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Kyonshi

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Posts posted by Kyonshi

  1. This again?

     

    Look, I play without Traders right now. So I have even less possibilities to get water. Can't even have Water Filters! But I go out and explore POIs to get murky water from toilets, coffee/soft drink machines, refrigerators, etc. Mind blowing, right?

     

    Exactly how a basic and core design feature of the game should be playerd: explore and loot. I don't get why people are over-thinking this with comments that go deep like we're trying to find a sense to life...

     

    I'm not swimming in water bottles, but I'm not overwhelmed with them either and I gotta make choices about what to do with them. I go out looting like, 2 mid-size POIs?, in which you could find murky waters and I usually come out with ten or a dozen of them. This is without a single point in Lucky Looter yet. So, why the big existential chat about this again?

  2. On 8/20/2023 at 10:28 AM, Krougal said:

    Yeah, they really need to fix it. It sucks and I feel the same way about playing with the gamma. I mean it is darker in the day during a rainstorm than it is at night. That just isn't right.

    That's just completely false, stop. Unless there's fog during the night or it's a full moon, nights are always flat out darker. Rainy nights are even darker than rainy days, you can't see 2 meters ahead of you.

  3. Please stop with these complaints and use suspension of disbelief in a @%$#ing video game. There's always one, always lol.

     

    Even the games who claim they're the most realistic ever have some features that don't make any sense. Gran Turismo is apparently the "real driving simulator" and couldn't have proper car damage effects for years.

     

    Why do people don't just... think? Why do they want an exact replica of real life in their games? Some of them complain that 7DTD development takes too long... They would mostly go nuts if the goal was to integrate exactly and faithfully everything that happens in real life. This would take more than 10 years.

     

    Meat portions from a deer should make sense? Alright then we should talk about vitamins and nutriments deprivation in the 7DTD universe and have their detrimental effects for real. Or maybe you break a leg? A cast won't magically help you like it does now: you will literally remain in your hideout without moving for weeks. And then you'll use crutches and move around like a slug. How will you hunt your deer meat now, huh? You want reality? There you go, enjoy!

  4. - The survival aspect, and I put the bar quite high. I always play Delete Items on death and delete the save file upon dying. And it doesn't matter how many hours you have in the game. More is better of course, but i can still get @%$#ed up in an unexpected way after 3300 hours so far. You can never be safe enough and the permadeath twist I add is a quite awesome thrill, turning into pure hell if I play on a Wasteland-only map.

     

    - The possibility to destroy and reshape everything at your complete will. In almost all of my playthroughs, I scout around to spot a POI I can turn into my hideout and another for fighting hordes. I freaking love doing this and I try to proceed following the recommendations of the Zombie Survival Guide (set yourself on higher floors, destroy stairs, have another way out, etc.)

     

    - The urban environment. Which is mainly a thing from A20. A lot of zombie survival games take place in the back-country of a certain area. State of Decay, Days Gone, Day Z, MIST: Survival, the oncoming Dead Matter, and 7DTD of course. I'm kinda tired of this. The only one that seems to be the exception is The Day After, also soon to be released. I always wished for zombie survival game set in the fashion of The Division games; complete urban and city settings. But A20 now has those areas and I absolutely love it. I'm waiting for Teragon or any other map generator that will allow me to create enormous cities with very few patches of wilderness, like what NitroGen and KingGen made possible.

  5. 20 minutes ago, theFlu said:

    Nah, you lost me at:

    But carry on, you have the absolute freedom to ree :)

    So you have no problem that one's voluntary ignorance can be blamed on the devs not thinking about the features they put in the game. Got it.

     

    And you don't read. I prefer to be someone who apparently "rees" than to be that dense. As you said, carry on 😉

  6. 22 minutes ago, theFlu said:

    That REEEE of yours would be towards an "Original Survivor" .. might wanna read on what that means and how it might change the amount of available info when he joined... since you like reading so much. Also, one may dislike a feature whether they knew about it beforehand or not, that counter doesn't even make sense outside the context of "hi, this was my first game"...

    A "reeeee" 😆

     

    One can dislike a feature, nothing wrong here. But one who blames the presence of a feature they don't like on the devs and that they don't think about better it before putting it in the game, there's a difference. And that's exactly what he's implying. Speaking of reading, you should follow your own advice here 😉

     

    But I'm reeeee-ing... Sure buddy lol

  7. On 11/17/2022 at 2:08 PM, Fox said:

    If the loot system isn't the problem, then why are the devs continually changing it with every single update since the tier system started existing?

     

    Don't blame the players for not playing an open world game in a linear way, blame the devs for not thinking before implementing flawed features that no one asked for.

    It's not because the devs add changes and modifications to the loot system that it's solely problematic... They are trying stuff: the game's in development. They play around with content before being in a content-locked phase. Also, it's not because you don't like something that it's plain wrong. You're just frustrated you didn't inform yourself properly before engaging the game. Like I said, you are the problem, like it or not. Don't put your flaws on their account.

     

    Now for the second part of your reply, you start sounding like so many clowns blaming the Pimps for everything they don't like in the game. Your feelings aren't gospel here. It's not a matter of asking for a certain loot system or not: they are DEVELOPING their game, they have ideas they wanna implement they will do so if they feel like it. They do think about what they wanna put in, you're certainly not in a valuable position to lecture them about what's wrong or not, or if they think about stuff or not.

     

    There's no linear way to progress in this game, where everything is destructible and where millions of possible interactions can happen. Try to design and program something of that magnitude and come tell me that it's "linear". Of course, they establish certain parameters as rules, so the game goes in the direction they want. In that sense, they don't conduct the production from what people ask. They put up this universe of 7DTD, and if you have some concerns, you can either constructively suggest something on the forums or put the game down and take the door if you're not happy about it.

     

    The developers aren't to blame for their decisions, you're the one to blame for your mistakes. Not only should you assume your own @%$#-ups but also you being close-minded about it.

    On 11/17/2022 at 2:28 PM, ElDudorino said:

     

    100%. And frankly I think it's ridiculous to blame players for actually playing a game instead of wading through the ocean of outdated or incorrect information trying to learn about which mechanics they need to exploit to have a logical flow to their gameplay experience before they even start.

    Yes, people are to blame for not informing themselves about the game features. Yes.

     

    They openly and actively participate in the discussions right here. They aired many livestreams last year, before A20 was released. Everybody knew that biomes would have their own lootstage values. It's not outdated information nor incorrect: lootstages are exactly as they said it would be. One can always ask about certain mechanics here and they'll have an answer sooner than later.

     

    So stop with your bull@%$#. If you wanna go blind in the game, do so! But dont blame the devs for stuff that screwed up your progress. It's common sense to inform yourself before undertaking anything new in life, it's goes beyond video games. If you don't have common sense, it's your problem, not the devs.

  8. On 11/16/2022 at 12:15 PM, TheWayMan said:

    Hello Everyone,

     

    I have been playing recently again. Not knowing a lot I played until day 21 in the forest biome mostly only going out to towns to look for traders. 

    All of my big cities are in the forest (all my T5poi's). Well I have been getting pipe shotguns and everything still. My game stae is almost 100(i think 96). The horde nights are extremely hard with a damn pipe shotgun and pipe pistol and T1 stuff. I got to thinking to myself, man this crap is not balanced something is wrong with my game. I start looking at YT vids and everything. Come to find out I spent 21 days in a useless biome completely wasted my time even looting in the forest. My loot at level 50 is 50, wtf lol. With game stage 100? Bro come on how is that balanced? I have been looting hard PoI's getting hack shiz nit. So I caved in, lets go to the snow biome. BRO level 50 in snow I get like 180 loot. Got a few points of lucky looter and some goggles we blasting I am now getting steel clubs completely past t2 equipts I am getting good stuff AK's level 6 etc. Where the crap did my mid game go? I am sorry but your main prority should be fixing this. I don't give a crap about how the game looks, if I cared about that I would have never even gotten the game, and most people agree with that statement because it is true. I should not be hindered so hard in anyway as to just playing the game.

    The only thing that's wrong here is you, not the loot system.

     

    At least, at some point you thought of doing something that you should have done before starting the game: inform yourself better. You went on YT to watch more experienced players, good. But you should have known beforehand that biomes have their own lootstage modifiers and the Forest one having no modifier at all. It's a starter area, you're not going to get crazy stuff there early on. The RNG isn't phenomeal and you may be victim of bad luck, that's all. With a LS of 50, I can frankly tell you I got higher tier than just a lvl 1 Pipe shotty over time in my playthroughs. Not only that, but all the stuff you looted since 3 weeks should have net you a lot of money to buy at least an AK or a double-barrel. This is on you, you should play smarter.

     

    Now, the next step to do is to move away from the Forest biome into another, to get a higher lootstage. Snow biome is good, the Wasteland is better.

     

    Is this loot system perfect? Not at all. But the issue you experienced here is mainly your fault. Now you know why 😉 Your experience will be much better.

  9. 1 hour ago, The_Mosiah said:

    I don't understand what made you so angry about my post, but please, try to keep things civil.

     

    I am relatively new on this forum, but, if people post this suggestion repeatedly, there might be some merit after all, don't you think?

     

    To adress the point you were making, you don't need much in terms of equipment or perks from the start, of course. But, as the gamestage progresses, the game spawns more difficult enemies, you start going for higher tier POI's == you need more then just the basic stuff. But this is true for every build and every attribute, it's just that the stealth doesn't really help you all that much, but it's very expensive to invest into.

    It's not because I use curse words that I'm angry. And there's nothing uncivil in what I said, I just tell things without beating around the bush.

     

    Now, about the real issue here. People who claimed there was an issue with stealth in this game, with a panoply of skewed arguments and excuses, have either been explained the real functioning of the feature and/or had their statements debunked. You won't make any difference with your case.

     

    You keep saying that playing stealthy is "expensive" and again, you're wrong. I crossed the 3300 hours mark on this game (and this number isn't even in the highest!) and like I've said, I play stealth on every map I generate. I know what I'm talking about regarding player-side.

     

    I use Padded Armor for all my characters. During a normal progression, as you gain XP and your gamestage gets higher, your lootstage gets also high. Sooner than later, you'll be able to craft lvl 5 armor and find or buy lvl 6 ones, with all the money you made from quests and selling loot. If I ever find Military Armor schematics or find pieces of it, I'll wear them and put muffling mods on. I don't ever wear heavy armor, not even during Blood Moons. Tons of money saved here, very cheap to craft.

     

    Stealth does help a lot, as opposed to what you claim. If there's a Feral Wight who spots you at night, you can run few meters away, crouch and it'll lose track of you withing 2 seconds, and you don't need to have From the Shadows at max level for that. You can't pull this @%$# with heavy armor on. Trust me, you'll be happy to have some points into the skill when wandering in the Wasteland 😉

     

    Doesn't matter the tier of the POI. With stealth, I can clear out the whole Dishong Tower without issues, aside from the auto-trigger areas, but those will happen to anyone, stealth or not.

     

    You see top end items like night-vision goggles and stealth Military Boots like it's mandatory, cuz they give tremendous advantages, but you're mistaken. Of course, I won't spit on them if I found some, but it never was a goal for me to reach and not having them never hindered my progress in frustrating ways. Stealth is good when done intelligently and with care.

     

    My guess is that you're either new to the game, or new to the stealth playstyle, to have such misconceptions about it.

  10. 22 hours ago, The_Mosiah said:

    I won't try to reiterate on the point of trigger rooms, as it has been mentioned 300 times already, and nobody's gonna rework all those POI - especially not for stealth builds, since ppl don't really play them that much anyway.

    But please, as you're currently working on the perk system anyway, consider making changes to the stealth build, so that it is less expensive.
    It feels bad having to invest bilion points into AGI attribute, 4 points into "From the shadows", few points into "Hidden strike", a little mandatory "Archery", buying night vision, military stealth boots, equiping noise reduction mod into all your armor, then moving slow as heck, only to have to go for your shotgun in the second room....

    Good lord, what's with this incessant whining about stealth game mechanics?

     

    There's always someone @%$#ing about this it seems. Why do people wanna breeze through 7DTD like it's Splinter Cell?? That's not this type of game at all. And there's a couple of misconceptions about your rant, if not completely inaccurate claims and wrong way to play.

     

    I play 95% of the time, in all my playthroughs, using stealth. Big fan, big user. Building up your survivor in that sense isn't "expensive". NV goggles aren't fundamental, nor muffling mods. Wear Padded Armor, it's good enough and produces zero noise. Switch to something more sturdy for Blood Moons. All those cool items are just nice extras to add to an already efficient, basic stealth approach.

     

    You don't need to max out From The Shadows... Already at level 2, you have a nice difference. Hidden Strike isn't an obligation. You have 3x flat damage bonus with arrows and since you already put points in AGI, you have a headshot bonus on top of that PLUS the level 2-3 bow you made. It's plenty enough of damage.

     

    By putting point in From The Shadows will make you move faster while crouching. Do you read the descriptions at all? Of course you'll be slower though: people can't sprint while crouching. And if someone wants to be stealthy, the best thing to do is to... move slowly.

     

    Building up AGI isn't more expensive than any other attribute. It makes sense. You don't become proficient at something easy-peasy. It takes experience, you know.

  11. What the literature about zombies reports is that they don't have any internal organic features that are still functioning, aside from the brain, of course.

     

    The digestive system doesn't work. They have this constant need to feed, which is triggered by their undead brain, but the flesh they ingest just pile up in the stomach, there's no digestive or intestinal transit. They will feed until their stomach bursts and will keep feeding with their guts teared open and hanging down. The excess flesh will go down the digestive track but will obviously fall off their opened belly.

     

    In this sense, that would be how they poop, I guess 😆

  12. 12 hours ago, zztong said:

     

    That XSLT, so it would go in a modlet if you wanted to use it verbatim.

     

    (1) If you wanted to apply the change by hand, rather than make a modlet then you would...

    • Edit the game's rwgmixer.xml file.
    • Find the township with a name of "city".
    • Change the township's "outskirt_district" to be "residential" instead of "rural."

    (2) Another option would be that you install my modlet (ZZTong-Prefabs) but you will get a lot more than just that change.

    Nice, I'll mod the xml file then, that plenty enough for me. Thanks again!

  13. 16 hours ago, zztong said:

     

    You're ultimately banging into a need for a great many more POIs, which would let districts be thicker and then allow for a more gradual transition.

     

    As an alternative, I like the looks of this a little better. It wraps cities in Residential instead of Rural. It still leaves Country Towns wrapped in Rural.

     

    <rwgmixer> 	
        <!-- Wrap Cities in Residential Tiles instead of Rural Tiles -->
        <set xpath="/rwgmixer/township[@name='city']/property[@name='outskirt_district']/@value">residential</set>
    </rwgmixer>

     

    We could maybe get closer if maps involved one city, but that might seem weird with the Traders as they are today.

    Nice! So I just add this line between the two <rwgmixer> and that's it?

  14. This is in any way harsh criticism of the game or the devs, because I dearly love 7DTD. Im invariably hooked on it since I first started it up almost 3 years ago now.

     

    My question is, as its hinted in my topic title: will there be adjustments regarding the positioning/localization of certain POI tiles? I hope I phrase it correctly.

     

    What I mean is that a farmhouse with a cornfield looks very out of place just beside a downtown area with the Dishong Tower right next to it, haha! Shouldn't agricultural areas be much more remote than that?

     

    I remember when I made custom maps with KingGen, which was grouping industrial, commercial and residential POIs together. I know A20 RWG does it too, and I quite frankly love it. It's just the zoning of some of them looks weird and it collides a bit with my immersion in the game.

     

    It also would bring in an additional, interesting level of challenge. Like, if I make my hideout downtown, in the Crack-A-Book head office, I shouldn't have it easy by having this corn farm right next door if I need some for recipes. I should know that farm zones are further away from urbanized areas and that I should travel over there if I want certain items related to such zones.

     

    I know it all comes down to huge programming and coding processes to establish what I'm talking about, there's a @%$# ton of elements in the way, but I hope I made my point clear. Thanks Pimps and whatever's on the to-do list, I can't hold in place until A21 lands 🤘😉

  15. On 10/16/2022 at 7:51 AM, meganoth said:

     

    All successfull zombie apocalypses work wonders as a cure to practically all other diseases, maybe with the exception of nail fungus 😉

     

    Oh, and I have to wonder at what time the virus mutated? It sounds like it mutated a while after being used to vaccinate a lot of the population, but then it is inexplainable why a high percentage of the virus **distributed** aka isolated over the human population all mutated the same to result in zombies.

     

    Mutation is by definition a random change in the DNA of the virus, really really random. The required change must be enough base changes away to not occur immediately (in a host every single base change occurs multiple times a day) as the vaccination would be stopped immediately after the first cases of zombieness. But it must still lead to the same result in a sizable percentage of the population.

     

    Just consider Covid as an example, a new mutation family like Omikron always starts from a single place and fights itself to the top by infection. It doesn't happen (to my knowledge) that the same mutation just happens everywhere in the world at the same time. 

     

    Well, im not an epidemiologist nor a virologist so i cant answer those questions with exactitude :) I can only rely on the comprehension i have from experts in these fields of knowledge and competence.

    What i understand from the behavior of viruses is that they mutated to lengthen their life span. The goal of this organism is to infect the most hosts possible, without killing them. Which is exactly what happened with both the fictive K virus and Covid-19. One of my best friend is a (retired) biochemist and he explained it to me very well. It'll happen very rarely that a virus mutates in a more lethal form that it previously had. It always mostly goes the higher infectivity/lesser lethality route.

    Now, when did the mutation occured in I Am Legend? They illustrate more the rapid global transmission that occured. Of course, usually in real life, one strain mutates first and not all of the strains carried by hosts mutate at the same time. But in the movie, they modified the measles virus into a viral vector vaccine, which is basically the original re-engineered virus replicated, see cloned, into multiple vaccines given to the initial 10009 trials. Now since this strain was the same for all of those people, since it has the same genetic background for all 10009 doses, they were all the same and if one would mutate, then the remaining 10008 would do the same. That's the issue with cloning; if you clone a patient zero with a certain defect in their genetic sequence, all other clones will suffer from this exact flaw as well.

    So, i can assume those 10009 patients probably turned in various but very close occurences and got very incredibly aggressive and bit, killed and infected a lot of people in an insane amount of time.

    Now in the case of the Covid-19 and resulting but foretold mutations, for all we know, this virus wasnt used and replicated in vaccines like in the movie, it just popped out from either nature of a lab and went rogue in the population. At this point, the original strain will infect people but mutations will occur at random, like you said, in relation to a host. Not everyone deals the virus the same way, some immune systems will eliminate it, some other who are weaker will harbor it and give it time to mutate, to expand its life span.

  16. 13 minutes ago, Laz Man said:

    Regarding the start of the Z apocalypse, the story they used in the Will Smith "I am legend" movie was an interesting one.

     

    If I remember correctly, some type of vaccine or cure was given out to a large population which eventually evolved into the Z virus thus explaining how a large population was able to turn in a relatively short amount of time.

    It was the K virus, which was a re-engineering of the measles virus, by Dr. Krippin, that mutated into the very virulent form showed in the movie. Its catastrophic result was not only due to the quickness of the "transformation" but also to the fact that the vaccine was administered to a huge part of the global population, since it was the literal cure for cancer itself.

  17. I live Montréal, which is at the same time the biggest city in Québec province (3M people including the surrounding towns) and an island. Right off the bat, my chances are dramatically slim since cities are the worst place to be in during a zombie apocalypse and also connecting bridges would probably be blown up.

     

    I don't have firearms. The best I have is a crowbar, that I'd pick up right away, a nail hammer and some large kitchen knives. My appartment is at street level, another big disadvantage. I'd have to find somewhere that's higher above.

     

    I have grocerie and hardware stores nearby but nothing guaranties they wouldn't already be either looted up or swarmed by the time I'd be safe to go there.

     

    The best bet there is in Canada is winter, but that's only if there's still power available, which is also unlikely. We have a pretty strong and reliable network of hydro-electricity but it would be a matter of time until it's compromised.

     

    I don't give myself beyond 2 weeks and I'm generous. 😅

     

  18. I don't get why some people want an endgame so bad. I mean I do, it can be interesting when it's well written, but I don't get why it's so necessary.

     

    The game's in development and they're not at this part yet. I don't feel the game loses appeal for that. The way I see it is that every game I played is the story of one anonymous survivor, who tried it's best to live through these awful times and either died or was able to maintain a seemingly stable life with decent comfort and safety.

     

    Some of them were lucky enough to wake up in less constrained conditions (easy game settings, spawn in Forest Biome), others were struck with savage hardships by evolving in a much more hostile environment (Wasteland/Snow biome, nightmare zombies, longer nights). They will never meet each others, stuck in the belief they're the last remaining humans in the world, unless they come across the Traders, who are the sole witnesses of those desperate survivors who visit them once in a while.

  19. My point of view is the following.

     

    The game is in DEVELOPEMENT. They will try things. They will change things. They will probably gonna stick with some, and revert back with others. We signed up for this when we bought a game in ALPHA phase. You know, trials and errors? Why do people think its a dramatic concern when its the Pimps while AAA studios go through the same process? Why does he says they dont seem to know what they wanna do?

     

    Its probably nothing new to anyone that they build something monumental and that some @%$# along the way didnt go as planned, right? You can think that some element is fine now and then while you make something else brand new, that previous element now interacts in a certain way that you have to change it. What's the big @%$#ing deal? Again, its a developement phase spanned over 9 years now. Technology changed. They hired new people and those folks could see that certain stuff is now obsolete, they see something better could be done, i dunno. There's so many possibilities with a completely destructible and customizable world that inevitably, you gonna come across so many unexpected issues. Your point of view of original ideas may change.

     

    It is what it is, its not perfect. Some may find they get to the dead end, but there's still a lot of people who see endless possibilites with their own progress.



  20. The whole basis of his take on the Pimps work and progress is that they dont seem to know what they're doing or what they want. That original content integration is now at a full stop because the Pimps dont have anything else to offer than the remaining Bandits. That multi-player is a mess and that they dont know how to conduct and fix it.

    I mean that game's not perfect but for an indie studio, to have fared so far and still having success while being stale in regards of creativity (apparently), i'd say its pretty remarkable.

    What do you guys think?

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