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MisutoM

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    I stream full time on Twitch and make content on YouTube too, check out my about me for links if you are interested.

    I'm a husband and father. My son has spinal muscular atrophy, but he doesn't let that get him down or depressed. So I try to keep a positive mental attitude and hopefully can cheer on other people.

    I've lived in Japan for about 9 years (as of 2021). My Japanese is mediocre even after all this time; enough to do business or handle doctor visits but not enough to make a joke (which is actually quite hard to do outside of your native language!).
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  1. Is it more consistent with the rest of the game though? Let's consider the needs of the player and how most of those are solved in the first few days; shelter, food, weapons, vehicles, and healing. Shelter can be sorted out within 5 minutes of spawning in. Grab a POI and break the stairs and you're done. Shelter solved within 5~10 minutes of spawning into a new random world gen. Isn't this too easy? Even for horde night a huge number of industrial buildings can just have their stairs broken and the player is completely safe even on a day 70+ horde. Why does water need to be more complicated than shelter? Food can be sorted out on the first day for more than half of random world gens and by day 3 for the other other half. A utility point in living off the land and a quick stroll down the new and massive farming section of a city which puts 10s of farm POIs right next to each other and you'll have 3~5 stacks of corn plus some potatoes. Just eating those raw is days of food by itself. If you didn't spawn at a city, just follow the road and it'll connect to one thanks to a20s better world gen. With said food now in your pocket, you can stroll down the road collecting 100s of roadkill and use the rotten flesh to easily make farms before day 7, thereby making food infinitely renewable in base before the first horde even comes regardless of random world gen or RNG. Why are farms providing infinitely renewable food sources ok but jars providing infinite access to water not ok? I'd argue this is inconsistent. It's not like farms don't need a huge amount of tending to keep them running in the real world. Aside from the farms issue, a day in the snow biome provides such a ridiculous amount of meat that you can just live off of that for several bloodmoons and skip the veggies. Wolves get 1 shot by a primitive bow with stone arrow and provide 25 meat/hunger each. They don't hunt in packs or provide any actual danger to the player. We can also just stand on boxes and pelt a bear with stone arrows until it dies for an even bigger boon of meat. And if we ever run out, next time we come back with a vehicle and a gun it's like shooting fish in a barrel. Why is the existence of the snow biome ok but jars being refillable isn't? Weapons are getting rebalanced by virtue of the trader changes in a21 so not much we can say on this. Hopefully it gets rid of the buying an autoshotgun on day 2~4 though. Vehicles are sorted by day 6 reliably. I haven't had a world (even nightmare, insane, feral sense always on, 1 hour days challenge worlds) where I haven't had a motorcycle by or before day 6. It's dirt cheap to buy from traders and even cheaper to craft if you're willing to commit to INT. It's definitely subjective, but I'd argue that the motorcycle is the best vehicle in the game 90% of the time. Even if you don't agree with it being the best, it is a high tier late game vehicle that can be reliably gotten before the first horde night and can comfortably travel to 8-10 traders in a single 1 hour day on 8k maps thus trivializing distance in the game. Once you get your motorcycle, you never need to replace it, it just works infinitely. Why is it ok to get a motorcycle and have that last forever but it's not ok for jars to be refilled? Gas is a joke no matter which way you slice it. With a point or 2 in salvage operations tearing down a single parking lot of cars gives about a full 10k stack of gas so if you spend 1 night traveling around and dismantling stuff you'll get enough gas for the next several bloodmoons. Once you have a chem station it's even easier, 10 minutes on an oil shale vein and you'll have enough gas for the rest of the playthrough. Almost forgot healing. A trip to the desert with 1 point in living off the land will give you enough aloe to outheal anything. A single point in physician unlocks bandages to multiply their healing 6x over. 2 perks in game multiply your healing 12 times over, think about that. Just 2 levels by themselves makes healing mathematically 12 times easier (double the aloe then 6x the healing). Why is water being more tedious to both secure in the early game and set up for the long game when compared to other things which should be harder like shelter, food, and vehicles? Are we going to make all those things more difficult too so that it's consistent? Pre-counter argument: "But you can do those things that early because you know what you're doing and are experienced in the game." The exact same point can be made about water. New players aren't going to know to live near a water source, they'll be too panicked while out or focused on other goals to remember to fill up their jars. New players already struggle with the basics, it's just vets who trivialize water on the first or second day reliably. But why was it decided to remove jars instead of... adding containers for those? The way gas works in 7 days has always felt like a placeholder. Why not add in a jerrycan which would make gas management harder and also more space inefficient (which would make a vehicle like the 4x4 more valuable as it can holder more gas in it and more space for extra gas if needed)? This would also be more tense as it'd take more time to syphon gas from a car rather than magically get it while we wrench it. It also adds to tense situations of searching for cars that actually have fuel and weren't drain by other survivors already (as opposed to literally any car you see now giving you gas 100% of the time). Adding in content actually improves the game as opposed to just removing stuff. Oil could also just give a can after use? Like to harvest oil from a car require us to have an empty can and properly drain it. Again, increasing the time for us to get the resource we want out of a car leading to tense moments where zombies sneak up on us. Stew could just give a jar? Not like you can't just drink soup plus the recipe already takes a jar in the form of the water needed for it so literally nothing would have to change. The code is already there too, sham chowder gives you back a can so making stews give back a jar wouldn't even be extra work. Same deal for acid, either add in a plastic bottle or let them use jars too. Or we just hand wave acid because maybe it's too dangerous to try to clean the container it was in so we just say it's junk now. There may not have been pages devoted to it, but clearly it's been noticed. Check out the Undead Legacy mod which does add in a jerrycan because of the weirdness of gas in 7 Days. 7 Days is in alpha so a lot of people likely just expected the current implementation of gas is a placeholder to be fixed later and the current implementation is not meant to be permanent. If this is intended to be the 1.0 design of gas maybe we should start devoting pages to that? Why does wrenching the door of a car magically give me cans of gas whose cans magically vanish once the gas is used?? End of the day though, the devs don't tell us something like this until it's decided so there's no point really commenting on it like I have. Similar to the farm change last alpha that nearly everyone was against (and I ended up actually liking). Most people just quit farming this alpha and live off meat and traders. Even I, who like farming and weirdly liked the changes, found myself not doing farming because it's now too time consuming. They just aren't worth the time in 90% of playthroughs where you've beaten the game by day 35 (all books discovered and max rank gear). Maybe the new water change and farming change will be useful when we get late game content so there's a reason to keep going after day 35, but until then we just have to live with them or ignore them and find a better way to play than the devs anticipated. Cause remember, they said food was actually hard for a20 lol, but foods never been easier. Dozens of farms being neighbors makes it trivial to collect corn and potatoes out the wazoo and the snow biome still exists as an all you can eat buffet. Water actually being more difficult is unlikely (though it does seem like glue will be harder/more tedious).
  2. I can't argue since I don't know what everyone learns in Arizona. That was something I was taught when I was maybe 7 or 8 in South Carolina though (granted, I grew up in an extremely poor and rural area so it's entirely probable that middle class and up people don't learn those kinds essential life skills). This is the perfect thing to learn from a magazine though. It's so easy to execute and requires no special skills or training. Heck, even just a picture is good enough to teach a typical adult how to do it. For instance, boom, now everyone here knows one basic design for this type of filter (this was just the first one on google). We're all slightly more prepared for an apocalypse, but don't forget to boil after filtering!
  3. This is not how snow works. How much water you get from snow depends entirely on how compressed it is. For freshly dropped snow, sure, if you scoop up a handful you'll only get a few droplets of water out of that because you mostly scooped up air. However, even just compressing the snow by hand will remove a huge amount of air to the rate of about 50% water to air. This means that if you filled a pot and packed it down just with a normal human amount of effort and your bare (mitten'd?) hands (no fancy tools required), you could reliably boil that to about half a pot of water. With multiple pots and campfires this would be easily viable as a way to collect murky water. What kind of complicated filter do we need? Water can be cleaned incredibly simply in real life, why would it be so difficult for our survivors? You literally just need wood, stone, sand, charcoal, and something to catch the filtered water in - all things that we have readably available to us on day 1 in the game. This isn't a complicated trade skill that only select people would actually be able to do (unlike glass blowing, it was always pretty unrealistic the survivors could just pop out 100s of perfect jars with a forge and no training lol), this is an incredibly basic knowledge that requires no skill to execute. Literal children can make and use these kinds of filters. And if we already need a filter for the dew collector, why can't we scoop up lake water with a pot and filter then boil that? I get wanting to make the survival elements a bit harder, but trying to make water harder to manage than it would be in real life is really immersion breaking. (Even more immersion breaking than super fast growing crops, only getting enough meat for a single day off a whole buck, or zombies existing lol). Speaking of immersion breaking. The new system means that we have an infinite number of bottles when it comes to collecting clean water from dew collectors and presumably their higher tier versions that'll be revealed later, but we aren't allowed to use that infinite number of bottles to collect murky water to filter and boil at home. Why do we sometimes have infinite bottles and other times have 0? Also, it's just really weird to be drinking from some form of functioning container that I can see, only to then have that magically gone. It's been weird for stews and boiled meat that the jars randomly vanish, but at least you don't actually see the jar full of stew that you eat, where as we will actually see us chug from a jar of water and then it's just gone. I guess we just pull a Thor move and slam them on the ground after? For a system like this to work, wouldn't it be better to do something like giving the player just 1 canteen that doesn't take an inventory slot and can only hold a finite amount of drink? We could then fill that canteen up from dew collectors without magically creating bottles. Said canteen could only be filled up with a new liquid once it was emptied and vending machines could act as if they were a drink machine and simply fill up the canteen with certain drinks (for a price, or we could use the drink machine asset that we already have and add that into each trader). With this style of canteen system, we could then gameify the system like maybe we unlock a one time upgrade recipe at certain level/day/quest milestones allowing us the make the canteen bigger, or maybe tack on like a flask for a smaller amount of a second/third liquid. A lot of ways to gameify this to make thirst less annoying as you progress, while keeping it harder in the early game. This would also give a lot of levers with which to balance; how much liquid can the canteen hold at the start? How late are the upgrades? How much is it to fill up? How filling is each type of liquid now that we have a new smaller maximum that can be carried (limited by the one canteen)? Etc. Also, how is water being addressed for multiplayer? Are the amount of purchasable liquids going to scale per player now? Because if it stays the same as now, but drinks are harder to come by outside of traders and vending machines then how do we hydrate 2 or more people when the balance is making it hard for one person to quench their thirst without having to drink murky water? Will we gameify vending machines and traders to have separate inventory for each player so teammates won't fight over who can be first to buy the available drinks each reset?
  4. If two players both press the button to open a door, it will briefly open, then close and be locked in the close position and the button no longer works. This is especially bad in the new tier 3 church POI as with 3 people you can lock people in the underground pulpit as the door to enter and exit are both button operated steel doors leaving a player stranded.
  5. Penetrator perk still mentions marksmen rifle (which doesn't exist anymore). Needs to be update to lever action rifle.
  6. Those are stated in the original post. Default loot and 150% exp.
  7. It seems like there may be some bug in ammo drops in a20. I thought I was getting a lot of ammo, but I read MadMole's post where he said it was impossible to use only guns as ammo is too rare now and that zombie loot bags drop roughly 1 in 50 enemies. This was very different from what I have seen so far, so on today's stream I decided to track all of my stats and see exactly how much ammo the world was throwing at me. For these experiments, I only used guns and put my melee weapon in a box; literally only shooting zombies and using my shotgun to open closets and break glass. Specifically, I used the pump action shotgun and SMG. My world is set to Warrior difficulty, feral sense always on, and exp 150%. Everything else is default settings. I have no mods, nor did I have mods installed for a19. I cleared my save file as recommended and have been playing since the build that came out on Friday for the streamer weekend. There's going to be a lot of numbers below, but they are mostly provided for devs to look in to and see if these are roughly what the drop rates should be in a20 now as this is consistently happening in all POIs I do and hordes I fight. I don't have perfect aim, I miss a lot of shots too, and all POI clears and horde night are recorded and up on my twitch which can be linked to if requested. Oh, and I did find the lucky looter book "find more ammo in loot" fairly early on in the playthrough, but I have not completed the book series, so I do not have an increased drop rate on loot bags. I'm mostly just curious how many other people past day 21 are being drown in ammo as it was shocking that the dev said ammo was more rare in this alpha since I thought it was intentionally buffed because they wanted us to shoot more. Basically, my ~45 hours in a20 so far have been radically different and I'm just curious if there may be some kind of bug or if this is intentional and maybe stuff changed since the build the dev played on? Here are my hard numbers showing the change in ammo from when I started the POI until when I ended it: Higashi Pharmaceutical 9mm + 49 Shotgun shells + 88 .762 + 88 .44 + 164 Total: 389 more ammo than I needed to clear the entire POI GS ~115 day 37 Shamway Factory 9mm + 178 Shotgun Shells + 150 .762 + 667 .44 - 26 (I used a newly crafted desert vulture for fun, .44 ammo seems much more rare than other types) Total: 969 more ammo than I needed to clear the entire POI on GS ~120 day 40 Crack A Book HQ 9mm + 539 Shotgun Shells + 114 .762 - 600 (My wife joined to play and she just held down the fire button on an M60) .44 +230 Total: 283 more ammo than we went in with even with my wife in full auto spray and pray mode. Day 44 GS ~130ish Day 42 Horde night 9mm + 1638 Shotgun Shells + 698 .762 + 1002 (Wife was here again and held down the fire button on the m60 for the entire night again, still earned a net positive on 762 somehow) .44 + 0 Harder to calculate the value but -60 pipe bombs and -15 grenades. If we go by the trader prices, that is roughly - 300 .762 Total: 3038 more ammo than we began horde night with factoring in grenades based on their trader price. MadMole also stated that he was experiencing loot bags at roughly a 1 in 50 probability. I killed 628 zombies and got 40 yellow bags, 4 blue bags, and 1 red bag for a total of 45 loot bags dropped. That's roughly a 1 in 15 drop rate. So I'm just curious, how are other people doing on ammo? Are you finding less, more, or roughly the same as a20, especially after day 21 as ammo seems to scale, but I feel it might be over-scaling once you get past the midgame.
  8. They look amazing and the reload animation is perfect for conveying how they are ramshackled together (and it looks pretty cool too). I think once they tune some of the numbers they'll be perfect. Pipe pistol is just trash, it takes as many headshots to kill a zombie as you could do with a unspecced wooden club. On warrior it's 4 headshots on a normal zombie, you can't even kill 2 on a pretty easy difficulty without reloading. I was most looking forward to this one as I like pistols the most, but it just falls short compared to the other 3. The pipe shotgun is just right. It's pretty much just the blunderbuss, but feels better to me. It does solid damage, high one shot potential even on night 1 ferals, but it held back by the one shot. 10/10 wouldn't change a thing. The pipe rifle does its job for hunting. Seems fine. The pipe machinegun is probably too strong, it swings the opposite way that the pistol does. It has good enough ammo capacity that you can kill 3~4 zombies with good headshots and the ammo is nearly as common as 9mm anyways. Regardless of build, I'd probably try to make this instead of the gun for my perk because it just outclasses the other 3 that even with no investment it'll still outperform them until you find the tier 1 weapon you actually want to use.
  9. Made a new guide video explaining the horde and living base that we use in the Brains And Brawns playthrough! It's a super solid base from day 1 to day 70 and utilizes electric fence posts and height to keep the zombies in a smaller area making them much easier to bomb, melee, or shoot.
  10. Here's a guide on how Parkour and the Agility tree is way more overpowered than you may think. If you've ever wanted to easily fight a blood moon horde in an open field and without a base, I highly recommend this one!
  11. Playlists: Brains And Brawns (a19.5 series where we do the meta str/int build and see if it's really the strongest solo build of the alpha) :
  12. Hey all, Misuto here. I'm a full time streamer on Twitch, but I've recently gotten in to doing highly edited videos for YouTube. I'm trying to do a mix of guides, challenges, and a let's play series there. My goal for the LPs is to have them be around the 18~25 minute mark that way I can cut out most of the grinding or traveling so we can just focus on the more exciting things that you would hopefully rather see. Let me know if you check it out and if you have any suggestions for how I can improve. I do stream full time as my day job but have recently found time to record and upload daily to YT as well so I hope to get better at editing so that I can create more fun content you you all. For fun, I recently made a house flipper style video where we took an unassuming trailer in Navezgane and turned it into a party house!
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