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Khalagar

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Khalagar last won the day on December 12 2021

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  1. Lmao you must have missed this, easy mistake to not see it I posted it for a reason, since your mindset is **exactly** what that's talking about. I assure you, just about everything you think is "really easy" in 7 days is not that easy to a new player, or even an average gamer since average would include everyone ages 4 to 80 Bruh I started Soul Mask last night and even with an in game tutorial that's very in depth and even with literally like 4,000+ hours in survival games, I'm still having to google mechanics constantly that are "sort of explained but still not clear" Average gamers are not going to even go that far. My friend (the same one I mentioned dying in 7 days) literally just said "the game has walls of text explaining everything and I ain't reading alla that" and that was it. He's just been brute forcing the game trying to figure it out as he goes, and that's exactly how the 80% of gamers play games. They aren't going to look anything extra up, they aren't going to watch guides, they probably won't even read the in game stuff, they are just going to attempt to play the game and it needs to make sense This is basic software design as a whole. It's literally what I do for a living, and making sure your software is ten times more idiot proof than even the greatest idiot you know of is the *bare minimum* and still not enough
  2. You should watch actual new players play it, they get absolutely R O L L E D Even my friend who's like 700 hours in still dies all the time even to zombies that can't jog. Your average gamer is *significantly* worse at games than you would think It makes sense when you understand that the goal is to make money and make sure your average joe can have fun. You can offer some stuff to make sure elite players have things to do as well, but the balance is always focused on having high end players make their own challenge, like by playing on higher difficulties. Most of the changes TFP make are focused around making the game more accessible by simplifying clunky systems or removing noob traps. It definitely can and does. I'm not saying it should be turbo easy, I'm just explaining to the people who scream about "Why was X removed" or "why did they rework Y" again New players can be *very* easily overwhelmed by complicated systems and combat so TFP has to make sure your average joe can pick up the game and enjoy it long enough to at least be outside the Steam Refund window. Ideally they want them to stay as long as possible, but their goal as a company is to make money, and they can't do that if potential buyers bounce off the Steam store page or refund it within an hour of playing and dying horribly while being overwhelmed Most survival games fall into that area. The Palworld devs said it best when they said not every game is one you need to be able to play for the rest of your life 7 Days is a great game to pick up once every 12-18 months and do an 60-80 hour playthrough, then put down until the next update. I've done it so long that I'm nearly a thousand hours in the game lol. I would say a very large part of recurring 7 Days player base does that exact same thing and just rotates between 7 Days, Ark, Conan, Palworld, Enshrouded, Soulmask etc and just plays each survival game for "a good playtrhough" and then puts it down until more content is added TFP does a good job of adding enough content to make it worth coming back for, really hoping they keep that practice after 1.0 It's a similar principle, but yeah the opposite since it's about stats that make up a playerbase. Several devs have talked about it before, and you can see it even on this forum where there's probably at most a couple hundred people who post here (with more on Reddit and steam) despite the steam count being 40,000+ people playing in the last 24 hours. It works out to about 5% of those 40K actually going to a forum to engage with the fanbase, so those 5% get caught in an echo chamber and assume EVERYONE is part of the 5%, when in reality they are a tiny minority of *very* hardcore players If you're posting here, you almost certainly are lol. Look at the steam global achievement stats, over 90% of the playerbase have never even traveled 1000km and like 70% have never killed 500 zombies. Even like 30% have never placed a bedroll etc If you can find a gun, make moderate base, survive a few horde nights and make it to like day 50 in the game, you are probably *already* in the top like 10-20% of the playerbase
  3. I see this all the time with gamers on forums assuming "everyone knows this" or "everyone does this!" and people wildly over rate what the average player knows or does or understands etc With most fanbases it breaks down to be around 80% of gamers never interact with info online, they do not look up any guides or streamers or anything, they just launch the game and play it and learn as they go and nothing else 20% of gamers will look up guides and videos to figure out more about how to play a game 5% of gamers will look up guides and videos, but will also go post on forums and interact with the fanbase and developers directly Basically everyone who actually posts on a forum like this is already in the top 5% of the most hardcore players in the entire playerbase. I see it all the time with people watching the 1.0 changes and nitpicking the changes, or demanding to know why X was changed etc, or making hilarious comments like "Everyone can easily hit end game by day 14, because they will just speed run X and use Y min max strategy to maximize every waking minute in the game!" Pretty much all the changes I've seen for 1.0 seem completely reasonable and geared towards making sure your average joe who doesn't look up info can still figure stuff out, while also trying to slow down how fast the turbo maxers can reach end game and get bored and rush to the forums to complain about playing 80 hours in 4 days and running out of content
  4. Changes look really good IMO, not sure why there's so much hate over it.
  5. Been out for a bit, but am catching up on the new info. Has anyone seen any mentions of changes to the Robotic Turret Shotgun shells? They've been in a pretty meh spot since they were added where I honestly don't know what their use case is. They take too many resources for how low the damage is and how fast they fire. You're junk turret will unload the entire clip of them on a fodder zombie when you could have just used the resources to craft actual shotgun shells and used a normal shotgun instead for way less resource
  6. It's just the house but with roughly double the zombies, which they evaluate as the tier + 1 Some are hard as hell and a lot harder than the higher tier lol, but they are fun
  7. Yeah I'm confused on why Pack Mule even exists besides to be a noob trap honestly. You get max slots from mods so easily that pack mule is pointless within like the first week, and there aren't enough good mods for armor to really care about the pocket mod slot. Especially since clothes take pocket mods too
  8. None of the suggested changes would affect new players, what are you guys talking about? New players aren't chain doing quests to hit max tier faster than the magazines level up, and even if they do reach high level, they would still be getting rewards that are great. A new player getting to pick between a level 3 autoshotgun or 500 cement or 1,000 gunpowder or something would still give them plenty of excitement and incentive to do quests Nobody is saying entirely remove rewards, we are saying that being handed a quality 6 version of a weapon completely invalidates the magazine line and means any more you find in loot are straight up trash. There's nothing wrong with saying only players can craft quality 5 and 6 and saying the trader can't give over quality 3 or 4 at most (probably should still be lower though)
  9. Gear breaking is an interesting idea. I was thinking just give gear more random stats, so you have the late game goal of finding better gear like an ARPG, but RNG can be really annoying and finding better gear so you can find better gear gets old fast. If gear broke every so often or if repairing it downgraded it a tier, it would actually give you a lot more reasons to grind late game
  10. The game still has to be balanced at a fundamental level. Trader rewards are not balanced. The trader handed me a level 6 steel club when I had like 10 club magazines at most read. That means the entire club magazine line is pointless now Currently the trader will give you gear that's FAR superior to what you can craft, in a fraction of the time. Even with me having 10 int and every related Junk Turret perk, the trader still handed me a level 6 drone long before I could craft one. You can start getting ridiculously good trader rewards within the first week or two, well before you could ever find them in the wild or craft them. It isn't about making trader rewards useless, it's about making them useful but not game breaking. Instead of offering you a level 6 steel club, he should just offer you 150 forged iron or a mod bundle or something
  11. Only a trader deals in absolutes Joke aside though, I think parts / resources are the best reward, with the trade being able to offer up to level 3 items. A level 3 Auger was a nice reward when augers weren't awful (please buff augers) or a level 3 auto shotgun is huge when you don't have one yet. But it also doesn't invalidate the magazine line and you will still want to craft one later. IMO traders should just offer resources like 5000 wood, 50 duct tape etc, and the crafting costs should be ramped up for end game items. Currently, I have like 60+ robotic turret parts, but it only takes like 5 to craft one. The duct tape cost is insane already, so the trader offering duct tape rewards would be good for this too. Scrapping a high tier item should also give more than 1 part The issue atm is that Tier 1 trader quests actually offers some of the best stuff in the game. It will give you molotovs and pipe bombs and resources etc, where as higher ones just spam useless things you may not need like double barrel shotguns and leather armor etc. Sure that's great the first time, but when I am needing a trillion duct tape, I really don't need a 12th doubel barrel shotgun right now
  12. As many as can be done during the day, usually even doing them at night too. The game's setup is designed around quests, why would you loot any Poi that you don't have a quest for? You get the exact same loot as well as getting the extra quest rewards, so looting a building *without* a quest for it is flat out a worse use of time and ammo
  13. Press F1 Type JD Clear Spawn in a new drone and you can now place it This happened to me the other day, and my drone and minibike both were gone for days. Then suddenly they appeared back on the map on their own. In my case, it was in coop and my drone and minibike were both gone until everyone logged back into the server that was on it when the game crashed
  14. Yeah that happens in all voxel games AFAIK, it's just the nature of the game engine being weird. Happens in Minecraft and tons of other games with no real way for the devs to fix it / no easy way to fix it
  15. Err, no lol. The game has gotten pretty big graphic updates, but compared to the other generic zombie games it still looks really dated and a lot of people I've tried to get into the game still say it "looks too old". People that are impressed by graphics are definitely not the target market / the ones coming to the game in droves Look at "No One Survived" on Steam. If people just cared about graphics they would go for that because it has generic Unreal Engine 5 graphics which are a lot more modern. But in reality, that game gets dumpstered in reviews for the most part despite most reviews saying "it do be pretty tho" before trashing the game Imo none of the other zombie survival games have the same fun gameplay loop, which a lot of that comes from 7 Days using a Voxel based world so you can dig and break through walls etc. 7 Days also just has way better balance and mechanics etc, because you can tell how much the devs actually like their own game. Madmole actually plays 7 Days himself (or used to) and you can tell how much difference that alone makes in polish and quality of life ??? The last 4 years have been massive, wtf are you talking about lol. The zombies all had visual overhauls and some new ones were added, we had like 900 new Poi added with a complete overhaul of RWG in A20 I believe it was, then A21 added another almost 300 Poi and improved RWG further, we had the entire weapon system overhauled with a bunch of new weapons added etc
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