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Trunks_Budo

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Everything posted by Trunks_Budo

  1. An actual photo of 7 days to die biomes, straight from the Assets folder of Windows 10 lol
  2. To be fair, I knew getting into it that forgiveness would be off the table. My point got across, and like I said, I was willing to accept being the public enemy if it meant getting my point across. Maybe you will eventually all familiarize yourselves with the male Karen named Trunks that pops by here sometimes, usually has a few good points to discern in his rantings, and maybe you'll accept him as a part of the community regardless of the rantings. That's all I can hope for, but I knew getting into this: That's all I'd be capable of afterward, that would be the stain on my name. I accept it, and I accept your stance Mech Lens. No offense taken, complete understanding on my end.
  3. Do I feel horrible? Like a complete dirt bag? Yes. I feel guilty, remorseful, I owe you an apology madmole. Also you, mechanical lens. I just felt like my primary point was overlooked. Understandably, how many replies do the devs have to respond to in a day? It's easy to get caught up in the monotony of it all and pass over the point someone is trying to make, and only devote an empty reply to it. I feel guilty for blowing up, I am sorry, I'm grateful you guys entertained me and heard me. Now I need to try to calm down. Once again, I'm sorry.
  4. It's just way too invaluable for how it changes the player's approach to Bloodmoon hordes. Running around, wrangling zombies into a group by running in circles, throwing molotovs into the density of them, then feeling confident that you can empty your clip into the rest and sprint away while reloading... Run and Gun is invaluable because of that. And Madmole stated he'd consider trying some sort of an integration of Run and Gun into every other attribute, so I'm good. I was heard.
  5. I already mentioned, no gates in the general attribute. No investment in the general attribute. The general tab would have no prerequisites; You invest in the perks listed under it, nothing more.
  6. Roland is thoughtful and typically tries to reason with a person. Just the other day someone mentioned a genuine concern with the lack of transparency in progression, something about having a steel tool too early in the game, and while everybody else was chewing that person out for "flaming the forums with unwarranted hate for the game", Roland was actively saying "no I totally get your point, and it should probably be a part of the game, that transparency for progression, advising players on what is and isn't a good idea early-on".
  7. Snowflake. Getting my point across the nice way didn't work, I had no choice. It was be heard or be ignored. I chose to be heard.
  8. Finally some actual acknowledgement of what the hell I was saying that isn't caked in thoughts of nothing being wrong. THANK YOU. Seriously you're the one spear-heading this project. Don't spear-head it into oblivion. You know... Like spears in multiplayer right now, vanishing when thrown. Don't make your game vanish like that with pride. Accept the fact that I know what the @%$*#! I'm talking about when I raise a concern. You said "Nice to see people enjoying the stealth build!" to me the other day. Funny thing is, I was pure agility, zero stealth, totally overpowered, and scratching my head.
  9. There's a difference between hard choices, and pidgeonholing me into agility because Run and Gun is the one single superior perk that everyone should acquire. Other builds are irrelevant, yet they contain fun things. Hence, everybody is always missing out; Hence, psycho-logical (Word gets censored) manipulation of the player into repeated playthroughs. And that's the only reason why you guys have so much playtime, because all the idiots who can't see the end from the beginning just keep walking in vain hoping for a fulfillment they're probably never gonna get from your game. If games were rated based on how often they're played, Candy Crush would be a better game than 7 days to die. Doesn't change the fact that it's just an absurd dopamine generator for wine moms who lack the inner resources to play something more demanding. I could never play anything other than agility now because I'm on day 28, haven't died, and I'm STILL just running around and gunning/throwing molotovs on every bloodmoon. Tower defense game? Not if you spec agility, because it's the only tree where you can sprint and reload.
  10. All I know is that one would be a mentally deficient fool to specialize in stealth when you can instead walk into a poi with an SMG-5 and a desert vulture and a machete and eliminate every threat with cold calculated efficiency, using run & gun to reload while sprinting to safety. And good luck using your stealth build on BM night (y) I am accepting the role of public enemy to say what has to be said. I'm unsubscribing from this forum so you guys can talk to your wall.
  11. You are falsely assuming that agility should be about stealth. Nobody likes stealth, literally nobody, and you're desperate to pretend it belongs. Stealth means nothing, when you have scripted zombies falling through ceilings, immediately detecting you regardless of your "stealth".
  12. "Honestly, I would be satisfied if these following perks did not have attributes gating my investment into them: Run and Gun, Miner 69er, Motherlode, Living off the Land, The Huntsman, and Master Chef. Parkour is an exclusively awesome thing in agility, leave it there, leave it gated. But those other skills I listed are too universally useful to gate for single-players, and should be accessible to all players regardless of specialization. Boom, I'm satisfied if this is the case. Leave attribute gates, but make key things more accessible etc. That's just my opinion. I feel it could be a win for both single players and multiplayers, because two characters in different attributes could still mine together, hunt together, tend to gardens, cook while traveling and camping out, etc; And that form of cooperation is what makes an in-game server community or township feel more real. It is possible to have TOO MUCH privatization involved. There should be a Survival Basics attribute, with no gates, just useful perks. That's my ultimate solution, and that's the note I'm ending on I think. I hope the devs entertain the possibility, I know it sucks when somebody criticizes your baby. I speak all of this from a place of love for your baby, devs. Just so you know. I love it." Then there were plenty of people who came forth and agreed, yeah, leveling is janky right now. <deleted>. There is no error with progression, progression is fine. But what you ACTUALLY unlock WHILE progressing is broke as hell. You basically have to take a 15 point detour to get RUN AND GUN, if you're specialized in anything but agility? For real? Yeah that's clearly fine. It's not like 15 levels is an entire week or two of grinding kills away, or anything. No matter which specialization you choose, you're just always getting screwed. That's what this current iteration offers. Nothing more.
  13. Go back to page 494 and 495 for what was discussed yesterday, for what madmole essentially entirely missed the point of with his apparent lack of ability to admit the system's flawed and in need of rework.
  14. Go ahead and ban me from the forum for 3 days, but SOMEBODY had to tell you, MM, that you are trying to force a really terrible leveling system down our unjustifiably loyal throats. So @%$*#! the unjustifiable loyalty on my end. Use your BRAIN. We've offered SOLUTIONS. Stop letting your pride cast aside our criticisms and ADMIT that leveling SUCKS in its current iteration.
  15. *Performs a "right over your head" gesture*, WOOSH. It felt like MM selected one part of my whole discussion to reply to, and ignored the rest. Run and Gun should be accessible to everyone, period. It's way too overpowered and enables a non-tower defense style of play, every character should have access to it. Everything else works just fine; With a cigar I can have +1 to strength, then put 2 points into miner 69er and motherlode. Bam, level 3 steel tools are accessible now, even level 3 iron tools to get me started. But how long before you guys remove that +1 strength from the cigar while "rebalancing" everything, like you removed the +3 strength from the steroid, essentially forcing us to waste points into strength when we dont prefer to use any of the weapons it governs? I can have +1 point in living off the land, there, 2 crops per harvest, viable. Don't rebalance that. But Run and Gun is gated behind a purist build. NOBODY who specs in agility uses stealth, it is the machete and pistol tree with run and gun and parkour, nothing more. It's a waste to have Run and Gun be so heavily gated. The kid gloves are coming off: Rebalance attributes big time, your leveling system's failing and everybody's saying it. Stop being deluded, essentially. Get your head out of your "this is my game my rules" butt. You are BIASED. My frustration and all the common sense in the world won't help me get through to this @%$*#!ing beer drinking pleb. Stop acting like leveling and skills and perks belongs the way it is in the current iteration. Stop defending a failure. You're like a dad who says his son was justified in kicking his dog. Take responsibility for this design flaw.
  16. One day... One day I shall be the spear-throwing, machete-wielding, ak-47 shooting badass with a shotgun for a sidearm that I want to be lol, that is my dream. The Fun Pimps could make it real one day too. As for right now though, the immediate problem I see is two things: Mining restricted to one tree, and sprinting while reloading restricted to one tree. Those two things are simply too important to be exclusive, that's like gating the boiling of bottled water to a single attribute.
  17. Off topic, I noticed that I can no longer put a retracting stock on an SMG. What's up with that!
  18. Whenever that happens, just equip the wrench. With the equip option gone (Since it's already on your toolbelt), the modify option will be there. That is an incredible point to be made to the devs, so that they get an idea of what direction to go in when they choose to revise attributes next; How do you make the attribute itself useful to everyone, without being overpowered? I totally agree that wasting 10-15 levels worth of points in agility for max level Parkour is waaaaay too much, and it would be way better if agility granted something universally useful, even if it was just 2% (or even 1%) more movement speed per rank. It should never feel like you're "Wasting" points in attributes just to eventually invest points in the perks that you want, but in the current iteration of the game it feels that way, very often. If I have a level 5 machete, SMG, and desert vulture, I sure as hell don't care about anything any other attribute can give me, because I'm not going to switch my primary weapons. It means that investing in more than one attribute will always involve wasted points, just to get to the perks below them, and that's so... Ugh, it just hurts every time >_<
  19. Whenever that happens, I equip the wrench; When the equip option isn't there, the modify option will be.
  20. I totally agree with your dislike of how Attributes govern weapon specialization. I get what they're going for, and I get your criticisms of it. I trust that within a few alphas they will have sorted out everything. They're just between places right now and it's not easy to keep a game cohesive and whole, while also trying to transform many aspects of it. If we can unlock 2 points for attributes per level, and 1 point for "universal perks" like cooking, mining, farming, hunting, Run and Gun, and hey even swimming (bring back olympic swimmer lol), then that would be awesome. Maybe they could give you 1 combat-centric point and 1 otherwise-centric point per level, and increase the amount of otherwise-centric perks available to the player, while ungating them? Possibilities abound.
  21. I take back what I said about Attribute gates not belonging in the game, I was dead wrong. But I do feel like my "Survival Basics" attribute idea is the perfect solution; Have universally useful things that anybody can opt into, and keep the rest gated, that's what I think I'm settling on in terms of my criticism and advice, that's my opinion for how to improve this perceived flaw of mine. I recognize it's a perceived flaw of mine and others may not agree and that's totally cool. Just speaking my mind, and trying to keep tame my inner sourness lol
  22. Also a valid point. Manipulative seems like an unfair assessment on my part and I have to apologize for it. It's possible I feel sour lol
  23. Plausible deduction, reasonable and makes sense. But any single-player playthrough usually only lasts 4-7 weeks anyway with the current system. The multiplayer worlds though can last ages: Building tunnels through mountains for the community, building bridges over rivers, town-making, etc, that's the direction I feel the game could benefit to go in, if they want it to be multiplayer centric. Encourage settlement creation, faction division in servers, etc. Honestly, I would be satisfied if these following perks did not have attributes gating my investment into them: Run and Gun, Miner 69er, Motherlode, Living off the Land, The Huntsman, and Master Chef. Parkour is an exclusively awesome thing in agility, leave it there, leave it gated. But those other skills I listed are too universally useful to gate for single-players, and should be accessible to all players regardless of specialization. Boom, I'm satisfied if this is the case. Leave attribute gates, but make key things more accessible etc. That's just my opinion. I feel it could be a win for both single players and multiplayers, because two characters in different attributes could still mine together, hunt together, tend to gardens, cook while traveling and camping out, etc; And that form of cooperation is what makes an in-game server community or township feel more real. It is possible to have TOO MUCH privatization involved. There should be a Survival Basics attribute, with no gates, just useful perks. That's my ultimate solution, and that's the note I'm ending on I think. I hope the devs entertain the possibility, I know it sucks when somebody criticizes your baby. I speak all of this from a place of love for your baby, devs. Just so you know. I love it.
  24. I'm feeling weird. I'm pure agility, 4/5 in archery, pistols, and knife. I have 4/4 parkour and 3/3 run & gun. But the primary aspect of the tree, stealth, has virtually no appeal to me. It just feels strange lol, I'd rather walk into a POI with my level 5 SMG and pop headshot after headshot than waste time, money, and immersion sneaking around. I feel at conflict with myself over that aspect of these character builds. I think some things should have a separate list and should not be governed by attributes, primary things that every character can opt into regardless of attribute; Mining, stealth, farming, animal hunting and harvesting. I feel those aspects of the game should not be restricted to certain builds. I'd love it if I didn't have to wholly waste points into strength just to get into mining, you know? I know MM likes the attribute system but it just seems like it's way too multiplayer centric, and doesn't cater to the enjoyment of single-players. It's meant for repeat playthroughs, but I like to invest myself in one world and build all kinds of bridges and monuments and tunnels through mountains to drive through, etc. Having a "classic" perk option in the world settings would be perfect, where nothing is limited by attribute specialization, and you can specialize into different perks freely, independent of attribute investment. Let's face it, I have 1.5 megabits of internet here in the country, I'm not playing online any time soon. So I have to do everything alone. I'd love to have a single playthrough where I don't feel like I'm missing out on other things in other attributes. I had this problem with Alpha 18/17 too and it always ends up coming back to this. I'm not enjoying a stealth build, I'm enjoying an agility build. It's effective, but if I specialize in strength first, for example, I can't just run around on bloodmoon night shooting and throwing molotovs, because I won't have Run and Gun from the agility tree to reload while sprinting. So I am essentially forced (Yes, forced) to spec into agility first every time I play, if I don't want to engage in tower defense and rather, take the fight to them directly. I can, technically, have agility first and strength second, but not without weeks of dreadful zombie kill grinding to make it so. I feel like attributes themselves belong, agility, strength, etc, but putting POINTS into attributes doesn't belong. It would be better if the benefits of the attributes, IE headshot damage and dismemberment chance, were localized into new perks listed under each attribute. I know a lot of time and resources went into the development of this attribute system, but it just seems like a cheap way to make every player feel like they're missing out on things they want every playthrough. You can't reasonably brag about "this many hours" of play time on your game per year if you're really just psy@%$*#!gically (Psych - ologic - ally) manipulating people into engaging in multiple short-term playthroughs that always make them feel like they're missing out on things they want. Essentially the biggest solution I can recommend, is keep attributes, they fit; But don't gate every perk behind an attribute that I must first put points into. If anything, make new perks for headshot damage and dismember chance per weapon type, and remove the attribute requirements for different ranks of different perks.
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