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bachgaman

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Everything posted by bachgaman

  1. Has the A21 been moved to the next Christmas sale?
  2. Well done. Did I wrote somewhere that I teach children at 7dtd? It's funny how you ridiculed my grammatical error in one paragraph and showed in the same place that you can't read. This is post-meta-irony I guess
  3. What is the contradiction? How should my criticism even relate to how I play? Whether I play with the trader or not is not important. This does not change the fact that the trader is currently very poorly designed and ruins the game. And you can’t oppose anything except to be offended and throw me to the mute
  4. that is, there is no proof video. only numerous complaints remain. but like I said, people really like it. in any shooter there is a lot of whining about bad shooting mechanics
  5. In that case, either your "min-maxer" label doesn't work for me, or you're wrong. I'm interested in a game if it has a task. If there is a problem, then I try to solve it. The interest is to come up with the best solution I understand that there are people who log into the game for 2 hours a week by opening a can of beer to "dunk the zombies" and screaming "wooaaaw" after getting shot in the head with a shotgun. Complete one quest then wander around the neighborhood a bit and then exit the game until next weekend And by the way, I would prefer to effectively spend time with children. You can open a can of beer and turn on the TV, or you can play a board game and make him solve problems and think.
  6. Played many worlds without a trader. Including with 25% loot and 50% experience with increased zombie speed and strength. Most of the time I play on very difficult settings Didn't see any complaints. Saw highlighting obvious flaws that shouldn't force me to remove some of the content For you, anyone who plays better than you is a min maxer? I just choose the right decisions and try to be better If I play a game where I can afford bad decisions, then this game is not interesting initially.
  7. People are always looking for excuses for their mistakes. In any shooter, people cry about bad hitboxes and bad game engines, supposedly because of this they cannot hit the target. But we know why this happens.
  8. Thanks, I didn't know. You opened my eyes. Just kidding, of course not. The trader always gives the same POIs nearby, so one way or another you will be going around in circles It is true that a high level POI is not enough for one trader, so at the beginning of the game you will have the illusion of variety, but very soon, if you do tasks intensively, you will be trapped by 2-3 T4-T5 POIs nearby. This can only be solved by some change in the algorithm for issuing quests, or the appearance of settings for this. Endgame is a grind anyway, but it could have been designed to be more varied than what we currently have. Either the trader should say "sorry man but you did all my work, go to another trader" or he should alternate what he gives. But we are given the opportunity to clear the same T4 POI nearby over and over again endlessly. This is silly. And sorry for those who worked on the generation of the world. In fact, no one needs their work. Because the game world is not 10k x 10k, it's a trader and a random t4 next door.
  9. This is what I'm talking about. At the moment, the game forces you to do this. The most efficient way to play is build your base next to a trader and grind the same high level POI 200m away. Again and again. The same POI. From day to day. No point in world generation and explore world I understand that the developers are not obliged and will not add everything that each player asks for. You didn't say that, did you? You argued that this will not happen for another reason. You said it would spoil the gaming experience. Because high level POIs don't spawn enough. But 25% of the loot is just "spoil" as 10,000% of the loot. These settings exist and someone plays with them. In addition, there are many obvious ways to make this setting so that they do not end, but the player will not be forced to sit in one place Maintaining a manual list of completed POIs is totally ridiculous. This is a PC game, not a board game. You often have the same POI in different places, similar POIs, and so on. In addition, their list is very large, will you really check the name + coordinates of the trader's quest variants with the manual list in your notebook? What happens when none of them work for you? After all, the trader always gives tasks nearby, so this moment comes quickly In addition, there is always the temptation to have time to run once again to that same T4 200 meters from the base before the blood moon. If you play survival games with hard settings with low loot, frequent moon and strong zombies, then you will understand. If you're used to playing default settings in "I like to kill zombies🙃" mode then why are you arguing Just for the sake of optimization. The wretched graphics of 7 days is its highlight. I would never want this game to look different. Like all the same type of "beautiful" games
  10. Not enough for what? Solutions of problems you described so lies on surface that I don’t even want to write all this for the tenth time Besides if they have that (spoiler), if they assume that players can play however they want (make up any fancy restrictions in their head), then why can't they let us setting the game however we want at our own risk. Why can we choose 25% loot and 25% experience, super many zombies, we can even increase AI block damage, but why we cannot limit the number of available quests on the map? Exactly the same challenge. Objections that it will be boring or too hard apply exactly the same to the above settings. Why is it there then?
  11. So that travel is not meaningless, the developers should add the ability to enable the mode "1 POI = 1 QUEST". I suggested this, but as always this idea was crap with words like if someone wants this, then he simply should not select those POIs that he has already completed (probably, you need to keep a list in a notebook) 🤡
  12. Ok "If" still counts. By the logic I'm often countered with here, you have to limit yourself to looting and trader rewards in order to enjoy crafting. Very weak mechanics does not mean useless (according to the logic of the defenders of any hole in the balance)
  13. Once I said that bows and stealth are useless, in response I received a ton of resentment with the message "if we enjoy it, then it's not useless" Two weeks later madmole wrote the same thing and got a standing ovation 😁 We discussed it with you in pm.
  14. Useless? What if I told you that someone enjoys crafting? I hope you understand what this is referring to
  15. You pick on words You were the first who compare guns with a fence Day 70? What's the point of playing until day 70 if i have a auger on day 7. The game actually ends on day 20-30 as the limit of all possibilities is reached. Anyway, i will try when i get my laptop "More free" is sarcasm because obviously the price is the time and effort it takes to get something. You say that ammo is free as well as darts, although it is obvious that it takes a lot more actions and resources to produce them. Even based on your words in the same paragraph where you put them on a par with darts. And good luck with only headshots in a 10 fps game The production of ammo is still more resource-intensive and labor-intensive than darts I do not use in some games, in some I limit it Not this way. My argument is "I see an obvious hole in the game balance and I report it." After that game where I showed everyone how easy it is to get a auger and a concrete base on day 7, I played games without a trader. Of course, when I play, I try to play to the limit. Otherwise it's not interesting. But unfortunately, I often have to impose restrictions on myself due to the fact that the balance of the game is bad. I don't see where to download A21? Or are we developers?
  16. Not true. It is very important. If you need to repair it 1-2 times in hundreds of hits, then it's almost endless. And by the way, it's almost free. The repair kit is really too cheap, but guns waste bullets, and bullets require shells. And for the shells you need brass, which cannot be dug out in the amount of several thousand per minute. Thus, the use of guns requires a conditionally non-infinite resource. Of course there is a trader exploit Are you not funny yourself? Is 4k iron a lot? It's less than 1 minute in mine. And tell me why you need 6 dart traps at the base. One is enough and it will almost single-handedly destroy the horde in BM, i tested. Its overly efficient Cool, but compare this paragraph and the previous one to see how much more free it is. To make a bullet, you need to go to one mine, then another, then a third, then work on a chemical table,, in a forge, on a workbench and so on. To make a dart you need to go to one mine and work in a forge. At the same time, the dart is stronger. Fair? Not Yes, ammo is still cheap, but at least it requires brass. In addition, it require more operations than darts. At the same time, darts are still have more damage. That's why I say traps are too strong (too effective) Yes, I bought it from a trader. Because trader and INT branch is broken and too strong. I've been telling you about this for over a year and I've only gotten dislikes. And now it's fixed. But who cares what will change who knows when, if we are discussing the game in its current state?
  17. Lol, how much damage does he take for each zombie? And how difficult it is to repair it, given that there is no delay in the game to repair anything. Any repair is done instantly. In my experience it needs to be repaired 1-2 times per blood moon at very high stages Darts deal incredibly high damage for virtually no cost. It's very funny to see the phrase "how much iron you have to invest", considering that iron is literally everywhere and by the end of the first week you have a drill and a miner 69 => you have endless free iron => darts is free
  18. super agree, electric traps are too strong and look very raw. especially spoils the impression of the game endlessly working "electric fence"
  19. This was not discussed. Don't jump from one extreme to another. Balancing int does not mean making it unplayable.
  20. I know about the UL mod, I love it, I consider it the best among all the mods I know. But there is no such mechanics. In UL, as in vanilla, blocks and doors are repaired instantly with one click of the mouse And if a wall of your house collapses, you can still install a new one in a split second. In early game with UL mod, there really is a problem with frames, but my thought is generally very loosely related to nerdpoling, or rather indirectly. The main speech is about the instant repair of doors and blocks and the instant installation of new blocks to replace those destroyed during the sieges of BM, etc.
  21. Great post based on a false premise. I didn't suggest to remove any game mechanics just for "encourage players to play harder". I suggested to improve the existing one. Check my first post https://community.7daystodie.com/topic/28129-alpha-21-dev-diary/?do=findComment&comment=505171 The debate over the limits that players should impose on themselves is endless and pointless. I believe that all these add-ons that are in your head are crutches, not a feature of the game, and the less we need them, the better for the gameplay. Your opinion is the opposite. We won't be able to reach a consensus.
  22. By playing through intelligence, you can get a concrete base with crucible by the end of the first week even playing on hard difficulty with reduced loot. What other branch of skill tree allows you to achieve this? Given the difficulty of the first BMs, this is an obviously overly redundant progress that was not foreseen by the developers. Intelligence absolutely broken in current state with secret stash and quest trader rewards. In addition, only by playing through intelligence you are guaranteed to quickly get transport and a workbench. Which also makes the game easier. And it is in the intellect that there is an explosive with which you can protect yourself from any blood moon with the almost free to craft pipe bombs.
  23. How about avoiding deaths with skills rather than exploits? I am sure that I would have died more than once because of this, if this idea was realized. But such a decision would encourage players to play harder, rather than abuse poorly developed mechanics. Therefore, the game would be more interesting
  24. They need to add a delay for placing blocks if there is an enemy nearby. Either always. The same must be done for repairing blocks and objects. This solves the problem of exploit "nerdpoles" and instant restoration of doors and walls during a BM siege
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