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Slingblade2040

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Posts posted by Slingblade2040

  1. Alpha 16 easily. Idk what the devs have done to ruin the game so much since then but it's really gone down hill.

     

    I'm really curious to see the feedback from the console players if they even say anything about the changes they will see once the game gets updated on consoles. 

  2. Learn by doing easily. No clue why they couldn't remove the silly stuff like spam crafting and just do a modified version like mods have done.

     

    Farming system where you needed water and for more yield fertilizer.

     

    The wellness system. I miss food and water being important since this is a survival game.

     

    There are so many great things that used to be in the game which could have been kept instead of being replaced by a worse system. I'm happy the game is so easy to mod since modding seems to be where the fun and all the great features of 7dtd went. 

  3. On 2/7/2024 at 1:43 PM, SylenThunder said:

    It is apparent that you don't pay any attention to active threads in this forum, or the main dev Twitter account.

    I have been and nothing really seems to scream hey check out this new amazing stuff being added.

     

    Even alpha 21 got really boring after like 2 or 3 weeks. Most of the updates I see are hey new art, hey new graphics. Splashing new shirts on old zombies doesn't really seem like a big improvement for variety as opposed to adding new enemies with new abilities.

     

    Considering it's been almost a year since alpha 21 got released I haven't seen or heard anything that's going to come out in alpha 22 that brings excitement to the game. If there is feel free to show it.

  4. Haven't really seen or heard much about the new alpha. Just seems like alpha 21 was a fun for 2 weeks kind of thing then the excitement died when not much was really added and instead things were removed for ridiculous systems.

     

    In June it will be about a full year since alpha 21 got released and honestly alpha 22 doesn't seem like it has any hype behind it. Maybe I'm wrong but what exactly is alpha 22 going to bring to 7dtd that would make people want to play it? Unless it's going to add NPCs and story progression I don't see much excitement or reason to jump into alpha 22 until mods come out since atleast they add some sort of enjoyable content. 

  5. Can't say I'm shocked but it really is a let down. Seems the only thing we have been getting for the past few alphas have been graphics updates, pointless overhauls to the skills system, nerfs and that's it.

     

    No new zombies with abilities, no new weapons, no new vehicles, no bandits, no new npcs, no story. I swear the modders for some of the big mods like darkness falls, rebirth and war of the walkers have added in so many fun and exciting things that honestly should be in the vanilla version yet still aren't even in a somewhat basic form like rebirth random events or darkness falls demons or even the weird bandits with weapons from war of the walkers. 

     

    If these amazing modders can add so much and keep their mods functional then maybe the pimps should either consider getting them on board or ask them for advice because as with Bethesda it seems it's the modding community doing all the heavy lifting to keep their games afloat.

  6. 16 hours ago, Ramethzer0 said:

     

    I don't even know where to begin with all this, but I highly recommend letting go of the preconceived notions about 'intended' game play, and what is and isn't broken.

    These things are highly subjective based upon individual experience.  Just because these things seem broken to you, does not make them broken for everyone else.

     

    There are things still being looked into.  This game has a lot of moving parts, and you might want to consider that what you think might be intended will also changed for you. 

     

     

    I don't know how much clearer it is when there is a hub for questing, buying and selling. Even the devs have talked about the traders being and probably becoming more essential. 

     

    Painfully obvious how the intended playstyle is especially with the starting quest taking you to the traders and having to talk to them and receiving quests and them being the only place where to you can buy and sell all goods. 

     

    If traders are an essential portion of future content then their goods along with quest rewards need major work done otherwise its pointless gathering magazines to skill up to craft certain tools or weapons.

     

    Saying that crafting seems broken to me when pick a certain perks to be able to craft certain tools and weapons and end up getting rewards that negate the crafting progression for those perks isn't a personal oh it's seems broken to me thing that is a total it's broken across the board thing. 

     

    That's like you picking strength to go shotguns and tools you collect magazines to craft up to steel or craft up that double barrel into a pump shotgun then the quest reward is a auto shotgun which then entirely negates the point of crafting.

     

    No saying don't do quests or use traders isn't a valid option. You are essentially telling me or new players hey skip out this huge portion of game content because it breaks the crafting progression for tools, armor and weapons. Which is ridiculous for a game that's been this long in development.

  7. Alpha 22 needs to do some massive balance to this game to make crafting relevant. This isn't about some ridiculous playstyle nonsense like certain people point out or make the insane suggestion of skipping game content. We are talking playing the game as intended meaning you go to trader, you do some quests, base up in a PoI or build a base and follow the same pattern more or less. 

     

    Somehow that breaks the entire crafting and magazine progression system. Not to mention once you hit I think the tier 5 or tier 6 infested caches you get trap bundles which then break the whole trap crafting system along with all the ammo you gain from those things as far as 9mm and shotgun ammo goes.

     

    The zombies also at some point either need abilities added to them or new ones which pose a threat to us. It's crazy that even with radiated zombies the real danger we get are from the dogs.

     

    if following a basic gameplay loop breaks a huge portion of the games content then it obviously needs to be looked into and fixed.

  8. 17 hours ago, Roland said:


    As soon as Madmole gives the say so I’m sure that Crater Creator will get it started. Are we really ready for arguments over armor, outfits, bandits, weather, and the traders becoming an even more critical factor in the game?
     

    Of course we are! :)

    So is that last part a joke or is that a serious thing? Also you left out the possibility of another rework to the perk and attributes system. 

  9. 25 minutes ago, Riamus said:

    If that is what this thread is about, I don't see any problem with it.  If the EULA states you can't monetize in that way, then you can't.  Simple.

    What I'm wondering is if that means if certain youtubers or streamers who are big in the community have things like a private server but for patreons only would that be included since it's still monetization of this game through another platform like patreon? Technically it wouldn't be much different than the whole mischief maker mod thing. 

     

    Would like to see the TFP give a more detailed explanation on this but I guess that would be kinda stuff lawyers handle.

     

    I'm on the fence since I'm a huge mod supporter and feel they don't get the respect they should from the team for helping keep this game alive, mind you this is across the board with alot of heavily modded games like anything from Bethesda, stardew valley also has a decent mod community and same goes for alot of other games like rimworld and terraria.  What's worse is when the base game starts to implement alot of the modders ideas and not even bother giving them any credit. 

  10. So is this topic off hand because it seems weird no posts or anything about it. Mind you I'm lazy and didn't bother searching I wouldn't be surprised if certain folks got rid of these kinds of posts since the whole drama surrounding this doesn't paint TFP in a good picture. Not saying the others are totally innocent just that things could have been handled very differently and if you know anything about content creation a strike is a very serious and last resort kinda thing. 

  11. 30 minutes ago, warmer said:

    Your opinion is they break game balance. You may have established that, I didn't. I personally think this is the most fun version of the game I have played and I started at A6. If you don't like the direction, load up A20.

     

    It is impossible to please everyone all the time, so you aim for the middle. Some people will love it, and you can't just listen to those that hate it. Those that do are always the vocal minority.

     

    There will never be a perfect version that suits everyone because there will always be something you loved from an old Alpha. I personally would wait 2x as long for a map with caves. That isn't happening unless I mod it. Do I @%$# and moan, or do I use my agency and power to please myself? Modding is so easy now. Drop in a modlet done. It will take you less time than writing your last post

     

    People with agency who complain when they have the power to fix it themselves vs. waiting months for a potential bug fix crack me up.

    Except most new players or casuals either don't mod the game or know how to mod it. 

     

    This isn't some playing the game at 300% loot or double dipping PoIs. These are default settings which most casual or new players play at. This is playing the game as intended on default settings by using the trader and questing and that alone is enough to massively throw off the crafting and newly implemented learn by looting system with magazines.

     

    The solution can't be telling new or casual players hey just mod the game, edit xmls, ignore traders or severely limit your questing down to 1 per day especially if you are starting out because most are going to tell you how ridiculous that sounds and why the devs aren't trying to fix such a massive issue.

     

    Would be nice to know exactly what kind of impact the traders will keep having on this game because it seems each alpha they become more and more essential and crafting takes more and more of a backseat outside of making blocks to build a base. Because even traps can easily be obtained from bundles you get in the infested crates along with ridiculous amounts of ammo.

  12. 22 minutes ago, warmer said:

    Too much loot. Lower it in options.

     

    People that complain about similar things baffle me when 99% of what they are complaining about is user adjustable.

     

    Give yourself rules like you can only craft x type of gear. You have the power

    That doesn't fix the trader issues. Not only that but if playing on default throws the games balance off that much then it's obviously a massive balance issue that the pimps need to fix.

     

    This isn't a simple lower loot percentage this is an overall issue with the entire progression system.

  13. Ok this for some reason has become to go to argument and reason for folks here and folks with certain privileges. 

     

    This can't be the only solution if people want to craft things. Yet again another play through not even at day 12 yet and already full steel tools, tact rifle and going to sell a quality 4 auger that was given as a quest reward.  

     

    Slow down questing, slow down resource gathering, ignore traders. Basically the feed back from people is ignore game content, stop playing like a normal player would. What normal player doesn't do more than 1 quest per day until they reach tier 4 or 5s which can easily take 30+ minutes to do and by that time the rewards outpace anything you can craft not to mention the loot you can find. 

     

    So far each alpha has put more emphasis into the traders and their quests. While the whole nerf to secret stash helped out some it seems that instead it was moved into quests and negates the entire progression system of the magazines. 

     

    There has to be a better solution than being told play 40 minutes and ignore most of the game content otherwise you make crafting gear, weapons and tools pointless. If this is told to new players they would look at this as ridiculous especially for a game that's been in EA for about 10 years.

  14. It depends on the new player.  Let's not act like all new players are brain dead and can't grasp this game. 

     

    Some will have little to no issues and others will struggle. We have all seen enough streamers or youtube LPs to know that skill is an important factor in some games. No need to keep dumbing this game down just cause some person sucks at playing games and as I've been told before by many people here change the difficulty or use mods. 

  15. For the next update can the devs please remove the high block damage from the shotgun shells and slugs? I mean we have breaching rounds not sure if people actually use them but they are there for some reason.

     

    Anyways It makes it a freaken pain using shotguns during horde night or even in PoIs in general because you can end up destroying loot containers. We want to use shotguns to kill zombies not our base and loot containers.

  16. 12 hours ago, BFT2020 said:

     

     

    Yes, not only am I serious with that suggestion, I actually play that way.  Started playing that way back in Alpha 19.  Only using equipment that I could craft myself.  I allowed myself to use equipment from looting in A20, but since I couldn't repair it, I still had to use equipment I crafted myself as finding something that had more than half durability was hard to find..  Will be doing that in A21 now that the game is stable and I mod it so you don't see a lot of equipment above Q3 and traders don't give out quest rewards anymore.

     

    But hey, not everyone is up for the challenge.

    Because the average player doesn't do something like that much less in any other game.  

     

    Same with Roland's stuff about 1 quest a day and other  restrictions.

     

    Most players would do quests up until about a day or two before the horde, most players will keep an obvious upgrade. Hell the starting quest even guides us to the trader so how the heck are new players or casuals suppose to know all these ridiculous restrictions they have to impose on themselves when they see crafting is easily out paced by questing and looting? They will just come to the conclusion that crafting is broken and pointless and it's better to just do quests or buy stuff

     

    Your personal restrictions, challenges or whatever other stuff you want to call it isn't even close to how most players would this game much less casuals.

     

    Heck I play warrior difficulty, 64 blood moon count, jog day speed and feral sense to all, 90 min days with no loot respawn and no air drops and everything else is default setting. Tier 1 and 2 quests are like 3 per day, tier 3 and 4 maybe 2 a day and tier 5 or 6 are at most 1 a day.   By day 10 questing has massively out paced anything I can craft.  I don't see how that is such an insane playstyle that breaks the games crafting system so freaken badly.

     

    The trader quest and loot presents a massively obvious flaw the negates any progress or use of crafting. Saying the solution is to restrict ourselves from game content by limiting the quests we do, limit the biomes we visit, the looting and other stuff makes no sense but instead makes it seem like certain people just want to cover up very obvious flaws that have become even more apparent in this alpha.

  17. 2 hours ago, Roland said:

     

    You must know that I’m talking about frequency and intensity of those activities and so it makes me wonder what your agenda is in your obvious misrepresentation.

     

    I didn’t say avoid doing doing those activities at all. I said avoid power grinding or going into high Lootstage biomes so early if you want to craft. 
     

    You’re basically pleading with the developers to force a limit on daily questing and gating the biomes to forcibly prevent players from going there until certain conditions are met. No matter how much balance is applied, as long as players have the freedom to go anywhere and spam anything from day 1 there will always be an optimization path that such people will claim is the only successful way to play. 
     

    Hope you’re happy if the devs do decide to protect optimizers from themselves. So far they’ve been fine with letting people choose how they play. 
     

     

     

    That's literally saying don't play the game as intended if you want to craft and giving no examples.  What the heck is power grinding?

     

    I've literally just gave an example of playing the game as you folks have intended which is doing trader quests which is an integral part of this games content and even possibly future story.  This isn't some most effective or efficient path nonsense this is playing the game as the pimps have intended. 

    This literally kills the whole learn by looting system they just implemented.

     

    How is a new player even supposed to know hey don't quest alot cause you will make crafting pointless. Hey slow your roll on the frequency of your activities and how you play cause it throws the game off balance. Even at base default settings.

     

    9 minutes ago, BFT2020 said:

     

    You can do all that and still craft everything you want to.  Nobody is saying use that shiny new weapon you found while looting or doing a quest.  Instead, turn it into scrap parts to use for crafting, or sell it to a trader to get dukes so you can buy those weapon or tool parts you need to craft those items.

    I don't see how you are even trying to be serious with that suggestion. Might as well say hey that gear you got from a raid yeah scrap it for crafting materials even though it's an obvious upgrade. 

     

    No players and especially new players would even consider doing something like that because it makes no sense. 

     

     

  18. 4 hours ago, RhinoW said:

     

    Do you play with 300% XP multiplier? Because I do (and 300% block damage) and I noticed that crafting gets thrown back because of how quickly I rise on gamestage. It's a double edged sword, as radiateds and wights are found very early on, but at the same time, the quest rewards and loot are insane. Since the physical time you spend looting gets overshadowed by the gamestage, you are not able to pick up enough magazines to "battle" the loot you are already able to get.

     

    So for loot quality, that's my own "fault". But I do agree 100% with you that ammo is just ridiculous, and it has been ridiculous since A17. Never have I ever stockpiled on so much ammo and used it so needlessly with more to spare. And it was like that since day 1, loot a few buildings and raid a shotgun messiah, and you're already reaching more ammo than you need to use early on, with the ability to actually use that ammo with the pipe weaponry.

     

    However, spending ammo is kinda required, since zombie attack hitboxes and reactions are still buggy, and difficulty comes in the form of bullet sponges and zombie numbers, so run and gun is kind of mandatory. And I'd wager that if I played with no multipliers, and had a steady gamestage, I would have even more ammo to spare, because I wouldnt be facing high tier zombies so early on.

     

    I'll also add explosives and molotovs to the list, as crafting a molotov is wasting fuel, while a quick t1 quest has a high chance to give you 10 for a reward as well as pipebombs and contact grenades.

     

    I'm not complaining though, as the game is quite fun like this, but the fun comes in the form of mowing down big hordes of enemies on bloodmoon, rather than the rest of the game. Clearing PoIs becomes a boring task with very little risk, unless its one of those BS triggers that has been talked about. I'm also going to show my dislike for those end dungeon loot crates that completley destroyed the meaning of scavenging.

    Nope all defaults at 100%. Most of those auto turret bundles give like 150 or 300 9mm ammo or a full stack of shotgun ammo and like 2 of each turret. Not to mention blade trap bundle gives like what 10 blade traps?

  19. 31 minutes ago, Roland said:


    Nobody is telling anyone to ignore anything if they don’t want to.  There are plenty of players who skip all the crafting and just use the trader and are happy with it. There are players who go straight to the wasteland and loot high level gear and are very pleased with that.  
     

    There are also players who stick to the forest and minimize their quests and who craft most of their stuff and who are happy. 
     

    It appears that the only people who are unhappy are those who hate getting gear above what they can craft but can’t help themselves from doing activities that skip the crafting progression anyway and so they need the game to limit them forcibly from playing in a way that will ruin their fun. 
     

    The end of this balancing road that people are asking for is going to be more restrictions that result in less sandbox elements— Just so everyone understands what is necessary in order to stop the few players who lack the impulse control to not optimize the fun out of the game for themselves….

    Doing activities? You mean the whole premise of quests, traders, looting and going into biomes. 

     

    How is that not ignoring content? How is that you not telling people well if you want to craft ignore all of this content vanilla content that basically makes up like 90% of gameplay. So yes that is exactly what it sounds like you are saying but doing your best to word it differently. 

  20. 14 hours ago, Roland said:

     

    Okay, but this isn't really a balance issue. Even once they balance everything perfectly a quick jaunt into a tougher biome is going to net you loot at a higher lootstage. That is the way the game is designed and that is player choice. If you are a player who WANTS to craft your own gear and ENJOYS a slow progression, then don't make those choices. Daring Adventurer, Lucky Looter, Snow, Wasteland, and Desert biomes are all things you can ignore if you don't want the stuff you find and buy to be way beyond what you can craft. For people who love to buy great stuff and gain great rewards and find amazing loot, those perks and going into biomes you aren't suited for are fun.

     

    Things like this will ALWAYS be in the game because it allows players to choose how they want to play. If you go into the wasteland and come back with great loot beyond what you can craft then that is what you want.

    This whole idea of oh just ignore perks, ignore biomes, ignore traders is insane and shows a really imbalanced game.  Telling experienced and new players that they need to ignore all of that if they want to craft is ridiculous. Heck even you calling it slow progression shows the ridiculous imbalance that traders and their quests rewards have made along with this whole loot bonus stuff from PoIs and biomes.

     

    Telling players to literally ignore a massive portion of game content due to terrible balancing issues shows the kind of state this game is in even after 21 alphas.

     

    Make stuff trader and biome exclusive. Didn't spawn near the gun trader? Oh well go out and explore for that trader. Remove the the whole loot bonus nonsense from PoIs and biomes.

     

    And before the whole think of the new players stuff is brought into this i wish the pimps would stop treating new players like they are brain dead and can't get the grasp of this game. This game isn't that complicated or difficult that they can't get the hang of it after a few hours or watching some YouTube LP.  For some reason some folks here like to use new players as the scapegoats for certain decisions that either dumb down gameplay or as a way to justify certain imbalances.

  21. Can loot bundles please be removed from quest and loot tables? They give ridiculous amounts of ammo, killed off any reason to craft traps or turrets and appear often enough that it's made the trap magazines pointless.

     

    Also stop having the traders hand out such OP gear for quest rewards. Just make them give us parts so we actually have an incentive to craft.

     

    It's crazy how the rewards easily outpace the crafting skills. 

  22. 8 minutes ago, Riamus said:

    Uh.... you aren't going to find enough food in traders only, even if you go to every trader on the map at each restock (any you're talking about not needing to explore, so that's not what you're suggesting doing).  You have to cook.  And farming is an alternative to hunting.  It gives you better cooked food but is still optional as you can hunt instead.  That's entirely up to the player.  Neither is really affected seriously by traders.  You can lower how much you need to cook but you still have to cook.  As far as crafting, I craft more in A21 than in A20, so that was improved.  However, because of the changes to the crafting costs (nothing to do with the trader), I don't craft anywhere near as often as I might if the crafting costs were the same as in A20.  The traders aren't really the cause of crafting being an issue, though.  Sure, you can buy stuff from the trader or get stuff from quest rewards but I think most players improve their weapons, tools and armor far more often through loot and than through traders or crafting.

     

    And wastelands give you far better loot than you'll get in the forest.  Quest rewards won't change (AFAIK) but you'll get much better loot and that can outpace quest rewards.  Plenty of reason to go there unless you don't like the wasteland.  But that's really separate from exploring and exploring is really just limited by what the player likes or doesn't like.  I explore all the time.  However, I explore for towns and not wilderness because there's just nothing in the wilderness worth exploring.  I'm not saying the wilderness POI aren't nice because they are but driving all over to explore them isn't what I'd be interested in doing as the loot isn't any different.  I can just stop at one occasionally when traveling between towns if I want to check it out or if a quest sends me there.  No good reason to explore the wilderness, imo.  But that has nothing to do with quests resetting POIs.  All that offers is a player option to stay in one place rather than forcing players to travel and I don't think the game should force you to travel if you don't want to.

     

    A22 will add bandits unless something goes wrong.  The story may not be added until later and possibly not until gold release.

    I have yet to bother cooking anything and this is after 28 games. Vending machines and traders have sold more than enough buffs, food and drinks to sustain and no I don't have any points in iron gut.  Hell the looting of so much canned goods, full meals and food bundle reward in the loot also helps towards not needing to craft food or drinks.

     

    Haven't bothered leaving forest biome thanks to the end loot and quest rewards or just stuff purchased from traders and that  is literally an exploration killer. Why go to the wasteland if I can stay in a weaker area that gives same loot by just doing quests? Basically ends up not making other biomes valid also.

     

    When exploration and more or less all crafting and cooking can be met by questing, looting and purchasing then it kills a huge chunk of the game and at that point its no longer survival crafting its looter shooter with quests. 

     

    Yes i know as usual all of these things are SP issues and have been for the past few alphas. Just seems SP has become an after thought and if those things want to be made important we have to heavily mod the game or add a ridiculous amount of restrictions that removes a decent amount of content that's been added. 

  23. Will there be a focus on food next alpha? Along with a possible nerf to the amount of ammo in those infestation quests? 

     

    This whole alpha seems to have made crafting rather pointless aside from the occasional mod or making some crafting stations. Armor is almost always gotten through loot or purchased at a trader, same for tools and weapons, the trap bundles have made it pointless to craft the turrets. Same can also be said for the food bundles, the vending machines having so much food,drink and buff items that it's made crafting them pointless. 

     

    Infestations loot crates and loot in general have made ammo crafting almost nonexistent.  

     

    Mind you this is all SP world problems that I feel will just keep making SP a looter shooter and making crafting and survival a thing of the past.  Balancing both SP and MP isn't working out

     

    And because some folks have the silly notion of oh don't use traders or just mod it as the end all solution that that isn't a viable solution that's literally doing a challenge mode or changing up vanilla into something different. If not using traders was an actual option we should be able to disable them like we do with air drops and blood moons.

  24. 42 minutes ago, Khalagar said:

     

    The last 4 years have been massive, wtf are you talking about lol. The zombies all had visual overhauls and some new ones were added, we had like 900 new Poi added with a complete overhaul of RWG in A20 I believe it was, then A21 added another almost 300 Poi and improved RWG further, we had the entire weapon system overhauled with a bunch of new weapons added etc

     

     

    I wouldn't call that massive. Yeah the game looks nicer but them adding some extra buildings and a like 3 new weapons isn't anything that's game changing in these past few years.  Game changing would be what alot of the overhaul mods have added. 

     

    Alot of stuff in SP is rendered pointless like farming, cooking and most of the crafting thanks to how much more trader focused the game has become. No the whole oh don't like traders don't use them is not a valid point to make since that's literally part of a starting quest line and shown to new players that they need to use the traders unless they want to do some ridiculous challenge playthrough.

     

    Even exploration has become mute thanks to the quests resetting PoIs.  Like why go into the wasteland when quest rewards will be just as good and I can keep looting buildings I've already looted since quests will reset them.

     

    While some of the updates have given some QoL features and slighty improved the game for the most part they have more or less ruined alot of SP aspects but made MP better.

     

    I'm looking at this alpha 21 as beauty update to the game and hoping alpha 22 will add actual content to the game along with the furthering of that whole Duke of navazgane stuff. 

  25. 2 hours ago, warmer said:

    I don't think you understand my point. lol none of that invalidates the point I am making. It breaks the economy regardless of whether they intended to balance it for 8 or 64. 20 dew collectors breaks the H2O economy and that is one of VERY few finite/time tied resources a player is required to use in mass quantities the entire game. It's a positive in most aspects of game play in my opinion. It slows progression so one group can't easily run away from the other and dominate super fast. That is always a concern in balance regardless of player count, the money/water economy is simply a side effect of this.

    And the helmet filter mod kills it by making water less necessary. 

     

    The whole economy thing is nonsense because their isnt one outside of MP. Especially since we can more or less craft every item or get it from doing trader quests.

     

    If players are increasing the price then that's a player greed issue. You know like how scalpers do and if folks were already having the money to buy things at inflated prices then that means the economy was broken way before this whole water nonsense started.

     

    It's not like this Is some rare schematic that a select few crafters have access to, anyone can make those things. 

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