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Baxitus

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  1. I am just torn. On the one hand, I can't keep my hands off the game. The game (meanwhile) looks really nice. The world has a great, intense and immersive atmosphere that is totally attractive and exciting. I really enjoy the basic game mechanics. The setting is great. This oppressive feeling of being in a world of ghost towns and the thrill of exploring POIs because a zombie can come out of every corner are very exciting. In general, this game is an extremely well done base that attracts me almost magically. On the other hand, I get disillusioned every time after a day or two because my motivation suddenly ends. I have already described the reasons enough. Actually, I should just leave the game in my Steam library because it's just not suitable for me. But then at some point I am attracted to this world again, but after a short time this causes disappointment again. With every alpha I start the game again and every time I am completely thrilled for 1-2 days until the point comes when I notice again why I stop every time.
  2. I am only working on management software development, but I know very well how the development of extensions to our software can take a long time. Again and again you come across problems that you could not have guessed before and in the end it is solved differently than previously thought. Sometimes you need a whole week for a small extension of the program, for which you have planned a day at the beginning :/ Of course, I put this list together in a few minutes. But I can also roughly imagine what a huge effort it would be to implement it. Mainly because developing a game is much more complex than developing management software. At that moment I just wanted to come up with an idea so that I don't "just complain". Somehow I'm too stupid to translate this sentence in such a way that I understand it
  3. Basically, the developers see that too. They have already tried several times to fix the problem and to build in a certain structure. First it was the level gates in the skill system. I found this very frustrating. Fortunately, that was removed. And now it's loot's limitation. With the new loot system I have the problem that it feels like a waste of time to explore POIs because there is only junk there. Without the system I had the problem that I got too strong items too early and then no longer knew what to play for. But both should counteract this lack of structure. Of course there are players who want to play the game exactly as it is now. Just like a box of Lego, with which you can build whatever you want. But I am convinced that there are many players who think like me.
  4. A theoretical question: Would it be possible to implement my idea as a mod? I know that I would start but not finish such a project ... because my ADHD brain is stupid ... but it would be interesting to know.
  5. That's what I actually meant. I'm sorry if I've put it wrong (quite apart from the fact that I translate my texts with Google). I will try to rephrase my thoughts. Hopefully it will be easier to understand what I mean. In general I meant the approach: There is a fundamental problem and the aim is to solve this problem. For example, if you look at Subnautica and reduce the game to the essentials, you have the problem "You are stranded on an unknown planet" and the solution is "You have to escape from the planet". In that case it is expanded with a complete story. Basically, Faktorio has the same story: You landed on a strange planet and have to build a rocket to escape. The whole thing has no elaborated story, but here too you have a fundamental problem and work towards the solution. With Minecraft, for example, I don't even see the problem. Maybe that's why I never play it for more than a few days. In 7 days to die you also have a basic problem: You are trapped in a world / an area that is contaminated by zombies and you have to somehow survive. The entire game is based on that. If I kill a duke or become the boss of a gang now, that won't solve the problem. It would be more of a side quest. One solution would be to research a vaccine or get to a safe area. I already wrote an idea on the first page. Of course, this was not fully thought out. I made the whole thing up spontaneously while I was writing it. I just think that if you criticize something, you should also give ideas how it would be better in your own opinion. My thoughts behind the idea were: You have a solution to the underlying problem. You would have a gameplay that builds up gradually and that you cannot simply skip. Through the quests that relate to the final goal, you would always have small sub-goals in mind, through which you get closer to your big goal every time. Constant progress has a motivating effect. You have great incentives to build a great base because you have a reason to expand it. There would be more incentives to explore POIs. You could simply ignore these mechanics and start playing as before or begin with it at any point in time. I hope I was able to explain what I mean more clearly now. And sorry if the statement with "not thinking the whole thing through the end" was phrased too aggressively. I don't want to impute this to anyone. I just wanted to say that is how it feels to me. Maybe just 7 Days to Die is the wrong game for me :/
  6. In single player I am demotivated as soon as I have a small base and a food supply. In multiplayer with my wife, we both have the feeling from the start that we're just doing pointless things. That's the problem. The game simply needs the carrot that you can run after. A game end that you can work towards, but not have to, if you want to play like before, would be essential for 7dtd in my opinion. What the game currently offers has turned out really well. The atmosphere and the gameplay are really good! But somehow I have the feeling that someone had the idea "Let's combine Minecraft with zombies" and just started production without thinking the whole thing through to the end. The game has so much potential and unfortunately it is not used ...
  7. An idea I would find cool in 7dtd: Finding a cure that will immunize survivors and kill zombies. Since this cannot be done alone, the player has to build a base and find survivors who then have to be quartered in the base. Scientists, mechanics, engineers and so on. One has to ensure food and water supplies for the people of the base and provide defense. If you find survivors in POIs, you are put into a moral conflict as to whether you take them in, but also increase the food you need, or whether you leave them to their fate. Rejected survivors could even form a group that attacks the base from time to time and always grows a little bit if you reject survivors again. For the research and production of the vaccine it is necessary to obtain laboratory equipment and other equipment. For example, if a scientist needs a certain item in order to achieve further progress, he will tell you that and where to find something like that. Over time you have to explore bigger and more difficult POIs in order to find the items you are looking for. There could also be other little stories. A scientist's family is locked up in a POI and he won't go back to work until you save the family. Or a tissue sample from a particularly strong zombie is required because it contains information without which research cannot proceed. This can be found in a certain POI. In the course of time you have to build the base more and more. Set up a laboratory, a production facility for the vaccine, living space for admitted survivors and facilities to provide basic services to the residents. As soon as the research of the vaccine is done and the production plant is up and running, an end sequence comes and you have finished the game. I think that would be a plausible and motivating goal: D
  8. I actually haven't played Subnautica more than once. I played through it and had an exciting, scary and immersive VR experience. I had a great time with the product and I am happy with it. Why is it always necessary for players to play a game multiple times? On the contrary: I think it's good to play through a game and then finish it. And if you have fun playing it through several times, you are welcome to do it. If you would like an endless game, you can simply ignore the goal of the game (see Factorio). With a game that you buy once and where there is no greedy subscription model or microtransactions, I don't see any reason behind the obligation to keep the players playing the game for as long as possible.
  9. This is also my problem in Minecraft, for example. The goal is to build things. Lots of useless things. I want every improvement to feel like progress - every better piece of equipment, every player level, every skill point, and every area explored to bring me closer to a goal. Why else should I build, level and explore? I also don't want it to end in an endless endgame. A clearly defined ultimate goal is the only thing that makes me not cancel a game after a short time. And it's just a shame that there's so much potential in the game that just feels useless.
  10. Hi, I have a question. What is the motivating factor behind this game? What are you working towards? What is the goal of the game - besides just "surviving"? I've played the game several times (almost 70 hours in total), but I stop every time because I don't see a big goal at the end. I have all the time the feeling that everything I do leads up nowhere. At Subnautica you have to flee the planet. You have to find your child at The Forest. You have to find your wife at Green Hell. What about 7 days to die? I like the game itself very much. It's fun to explore the world. It's exciting to explore PIOs. The world is really pretty and looks totally organic and natural. But similar to Minecraft, I'm always demotivated very quickly because the big final goal that you played through the game is missing. What is your motivation to play the game?
  11. Can I somehow replace an XML file that turns off linear loot? And if so, where can I download this file? Or is there a mod, to do it? Edit: Okay, i found a Mod called "FAWK-LOOT-ALL" to do it. I will test it this evening.
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