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warmer

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Posts posted by warmer

  1. On 10/11/2023 at 12:39 AM, pApA^LeGBa said:

    @warmer Day 25? Seriously? You don´t even get a full horde night until 4am at this point. Or demolishers. And while i can reach T6 at day 25, i really don´t want to. That would be rushing for no reason tbh. Do you even get a lot of rads in your games?

     

    And actually this is his point. That the trader is currently designed for a too short playtrough. You can have engame gear way too early. Way before demolishers show up wich are supposed to be endgame enemies. That´s not a good balance.

    2hr days and basing in Wasteland I am usually around level 40 at this point and my game stage is 100+. It's plenty exciting :)

     

    But the game doesn't change much for me after that. It's more of the same. Quantities changes, gameplay does not really. 50 hrs in and their isn't much of a reason to keep going. My base is practically AFK at that point and I don't cheese mechanics, so the challenge is gone. 

     

    I also play without loot respawn to force me to travel around. If I didn't I would be bored much quicker.

     

  2. I think a question that should be asked is when should tier 6 gear be available?

     

    Everyone has a different answer. When I play I typically get bored by day 25 because I have everything I want. Then again, I play on 2hr days and solo most of the time, so that's like 50hrs of game time. Which, if we are being honest, is more time than most games take to complete.

     

    So when is end game to you? At what point should you be at end game? That to me feels like appropriate tier 6 territory.

     

    If people want tier 6 at day 100, I'll never play that long before I start a new world. 7d2d to me is all about discovery and finding the perfect spot for a base. All that has been done by day 25, if not sooner for me.

     

    At what point are you asking for more of a reason to keep playing than this game is designed for?

  3. 3 hours ago, avalonnn said:

    I intend to write more, but I'm very impressed by:

     

    • A voxel building game that lets you manipulate the environment achieving results that you can predict if you have the imagination
    • A game that works at numerous difficulty levels -- I have loot and XP up, zombie speeds down, blood moon every 10 days (air drops every 7), and loot at 150% (200% at start). On Adventurer (low difficulty). 
    • A loot system that works for me.
    • Combat that remains interesting over and over again. 
    • The blood moon system under which your base is attacked in ways that you can plan for.

    Ahhh how nice a positive thread ;)

     

    I completely agree with your points. Especially #1 there are many survival games that ONLY let you manipulate a small fraction of the game world. Having complete freedom to change the world is hands down my fav feature.

  4. Until you have a full stack of jars, I liked having empties. The second I had a full stack they became annoying. 

     

    Empty jars/food cans get annoying quickly when you are looting and that becomes an additional thing to manage.

     

    Knowing I generate 3 water a day per dew collector while I can focus on anything else I might want to do is really satisfying. If you have 2 or 3 dew collectors per person, you never run out of water.

     

    Jars and cans just become useless once you get past week 1 in my opinion. After week one they are more of a nuisance than a benefit.

  5. On 9/26/2023 at 2:22 PM, eganonstwr said:

    Just try to power attack with knives, they consume significantly less stamina and dmg almost identical to that of machete

    Well a knife does way weigh about half or less than a machete so that makes sense stamina wise.

     

    What's the difference in durability? That is significant when it comes to a weapons viability. I would guess knives are lower than machetes, which is a nerf in and of itself.

  6. As someone who has played every Elder Scrolls game from Arena on, I can say I was super excited to see Starfield until I realized space wasn't space at all, you can't "fly" to planets and "land." The flying/space gameplay  was a massive let down. They took the very BEST part of space games and nerfed the hell out of the exploration aspects. hard pass until it's $20 on Steam.

  7. 28 minutes ago, Riamus said:

    It isn't that 1% or whatever is too much.  It is that the way they want to charge isn't good.  Based on that video, unreal charges 5% after a threshold is reached and no one is complaining about such a model.  However, unity is doing it in a bad way.  First, they can't accurately track install numbers that don't include reinstalls and just say they estimate (guess) and provide no proof they can do so accurately.  So they can basically charge anything they want.  Second, the percent the devs have to pay scales based on game pricing so a game priced lower will pay a higher percent, which is backwards even if they wanted to charge differently based on game price.  Third, this makes it so that making games free downloads such as through Epic Games or giveaways on Steam and GOG would be a very bad (costly) idea and so you will see fewer devs doing so if they use unity.  Fourth, this could be a very expensive January for devs as any game that has already reached the install threshold and the revenue for the past year is over the threshold for that would have to start paying a significant amount of money that they have not budgeted for.  And, last, as I mentioned before, many devs have low actual income already after paying all existing costs, so having to come up with more money out of nowhere and little choice to avoid it (most can't just switch to something else unless they just started development) will mean some developers will go bankrupt.

     

    So, it isn't that 1% or whatever is bad but that the way they are doing it is bad.  A straight price increase or something similar to unreal would not have created the uproar.  When you trap the developers into suddenly needing to pay a lot more money without more than a few months warning when most have no way to avoid it, then that is bad business.

    Until you know how they are tracking we are all making a bunch of noise. Not one of us has a real picture on how this works. The best thing to do in this situation is to NOT blow things out of proportion, but there are lots of people making a ton of assumptions.

     

    I am coming from the perspective things get tracked correctly, whereas everyone else is "assuming" things are going to be shady.

  8. 8 hours ago, 4sheetzngeegles said:

    It would depend on the popularity of the game in question.
    as a singular purchaser, .2 or 20 cents is inconsequential.

     

    A game that has sold 10,000 copies if each player installed
    it only 1 extra time. that is a 4,000 dollar check.

     

    The more popular a game is the higher the instant return.

    7DTD has sold 16,000,000 copies. If each person installed it
    1 extra time, then that is $3,200,000.00 "million" dollars
    instant payout.

     

    As an example: i took "4" samples to get a  numeric.
    Among Us 600,000,000 downloads be generous and say 30 percent
    is a secondary install. thats 180,000,000


    This is just if a Single extra copy is installed. Its basically
    unregulated numeric s.

     

    Among Us: 180,000,000      *.2    = 36,000,000‬

    7DTD: 16,000,000                *.2    = 3,200,000‬

    ape out: approx 200,000     *.2    = 40,000

    Rust: 12,400,000                   *.2    = 2,480,000‬

     

    $41,720,000‬ instant back revenue owed by these game devs.

     

    There are 38 other games. It adds up to, a poor business model
    on Unity's part. To compensate, it is to be passed off on the game
    developers.

     

    An easier way to look at it is; If you didn't think ahead, got a
    woman pregnant, and then expected me to pay the child support  just
    because i live in the same building.

     

    I hope it all works out

    I understand your math, but when the software is 100x the cost of the "fee" so what is the issue? 1% is nothing. I pay Bandcamp and Tapalti and PayPal 15% on my music sales because they make it possible to sell anywhere in the world

     

    If someone wants to keep 100% of their earnings, they make their own engine and sell directly from their website on servers they host.

     

    The arguments I am hearing is the makers that facilitated the possibility of you earning millions doesn't deserve 1% and that is just crazy talk.

  9. 5 hours ago, Riamus said:

    They stated this would apply to already released games as well.  I'm certain they have tracked installs of games created with their software for many years, so they don't need a new version to charge developers.  For that matter, you aren't required to use the current version, so developers could just stick to an older version and not be charged if that was an option (at least until they need a new feature or bug fix or change to something else).  It definitely won't be.

     

    This wouldn't apply to a game written in an engine version prior to this being part of the contract entered by the dev at the time of game development. The contract can only be moving forward from point of game dev. You can't apply a contract backwards in time. That is a core tenant of a contract, and why a date is associated with one in the first place. If you continue to develope a game after using the version of unity's EULA associated with the you are agreeing to it.

     

    There are so many reasons why you can't write a new rule to create a fine, and retroactively apply it to someone's previous work created prior to that established clause.

  10. 2 hours ago, BFT2020 said:

     

    It's not the cost to the end user (who won't see a thing), but to developers.  Those are the people that are voicing their concerns loudly about this announcement from Unity.

     

    Besides the number of installs being an issue, there are also legacy games that are not bringing in revenue for the developer - but being charged for it.  Without knowing how this information is going to be tracked (Unity has told the developers that they should just trust them when they send them the bill), you can see situations where someone buys the game, upgrades their computer, and a new install triggers the fee.  The developer doesn't see any new revenue and the player is not doing anything wrong, but having a bill be sent to the game developer years after it was originally purchased by the player is a knife to the heart of the developer.

    I realize this. It's $0.20 cents from what I read. You'd have to install the game 100x before it would cost as much as 7D2D did.

    No one installs a game that many times. I might install a game 3 or 4 times max. That's a whopping $0.80

    Why is this a huge problem?

    Legacy games won't be charged, you'd have to use an updated version of unity for this to take effect. This isn't backward compatible. If it wasn't already written into the game engine when the game was compiled, this isn't an issue.

  11. 13 hours ago, Darthjake said:

    Well I need to try and reproduce what happened then, because I'm 99% certain that I had a bedroll down in the base that got reset, but thank you for the reply.

    How many bedrolls did you have in total?

     

    Only 1 bedroll is protected. That is the last one you place.

  12. You also get WAY more cloth when scrapping clothing items. I have over 1000 cloth sitting unused on day 7 playing solo. Cloth is not in short supply

    16 minutes ago, zombiehunter said:

    Yeah, that's 50 stacks of iron and 33.33 stacks of stone.  I don't know that one can realistically do that in one game day.  I've mined a full game day before and came away with about half of that, even with mining perks maxed, using the buffs, with Q5 or Q6 gear.  I'd like to know the secret too!

    That has got to be loot abundance modded and maxed out mining/books. That's also like 5 veins of ore minimum for the iron.

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