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IgnyteZero

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Everything posted by IgnyteZero

  1. Except it is. More than ever. Just not vegetables. Anyway, there already is a thread on this topic.
  2. What on earth do you need more than 60 fps with? That's what I wonder.
  3. Sorry for hijacking your post, but this reminds me I'd love to see a retractable ladder added to the game also. Drawbridge style, but a ladder. I'm quite sure there's a lot of ladder options that could be added to the game.
  4. Can confirm that sewing kits and acid seems quite rare now. Not impossible to find though, but it takes time and some luck.
  5. Sure. And nests are even less related to those. So should be it's own cycle. But I guess that's a little OT.
  6. He clearly stated why in his forst post. Because of immersion and fun apprently. Also, this is a game, not reality. Makes the box analogy kinda pointless.
  7. It used to be 30, but yes I noticed this change. I suppose that's intended for newbies and/or larger and popular servers. Personally I prefer some level of attrition on loot respawn. 7 days is imho waaaay to low. The old was ok. But playing a private server you'd want loot to start to become rarer, forcing you to explore more of the map. Just to keep the game interesting. However, I'd like if they made nest spawns (or any other natural respawns) have their own separate timer. It'd make sense to get new feathers and egg more often than POI's magically refilling.
  8. I'm not TFP so I can't really answer that but I guess they wanted people to be able to use all the ammo at the go. And that makes some sense considering how easy ammo is to get now. But I would lie if I said I didn't want the blunderbuss back. I loved that gun. Was it good? Perhaps not. Was it fun? Hell yeah!
  9. Not even reflected on that rebar frames aren't in. Just use Shape Frames to design your building and then replace with Concrete frames. As for Cobblestone, you get TONS of cobblestone and cement from looting POI's easilly. They're more common than corn fields. Usually litters every cellar and attic everywhere.
  10. While I agree the Blunderbuss had a lot more flavor and was more fun (and the pipe shotgun is in a very sorry state atm), removing it makes sense as now all early weapons follow the same logics. It's more streamlined content.
  11. True. In this my POV is of course biased from previous experiences. And yes I agree farming was trivial at best in A19. Something needed to be done. But then again I never really were that hot for the farm plot system either to begin with. But I do think it's problematic that two points into hunting (tracking and huntsman) are so extremely much more rewarding than five points into Fortitude/LotL. (Currently in our game we are literally swimming in meat on day 32.) And that so many food types are now more obsolete than ever. But that's another discussion I suppose. As I pointed out elsewhere it all could potentially balance out with a system with a smaller chance for a second seed from a harvested plant. Say a 20/40% or 15/30% chance with Lotl 1/2. With that Lotl 1 & 2 will still be challenging but less punishing while Lotl 3 is still the only really sustainable skill level choice. Also makes Lotl 2 matter more.
  12. You seriously think farming should give negative rewards? And no I'm not saying that. I'm saying the effort/reward curve is off for the early game. And that if you cannot have sustainable farming, what is the point of having it at all? That's what I'm saying. But I get it. You mods don't think that. And apparently Mad Mole doesn't either. I know when I'm beating a dead horse. I personally think it's bad game design choice, but that's just my opinion. I could continue argue about it, but if it's the intended meta, then so it is. Will probably scare off new players from bothering with farming at all. But we'll see I suppose. A20 is a great version of the game in all other contexts so far anyway.
  13. OK, just to get this straight then. How can one seed ever have a positive return of 1.5 seeds? You put one seed in the ground, there's 50% chance of a loss. You get 4 produce back on Lotl 1. You need 5 produce to make a new seed. It can impossibly be a return of 1.5, as you are now lacking the seed you need to replant. This is fact. This is actual gameplay. Not theory. To get the average of 1.5 you need to probably calculate a much higher number of seeds, and then assume that average for 1 seed only. But ONE actual seed, compared to your theoretical seed, will never and cannot produce 1.5 seed on average. As I've said before, you need more than 5 seeds to start to get a positive output. That is factual. You are still calculating macro scenarios for micro environments. You can argue about that how much you want. It doesn't change the fact that we usually start with just one or two seeds for a certain plant type. And tha math for those particular seeds is all that matters at hand. Not how many seeds I might theoretically have had in a theoretical scenario.
  14. You still don't get it. It's not about ME. It's about better general balance for EVERYONE and all playstyles. And yes, it's not about a one sided thing. That's what I've been saying since the start. Of course all aspects need to be considered. This includes my arguments, that you consistently try to silence instead of considering the implications of. But I'm done discussing this matter. I've said all that can be said on it at least twice now.
  15. Ok, that's quite a rude post full of demeaning assumptions and attitude. I'm gonna ignore the toxic parts this time and answer you by explaining things I've already posted before. First I've played since A9 which I already mentioned. I've farmed a lot. I have 2k hours played for this game. So that's that. This is not my first rodeo. Yes I've farmed in A19 and that was too easy comparatively, getting too much of an output too fast. Secondly I'm not arguing about playstyles. And that's a moot point anyway, as through all alphas we've all readjusted our playstyles to accomodate for balance changes, imbalances, bugs and direct gameplay changes. Telling me to do that is unnecessary. What I, and others, are saying is not that it's broken or necessarily too hard (well some might maybe, I don't know), it's the futility of doing it before you hit LotL 3. All your arguments are invalid because, as I've pointed out before, the game is not a farming simulator and don't intend to be. There are other endeavours, such as taking part of all the other content in the game. Exploring, killing Z's, gathering resources, building bases and defences. Focusing in exploring and getting 10 seeds of every important play type. As anything below LotL 3 gives an average negative output on anything less than 5 seeds, farming isn't viable at all in the early game if you're just playing maybe 1-3 players co-op. There just isn't the time to focus on it or bother with it, especially since meat is so much faster to get in large numbers without bothering about RNG of POIs. Now YOU may have a playstyle where this doesn't bother you. That's ok. Maybe you play with many others, have just a 7 day loot respawn or somesuch. I don't know. But in such a case it's easier to dedicate people on specific tasks and you'll quickly loot and gather more resources. Maybe you get those 10 seeds in a couple of days that way. But that's the point, it scales badly. I don't care to reinforce all other arguments once more. But I hope this clarifies my stance, as you seem a bit confused with where I'm coming from. It's not about making it easier, it's about making all skill points matter, and to make it scale better towards player numbers and toward other related skills. That's what's been argued about. Noones said that each skill point must mean super rewards, as you are implying I'm arguing about. I never did. I just want it to matter at all. Also considering TFP according to Roland is already looking into balancing it better, why defend it? Oh, and the vid told me nothing I didn't know already. JFYI.
  16. Yeah 8k seems a bit extreme.
  17. Ah, good to know. So working as intended then?
  18. Well, I found your post douchebag-ish hence that reply. It had this atmosphere of "You think you know better than the devs"? Maybe that wasn't your intention then, but that is how you came off to me with that post. And that's why I went defensive. And my point was that second guessing indeed is pointless. Giving feedback ("complaints") or suggestions is another thing entirely though. But we're going OT, so I'm leaving it at that. You don't need to like me, but I'm here to give honest feedback on my gaming experiences with 7dtd.
  19. You get honey from stumps. Stumps are a plenty out in nature. You should get 1 honey in at least 10 stumps chopped down. In any case I'd chose the helmet light mod, as that is a long time reward while the antidote is a one time use, and disease goes away if you die anyway and dying isn't that big of a deal as long as you're not on a quest and have a bedroll placed nearby.
  20. Forgot to report this yesterday. So during our game my wife fairly early on learnt how to build stacks of iron. So as soon as she had mined enough iron she of course decided to stack it. This gave her an xp reward of something like 8k+ xp. This does not seem right as there is nothing stopping you from breaking that stack apart and restack the iron for yet another xp reward. Feels like making those stacks shouldn't reward any xp at all.
  21. Running the game on a Ryzen 5 3600 with 16 GB of RAM and just an old Geforce GTX 1060. I run the game on High settings at 1680x1050 resolution, as well as host our Dedicated Server. I run on 60+ fps most of the time. Sometimes around our base it slugs down to 25-35 fps, but that's it. A restart of the game usually solves that. In general I feel it is so far performing better than A19 did for me.
  22. But that's the point, isn't it? If there's no economy in trying to start a farm before you have LotL 3, why even have 3 skill levels for it? Just have one and gate it higher in that case. No, you should be able to start a farm early on, even if you don't produce much. I still think the easiest answer lies in adjusting the seed loss percentage slightly somehow, with say LotL 2 at least having a 60-70% chance to keep seeds and maybe just gate LotL3 a bit higher. Or add a random chance to sometimes get an extra seed back also, such as 20% with LotL 1, 40% with Lotl 2 and 3. Something like that. (These numbers are not calculated, they're just to demonstrate my line of thinking). Also, because of RNG not all starting towns have those fields. In our game there was NO potato or corn field at all in our starting town. Once we got to the nearby towns however there was an abundance of corn fields. While that exercise might amuse you on a personal level, I fail to see the point. Of course we can come up with any new system or way to balance it better, the only limit is imagination there. But seconding guess what TFP is thinking on the matter? That's just weird. But you have one suggestion above. Hope it entertains you. Happy to hear they are adressing the issue and aim to rebalance it though. Lets hope not.
  23. Ammo drop seems fine, considering you'll be using the ammo much more early on. In our game we get a surplus of ammo, because of me having high values in Lucky Looter and reading that ammo loot magazine early on. Maybe a slight bit too much ammo drops, but... so it's hard to say for us if it's too much, but yes we do end up with a lot and got a lot of ammo rewards from the trader early on too. Now those endless Q6 Pipe Machine Gun drops though.... What's up with that?
  24. As for A19 vs A20, well that is on LotL 3 after all. I'm arguing that Lotl 1/2 is too weak comparatively. What I'm against is the guaranteed negative return on few seeds. I can't see you getting a bell curve on toin cosses, as that's only 2 variables that will spread evenly along. This is also correct for 1-100 and 1-1000 and so on. Do you play rpgs? I'm taking an example from D&D here. In D&D 5th edition some larger weapons deal 1d12 damage. They get an even spread. Some players however think that they can substitute that d12 for 2d6 instead. However, with two dice you will start to get results leaning towards the middle, and bell curve like results. So I cannot see how a bell curve applies to the planting, as to me it's very linear. But I'm no math pro, so maybe I'm missing some perspective here even though it should be pretty base math on the player side. Well... baked potatoes ofc was already quite a useless food type as you point out. But this doesn't make it better. And I think it all comes back to skill gating. It seems to me that TFP should consider moving around recipes and cooking, and look into foods again. (I'd actually prefer if some foods were streamlined more, some toned down a little and maybe some new seeds added for more advanced food types. Say Cucumbers or Tomatoes to make things more interesting. But that's a completely different topic.) Seems we see fairly eye to eye on most other things though.
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