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Slingblade2040

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Posts posted by Slingblade2040

  1. 2 hours ago, warmer said:

    if you have enough dew collectors you essentially have unlimited money because you can sell fresh water. Unless I am mistaken. Thats a good 1000 dukes a day for 5 water collectors. the same reason they nerfed corn. Once you have enough to create more wealth resources per day that it cost to create another, the economy completely breaks.

    You can also easily farm up crazy amounts of stone and sell each stock for 1.2k, brass is collected very easily and also sells for alot with minimal effort. Not to mention the ridiculous amount of mods, tools, weapons and armor we find in a PoI that then sells for a bunch. 

     

    The economy in this game has always been broken. Here are more easy to collect and sell things like plastic, same with mechanical parts, hell even spam running low tier infestations can net you alot of dukes from selling the ammo.

     

    The time it takes you to collect all that water you could have easily made 5 or 6x thats amount from collecting and selling resources or doing some low tier infestations.

  2. 4 hours ago, meganoth said:

     

    Strange. That would suggest that screamers can not spawn more often than once an hour (but if you reach 200% or 300% maybe they come in groups). Once an hour (aka every 6 minutes) might be ok for a server with 8 people, they should have the manpower to deal with this in more than one way.

     

     

    Why is a screamer a punishment for you but a wandering horde isn't ?

     

     

    Screamers are just a ridiculous way to implement a slow down on crafting or gathering of resources. Especially since they can be turned into an exp and loot bag collection farm but I guess that kind of stuff isn't considered bad or an exploit for some reason.

     

    A wandering horde has some element of randomness and its something we more or less have no control of when they show up. Heck I actually liked running into screamers inside some of the PoIs I did but was disappointed to see their scream ability wasn't working which I really hope is a bug. 

     

    Honestly I wonder if removing the heat map stuff would make any improvements towards performance.

  3. 53 minutes ago, meganoth said:

     

    Was the buildup of heat continuous over an in-game hour or is it a jump of 20% every hour? I would assume it was continuous, but like to be sure.

     

    Yeah it was on the dot 20% increase every one. I'm sure some folks who are way better with this stuff can test out to make sure.

     

    Even if we go with what the trader sells of 3 filters and the thought process was oh each player would only make 3 collecters then a MP server that has a group of 5 people would end up with 15 collectors and that will still not even meet everyone's water needs, especially if someone goes perception for the demo perks. 

     

    No idea why they won't get rid of the screamers and just do away with the *heat activity map* nonsense. I rather them increase the frequency and size of wandering hordes. Along with alot of other unpopular stuff like removing vending machines especially now that they sell the freaken buff items. Food and drink aren't an issue in SP worlds but that's a whole other thing. 

     

     

  4. So unless I'm wrong with my little tests. 1 dew collector is 2% *heat activity* every in game hour or so.

     

    10 dew collectors will spawn in a screamer after 5 in game hours or so. 

     

    Feel bad for those in MP since this will affect you the most. In single player I honestly think this will affect those who prefer perception tree and use demo expert since again this screws you over also. But hey ignore all of that because this nerf was deemed necessary for some reason.

     

    Looks like the solution is now trader travel and vending machine travel so you can buy up all the drinks, glue and duct tape till that gets nerfed or they nerf this since folks will use this as an easy exp farm lol.

  5. 3 hours ago, bdubyah said:

    Except I read the OP and that's what I'm replying to. I don't have time to read the walls of text you're putting out there. It isn't that important. From the posts I skimmed people had just started turning this into another "A21 sucks!" thread and I'm not wading through that garbage to find the one or two useful posts, sorry. They're "valid points and arguments" to you and maybe a few others that don't agree with the changes, but that means nothing to anyone else.

     

    Uh...that's the point, man. It was TOO EASY before. So they made changes. Adapt. Or don't play anymore. Or mod it out. I don't really care. Reading through your above post you're just yet another one of those people that is made you can't build some stupidly simple base and survive forever. Sounds like the game isn't for you anymore. Nothing wrong with moving on.

    Lol it's still easy to collect a ton of murky water. Folks like you and the mods will defend the most nonsensical updates or anything the pimps throw out because any criticism is according to you folks is whining and complaining.

     

    Maybe if you actually bother to read instead of skimming through you might learn something.

     

    First it was about water needing to be important and this is a survival game then they moved the goal posts to make it about crafting bulk duct tape and now oh well you shouldn't be able to mass produce water with some kind of cost like *heat* and as usual the same folks applauded every one of those lame excuses. 

     

    Wanna know something that would have actually really fixed the whole water thing? Removing those stupid vending machines and nerfing the traders but oh wait then folks like yourself or others said that it isn't fair and to mod my playstyle because reasons. 

     

    As usual the pimps made a problem, didn't like what the players were doing and nerfed it. Hell you barely have to craft anymore in this game just do some trader quest and loot that sweet end dungeon loot. Hell even bullet crafting is pointless since you can run low tier infestation with melee and end up with thousands of rounds of ammo by horde night. Game keeps becoming more looter shooter every update because who cares about those kick starter promises since they got the money now.

  6. 3 hours ago, faatal said:

    Individual AI does not care or know about the "heat" map. The AI heat map code spawns a zombie and says go investigate over there. The zombie goes to the point and looks around, then wanders.

    So does crafting a ton of bullets in the work bench also cause *heat* or whatever it's called now to spawn in screamers?  And if it does how much? If it doesn't then why would that not cause *heat* while something else does. 

  7. 25 minutes ago, Khalagar said:

    Maybe I'm biased since I already play on high difficulty with feral senses on, and high zombie count + a mod that makes wandering hordes more common too, but I still just don't get this crazy backlash lol

     

    I have 4 dew collectors + a forge + 2 cement mixers going 24/7 and usually my campfire is going most of the day too, and spend a lot of time mining in the area like 20 feet from my base

     

    Every so often I'll go out and whack a screamer on the head, and kill any horde she summons, then go back to what I was doing. Even when screamers summon screamers that summon screamers I just back up to my fortified killbox entrance to my base, and treat it like a mini horde night, then go on about my buisness with an extra level worth of exp.

     

    Guess it's a playstyle diff, but the backlash seems extreme to me for what seems like a reasonable balancing change. Dew collector generates free water, so of course it needs some offset to make it a survival game, and no the cost to buy a filter doesn't matter when you get one for free and dukes are more plentiful than stones on the ground

    As I've been told before just because you play that way doesn't mean the average player does. After all the pimps don't adjust this game to us but for new players or average players. 

     

    Doesn't matter about the dukes you still have to work to get them, the cost is still a cost which is almost as much as doing a tier 3 or so quest, not to mention time invested to collect materials.

     

    Maybe bullets being mass crafted in a work bench should generate heat as well right and those bulk crafted ones should produce even more since it's a bulk craft.

     

    This water doesn't stack, this isn't a furnace that has fire to melt ingots, you aren't cutting down a massive tree to use this, you can't turn it off. This is a tarp with sticks. Having it produce *heat* so it can summon screamers is a ridiculous nerf. That's the backlash. Hell I don't use the dew collector and think it's a dumb item to make and even I can see a ridiculously unnecessary nerf.  There is no legitimate excuse for this nerf.

    10 minutes ago, warmer said:

    I play solo and often have my forge/campfire/dew collector running.

     

    day 14 and I haven't had a single screamer from heat yet. Everyone is blowing this WAY out of proportion. If you have a dozen water collectors expect a ramp up in difficult do to cheesing mechanics. Seems fair to me.

    How exactly is that cheering mechanics? Feel free to explain. 

  8. 1 minute ago, madmole said:

    Once full they no longer generate heat.

     

    So basically either let them get full to minimize possibility of screamers which then further limits the amount of water we get or keep collecting So they keep producing increase the chances of screamers which can easily get out of control? 

     

    Ridiculous to implement *heat* production into something we can't turn off. How is this any different than mass producing bullets in a crafting station unless that also generates alot of *heat* which should call in screamers.  Seriously does crafting bullets in the workbench generate heat? And if not why should the dew collector make heat if that doesn't?

  9. 33 minutes ago, Khalagar said:

     

    Just because you've had even more, doesn't mean that's not still a lot lol

     

    I guess I'm still not understanding the issue.

     

    Build mega base with tons of heat generation = Zombies notice

     

    That's the whole point of the game really, and means you want to have a decently defended base before you rebuild the entire city with your 36 cement mixers and forges  48 water collectors all going at once. My current base just has some stairs leading up to the entrance with two junk sledges guarding it, and they take care of any screamers and horders that wander in, so it's free exp for me

     

    AFAIK heat map's range is affected by vertical block count too, so building at bedrock on top of a big building will stop screamers from spawning if it's that big of a deal.

    36 furnaces and cement makes are expected to make heat. Furnace for obvious reasons and the cement mixers because of the motor. 

     

    Idc how many dew collectors people have a freaken tarp and some sticks that collects condensation shouldn't generate heat. That's just beyond ridiculous. 

     

    They might as well make it so walking generates heats, opening trade windows with the traders generates heat. Heck might as well make the rain generate heat as well since those rain drops are hitting objects.

     

    This update would be more understandable if they added an advanced water collector that used a motor or whatever to speed up the process. That would make sense but this update makes no sense at all.

  10. 1 hour ago, meganoth said:

     

    Sure, TFP could have done that as well or even instead of the heat generation, but they didn't and there is nothing forcing them to do that as well.

     

    It seems it is enough that the cost is in zombie visits which is arguably more fun to most people (except you naturally) than deteriorating equipment.

     

     

    Yeah sure, TFP did add 3 filters to each trader and you think they did not expect that groups of players would build farms of them, even though that was the first thing some players complained about the dew collectors?? Sorry, your conspiracy theory makes no sense.

     

    They didn't expect players to make a farm of them? So basically either they have no clue how to play or the testers just built one and told to only use one. It's well known that players even the youtubers were building multiple along with the complaints of people building a bunch to maintain crafting needs because how big a nerf this was.

     

    I'm not complaining about zombies visiting the base. I'm complaining about what a ridiculous update this is, to make an item that we can't turn off constantly generate heat, to add an additional problem to something they created because God forbid folks craft duct tape is dumb. 

     

    If the response one of your fellow mods posted about cost and maintain to use then I guess having to farm up bones, gather wood and run that campfire to produce glue and then gather the cloth to make duct tape wasn't enough or even a thought huh? Not to mention actually have ingredients to go out and harvest for those items which cost time. 

     

    Bad enough they didn't make the water stack in the collectors which forced players to build so many but I guess they didn't think about that either huh?  Guess as usual it's up to the modders to keep fixing the mistakes the pimps do. 

  11. So when is the next update where players talking to traders going to generate heat? Also that really spicy one where Rekt instant spawns a screamer due to his rage of us not buying any of his junk. 

     

    Can't wait to see us generate heat for walking and swimming. Think I saw someone even mention rain fall would also generate heat. 7 days to die the heat edition, it's gonna be a toasty one.

  12. 1 minute ago, SylenThunder said:

     

    There is a difference between cost to acquire, and cost to maintain/use.

    So then by that logic all blocks, crafting stations and traps should deteriorate over time forcing us to repair them. Ya know cost to maintain and use our base properly right? 

     

    They shouldn't just take damage from some zombie smacking them they should deteriorate over time like 1% damage per in game day since we are using the base for shelter right? The whole cost to maintain/use right. 

     

    This update makes no sense. This the pimps as usual throwing a tantrum because they caused a problem with the water, the players found a solution and they got mad and nerfed it to hell.

     

     

  13. 1 hour ago, SylenThunder said:

    Really think about it though. There needs to be a cost. 

     

    Just like firing up 20 forges has a cost in generating heat. Or 20 campfires. Or Chem Stations. Or Workbenches churning through ammunition crafting. Or cement mixers as they churn through making mix.

     

    Keep your operation small and quiet, and it isn't a problem.  Start mass production on a factory scale, and you're going to make a lot of noise that attracts zeds.

     

    All they have done is given the dew collector the same cost as the other crafting stations. Maybe the current level of heat generation is a bit high, but that could be adjusted. 

     

    It generates a balance in gameplay mechanics. There needs to be some risk for setting up a field of workstations.

    Ah yes because the 1500 dukes and having to go out and collect the plastic for it wasn't enough they raised it to over 2.2k dukes on top of how slow it is and how the water didn't stack which forced us to mass produce it to meet the high water drain. There is no way to justify this ridiculous nerf.  This is them being bad to us.  This item is a tarp with some stick that collects moisture. This isn't a furnace or if you want to play that silly crafting station card a work station where we have to use tools to pound metals or other items that would generate heat to make something.

     

    If they were going to end up doing this BS about factory level mass production then they should have kept the F'in jars in the game since by your logic it causes the same problems since we have to fire up campfires and forges which guess what generate heat and call reason screamers which actually makes sense.

  14. 1 hour ago, faatal said:

    Heat map is a generic term for something that tracks activity. A dew collector generates the activity of 2 torches. All player activity would generally attract zombies. We could go as far and say, breathing, walking, touching and/or just plain old living attracts zombies. Anything you build could attract zombies as you touched it. Next we will be adding nylon gloves, so you don't get your smell on stuff...JK. There is no realism in much of this as we have no real zombies to base it on. Just fantasy and fun.

    So exactly what does that mean? Is it till they completely fill a jar or is that aslong as they are running they will generate that much heat all the time?

     

    Like seriously how many to do you folks think people have up at a time? Wouldn't this create a massive screamer horde problem for those folks who have 6 or more  being used? Especially on a MP server. This just seems like one of the usual pimp ideas that had no thought put into it.

  15. So supposedly this will generate the same heat as 2 torches.  How exactly does something that doesn't have electrical parts or use fire generate heat equivalent to that who knows. 

     

    To me this is a bad move on TFPs part. So now since most players use like 4 of these it's the same as having 8 torches up at a base so I'm guessing for people that use more this is basically a constant screamer farm.

     

    Do these people have a discussion about this crap or is it just a bunch of yes people around the pimps? The kind who will agree with anything they want to implement no matter how stupid it is.

  16. 3 minutes ago, Jost Amman said:

    That's not so different from real life if you think about it... they created a virus that started a pandemic (caused a problem), they then sold us the vaccine, and then they raised the price of sale to governments, even during the pandemic. Then we found out the vaccine was unsafe. This generated A LOT of hate! ... And people will start screaming!

     

    See? Not much different from real life! :confused2:

    Lol. The joys of going back and fixing a typo. Would be great to get the pimps to fix their mistakes also. 

  17. 4 minutes ago, Exxodous said:

    While I appreciate the implication that I'm ignorant and ridiculous....I like the change.  You still didn't answer why it was a problem?  Is it that it's not realistic? 

    Explain how a dew collector would generate heat. An item with no electrical parts, no moving parts, no source of fuel to burn or anything of the sorts.

     

    A furnace makes sense, a campfire makes sense, hell a torch makes sense. This is the equivalent of saying water will generate heat. That puddle next to your base? Heat block. This update is peak nonsense from the pimps. 

  18. 1 minute ago, Exxodous said:

    Why is this a problem?  So the occasional screamer shows up, big whoop...they are just free XP and you don't even have to leave the house.  Same thing happens with forges and nobody is crying about that.  What some call a "jar problem" is awesome in my opinion as I threw away hundreds of jars previously and I'm glad they are gone.  Sure, glue is a bottleneck but it is a survival game after all.

    The fact you are even comparing a dew collector to a furnace shows the ignorance in your comment.

     

    This is literally water. We aren't boiling it, it's not in a camp fire, it's not a torch, it's not a furnace that melts metals into ingots. It's literally dew dripping to make water. 

     

    The idea of making this generate hate is almost as ridiculous as your reply.

  19. 15 minutes ago, SylenThunder said:

    It's only active when they are filling. If they are sitting there full and not collection, then there is no heat generated.

    That is kinda dumb for them to even make them generate heat. I really want to know wth the thought process was when they decided to make that decision to implement such a ridiculous nerf.

    • Dew collector creates activity heat when filling

    So if any if you folks have a bunch of those things set up it looks like you might be in for a screamer fest. Just curious is there even a way to turn them off?

     

    I haven't bothered making those useless things but I know alot of players use them especially in MP so this seems like a massive F'in nerf. I swear the pimps have no clue what to do with this game anymore or fix the issues they cause.

  20. So the dew Collector can now call in screamers? So you people caused a problem with the jars and the solution was oh put up dew collectors, you saw people use it by making a bunch So you increased the price for the filter and now you do a massive nerf to make them generate heat somehow and make them call in screamers? 

     

    What the actual hell is the logic behind nonsense like that? Like I hope I'm reading that update wrong but if the dew collector does produce heat and calls in screamers then that's a massive nerf to a problem you all created in the first place.

  21. We are in the 21st alpha of this game and still no real idea of what late game content means or really what mid game content is, no clear story, out of whack skill tree even after 2 reworks for it, a progression system that's ridiculously out of whack and a shop system aka traders that almost always end up breaking the game due to what they make available for purchase which ends up destroying any kind of progression.

     

    It seems as if each alpha after alpha 16 the game has made no progress into where the hell its going or what they even wants this game to be. Are we a survival crafting game or are we a looters shooter now? Do we have rpg elements with class builds or don't we?

  22. So is there going to be a rework for magazines? So far it seems if we focus on a build we can get really OP really fast.  Having steel tools and high tier weapons by day 7 seems ridiculous. No this isn't Meta book store looting or other ridiculous nonsense. This is just focusing on a build and doing trade quests as this whole thing intends players to do and at warrior difficulty so it's not like steam rolling the zombies on whatever the easier settings are.

     

    I'm just curious as to where this whole thing with balance is going because so far all this experimental has shown me is that the game is more out of balance now than before. Is this game SP or MP focused? Because trying to balance both is impossible. 

     

    Like is the focus on just early game to the start of mid game with no focus on end game? It's just a bit silly that after so many alphas we have no clear picture on a progression system much less a story or even what the end game content might even look like. 

  23. Just from doing quests and playing normal as intended by day 17 I've gotten my character more OP than in alpha 20 at the same day on same settings of warrior difficulty. 

     

    It feels like this ridiculous goal of nerfing water because duct tape and yet again reworking the skill system made the game be even more out of balance than before. 

     

    Almost 2 years all for this. Something they could have ignore and instead released something that would want players to actually get past gamestage 50 and maybe try dipping into end game content instead of getting bored at mid game and starting over because according to certain people that's what most folks find interesting about the game which is really sad after what almost 10 years in EA? And the early game is the only thing they still find interesting. 

     

     

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