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About khzmusik

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    Zombie Hunter
  • Birthday 05/06/1969

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    Former noise musician, current programmer, single-player gamer.
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  1. Is this your mod? Because I also was doing a DMT modlet that cleared the player's map... and that was my exact comment in Discord
  2. Oh yeah, I definitely do not think it's for everyone, especially everyone who plays 7D2D. I was thinking it would be a mod. (I don't know about only SP though, it could work on MP too, depending upon how it's implemented.) I was hoping all of this could be done by the (modified) game itself. Doing this manually is a whole lot of work for the player, and it would be too easy to "cheat." No idea if that's possible/practical with the current code. EDIT: Also, I'm not sure I'm in agreement with the "penalty" aspect. If losing the character isn't enough of a penalty, then it was probably implemented wrong. Having a penalty seems like the intent is to make the game more difficult, and that's not really the point.
  3. Thanks - I basically just got sick of people thinking I wanted to implement "hard mode" or something. The idea of deleting the player profile is an interesting one. I didn't think that was possible, I thought it was bound to the player's Steam username. But that might have something to do with the "persistent player profile" setting, which doesn't seem like it does anything in SP, and I'm purely a SP type of guy. If that could be done without resetting the player's game stage, that is worth looking into. Also, I was using "game stage" in an abstract sense, not limited to 7D2D or any particular game. In fact I wanted to make the 7D2D related stuff be a separate post but the forum wouldn't let me. EDIT: Other than 7D2D, the game I'm playing nowadays is Borderlands. Adding a "mostly dead" mode to Borderlands would be... interesting.
  4. This is a manifesto for a play style that I have been calling "dead is mostly dead" (or just "mostly dead" for short). Upon a casual glance, it might seem like "permadeath" or "dead is dead." But the goals of this play style are significantly different. Why is this game style not "dead is dead," permadeath, or roguelike? Simply put, those game styles discourage player investment in their characters and game worlds. This seems counter-intuitive on its face. If the player character's (and even the game world's) death is permanent, you would think players would be more invested in making sure it doesn't occur. But from what I've seen, exactly the opposite happens. When players know that permanent death is coming, they react by desensitizing themselves to their characters (and, often, to the entire game world). They start the game knowing that the game world is short-lived and behave accordingly. They take more risks, adopt min/max strategies, emphasize combat over long-term survival, etc. That includes me. This is how I end up playing on permadeath games - whatever my intent before the game loads. It does not help that these game styles are usually considered "hardcore" game modes, played by those who primarily want the extra challenge. "Dead is mostly dead," in contrast, does not intend to make the game more difficult in any way. Its intent is to encourage the players to play differently, due to increased player investment in their characters and the world they live in. It may even benefit by making the game easier, since the longer players go without dying, the more likely they are to be invested in their game characters. There is, of course, nothing wrong with "permadeath" game styles. And, apparently, many players do get more involved with their characters in these game styles. (I just haven't encountered those players.) In the end, those game styles are simply not to my taste. If I don't have this kind of investment, I personally feel like playing the game is just wasting time - of no more importance than playing a round of solitaire, or spending a quarter on Galaga. (This is coming from someone who spent many weekly allowances on Galaga.) First Principles To satisfy a "mostly dead" play style, the game must have: World permanence. Player character permadeath. Survival as a primary mechanic. Let's examine the application of these principles to game mechanics. World permanence When the player character dies, the world moves on without them. But the effects of that character remain. Obviously, randomly generated worlds will not be regenerated (so, it's not a roguelike). But also, the character's death won't cause the world itself to change in any meaningful way. Loot does not respawn; enemies do not respawn; the game stage does not reset. The relationships between NPCs do not change. Additionally, any former belongings of the now-dead character remain in the game world. Structures built or modified by the character remain as they are. Vehicles that were owned by the character do not despawn. And so forth. Player character permadeath When the player character dies, the player cannot enter the same game world as that same character. But, because we have world permanence, that player can re-enter the same game world as a different character. Ideally, a player can enter that same game world as many times as they like, so long as they assume a different character. (Possibly even multiple characters simultaneously.) There are fundamentally two things that make characters different: The attributes of the character itself. For example, the player character's skill tree, individual perks earned, or allegiance to a faction. The relationship of that character to the game world. For example, the character's ownership of game objects, or hired NPCs. Ideally, neither of these things should persist after death. However, because the world's game stage does not change, new characters should be given things on game entry that make them spawn at roughly the same progression level as the former character. Otherwise new characters would die almost immediately. Survival as a primary mechanic By "survival mechanics," I mean that threats to the character (and the solutions to them) should come from things that do not involve combat with enemies. Those things could be environmental (like weather) or come from the character's body (like food and water). Enemy characters can still be threats, but overcoming those threats is accomplished by something other than combat (stealth, traps, etc). This does not mean that survival mechanics can be the only game mechanics. It does mean that survival mechanics should be at least as important as combat mechanics, and at least as rewarding to the player. Similarly, other mechanics (crafting, looting, building) would give the player things that improve non-combat abilities, at least as much as combat abilities. If combat is involved, it would be better if it gives a solution to some other threat. For example, if you are dying of the cold, you could fight a bear to skin it and make a coat. But in any case, avoiding fights should be at least as encouraged as fighting. The emergent gameplay should be that players feel like they are overcoming helplessness, and not engaging in power fantasies (like we do in the first-person shooters we all know and love). This will be difficult to get right, because once the player actually overcomes their own helplessness, further gameplay can seem pointless. This means the game should introduce different varieties of threats in later game stages. How would this affect 7 Days To Die? These are some suggestions about how 7D2D could be modified to adopt this play style. Of course, they are only suggestions. I am including some that may be impractical, if not impossible, to implement. Some might argue that TFP have already implemented many of these suggestions, and I won't argue. World permanence is not difficult, since the game world in 7D2D is permanent by default. However, since the character's relationship with the world changes, these changes could be made to the entities controlled by the game world: Dropped backpacks do not show on the map (but are still in the game world) Player-owned vehicles become "un-owned" and do not show on the map Player-owned storage becomes "un-owned," and also locked If playing with hired NPCs, those NPCs are "un-hired" For player character permadeath, these changes could be made to character spawning: Skill points are reset (but not removed, to preserve progression) Buffs from books are removed The player map shows all areas as unvisited Player characters cannot spawn on bedrolls (or beds, etc.) All player belongings are deleted (if backpacks can't be hidden on the map) Characters spawn with different starting items, as appropriate to the game stage If playing with classes, characters lose their class (and the player can choose a new one) If playing with factions, characters spawn in a random faction If playing with friendly NPCs, one of those NPCs becomes the new character (a la State of Decay) Changes to the game mechanics could include: Blood moons are wildly randomized, or possibly turned off entirely, to de-emphasize "tower defense" style gameplay Players gain XP from enemies killed by traps, equal to the XP they would gain from combat Alternatively, skill points are granted per day and not through experience points (a la Roland's 0XP mod) More stealth options for zombies, like craftable "whisperer suits" Enemies that target crops, storage containers, etc. Seasonal weather (that destroys crops) Food spoilage If playing with NPCs, add community building (hiring NPCs, specialized NPC roles, etc.) Add different kinds of enemy NPCs in different game stages (zombies early game, add bandits and whisperers mid game, add enemy soldiers late game, etc.) Other ideas are more than welcome - so long as they align with the First Principles.
  5. Forum rules link goes to a "Not Found" page... which might not be inappropriate for some of these forums
  6. I'm a big fan of doing this myself (it's why I usually play with the "delete all" option). My own "role play" is that the character permanently died, but you're starting a new character, as if that new character had always existed in this same game world (so, same level, etc). I've been asking around if anyone has a proper name for this play style, since it is quite different than "permadeath." Nobody seems to know of one. Do you have any idea? EDIT: I've been calling it "dead is mostly dead" (a Princess Bride reference) but someone, somewhere, has to have already put a name to it.
  7. Snowdog is not bothered by such base instincts as the desire for money. He's bothered by entirely different base instincts.
  8. I know (from the OP and TFP comments) that the player animations are getting an overhaul this alpha. Is there any chance that "emotes" will be added to PC animations? It's not something that's necessary for gameplay, but lots of people seem to like it in other games, so thought I'd ask. (Also I'm sure modders could have a field day with them.)
  9. khzmusik

    New Mod List Project

    khzmusik's Modlets
  10. What we were actually predicting was gloom, despair, and agony on me! WHY DO YOU NOT LISTEN TO US!!! ...seriously, though, what I personally would have done is this. Rename "dysentery" to "food poisoning," have it gradually decrease as it does now (and not increase like infection), and have tea work similarly to honey (removes a % but not necessarily all of it). It still simplifies the game mechanics but doesn't "dumb it down," so most players would probably be on board. That's not a complaint though, just a suggestion, and I'll probably eat my words when the new alpha comes out.
  11. khzmusik

    NPCs DMT Mod

    I still think this is possible with the current system, but you'd have to get your hands dirty with XML. The general process would be something like this: Create the quest that you want to show initially, but have it only show if the cvar is LTE zero. Once the quest is completed, set the cvar to 1. Instead of changing the "start" text, have the new text be part of an entirely new statement. If you want to have more statements available after the quest is complete, make those individual statements too. For each new statement, have a requirement that the cvar be GT zero. If there are also new quests that become available, have the same requirement on the quests. All of these should be in dialogs.xml or quests.xml (as appropriate). I think that would do it, but I might still be misunderstanding what exactly you want to do. Also I haven't actually used the 7 Days to Dialogue tool, so I don't know what it generates or what it "looks like" to the user. Worst case though, just create everything as if the player could view everything at any time, and afterwards add the requirement tags by hand to the XML. This will get complicated if there are a ton of statements that can be picked (like there are in the Samara dialogues) - but it should be possible.
  12. Thanks. I suspected it might be for A18, but you never know, lots of mods started in A17 and just weren't updated to A18 (because they would be broken, or it would take too much work to update). I'll give it a shot then. But, just an FYI to @DUST2DEATH - if you leave the version as A17, the Mod Launcher won't know it's compatible with A18, so it won't let you download it through the Mod Downloader. I don't know if this is a priority or not. (TBH I don't know if it's even added to the Mod Launcher in the first place, since I stopped using A17 by the time this modlet was created.)
  13. khzmusik

    NPCs DMT Mod

    Well, what I was getting at, is that you'd use the same technique, but do the opposite of what SphereII did. So, instead of showing a dialogue option when a quest was complete, you'd hide it. You might be able to use that technique to modify the default dialogue options, so they're also dependent upon that variable, and to only show when that variable has a "complete" value. But this is something I haven't tested. I also don't know how you would do this for specific NPCs, but I imagine it's possible with more XML. In any case, I think this is all much more likely to work than attempting to change the NPCID, which I don't think can be done at runtime, and in any case probably wouldn't do what you want. I'm hardly the expert though, so maybe someone else should weigh in.
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