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geengaween

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Posts posted by geengaween

  1. 4 hours ago, Sydious said:

    The immediate dismissal of player concerns and immediate passive aggressive sarcasm of the clique is strong here.

     

    Because it's a tired pointless topic that doesn't go anywhere. Anyone who has ever been on an early access game's forum has seen this topic 100 times before. You're impatient, you think you could run a company better, [company] are incompetent, [company] are lazy, [company] are scammers, etc etc etc. Oh yeah and also you have like 20 million hours clocked in this garbage game made by lazy incompetent scammers.

     

    The game is like 30 bucks. It's not AAA price, it's not a subscription, you knew it was unfinished when you bought it. It's the price of 1 and a half jugs of beer, you spend more at the pub on a saturday night buying a round for your mates.

     

    At the end of the day TFP are a motley crew of joe shmoes who've formed a games company and happened to have created something really cool and fun that has made them millions. They're not coke snorting Californian yuppies who have a bunch of shareholders breathing down their necks. They're not suddenly going to turn into a AAA company and start crunching overtime and slaving away for 16 hour days just because you are impatient about updates. Their work hours are probably pretty relaxed and they have a good time in their jobs. You're waiting for updates and you'll play it as soon as A20 drops. They've already won. Why would they change this?

     

    This is a business model that has worked very well for them whether you like it or not. They're using 7DTD to develop tech that they'll use in their next unannounced games. Their next games will probably make as much if not more sales. They are set for life and riding a train made of pure gold, and I'm happy for them, they deserve it. There is zero reason for them to change anything about their company whatsoever. You angry nerds with 3000 hours in the game complaining and moaning on the internet will do absolutely nothing, they don't even read it, they don't care.

     

    I'm going to save this post and copy paste it in response to the next thread that gets created

  2. Why does the NPC have to follow you to a location as an "escort mission"? Why not just clear the area around a sheltering NPC and then they'll run off by themselves and despawn when they're out of your sight range?

  3. That old Genesis Shadowrun game.

     

    It's still voxel and mostly the same as 7DTD, but instead of a zombie apocalypse wasteland it's a decaying cyberpunk city full of aggressive enemies like drug crazed gangbangers and augmented mercenaries. You are the leader of a small time gang and you run (minigame) jobs for clients like hacking, stealing, and ghoul extermination. You can take over derelict buildings as gang HQ and outposts.

  4. It's more to have a central place to get mods from and vote on the best of all time. Yes the supereasy click-to-install function is great but I personally don't have any problems installing mods to my game, it's probably as easy as it could possibly get already, without some kind of dedicated mod manager.

     

    I'm looking forward to a time when Steam Workshop has things like quest packs that you can download 50 trader quests with interesting little mini-stories behind them that will help to flesh out the world. "My sister needs baby formula for my new niece, please help us survivor", "my best friend went missing in X biome, find him alive or bring back his satchel if he's dead", things like that.

  5. https://www.brendonburton.com/

     

    Saw this guy's website and was reminded of some of the buildings in this game, and other post apocalyptic games. I love his use of bright lurid colors against seedy run-down environments. If I had my way I'd change all the signs in 7DTD to be like the neon signs in these photos, imagine how creepy and atmospheric that would look, at night

  6. I play 7DTD with my wife, she doesn't care about it and didn't even notice it. Strip clubs exist, every town has one. I think the vast majority of women aren't offended by things like this and don't expect special treatment or protection. Yours is a fairly Victorian mindset in my opinion, the belief that women have more delicate sensibilities and must be protected from crass humor or sexual imagery.

     

    There are plenty of games nowadays that pander to people who are easily offended, you've got a huge lineup to choose from.

  7. I think I've solved the directionless endgame issue. We've all gotten to the point where we've built a base, we can survive indefinitely, we're now building the endgame stuff like turrets and blade traps, and the game gets boring.

     

    Dungeons like the gun factory are an awesome idea. But they need to be sources of endgame loot and building materials which aren't obtainable elsewhere. Loot needs to make sense. For example, the gun factory should have an item that lets you make high level guns or turrets. A concrete factory should have the recipe for reinforced concrete. The hospital should have the recipe for medkits. You shouldn't be able to create endgame recipes without completing endgame objectives.

     

    Random loot in this game needs to be categorized more strictly so you can't find high level stuff in low level residential houses, and you have to strategize your runs. This already was implemented somewhat in A19 with the electronics stores, etc, but it needs to go further. If you want something, you should be able to plan for it.

     

    In a good survival game the fun of endgame is tackling high-level areas and enemies but there has to be a proper REASON to do this. Knowing that you'll be looting the same types of randomized containers that appear in other lower-level dungeons is just not a great incentive. I don't know about anyone else but for me it causes burnout and turns it into a chore more than an objective. You have to know that you'll get something good, from a pool of items that you can only get in those areas. The Lucky Looter perk and your % to find stuff is great and all, but it ends up ruining the game's sense of progression.

     

    This could also lead into high-level trader quests to find essential civilization items such as "find a crate of baby formula" in an infested half-collapsed milk factory. Or finding jackpots like luxuries, like a crate of shampoo in a cosmetics factory which you can sell for 3000 dukes.

     

    TL;DR: The randomized loot is too random and hurts the endgame. The loot system needs to be categorized more strictly, forcing players to plan their loot runs and travel to specific buildings in order to progress their gear and base.

  8. This game's sound design is pretty terrible if we're being honest. The zombies make stock zombie noises, when they hit walls it sounds like a cartoon punch, and the constant birdsong track in woodland areas is pretty annoying.

     

    TFP need a dedicated sound designer who is passionate about sound. Sound and ambiance is a massive part of a game's tone and atmosphere, and 7DTD needs serious work in that area. With some professional sound design it could be an extremely creepy and atmospheric game.

  9. Games that are heavily and easily moddable basically live forever. But actually having to learn how to install mods is a big roadblock that prevents the majority of players from seeing what's out there. Steam workshop allows a quick and easy way of seeing the best mods and installing them at the click of a button.

     

    Making every aspect of the game moddable in Steam Workshop is the best thing for 7DTD in my opinion, especially for repeatable stuff like quest content and prefabs. The replayability of this game would be huge with player created questlines.

  10. Are the sounds going to be worked on any more? A lot of the sounds are quite cartoonish especially the punch noise the zombies make when they hit walls. Is there a possibility of overhauling the sound to a more fitting, creepy tone? Something like scratching fingernails instead of the cartoon punch sound?

  11. On 8/22/2021 at 5:20 AM, LordoftheKitten said:

    @TFP

     

    The dynamic imposters increases the distance that you can see player built structures and changes to POIs further away, is there going to be any change in the distance we can visually see players being rendered in? As of right now, it feels like the distance is about 80m-120m before they start popping in and out of render. Another example is being in a gyrocopter with a friend below on a motorcycle will usually show just the motorcycle being visible so it is a bike driving itself

     

    They could easily fix that by updating the model with a low-res stick figure sitting on the bike

  12. I'd like them to be insane savages who scream abuse at you before they attack. Give us a justification for shooting them on sight, make them scream that they're going to cut off our @%$#ing head, mount us on a spike, and similar threats. The writing of Trader Rekt already shows that TFP like to insult the player. More of that would be great as it fits the world. There should be no moral ambiguity about shooting bandits. It's them or us.

  13. On 8/9/2021 at 11:20 PM, Roland said:

    I still think that a solution could be to have horde nights be more rare if you feel it overwhelms gameplay in its current form.

     

    It's not that it overwhelms the gameplay. I'd be OK with more zombies and more defense. Personally the vanilla zombie spawns are never enough for me in random gen, I always edit the .xml to make them at least 4x as numerous. Difficulty is not what this topic is about, I'd be very OK with a new and more complicated horde mechanic making the game even more difficult. But with a difference of it being directly influenced by your decisions, in some way or form. Instead of just an arbitrary "Day 7" event that always happens on a scheduled day no matter what.

     

    I always thought the game needed some kind of "infestation nodes" which you have to clear or face consequences for ignoring. The zombie spawns shouldn't be random in explored areas. Maybe if you don't clear them, the zombie presence in the chunks around the "nest" becomes more and more numerous until it's too difficult to move around and you have to gear way up and go full on assault mode to clear it.

  14. I know this will get kneejerk disagreement because everyone is so used to it, but IMO it is a bad mechanic and holds the game back from what it should be. It reduces the open-endedness of the game and forces players to build and stockpile in one area instead of exploring the massive map.

     

    It's always been a very arbitrary event that happens independently of the player's actions and is something that the player has no control over. It also zeroes in on the player's location allowing people to cheese the system by just vacating their base on day 7 and defending a prefab building they don't care about.

     

    What if zombie horde nights were caused by something the player did or did not do, and could be increased or reduced depending on decisions made?

     

    One example: Maybe running a big base causes huge amounts of sleeper zombies to spawn in the area around your base. Are you in a base built from scratch running 4 forges and 4 cooking fires at once? That's going to cause a lot of spawns. Are you moving from place to place camping in attics with just a box to store excess stuff? That's going to generate much less.

     

    Then after 7 days, they all wake up and converge on your base. You can spend time finding and clearing these sleepers which reduce the horde night number, but that 's time consuming and dangerous. Or you can ignore them and deal with a massive amount on horde night. Nomadic players with no fixed permanent address wouldn't have to deal with large hordes because they wouldn't cause infestations.

     

    IMO something like this would be a better mechanic and much closer to traditional zombie lore. It would make the game less "tower defense" and more tactical and decision oriented.

  15. I would like a voxel game set in a world similar to the BLAME! universe, where AI has covered everything with machinery and humans are the cockroaches scurrying around trying to eke out an existence without being exterminated. I think that would work very well with a fully modifiable voxel world. You could have objectives such as find food, innovate your technology, analyze the machines to use aspects of them, make contact with other tribes, form a nation, etc.

     

    Or a voxel game set in a decaying neon and concrete cyberpunk city where you're a gang member who rises to become leader, and then fights for territory against other gangs. You use the map to tactically decide which buildings to fortify and take over. Then you deploy your gang members along these areas, that will prevent other gangs reaquiring territory. There are different biomes (districts) consisting of areas that were once slick and beautiful but are now derelict and covered in garbage and graffiti. All the crafting and destructable world of 7dtd but in a Megacity-1 style world.

  16. HI I don't post often on this forum but I had a question: 7DTD can be a very atmospheric game, are there any plans to specifically enhance the game's horror atmosphere using tricks such as scripted ambient sounds or scripted jump scares? Water dripping, the sound of scratching in the walls, distant sounds of twisting warping metal, stuff like that? I always thought the cartoon punch sound when zombies hit walls should be replaced by scratching. There are a lot of relatively small changes like that, which could make the game a lot scarier.

     

    One of my most memorable moments of this game was a few alphas ago, me and a friend were stranded at night, in the dark, in the rain. We had to dig a hole in the side of a hill and hide in it while zombies walked around outside. We could see glimpses of their silhouettes moving around, and the sound of the rain made it incredibly creepy and ominous as we crouched together in the soaking mud waiting for daylight. It was one of the creepiest eeriest moments of any game I've ever played.

     

    Are there any plans to enhance the atmosphere of the game to create more "accidental" creepy scenarios like that?

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