. It’s ironic that trader items were changed (unintentionally or not) at the same time the guaranteed skill books were removed. I’m currently on day 35 and I did not receive a single weapon or tool worth selecting. And I was never offered a tier 3 weapon or tool.
  7. * Water Purifier - I don't know what the drop chances are but let's say hypothetically its 1%. Just because you happened to find one in a game on day 1 doesn't mean there should be a zero chance for it to drop. The first time I saw the water purifier mod in was in the late day 20s when it has no real use for me. If it ruins your playthrough don't use it or eliminate it from your game. This game is largely driven by RNG, there needs to be the chance of a rare drop to spice things up. * Murky water - I think the drop rate is mostly fine because you need water to make glue and it rewards people for opening every single loot container. At Day 9 you haven't experienced the true need for duct tape yet as what you can craft is pretty limited at that point. * Doors - Doors can no longer be reinforced so while 10 wood does take you further in this Alpha you can no longer increase the health of doors by reinforcing with iron. It mostly balances out. You also need forged iron for iron hatches which I think also balances out the strength of the doors early game since iron hatches aren't as practical any more.
  8. I am not a huge fan of the vehicle progression path so far. In past alphas I have skipped the minibike and waited until I found or bought the necessary schematics or bought the motorcycle outright. This usually occurred between Day 14 and Day 21. Considering how gas seems a little more scarce, I think sticking with the bicycle may probably still be the right call. In A21, I am on day 32 and two magazines away from getting the motorcycle. I put a point in Grease Monkey around Day 21 and kept an eye for Gas Stations and car related POIs. I've also been checking traders and I've only seen a bicycle offered by Bob. In future playthroughs maybe this improves now that I know how slow the progress is. Here's why I am not a huge fan of vehicle progression being this slow. Having a motorcycle drastically changes my options. The motorcycle inventory size makes moving from a starter base to a new base much less of chore (moving bases, dealing with drop chests, and checking traders are my list favorite activities). It allows me to loot other towns or multiple POIs at once without having to worry about drop chests or inventory space. It also better allows me to explore the map. Clearly, I am far away from unlocking the gyrocopter which I typically have unlocked from looting or traders around Day 35 to Day 40 (I generally never put points in Intellect in past alphas, I was happy to rely on RNG for workstations and vehicles). With the gyrocopter, I would really explore the map and reduce the chore of trader runs. In my current save, my starting trader was in a biggish city so the slow progression hasn't been a deal breaker. But if my next save ends up starting in a small town, the slowness of the vehicle progression will be much more strongly felt. The lack of a proper vehicle is incredibly limiting in 7d2d and ultimately just increase the tedium of mid game. I think the drop chance of vehicle magazines needs tweaking and/or the total number of magazines for unlocks needs to be reduced. Update: I have now unlocked the motorcycle on Day 32. In my opinion this is just too late. I am fully established in my starter base and a horde base (both built on the same POI next to a trader) that will continue to work with minor tweaks and upgrades well past the point I get bored with this save.
  9. It seems to be at a good height now. It caught dogs and spider zombies. It' not the end of the world if it doesn't catch pure crawlers (which it may do but I haven't tested it). If people want a whole block fully covered they can go top to bottom with their fences or criss-cross poles at different heights. ETA: However I was using upside down electric fences so maybe this is unique to the orientation I was using.
  10. Putting points in BB and DA is a choice and not necessary. I put one point in DA and have had plenty of dukes to buy the crucible and chemstation my trader offered. Obviously I got lucky as it is Day 14 and I now have all of the workstations but that is the joy of RNG. Next playthrough will be different and I will have to make different choices. In A20 I never put points in intellect. I would either find workstation schematics in loot or at the trader or I would buy the workstations. Sometimes it would be day 21 and I still wouldn't have a cement mixer and I would adapt. If you feel that there is only one way to play that is because you have fallen into the min-maxer's trap. You claim players don't have agency but that's not true. It's a choice to be hyper-focused on efficiency. If you just play the game you will stumble into everything you need. No one needs to mod the game to make it playable. People mod the game to tailor it to their preferences. And you are confused about new players. New players have never played a version of the game where you could dig a giant hole and unlock high tier crafting and workstations. Why would they think they need everything the first week?
  11. Is there an answer that will satisfy you? Ultimately what you are asking is to be guaranteed an item you want rather than having to rely on RNG. And so what you are really asking is why some games (including 7dtd) rely on RNG for certain loot rather than guaranteeing that loot after you perform some arbitrary tasks. The unsatisfying answer is that it is a well established game mechanic. RNG provides replayability and a dopamine hit when you finally get what you want.
  12. You mean 80% of the people who voted. I haven't voted because the choices do not reflect the systems the game has had. And of course votes here are purely reactionary because no one has played A21 enough to be able to fully assess its strengths and weaknesses compared to A20. At this point, I can't say whether I prefer A20 or A21. Early game, I'm enjoying A21 but I have no idea how I will feel about it mid-game, late-game or on subsequent playthroughs. I can say I prefer the systems in A20 and A21 to those that existed in A16 and before.
  13. The poll choices have no relation to how this game ever worked so I'm not sure what you think you are going to accomplish here. In the current system you action skills are controlled by perks and your ability to craft items is controlled by finding skill books to gradually level up your various crafting skills (notably not an option in the poll). When the game was completely LBD your actions were leveled by using an item, your crafting skill was controlled by how much you crafted (which early game meant crafting infinite stone axes or anvils to level at a reasonable pace), and you had to find schematics to unlock certain craftables. When the game switched completely to perks your actions and crafting ability were controlled by perks and you could unlock certain craftables with either perk points or schematics and other craftables required finding a schematic.
  14. I assume you are using the dew collectors for glue. What are you using all that glue for?
  15. That is the danger of unlocking the creative menu or god mode. Another alternative would be to create a modlet that changes your starting equipment. I don't know exactly what type of play you are looking for but you could start with a miner's helmet, iron tools, and whatever workstations you feel you need. If you were to poke around the mod section I'm sure you could find a mod that used different starting equipment and use that as a template to create your own. Or you could wait for mods that will inevitably come that revert crafting skills to perks.
  16. I'm always baffled when people get upset that the game isn't fully released yet. When it releases there is no guarantee that they will like the state it's in. It could be buggy or half-baked. TFP could have settled on a progression system or game-loop that they dislike. Enjoy the ride while it lasts. There's no guarantee as to what it will look like when it releases and there is no guarantee how long it will receive support or DLC afterwards. While it's possible there will be some performance improvements, there's only so much they can do in a game built on blocks with a fully destroyable and modifiable environment. If wishes were ponies, beggars would ride.
  17. Why? It's completely RNG. More often than not you aren't going to get the mod until you no longer need it. Just enjoy the playthrough where you get it. Or if you don't like it, don't use it.
  18. If you are unable to see at night I would recommend using the creative menu and grabbing a helmet light mod and a padded helmet. No reason to suffer until you find one. And if what you enjoy is building, you can also use the creative mode to spawn in blocks or spawn in better tools.
  19. It's on the known issues list: https://docs.google.com/spreadsheets/d/13VnmkOdKC9XEOy_neb0Tp34-WPXu-aDw4jfJxcquuvc/edit#gid=0
  20. If the problem is people don't want to start looting until they are both overgeared and overskilled for Tier 1 quests it sounds like they need to lower the difficulty or adjust zombie movement speed. If they are playing experimental, they should probably just try questing from the start of the game as it seems less punishing with early gear, especially now that they have adjusted how often zombies get criticals on you.
  21. Same. Upon load my character was killed and when I respawned everything was set to zero.
  22. I think they may be looking at the wrong players. I've been playing since A15 and am reasonably experienced. I'm on Day 5 (60 min days) and still on stone tools. I hit tier 2 quests on about Day 4. The best item I have is a blue stone axe which I found in a car in the parking lot of a tier 5 building. Other than that I have a green club and a Quality 2 pipe machine gun. And I took the crafting magazine bundle for each reward. I'd tell you where my crafting skills were but can't because the recent update reset my character to 0 skills and perk points. The biggest progression issue I've run into is a lack of mechanical parts to be able to craft a wrench. Neither of the two traders had mech parts in their inventories and you need a wrench in order to get mechanical parts from anything (save for some odd ball things like Wild West Coaches and Church Bells). I think Riamus is right that if they slow down progression, trader rewards will outstrip crafting again.
  23. Most likely but it's not guaranteed. Bottom line, don't play experimental if you will be upset by a forced restart.
  24. Do you think the devs should be balancing for the amount of magazines people obtain from questing or the amount people obtain from purely focusing on looting magazines? Are you playing 60 minute days?
  25. Except it’s really not. You just haven’t been around long enough to know that. There have been major game mechanic changes before and the forums were full of doom and gloom. Some things to consider: 1) the update just came out and no one has spent enough time with it to truly offer measured criticism and 2) the criticism has largely been reactionary and low quality. TFP will tweak the systems but they aren’t going to roll them back. So there’s little point engaging with people still in the denial and anger phases of grief.
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