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Solomon

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Posts posted by Solomon

  1. 3 hours ago, Kalen said:

    IMO, a good degradation system would allow you to repair an item a limited number of times... each time it gets repaired its quality suffers.

     

    I get why people wouldn't like that.... but I feel like, in a survival game, you shouldn't be able to find an item and keep it forever.

    Item degradation is one of the core points of the game Dying Light and you can find countless people who are posting the most meta ways to avoid that feature completely, its a game where you can always find better gear and even in that case people dont like the idea that stuff just breaks and leaves them with nothing.

     

    3 hours ago, Laz Man said:

    Take a look at his edits.  Its been a few days since I looked.  It looked like he removed all the gamestage gates on all items that had them and gave a flat 4% at at level 0.

     

    Without item degradation its basically 4% RNG I win button.  Why people think that is fun is beyond me...

    Because its true actual randomity, in games where you dont have the gameplay made around the idea that the player has to create everything for themselves most of the looting excitement comes from not knowing what to expect. This mod makes sure that you can find from the most basic stone tool to a nailgun in a box, every loot is new and exciting.

     

    Literally the only thing i would change about the mod is to limit the tiers so i cant just find T6 gear on day 1 but other than that i enjoy that i really have no idea what will be in a lootbox.

  2. 21 minutes ago, RipClaw said:

    And I am one who downloaded the mod but not to use it but to see what exactly the mod changes.
     

    At first i downloaded it for similar purposes, it seems like all it does is take the probability tables and make them all have 0.25 chance including all items from level 1-9999999.

  3. On 8/31/2020 at 9:47 AM, Roland said:

    Devs are safe to proceed. We hit a 35000 player peak this weekend which is the second weekend after stable hit so lots of people are playing and this change hasn't hurt the game long term. Yes, some or many of those numbers could be people who modded it away but the important thing is they are still playing. I won't say that the 35000 number means everyone likes all of A19 but I will say that plenty of people are willing to keep playing the game even if that means they need to make some modification for themselve to be able to do so and since TFP has enabled such modding as part of their strategy it all counts for people enjoying some version of the game.

    And how many of those players modded out parts of the game or are running A18 or earlier?

     

    Those player numbers only show how many players are in the game, it doesnt show whenever they like this specific alpha or not neither does it show if the player just modded the game back into an A16 experience or such.

     

    July was our best month with almost 39K people, August managed to lost 14% of the playerbase already and who knows what will september bring. You also need to consider that players might dislike the current loot but love the new zombies and lighting, or like the loot and hate the food system and soo on.

     

     

    Also just to get some generic view on how many people hate the loot system from the playerbase and also mod their games heres the full random loot's nexus page:

     

    https://www.nexusmods.com/7daystodie/mods/1004?tab=description

     

    This mod is currently at 910 unique downloads, this is the amount of people who hate the looting, mod their game and use this specific loot mod.

  4. 9 hours ago, Scyris said:

    In A19 loot however, if they still drop you have ZERO chance PERIOD to find it till your GS is above a certain stage. Thats why A18 loot is better, its more random and luck based, and it makes every single playthru different if you don't get any intel and even if you do, the loot is never the same twice in a18. Unlike a19 where its the same linear loot every single game you play, which after the first game really ruins the experience and also makes no sense in the world the char you play inhabits. Who the hell is going to store a stone axe in a gunsafe? that makes no sense.

    In A18 putting a point into intelligence was an optional decision, in A19 its a necessity because without that the game feels artifically slowed down.

    • Confused 1
  5. 5 hours ago, meganoth said:

    Do you ever find that pearlscent weapon in your first hour of playing Borderlands? That would be like A18.

     

    Not sure about the avarage player in A18 but my run with my brother needed us to pass day 15 for the first purple find what was my stun baton.

  6. I voted 1 because none of the future aspects look like something i look forward to.

     

    I already have a mod ready to load in incase i have enough of all the same repeating stuff in every container. In my opinion what A18 needed for loot is in general more items to even out what you can find and instead of tying the actual items to the gamestage just tie the tiers into it up to T5 so with some randomisation and a low chance of finding T6 so when someone finds a T6 Pistol they will be like "OMG! A purple item!" instead of "Meh, another one.".

     

    Kind of like how in Borderlands when you find your first pearlscent weapon you will be in awe you got one and will treasure each and every single one of them.

    • Like 1
  7. 9 hours ago, stallionsden said:

    if the mod/modlet uses custom icons the mod/modlet will be required both server side and client side thus clients all need to have it on client side to.

    If the mod/modlet doesnt have custom icons then server side is only needed

    Ahh nice, thank you!

    • Like 1
  8. Im really new to modding in general and i would like to ask are these mods server side so the guys i play with dont need to install this?

     

    Also is there a way to identify what is server side and what is not?

  9. 9 hours ago, Biscoitoso said:

    Agreed. But now we have this stupid RPG Attribute system that force us to play with pre-made characters.

    TFP: "Oh, you want be a miner? Ok, but now you will fight using shotguns and clubs."
    Player: "But I dont like shotguns and clubs, I like knifes and machineguns."
    TFP: "That is not our problem."

    I dont understand why this kind of enforced connection was needed, the whole perk system could have boiled down to perk related effect with a 5th tab called combat efficiency where every weapon related thing is.

     

    You put a point into any of the main perks and gain 1 for combat efficiency.

    • Like 1
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