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Vaeliorin

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Posts posted by Vaeliorin

  1. 52 minutes ago, Riamus said:

    That said, I would love to see quests where you need to bring X number of resources to the trader to upgrade the trader and/or improve the trader compound from a small starter location to a fancy large compound.  Make it feel like you are doing something to improve the world beyond building your base. 😀

    That would be really cool.  I'd be behind that.  Not so much the axe thing (I'd just use a T6 crafting mod, as those requirements are way too annoying and might eventually require doing T5s which I just have no desire to do.)

  2. As long as the basics (water filters, honey/antibiotics) didn't require bartering specific items, it'd be okay, I guess.  Not sure how it would make questing less op or exploration more incentivized (unless you restricted loot to specific POIs.)

     

    Granted, I don't generally buy anything other than filters and recipes/magazines from the traders.

  3. 1 hour ago, Riamus said:

    Being able to walk into POI and loot everything without any danger seems pretty boring to me.  :)

    I can already do that.  The zombies aren't really a threat, more of an annoyance.  Granted, I bought the game mostly for the building and tower defense aspects.  I actually don't like FPS games at all.

  4. 11 hours ago, WarMongerian said:

    Gotcha, so now I'm wondering if there was any point to trying the game with that setting set to off.

    If you just wanted to explore and build, it would be fine to turn it off.  I've often considered turning off all zombies except for horde nights, because I don't particularly see any benefit to them during the rest of the week.

  5. Might be caused if you got dropped from the server basically immediately after logging in.  I know in single player if you exit the game before the quest pops (which takes some pretty quick reflexes, admittedly) when you try and go back into the game, you don't get the quest.  Never played multiplayer, but I imagine the same sort of thing happens.

  6. 4 hours ago, meganoth said:

     

    Ok. As I said, I often use existing almost random POIs that I try to remodel as trap dungeon and at least I can't avoid a certain failure chance. My last effort for example got me killed twice: One time a buddy added some blocks that helped the zombies break through at an unexpected place, and the other occurrence was my own fault. And that was without increasing block damage of zombies.

     

     

    Exactly that is what I was talking about: Simply don't use those blocks where zombies will try and fall. I never use those and they are one big reason that makes the bases my friend builds so easy and boring. If zombies fall in my base it is only because of a push turret and that is strong enough but not too strong since it will get damaged and eventually fail.

     

    I've used random POIs as starter bases, but since I primarily enjoy building, using one as a permanent base wouldn't be that fun for me unless I basically ripped it apart and completely rebuilt it.  That said, while I do occasionally get unsuspected blocks broken doing things like that, they're never anything critical.  All you have to do is block off the top of a staircase, and the zombies are basically done for, assuming they have no other way to get to you.

     

    As for not using blocks that create falls, I usually avoid them.  Pretty much the only time I use them is when I want to create a zombie blender where they fall through a dozen or so blade traps after I knock them off/ragdoll them.  I could theoretically have more challenge by doing a base with no traps, but then that's not really tower defense any longer either, is it?

     

    I want bases that will fail.  But I want it to be because my design didn't work, not because I built it to fail.

  7. 7 minutes ago, Riamus said:

    That would be strange.  Right now, if you complete horde night but lot it before 4, it will start horde night again when you log in (but still only until 4).  So strange that it would stop it completely if you log out before finishing it.

    I could see this happening on a server with a number of people on it, where the zombie cap was already reached, so when you logged in it couldn't spawn any zombies near you.  Though if the other players were killing zombies (definitely not guaranteed) I'd think you'd slowly get some to spawn.

  8. 44 minutes ago, Riamus said:

    As far as the armor goes, I wouldn't compare that with Diablo.  Diablo has prefixes and suffixes that allow a huge number of combinations to give an almost unlimited number of items, which won't be anything like the new armor here.  Unless you are talking only about unique items in Diablo, and that could be compared to basically any have.  If you just mean sets, Diablo sets have a wide range of stats and can vary noticeably with multiple cores of the same set item.  That won't be the case here.  Maybe they'll have some variation in stats but not much, and the available stats will be very limited compared to a game like Diablo.  Better to compare it to another game with set items that isn't a Diablo clone (i.e. not an ARPG).

    I was mostly referring to the set items and apparently having the bonus numbers randomized (though that was a long time ago they talked about that and I don't know if that's still the plan.)  I was mostly thinking of farming for "perfect" items, which I suppose you can already do now to an extent. 

     

    Diablo was mostly the first thing that came to mind where you can try and farm the same items over and over hoping for a better version to drop.

  9. 15 minutes ago, meganoth said:

    But a different point is that this is also a tower defense game and people who want to play this also as a tower defense game* instead of simply as a shooter want "bases that function how someone wants", to use your very apt words. That means that traps should be effective and that one can lead zombies into the traps one tries to build.

     

    If you are so good that you can survive any horde night in a wooden base then you use too many tricks or exploits you found out or found on the internet. Seems you would get more fun out of the game if you just didn't use some of them. Apart from block damage there really is no difficulty setting for the builder part and I imagine it would be difficult making one. The reality is that the building part has to be still easy enough so beginners can succeed and that means that resourceful veterans or people who look up bases on the internet won't get their cake.

     

    (*In my book a game where you just stand atop or inside a big cube of concrete and shoot everything down is not a tower defense game. That's a shooter with a defense mission.)

    Sure, and the tower defense is the primary reason I bought the game.  I'd been following the game for years, and thought that if they ever added mechanical traps I'd buy it.  They did, and I did.  I actually hate first person shooters.  But I'd like to have to make an effort to set up my killbox, instead of it being basically effortless.  I want to be able to try different things without knowing that they'll work.  That's the real killer to me, that the AI is so predictable I don't even have to test a base design to know if it will work.

     

    As for being able to survive any horde night in a wooden base, I'm not saying that's a base I would or do use, I'm just saying I could build a base to do it (knowing how to avoid rage mode and that there are blocks zombies will try and walk across that they just fall through.)

     

    And I'd certainly agree with your last point about a cube not being tower defense.

  10. 10 hours ago, Riamus said:

    Well, how long you play a given game will vary from person to person.  Many people play games far into the 100s of days.  I personally play to around day 40-60 on 2 hour days.  For me, I like the game more in the later days when I have enough resources to build anything I want, on any scale I want.  I find the early game boring and want to get past it as soon as I can.  But other people prefer the early game and once they are powerful, which really doesn't take long especially if they want to rush things, then they are done with that game.  It's just a preference thing and everyone will have their own preference.

     

    The way this game is designed, you're not going to likely ever see the kind of end game content you get in MMOs or similar games.  It's meant to be more open ended, letting you play until you want to stop and then start again.  Even the intended story for the game will probably be limited to Navesgane only and, for many players, will feel like it just puts a finish line on a game that they feel shouldn't have a finish line.

    Sure, but the number of people I've seen talk about spending hundreds of days in a single world probably numbers in the single digits.  Most people seem to start over/quit once they've got top tier gear and an unassailable horde base, which doesn't take all that long unless you play very slowly.

     

    I too prefer the later days, and I don't expect any sort of MMO style end game (though from what I've read about the new armor sets, it looks like a Diablo-esque end game is going to be a thing.)  I just wish there was some sort of challenge to the later part of the game beyond just me fiddling with aesthetics for hours on end.

  11. 13 hours ago, meganoth said:

    Not much can help once you tried out all base designs and know everything about the zombie behaviour and their limits. A game can't help getting very familiar once you play it for hundreds of hours.

    I had hundreds of hours in A16.4, and I only once had a (final) base that functioned how I wanted (my starter bases all functioned, but they were all basically the same, just something to get me through the first few horde nights.)  All the dozens of others failed in some way (not that they were breached as I tend to overbuild things, just that they didn't function how I wanted.)

     

    Only once had a base fail after A17, and that was because I wasn't aware they changed the distance that zombies would path, so they all ended up attacking the rear of my base instead of pathing around to the front.

     

    The point is, zombie behavior was only exploitable with bases that weren't at ground level in A16.4 (because it was basically just run straight toward you, you could even get them to throw themselves off massive drops.  In fact, it was a bit of challenge to keep them from doing so, requiring something to slow them down enough that they'd recalculate their pathing, which took a while). If all they'd done to the AI was make them aware of height/added rage mode if they couldn't reach the player vertically and fixed the spinning in place bug, I think the zombie AI would be much more fun than it currently is. 

     

    At this point, I'm fairly certain that I could make an all wooden base that could survive basically any horde night, and that makes horde night kinda pointless, in my view.

  12. Yeah, I imagine they were looking for content that would make the game last past day 30 or so (if that long.)  The longest I think I've ever gone in a world is around 50 days (admittedly, I play 2 hour days), and the last 36 or so were almost entirely spent gathering resources and building (well, I also spent 4-5 in game days looking for a nice place to build.  Found a place on a lake with snowy mountains in the background, it was beautiful.)

  13. 3 hours ago, meganoth said:

    I had a very different experience with the base building part. I started having fun building bases in A17. Before that, in A15 and A16 there was no use building anything but a boring big massive block. After that I could build narrow corridor bases, elevated path way bases, bases with variable path ways through bridges or doors, pit trap bases, and lots of combinations of those. None of this was really possible with A16s AI.

     

     

    I had the opposite experience.  In A16 I'd try all different kinds of base designs to see if they work, trying to get the zombies to behave how I wanted.  Since A17, I know how they'll work, and they all end up basically the same, funneling the zombies into an intended killzone.

     

    Where there problems with the A16 AI?  Of course there were.  Building a stilt base or an underground base would completely break the zombie AI.  I'd have preferred an update that gave them vertical awareness but didn't make them brilliant structural engineers who always go to the weakest point.

  14. By the by, I've definitely encountered the hop phenomenon before.  In my mind it happens when I don't fully depress the space bar, but I've never tested it or anything.  Even with maxed parkour it was less than a full unperked jump.

  15. 1 hour ago, zztong said:

    How quickly a user can trigger subsequent SPACE DOWN event is a mix of user talent and keyboard quirks

    The real limiting factor on how quickly you can jump is how quickly you land.  I can't imagine anyone so slow at spamming space that they couldn't immediately jump again after landing.

  16. 1 hour ago, davdes said:

    My new perk weapons suggestion:

     

    This perk would be oriented towards the use of already existing axes/chainsaw inside the game as melee weapon speciality (Lumberjack style!), and would go well alongside 'The Fireman's Almanac' (ex: Vol 3: increase attack speed with axes 5%) The speciality effect of the melee side of this perk with axes would be that it's pretty effective in decapitating/amputating zombies' limbs. This new perk's tier list of melee weapons would be as such:

     

    1. Stone axe

    2. Iron Fireaxe

    3. Steel Axe

    4. Chainsaw (still using gas can as ammunition)

    They've intentionally nerfed the use of axes as weapons.  There was a period where they were just as (if not more) effective as the normal melee weapons, and apparently people were foregoing using a normal melee weapon for the axe, since it saved them an inventory slot, and The Fun Pimps didn't like that.

  17. 3 hours ago, BFT2020 said:

     

    Sometimes you have to use a lower tier item to get by.  You don't have enough parts for a steel axe, make an iron axe.  Or with the new crafting system, you can either use an iron axe until you have enough parts to make a new steel axe at the highest quality you can craft - or you craft a lower quality steel axe based on the # of parts you have.

    I suppose.  I just go through tools at a voracious rate (usually multiple repairs per trip) so I'd basically never have access to the best tools I can make, which I would find pretty frustrating.  I'd totally be willing to do it for weapons (maybe not armor...military armor parts are abundant, but steel armor parts are also super rare in my experience) but tools would really bug me.

  18. If you didn't start within viewing distance of the trader most of the time, I might be willing to cancel the find the trader quest, but I'm not giving up my 4 points.  That was one of the nice things about A16, you started off in the middle of nowhere and just picked a direction until you found a road (I usually looked for the highest point around) then followed the road until you found a town.

  19. Honestly, given how rare steel tool parts are, I don't know how you can really do no repair.  It's usually weeks after I can make max level steel tools before I have enough to make an axe, let alone a shovel (though why would you?), and forget ever making a ratchet.

     

    I guess if you use the chainsaw/auger it might not be so bad (those parts seem much more common) but I hate them and never use them except sometimes the auger if I need to remove some concrete/steel blocks I don't want where they are anymore.

  20. 8 hours ago, meganoth said:

    There is no way to get the initial 4 perk points and the trader locations without doing the initial quests. But the initial quests are done in 3 minutes at most if you know what to do. When the rest of the game takes you 40 hours usually that isn't that much of an inconvenience. You always have the option to simply ignore or delete the quests instead

    I believe there are mods that will reduce it down to just clicking a button (or maybe picking up some stone?  I've never used them.)  Personally, I appreciate them because I can never find nests or stone on the ground until I don't need it anymore, since I seem to be blind in the early game for some reason.

  21. I gotta admit, I miss LBD.  Valmod back in A16.4 had my favorite progression system in the game, where you had learn by doing for basically everything, and as you progressed in skills you unlocked new recipes.  I don't recall exactly what effected quality (whether it was a skill or a perk...I think a perk) and it had some issues since you can only get xp from workstations if you've got the workstation open when something finishes crafting.

     

    Still, it was my favorite version of 7D2D.

  22. The reason, as I understand it, is because of Microsoft (though I thought they decided not to get rid of the steam mod folder function).  The game is on Gamepass and the Microsoft store, and they don't let you alter the files in the game folder, from what I've been told.

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