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ShellHead

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Posts posted by ShellHead

  1. 7 hours ago, meganoth said:

    I always group with my co-players so I get the XP popup too. Not that I want it. Now with lots of zombies attributing it to which zombie died actually might be difficult.

    Yeah, though i think in most situations not knowing exactly what zed got killed by who wouldn’t mess up anyone too badly.

     

    7 hours ago, meganoth said:

    If we ignore the popup then I don't see why that problem would be limited to stun baton. Other weapons have knockdown too. And there still is the effect that zombies can go down when at low health but not dead (or am I imagining things?). Death through stun baton is sometimes even more obvious because dead zombies stop flashing immediately.

    My understanding of the problem was that it wasn’t the knockdown itself that was at issue but rather zeds getting flung back into the horde via the repulser mod for the baton, which made them easy to lose track of when things got hectic. Knockdown from pretty much every other source is much easier to keep track of, the only exception might be the AR book bonus but that still essentially boils down to “keep shooting in that direction” so i doubt that would trip anyone up.

    as an aside, i really like the idea of zeds getting knocked down when critically injured to trick players into thinking they’re dead, i hope that is actually a mechanic.

  2. INT’s progression perks are genuinely fantastic but its associated weapons are too reliant on the perks to be consistently useful. You’re best served by trying to get a high quality weapon from another perk line via the traders, which is something no other stat has to do.

    The issue isn’t that INT doesn’t have access to good weapons, since anyone can use any weapon they obviously do, the issue is that if the INT player wants to focus on their associated weapons over other perk’s weapons, they will be putting themselves at a disadvantage in comparison.

    The power allocation for the turrets and the stun baton should be shifted back towards the base weapons and away from the perks so that INT players can use them more effectively earlier and so that non-INT players have a reason to pay attention to them.

    INT is clearly designed to be centered on progression at the cost of combat capabilities and self-sufficiency, which is a really interesting playstyle but i think the weapons are still undertuned even with the reduced focus on fighting taken into account.

    Additionally remember that with the further refinement of the gamestage mechanics, the traders are going to be less powerful and as a result INT will have substantially reduced ability to get powerful gear quickly. So while INT maybe overpowered now, that may completely change with A20 and as such should be rebalanced with the understanding that it is benefiting from a temporary situation.

  3. I knew that the xp popup told the player, i was more referring to the allies but if you all haven’t had problems with it then it’s probably not a serious issue.

    I’m all for making the game as atmospheric as possible, i just wanted to make sure that it wasn’t going to cause problems that might keep some really cool ideas (e.g. the stun baton) out of play, especially the spheres of play it would be the most interesting and fun in. But it seems like that’s not the issue i thought it was.

  4. Just now, dcsobral said:

    It is definitely not a liability on hordes. What best than throw the zombies on the ground again so it has to go up the stairs, through the blade traps, the dart traps, the electric fences and the robotic sledge again to get to you before you throw it down again? And if that's not how your horde base works then don't blame the weapon but the horde base.

     

    In multiplayer it is, you’re not going to be able to control the zeds that tightly and allies won’t know if a zed is dealt with. That’s my only point, the other players are not going to want you to take a weapon who’s major benefit is crowd control if it makes their job of killing zeds harder.

  5. 18 minutes ago, bdubyah said:

    I disagree completely with this. The XP popup is bad enough as it is. You want confetti and candy to pop out of them when they die just so you know? 

     

    Kinda ruins the suspense if it's that obvious...

    You do realize that makes the stun baton a liability in hordes, yes? Which means its use is going to be restricted to solo and most likely POIs exclusively. And I sincerely doubt suspense is the first thing on people’s minds in the middle of a late game blood moon horde.

  6. 1 hour ago, meganoth said:

     

    This is like saying enemies in a WW2 shooter should always shout "TIMBER" and wave a flag before shooting at you, to prevent any surprises 😉

     

    It does have the problem of making the stun baton’s crowd control effect more of a drawback when things get hectic, which is when cc is supposed to be the most useful especially in group play. I think people would prefer surprises to be “were there always 4 demolishers there?” As opposed to “did my teammate actually kill that zed or just knock it over?”

  7. 1 hour ago, Khalagar said:

    ATM the stun baton is fun but it honestly is essentially useless. It stuns enemies decently well, but a club or handheld junk sledge does that job more than well enough on it's own, so investing so many resources and levels into the stun baton is . . . questionable. Honestly, I often find myself just falling back to using the Fireaxe to 1-3 hit kill the zombies instead of whacking them with the stun baton and then having to chase them around while I ragdoll them around the room not doing damage.

    Last i had heard the electrocution bonus was bugged so that the duration was stuck at 4 seconds when it should be 8 fully perked, which would give it more damage and be more useful against tougher zeds than the junk sledge. The baton is supposed to be more of a self-defense weapon than a zed killer but it does need a bit of tuning.

     

    1 hour ago, Khalagar said:

    My friend even asked me to stop using the stun baton because it just makes it harder to hit the zombies and keeps getting him beat up when he thinks a zombie is dead after seeing it thrown across the room and then it stands back up behind him and starts punching him XD

    They should make it a bit clearer whether a zed is dead or ragdolled, maybe just make zeds have an electric particle effect?

    1 hour ago, Khalagar said:

    I don't want to use the club or sledge every playthrough but like, it's kind of hard not to when you can just kill the zombie instead of spending 10 minutes doing a Benny Hill skit where you chase the zombies around on a sheet of ice as it flies all over the house with you spanking it with your 1 damage electric fly swatter. I'd honestly say an unperked club is probably more useful than a fully perked and full build stun baton lol

    The stun baton perk could use a bit of love tbf, though it’s far more meant to keep zeds away while the turret does its job. Clubs are pretty powerful at the moment and are completely focused on zed killing with no other features so they’re going to suit your needs better, but i think what would help solve this is a club nerf along with buffing the baton, knives, and spears.

  8. An uncut version is pretty unlikely, given that in order to make that TFP would have to: 1, change all zombie textures to not show blood or gore (which might require changing the model entirely); 2, find a way to make the dismemberment mechanic visible while not displaying gore.

    that’s a really tall order for a game that was always intended for an M rating.

  9. 2 hours ago, meganoth said:

    I agree that comsumables should not count. In a current game of mine I just can't find nerd tats. Maybe a bug, maybe bad luck, but I constantly make a round of the traders and they almost never have them. So they are nice but you can't depend on them, and definitely not if you want to use tats consistently and often.

    Exactly, if it’s not consistently available then it can’t be fully factored in to balance analysis.

    2 hours ago, meganoth said:

    Wrong. While you use the rifle your shotgun is NOT firing. Turrets can be used while shooting any weapon. EVEN shooting in a different direction, try that with your rifle+shotgun combo

    I was referring to equipping a rifle when the hordes were out of reach or when dealing with a cop zombie, in the next section I mentioned the unique benefits of the turrets and how that should be factored in. The point was that any stat build can use unperked weapons to fill holes in their tactics so the argument that INT specifically is fine because it can do that isn’t satisfactory by itself, which is why i said the point of comparison should be a fully perked set of turrets with an unperked weapon vs another stat’s fully perked weapon.

     

    the reason I’m suggesting perked turrets is because the Robotics Inventor perk provides huge benefits to the turrets which, given the initial weakness of them, lets them be more accurately compared to other weapons.

    It’s clear that the INT tree’s combat capabilities are weaker than the other trees and it’s also clear that direct combat isn’t intended to be INT’s strong suit, the question is are INT’s capabilities appropriately weaker or are they overly weak?

  10. I like the functionality of Secondary Ammo 2 but i don’t like the thermite trapping so instead i’m thinking of overcharged taser darts: the overcharged darts detonate on impact instead of shocking, which is why the effect changes from electrocution to armor stripping as the explosion is too small for an AOE effect but powerful enough to shred armor as well as ignite the target via the perk’s special effect.

  11. Looking at the chart, it looks like AGI and PER need a buff independent of STR and FOR needing nerfs.

    i’m a little hesitant to say INT is in a good place because the AOE effect is from a consumable and not inherent to either the weapon or a mod. 
    i get the argument that INT can just use other stat’s weapons without needing the perk and i agree with it. That being said, that’s true of every stat, not just INT. STR can use rifles to cover their shotgun’s lack of range, PER can use pistols for more flexibility, etc. So that argument doesn’t work so well by itself for saying INT is in a good place out of hand, you would have to make the argument that a fully perked set of turrets + an non-perked weapon is equivalent (taking into account the non raw dps benefits of the turrets and the reduced combat focus of the INT tree) to a fully perked ranged weapon of another perk, which i’m not really convinced of at the moment.

  12. 5 hours ago, starscream said:

    how often do people actually play to level 300? a more realistic point distribution should be balanced for level 200 (at 1x exp rate).

    another question to ask would be how many hours do people typically spend on a map? on sp map, with average 90 min days, one might play to day 100 and have 150 hours in a map. i don't think people typically spend much more time than that on a map. this will likely translate to how long a typical player spends on an mp map.

     

    if my assumptions are accurate, a progression system should be balanced for level 200/150 hours. a player should be able to max out 2 main skills and get 5 other skills to medium level. and if they play longer than the 'expected' time/levels, they'll just have an opportunity to improve more skills.

     

    to get more accurate data to work with, one would have to conduct surveys on the player base to get their input on how long they spend on a map.

    That seems pretty reasonable, pick the 2 main stats that you find the most fun then grab the QoL perks from the rest of the trees. With grandpa’s forgettin’ elixir you can afford to have players not get 100% of the perks so I wouldn’t be against this, though i think rebalancing would be in order.

  13. 34 minutes ago, Roland said:

    “Modders shouldn’t be relied upon to....” simply means that you think your idea is so critical and fundamental to the success of the vanilla version of the game that the developers should do it themselves, and to just leave it for the modders to do is a huge dereliction of their duty. 
     

    To that I’d say that if it really is hot stuff the devs already thought of it, discussed it, and rejected it. Most likely, it isn’t very hot at all...

     

    I haven’t read anything new or groundbreaking as far as ideas that weren’t already suggested by someone six years ago. Everything cycles in these forums...

    Don’t get me wrong, this is absolutely not criticism of TFP i think they’ve been doing an amazing job.

    i was speaking in broad terms about developing with modding in mind and the potential dangers of such, i do not believe that TFP has fallen into any of those pitfalls and have been in fact handling it admirably.

  14. 8 minutes ago, Matt115 said:

    Yeah but there is a lot of meme mods in here maybe 90% of them , on skyrim or l4d2 too  so i hate a argument that moders can add something so it is not neccesary

    I completely agree, modders shouldn’t be relied on (not that i think this is in any way the case here, i mean in general terms), they can bring in new and interesting ideas but they’re doing this for fun and to make the game fit their own idea of what it should be, so everything they add has to be taken with a substantial grain of salt. They are not developers and they aren’t in the actual dev’s heads so they don’t know what the devs are actually going for. If modders want their ideas considered for integration into the base game, they have to put the effort into trying to understand what the devs are trying to do with the game and add something that would genuinely help them, obviously you don’t have to be psychic but you should at least try to meet the devs where they’re at.

  15. 10 minutes ago, Matt115 said:

    Well i agrea with you but there is a big mess with mods. Ofc some mods can be " lore friendly" or " zombie shrek".  So it is necceasary in my opinion to create ideas what can be working. Or we will get another enemy terriroty - game killed by stupid mods like pony  with hm " purple long" guns xd . Most mods  create for 7dtd in my opinion looks terrible - Snufkin's Custom Server Side Zombies - PLUS         weell zombies looks like something like from asset game for 1 EURO on steam. Ofc some of them like vehicle madness mod looks "setting good" even could be added as offical updated ( like stuff from antibirth mod into biding of issac). What is my point? For example i can't do anything no programming , no making modesl - well i'm worthless  i know about that XD so i trying to create some ideas. TFP will use it? good. Moders will use it?  good. just i don't only complain about 1243523431 hatsune miku zombies

    I mean, yeah of course meme mods are going to break immersion and would never ever be added to the vanilla game.

    i’m talking more about quality mods that are genuine expansions of the game that represent distinctly different ideas for what the game should be. Just because fans want something doesn’t mean adding it to the game is a good idea, especially if it’s just going to be thrown in and not properly integrated.

  16. @Adam the Waster
    I see where the wires crossed: you’re talking about mods as adding complexity to 7d2d, i was referring to mods as taking the game in different directions. I was making the point that they had a core idea for the game that required a fair amount of wrangling and so adding more different directions would make dealing with them impossible, not that the existing systems shouldn’t be made deeper. Complexity is good but only if it works to enrichen and clarify the game as envisioned, if it muddies the concepts you have to really consider if it’s something you want to add.

  17. 55 minutes ago, BFT2020 said:

    Not really.  They have their roadmap.  Everyone else has a different opinion on everything that they should be doing.  Trying to please everyone means nobody will be pleased.

     

    The goal is to get the roadmap done while also allowing the ability to mod the game the way you want to (within reason of course).  So those extra weapons everyone wants, they can generate a mod to do it.  Want different perks than what TFP decides to go with, mod it in.

     

    They do listen to feedback and suggestions, but in the end, they are going to do what they think is best for the game and best things to concentrate on.  Things that others can add later through mods, they will let the modders do it and concentrate on the base game.

    100% agree.

    Everyone who has an opinion on what 7d2d should be (modders, streamers, forum dwellers, etc) has their own vision of what the game is, and that gets incredibly hard to sift through to find suggestions and ideas that would actually align with TFP’s vision of 7d2d. So it’s significantly simpler for them to just focus on what they want the game to be and let popular ideas bubble up to their attention and decide if it would work well with the game as they envision it.

    otherwise you get an incredibly confused game because it’s trying to be everything to everyone, zombie survival crafting tower defense fps is a huge amount to wrangle as it is.

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