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ShellHead

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Posts posted by ShellHead

  1. I’m looking forward to the new crafting system, it looks like a good blend of the Learn by Doing and Looted Schematic systems. Really curious to see how the perks are going to be rebalanced now that the crafting aspects are getting stripped out.

  2. 18 minutes ago, BFT2020 said:

    I think this is true for any mods out there today for any game.  Two games I still play that are heavily modded are Skyrim and Fallout 4.  Some mods are simple that I installed, while others do a complete overhaul.  For example, Sim Settlements and Sim Settlements 2 are mods that affect the game in a major way.  Neither of those mods (though both are from the same creation team) are ones a newbie should undertake.  And these mods have limitations caused by the game engine itself (if you don't understand what I mean, install SS2 and then build a massive community at Sanctuary, Red Rocket, and Abernathy farm - then get back to me when you are dealing with constant CTDs).

     

    XML edits are more for the newbie modders as long as that person is willing to learn the code (not hard) and ask questions to the modding community.  Overhauls are more for those with the skillsets to introduce new assets and make changes under the hood.  7D2D is the first game that I have ever started to do my own mod (xml style edits) and I been gaming for some time now.  The ease to do this types of changes after learning how to XPath shows how easy it is to jump into modding this game.  I never tried to do this with the other games I enjoy in modded states.

    I agree with all of this, and i’m not saying that 7D2D is hard to mod in general or anything like that. What i’m talking about is making sure that modding in All of its forms is made as easy as possible, a huge number of the mods for FO and TES are retextures and new models in addition to mechanical changes and new systems.

  3. 5 hours ago, meganoth said:

    Very true, but what makes XML less of an entry point than character models?

    I wouldn’t say that it is less of one but rather one that appeals to those who want to tinker with mechanics under the hood as opposed to largely visual changes that don’t change underlying mechanics. It’s more about easy access to a variety of modding “spheres” for lack of a better word.

    5 hours ago, meganoth said:

    Rereading his post I don't see he is including XML modding into "rly good stuff". His last paragraph can be read your way, but before that he tells us that lore and character models are the important sauce that makes mods successful. He explains what mods are successfull with TES and also assumes that only these can make a modding szene thrive. He might be right (if he really is speaking for the mass of 7D2D players) but I doubt this very much.

    I’d have to ask @Matt115 but i interpreted that as talking more about what he felt 7D2D should add to help the modding community grow rather than talking about what has already made the community as strong as it is. That was just my reading of it though, his more doom ‘n’ gloom language struck me as more rhetorical hyperbole to emphasize the point.

    1 hour ago, BFT2020 said:
    5 hours ago, meganoth said:

    And mods like Darkness Falls being difficult to maintain seems to me mainly to be a result of the alpha status which moves the foundation the modders operate on on a yearly basis. Which naturally doesn't happen very often in the universe of TES games where you only have access to released games

     

    This point exactly.

     

    When comparing 7D2D to TES and Fallout, everyone is missing a critical difference between them.  Those games are fully launched games whose mods came after the launch; though in the case of Fallout 4, mod support occurred even after the release with Bethesda making changes each time they updated their mod store forcing some mods (Like FSE) to have to be updated.

     

    7D2D is in an Alpha state being pre-Released.  That means things change as the game changed over time, and how mods interface with the various code in the background has changed.  Once 7D2D is in its final release form, maintaining mods will become much simpler.

     

    As for lore, with the work being done on bandits, lore for the game will be developed further for the final release.  We should know more about what caused the world we are surviving in to occur, and who exactly is this mysterious Duke we heard about.

     

    Some of the beliefs that Matt has (and some others) is they are looking at where the game is today which is only a snapshot of where the game is today in its current state.  The final version will have these elements in it when they are ready for it to be released.  Getting the mechanics down right is what the team is working on today, the fluff will come later.

    While it is definitely true that 7D2D’s alpha state makes maintenance more difficult and also does not actually show the game in its entirety, my point was about the sheer scale of the changes made in the mod being daunting for people who are just dipping their toes into modding. Mods like UL and DF are some of the highest end mods it’s possible to make, massive in impact and scope, newbie modders (which are critical for long-term community health) aren’t going to try to make their own versions. The issue is “what mods could they make on the path towards making the next Darkness Falls?” Which brings us back to entry points, but there is an additional factor: Visibility. XML changes have robust mechanical alterations but the game has little visible change, not everyone wants visible change more than mechanical change but as it currently stands, modders who want major visible changes have fewer easy options than modders who don’t care as much about visibility. I wouldn’t say that 7D2D is doomed by any stretch of the imagination but questions should always be asked “can we make this even better?”

    The game shouldn’t be judged as a final product yet but this is also the time to bring up points of concern, it’s up to TFP to determine what is of concern to them.

  4. I think you’re misunderstanding @Matt115’s point, it looks like to me that he’s saying that lore and model replacements/retextures create good entry points for modders who want to add something to the game which were major things TES had in its favor, i don’t think he’s saying the only mods worth making just so happen to match his personal preferences.

    Darkness Falls and Undead Legacy are fantastic mods and they add a great deal, including their own lore, but they were/are difficult to create and maintain, too difficult for all but the most dedicated to do. TES and Minecraft have thriving modding communities not just because the scope and scale of how they can be modded but because there are many good entry points to get into that modding scene. Most mods for both of those games are far closer to new zombie models than Darkness Falls in their scale.

    We can argue about whether or not 7D2D has enough of its own good entry points to sustain the community in the long term (XML mods are incredibly easy to do which is definitely a good entry point in my book) but let’s get clear on the argument first.

    Models matter to some folks, mechanical changes matter to others, still others like adding new stories. A healthy modding community has all of these and more, regardless of the opinions of the rest of the community, because the more people feel free to make the game their own, the more robust and higher quality the community becomes.

  5. In all honesty, i’d guess the next major step for 7d2d after gold is a sequel but definitely not right away.

    A sequel would allow for a clean start tech-wise and for features added at different times in the original to be built into the sequel from the beginning. DLC strikes me as less likely due both to high mod-ability/free post-launch content handling the stuff that can be done without heavy changes to core code and a sequel being more convenient for major core changes than DLC would be.

    just my thoughts on it anyway.

  6. Plus the shotgun’s short range is an important offset for its sheer stopping power, giving it range equivalent to a high end 9mm or low end AR would make it insanely powerful as well as mess up its multi-target.

    i very much agree about the spear though, as it stands the damage on the regular attack isn’t enough to properly keep pace with the other options, the reach and armor piercing aren’t quite enough to make it worth using.

  7. 14 minutes ago, Matt115 said:

    well spear wall trap could be better well it can be do even i rly but it could be 1 use and you need to fix it

     

    Just have it made entirely of metal and treat repairing it like the blade trap. Basically just metal spikes on pistons.

  8. 5 hours ago, Matt115 said:

    well  problem with traps it that they need to suit to 7dtd - so could works in vietnam style - cartrige bombs , bambo whip  , punij bear trap , mace trap etc

    Honestly you could do the wall-axe trap in 7D2D, just make it out of scrap metal and obvious mechanical parts.

    it’s basically the mixture of the blade trap and robo-sledge.

  9. As far as i can tell, the only real difference between the robo-sledge and the pusher trap in Orcs Must Die is area of effect and the fact the robo-sledge is easier to place and replace. So I don’t necessarily see more kinetic traps overburdening CPUs more so than what’s already been implemented. I’d love more variety in traps and defenses, maybe even more utility focused traps that do little or no damage but provide strong crowd control to help setup killzones for your damage traps. Leaning more into the Base defense/Tower defense aspects would be fantastic and i hope TFP is planning on doing that in a later alpha.

  10. 1 hour ago, IndustryStandard said:


    Not all stats, specifically the yield/loot stats.

     

    Armor values, Cold/Heat resist, noise, speed while wearing etc. Are all valid stats to have.

    A healthy balance doesn't exist for something that is either impactful or not. 

    While i can see what you mean in the context of yield/loot bonuses, I disagree but i do think they should have more of an offset.

    that last statement though is ridiculous. Impact is not a yes/no factor, that’s literally the core principle of the entire concept of game balance. We can argue about whether those bonuses should be there or not (i’d say that as is they shouldn’t be implemented but they likely look much different now than when announced) but everything an attain a healthy balance while having a noticeable impact.

  11. So because the stats are possibly over or under powered, they should be scrapped entirely?

    that’s a completely useless standard, all stats can be too high or too low.

    we don’t know whether or not the stat bonuses add anything of merit because we have no idea what they’ll look like outside of the very earliest concepting.

  12. 34 minutes ago, meganoth said:

     

    Remember that the drone seems to be the tier3 robotic thingy, as such it will be available when you already have lots of perk points and lots of pockets in your clothing (except if TFP removes those pocket mods). I play vanilla without enlarged storage mods and at that time in the game I usually have neither encumbrance problems nor storage problems because of a motorbike with (what I feel is) generous storage and a tendency to scrap 80% of what I find.

     

    For people who can't throw away anything that may still be heaven. I feel underwhelmed though and will have to see if a drone mod gets me interested.

     

    I’m still not actually certain this is still INT’s T3 robotic line, it’s very different from the rest of the line and arguably isn’t an actual weapon. It’s possible that the robotics perk get dramatically overhauled so it can apply useful bonuses to the drone but given that the drone’s base function is as a flying storage chest, the perk would have to have a wide array of bonuses to be able to be useful for both automated turrets and the Heli-Pack™️
    I’m guessing it’s another tool/utility item that might not actually have a governing perk.

  13. 5 hours ago, Fanatical_Meat said:

    Starting bow is useless in current form. Too frustrating to bother with.

    What kind of changes do you think would make it more fun to use for you to use

     

    5 hours ago, Fanatical_Meat said:

    I would like to see the crossbow make a comeback too, they were fun. Problem is by the time you find the parts and can make even a low level crossbow you have moved on to pistols.

    Xbows do have unique ammo types and the T3 Xbow has good stats especially when perked out, but the T1 probably could use a bit of a range/velocity kick to make it a more compelling alternative to the pistol. I have the sneaking suspicion that a larger issue is that the bow/Xbow line lacks a T2 option at the moment which creates a major deadzone in the progression. Thankfully that should be fixed in A20.

     

    5 hours ago, Fanatical_Meat said:

    shotguns do too much block damage when perked up, funny to clear a home with a shotgun and leave with multiple walls & floors destroyed or only a wood frame left.

    Yeah, that likely should be turned down so you only bust through blocks that you’re trying to destroy, probably should require at least 4 pellets to land for a block to be destroyed since you’re likely not going to do that accidentally.

  14. I’m interested in what the new armor sets are going to bring to the table and it looks like the intent for the set bonuses is to help support playstyles the player had already chosen, not force a player into one.

    That being said, i’m not entirely certain that set bonuses are the right direction to take the armor system, at least as they being conceived as of the last time we heard about it.

    But i also doubt the system looks the same as it did in the announcement, i think we’d have heard more about it at this point if it was going to be exactly like the announcement.

    Regardless i trust TFP to make the new armor system a blast to use and give players interesting options.

  15. 1 hour ago, Laz Man said:

     

    I am afraid Roland is correct.  Lots of POIs are designed with doors locked to keep the player on the intended path.  Adding lock picking would require level design to redesign sleeper encounters at the bare minimum.

     

    The exception to this is if the locked door leads to a dead end room that has minimal impact to the rest of the POI.

    Could have the locked doors lead to side loot rooms, toss in a few extra zeds in a cramped space and it’d give the player an option to make the POI a bit harder for more loot. Basically just storage closets but a bit bigger. It’d require a bit of rebalancing of the POIs and would likely be a non-choice for clear em out quests, but it might be fun and could give more of a decision in how a player wants to approach doing the POI than just “finish it or bail out early”. Also would be a decent anti-nerd poleing measure.

  16. I’m curious what everyone’s thoughts are on how the weapons (including their associated perks and perk books) are balanced.

    my personal thoughts are that the club, knuckles, and AR all could use nerfing and the spear and knife could use a buff, but i’m really interested in hearing which you all think need tweaking and in which direction.

    thanks in advance!

  17. I’m glad to hear the new gear progression is going well, i’m really looking forward to it! Also curious what other system changes might come with it, like if the perks and weapon stats are getting tweaked or something.

  18. Oh, absolutely. There are lots of good combinations available. My position was always about making sure the power allocation for the Baton and Turrets was within a reasonable margin of other options, which was why i was focused on the idea on-perk INT builds. If you want to go hard into direct combat while also being specced into INT, you absolutely are going to go off-perk with weapons, but INT’s weapons are designed for indirect combat and i just want to be certain they are as powerful at their specialization as other perks weapons are at theirs.

  19. 50 minutes ago, meganoth said:

    That small margin between live or death is different for all players and a player can see it best if the difficulty is as high as he can play. A player who gets challenged by default difficulty will not see any small differences on insane because he will die constantly with any weapon.

    I agree and you can’t completely design around all skill levels, which is why you try to look at it from both a relative balance perspective and a skill floor/ceiling perspective.

    50 minutes ago, meganoth said:

    Also and more importantly difficulty settings change balance. A weapon that is balanced at normal difficulty could be stronger on insane, or weaker. To show that with a simple example the stun baton is ideal. In 7D2D the damage of the stun baton will increase by the same percentage as the club, but a very important stat of the stun baton is its stun damage and stun duration and those two do not scale with difficulty. Should they? I don't really know. But you can imagine that there are a lot of effects in the game that would need to scale with difficulty to make the balance the same at all dificulties.


    Exactly, not every trait a weapon has can be modified by difficulty. Take your stun baton example, because more of its power is in its stun rather than its raw statistics (damage, stamina cost, etc) the baton is less directly affected by difficulty level but the stun becomes more necessary to survive as enemy damage increases and player damage decreases, making it more useful on higher difficulties and as the gamestage increases. Same with the spear’s long range and armor penetration, less useful when enemies are weaker and have little or no armor but more useful when they do more damage and have higher armor rating. Since armor rating isn’t a part of difficulty modifiers, the spear also isn’t as affected by difficulty.

    So difficulty isn’t overly useful a metric for weapon balance but can be useful to reveal where weapons power allocations are distributed and whether or not those allocations are within a reasonable margin of each other.

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