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Viktoriusiii

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Everything posted by Viktoriusiii

  1. Oh! The reason why I said that was because he had one in his inventory, so I assumed he put it in. My b. Still. It should say "no treatable wounds detected" or something. And since this is so basic, I just kinda assume that no other restriction is in place either. not even doubting the emotional connection. Just saying that it's usefulness right now is laughable at best. For something that was "close to implementation" for nearly 2 years, that is a bit lackluster. But I still love the design and voiceover. It is basicially like everything in 7d2d. I absolutely love it. But with just a few simple tweaks it could be SO MUCH BETTER!
  2. I tried it multiple times... but since I am a "pre-rock-trowing-guy" it confuses me more than the Z's. Sometimes they charge straight at me... sometimes they don't move at all... If there was a coherent strategy (like coins in AC) I'd use it for sneaking... but it doesn't seem to work... or I'm just too stupid to get it to work consistantly. So no. I never use it. (and why would I? Z's are basicially XP-filled-canonfodder anyways. Might have used it in the early alphas where Z's were a real threat to you and your home :D)
  3. I disagree... to a point. It is rare for me to defend TFPs Ilike to give criticism much more to get this game to new heights (even though they disagree with me on everything until they don't anymore xD) But I like that they actually make the game more... fun again. They removed so many little things in the past to "clean up" for the casual audience. And it worked, to an extent. I don't want to say "bring sharp rocks back!" . But they did remove a lot of character and little details, so now the game is as streamline as possible. So now when they remove little trinkets like the drone (even though I dislike its current implementation, because of how useless it is), it gives a little character back. The ONLY thing that worries me, is that they are talking about going gold. When there is SO MUCH ENDGAME CONTENT that is missing. They have been focusing on improving the game nad always said "oh we will put more endgame content in later, later later!" but never did... and now they are talking about gold when nothing has happened. 😕 *edit* just saw the icons. I re-HE-HEEARLY hope that is easy to disble. Like an option in the menu. And you need to reduce opacity by 90% or more!
  4. Honestly... I get that it didn't feel right making it fight and stuff... (although I feel like it should just be like a turret with limited ammo! So either you use it to fight or to carry cargo, but what do I know, right? Maybe there were other issue, still very disappointing) But this is REALLY underwhelming. I really like the voice stuff. But having to talk to it to heal is just bad. (and then it heals you even with no effect, because you put the wrong bandage in). It needs three things: -Auto-Heal (it has a cooldown already) -Intelligent healing (no wasting of bandages, healing only at a certain cap (if you are at <25% use medkit>bandage>aloe; <50% don't use medkit and so on) because I can have perks to be better at it and I can have it in my quickbad, so not only am I faster healing myself, I am also more effective at it. -flashlight needs to be in a radius and much MUCH larger! This is laughable atm (at least what was shown in the devstream) If this is like the very first iteration and there are more features to come, I am happy! But right now... it is just a pocket mod, with cute voiceovers. (stamina regeneration? really? only useful when mining, logging and running. And you usually already have an auger,chainsaw and motorbike at that time. Statboost, regeneration factor, more damage, accuracy, better loot, damagereduction... all good things... and oyu go with 10% stamina regen...)
  5. Weird. but I guess that is a cultural difference after all. What seems normal to me, is a near taboo for others. Thx for explaining. I've heard about it, but I always thought those were just the christian fundamentalists that protest basicially everything. Didn't know it was like a common thing.
  6. I might just be to european to understand this xD What is so bad about a stripclub? I mean... except the noise... but that is the same as a disco or any other party place. Is it because you connect it to crime? Is it because you don't want your kids to randomly stumble upon it/walk next to it? And if they do... what is so bad about it? They aren't getting in. And if they are interested, you can just tell them that it is a place for grownups and explain once they are older. Or is it a big city thing where stripclubs are just the beginning of a change in clientel of the block or something? Please. I honestly don't get it
  7. Strip clubs are a part of society. Nothing bad about them. If she is old enough for zombies, she is old enough for strip clubs and their meaning (aka, that there is a reason they exist beyond "mah mysogony" I know plenty of women who don't mind. They are grown ups and know that these places exist and that there is nothing bad about them. Be it male/female strip club. I am. Sad to say... I 100% disagree. This sounds like outrage and less real reason for concern. It sounds to me like "remove the Woodcutter, because his masculine body is bodyshaming!" I mean... the poi should be pretty easily removed... in the poi xml... and I am sure that ppl here in the forums will gladly help you. Just don't ask everyone to conform to your personal dislike of it ❤️ It's ok to raise the point, but you can see that many people do not see this as an issue in an adult game
  8. Any way to ask questions? (I mean beforehand as was done before sometimes) Or are they just showing off stuff?
  9. Honestly. That is such bs. Like... I believe you and I believe that this is their view and maybe their idea of quality control. But I have seen mods that update biweekly have a steamworkshop and more. That is why versioncheckers are in place. Honestly. Releasing one Alpha every 8-15 Months is PLENTY of time for devs of mods to work it out. And people that want to mod will mod anyways. If you mod a game with no idea what it does, that is not on the devs. honestly! If you install more than one mod, it can break the game. So this is nothing more than an excuse. Workshop wont ever be "safe" or "easy to use", but it would make modding more accessible, without needing 4 different tools. So yea... if they just say "sorry other priorities right now! Want to finish the game ASAP" fine by me. But don't put it on quality control. Maybe I am just an a*shat as usual. But this makes ZERO sense to me.
  10. I can see your point. But with Z's sometimes hitting you even though they are out of range and melee beeing... well the way melee is now, I can not confidently say that on insane I could fight off the horde with melee. And spikes honestly don't do anything anymore. They get AT MOST 2 Zs and they will actively avoid them (because they are blocks)... I know back in the day, 10 rows of wooden spikes (which was quite a lot of wood back then too) would basicially stop the first and maybe the 2nd hordenight. MY houses always looked like porkupines (with logspikes at the end, but they had to remove those too #riplogspikes) now, I usually don't even go for spikes, because I am far more efficient, just farming lootcrates. I think I like my way (of really reducing weaponprobability) more than the ammo part... because if you find a good weapon you should go "AWWW HELL YEA!!!" and not "god dammit I only have 5 bullets for that!" But the coreargument is the same, we are just talking about implementation. But in its current state, while I am certain you could play it differently, this game is a lootershooter and horror is MAYBE an element with false floors dropping into a Z ridden bunker (actually the only time I got genuinely scared was a burned farm that dropped you into water with Z's sleeping all around you!)
  11. @meganoth you talk about ammo... and that I should play with 50% loot (which I already did... but it completely crashes the gamebalance) But you forget one thing: You shouldn't have the ammo Day 1-7 10PM. But you need it for the hordenight. I need about 100 bullets day 1-7 exploring, and I need 1500+ for hordenight (it scales with gamestage, but the ratio is more or less the same) If there is less ammo, I can not defend for hordenight. I would like it more, if I have the option to buy super expensive ammo at the trader for every weapon (I mean you can make endless ammo pretty quickly, if you are just lucky with the chemstation), but I want weapons to have more of an impact again. Make weapons jam, scaling with their tier (with 6 never jamming) Maybe instant loss of 100 quality with one shot and you have to reload. Make autofire guns SUPER rare and even then, let the durability scale exponentially (T1 50 shots per repair, T6 3000+ shots) Make me never feel safe again. And those two are just the tip of the iceberg. I know this is inevitable in the lategame. But then the genre switches to a builder and explorer type game, and that is ok. PS: just to rant a bit more.
  12. An open world looter shooter with simulation and strategy sprincled in. If you want to use the absolute bare bones description, you could use "TD" as in "there will at some time be a horde that comes in waves". Also it was a TD game in A17. That was the problem. They followed one path and one path only. It still is to an extent (you can still funnel them into a corridor), but my argument is it SHOULDN'T be, because that means it devalues the aspect of defending a parimiter. You can not have parimiter defence (3D where everything needs to be defended) and TD "one path only". That was my whole argument. It is mutually exclusive. 1 =/= >1 Honestly, traderammo was never something I bought (maybe just to stock up for hordenight, because you need like 3000 bullets a night), but never for exploration. The problem is with the lootcontainers at the end of a POI. They just give so SO SOOO much of everything, that you don't need to loot anything else, except for ressources. Remember back in the day? When you were SO HAPPY if your city had a POI with a gunsafe in it? You had to unlock it for 50 seconds, but you could hear zombies coming closer? Or even with the pickaxe where it lured Z's to your position? Now you have 3 crates, a gunsafe, one or two ammobags and if it is a bigger poi a gunsafe AND a big chest thing in every poi. That just screws the balance. They should make it simply (if they can, but I heard they have so much space now for new POIs): House (<T4) version normal: 1-2 boxes (working stiff, maybe even shotgun messiah or shamway... and MAYBE every 5th has a secret stach House (<T4) version clear quest: 1-2 boxes, 2 ammocontainers, and every 2-3 pois have a gunsafe. T4 can have an extra secret stach when clearing and T5 & 6 can have what they have now WHEN DOING THE CLEAR QUEST. That would already make it feel so much less like a looter-shooter. It would still not quite be horror again, but it would give a reason to be scared. I've made a list of things I think they should change (where nothing was any BIG effort, stuff like reviving a Z a random amount of seconds after it has been killed) but I suppose I just don't know what I'm talking about 😕
  13. if you make a baby-diaper-changing simulator and classify that as horror, you will be sued for false advertising. I mean you might be able to to do it in a satiric way with jumpscares, making fun of modern horror games (that is ACTUALLY a pretty funny idea) BUT it is not a horrorgame and you know it. It is a clearly defined genre with clear markers of what makes it horror. the only way I could explain this is that they do not know where the loot is and therefor do not have weapons/ammo. Which is nice. But only reinforces my point (if it is the case) that the gunloot is FAR too over the top for this game to be a horrorgame. But if you know a different reason, please be my guest. But I don#t know how you could be scared with an ak47 and 50 bullets
  14. while LBD was a big draw for me (I had it before we even had skills so I didn't buy it FOR that) I am not refering to it when I talk about genre change. I can still remember the first few alphas. I sat at night in my little 5x5 wooden home, as I heard the zombies run around my base. Why? Because you were lucky to find a crossbow book on day 10 (or even before books) It felt like a struggle. You had to claw and fight your way to get weapons and ressources. Now you have these insane loot containers that should probably only ever be at an unreachable position (so no nerdpolling and so on) to reward going through a poi. Maybe they are only there after you finish a clear quest. But right now, if you don'T have 4 guns at day 7 with ~100-300 ammo, not only will hordenight be tough on you (if you want to defend your post) but it feels bad because you know you were unlucky. It is a looter shooter, because at no poin in the game do you ever not have guns, except for the first few days, maybe even hours after you start. I do not feel scared because I know I always have enough ammo to fight everything. The thrill does not come from beeing helpless (like you should be in horrorgames) and picking your fights carefully, but you just mow down cannonfodder that gets gradually harder to kill. AND IT IS A FUN LOOTER SHOOTER. disclaimer: There is a SLIGHT possibility, that this game was never a horrorgame and the horror just came from me not knowing the game. I highly doubt it, but I do not want to sound like this is 100% fact when i could just have rosetinted glasses. But you can not tell me that it is a horror game anymore. Just because it has zombies and a few of them literally fall from the ceiling, does not make it horror. I am not scared of zombies. Even on harder difficulty, I am not scared, because I know with the right tactic I can beat them. That is not horror. Horror is not knowing what will happen next. Horror is beeing unsure if you can handle whatever comes next, even if you know. Horror is trying to escape from something you know in theory is faster than you. Horror is avoiding conflict and beeing the underdog when you have to confront it. Going into any building you like guns blazing, xp farming while yoloing around is NOT horror. It is a fun looter-shooter, but not horror. Give me one person ANYWHERE after A16 that was genuinely scared (and I'm not talking about "oh my god how can they come out of the fake walls and fall from the roof" horror, but unknowing horror. The kind that slenderman or outlast gives you.
  15. Thank you. It is totally ok if people disagree. I just think many people let their emotions get the better of them (me included, especially after people have talked @%$# for no reason :D) Often majority opinion is just BS of people who either all go with their feeling (I like to play 7D2D therefor, TFPs are doing a good job) or are just repeating/following peer pressure. AND the community of regular posters are pretty same minded... Roland is often a good mediator, but he also falls victim to... beeing a bit more passive agressive than necessary 😛 Which spurs people like me on to get @%$#y Okay... so imagine you buy a puzzle. That puzzle has the image of dogs, which you love and has about 300 pieces of the guessed finished 500. You buy that because they say they need the money to finish it and promise to finish it and fix the parts that are broken. After 7 1/2 years, of the 50 broken puzzles, only a handful are still broken, YAY. But they still are broken and unusable in places. BUT in the meantime, you had a good time... but every few months, they changed the design a bit. They added parts, deleted some... repainted others. Now it is still a puzzle, but it is only 200 pieces now because they said it was too difficult for younger players, the image of dogs was scrapped and now it is a farm where a dog is in the background and there are still about 100 pieces missing. Would you say that the buyer was 100% rewarded and should not have any right to complain? With excuses like "well there is still a dog" and "the game has become a lot easier to get into" and "the design is far more visually pleasing!" But your 500 piece dogpicture, it is no more. It was not advertised, that the dogs owuld go away, just that the puzzle is "subject to small changes". Nor were you made aware of the other changes. I understand why many people are mad at them. 7D2D is not a horrorgame anymore. It has become more survival in 19 and I support that. But it is not an RPG, it is a lootershooter. And everyone who says otherwise seems to have a very different definition of these genre. 7D2D has gone through so many iteration of features that I sometimes forget about gunmolds... And I do like that they try out stuff... but 7 1/2 years of alpha is... Well lets just say it is justified that websites and people are making fun of them. I personally do not ascribe to that, I find it admirable that they still work on the game, BUT I also would like to see the game finished in my lifetime... *rambling off*
  16. It is not wether they can exist together. I can also put a big block of ice on a campfire. But one WILL take away from the other. And that is not an opinion. You can not have a free builder AND a "follow set path" without the builder feeling somewhat pointless. Sure I could imagine a game that exists where you can build and direct the enemies to your liking while the rest is a builder... but that only means that the two features don't lock in with each other. It is basicially two different games then. A builder and a TD game. Just linked by a small chain of... 'ressources' maybe?
  17. As far as I cna tell the A.I. is not heatseeking either. They attack the closes points. But that is not the same as following one exact path to the weakest point. Also... that is a 2D game... Yes it is in 3D, but there are only 2 axis. I was a HUGE fan of a WC3 mod called "Geldteilen" (and other similar ones) where it was actually necessary to exploit the A.I. with some classes to get the most out of your tower. But those are not the same. While this is somewhat a builder, it is not really a TD game. That is because TD means trying to defend with stategic placement of traps and towers... This is just a strategy game like any other. Stronghold is not a tower defense game, no matter what you wanna claim. If we include games like this, TD Games lose their meaning and we need another name for the ACTUAL TD games. PS: Could someone move all the irrelevant posts for the OP? This has become so far off topic, I feel sorry for OP, but I can't let inaccuracies stand like that
  18. give me a single 3D builder TD game. Like where you can build in 3D space, but the A.I. only ever follows the easiest path. Because those two concept are, as I said, mutually exclusive. Where the one excels, the other one has to compromise. If they only take one path, the rest of the build is pointless, if they don't take a single path, it is not a traditional TD (which is fine! I was just saying that them following one path makes building in 3D space totally obsolete. Why build a maze, if they only ever follow one path?
  19. But... this isn't a traditional TD game. You can not make a traditional TD game (so a 2D game with only one path) in a 3D builder, without one or the other feeling useless. They are mutually exclusive genres. I like the TD aspect of the game actually. I love building traps and seeing them in action. But not on a 2D plane, but as a 3D "denfed everywhere or they might break through" kinda thing. Nonono. there is a difference between " a toddler can make out the pattern" and out of 3 million players, a handful have cracked it and are sharing it online. There IS a difference. That is the same argument as the cheating argument. There is a difference between a broken feature that lets you win the game easily (lets say RL had no friendly fire and endless ammo, and that was intended) and a cheat that you purposefully need to activate through a console, which you might also need to activate in the .ini file. Saying "just don't activate the console" is valid. Saying "just don't use the intended ingame possibilities" is not. Same here. Saying "a toddler can make a base that outsmarts teh zombies" and "I needed to look in the internet, where every answer is somewhere" is not the same. I still do not have a way to fight sploders. And I love it. If it was super easy like "they are vulnerable to fire and instantly die", I wouldn't enjoy it. But if I need to look online for like a specific trapsetup that kills them without exploding, then that is absolutely fine. Those that want it, can look it up, those that don't, dont.
  20. Okay... well that is not what the devpost said, but nice to hear that! While this argument certainly is valid, there was, I feel an even bigger problem, which was the gameplay. You said zombies were scarier than ever before. For me, they were just tightrope walking piniatas. They were 100% predictable. It was never easier to build a 100% hordesafe base with like 20 blocks and the fact that they all came running down the same small hallway made it extremely easy... laughably easy to survive ANYTHING. There was no need to upgrade your whole base. Just make everything cobblestone and leave a 1x2 opening and they will funnel through it. While beeing absolutely hilariously bad behaviour, the biggest problem was that I and as far as I have read the reviews and feedback support me on this, that they became super predictable, and therefor easy to exploit. WAY too easy to exploit. There were exploits in <A16 and there always will be. But in A16 they were far more complex and without a youtube video to help, you probably didn't stumble upon it by chance. In A17 it was literally "they walk in a line and always take the path of least resistance, lets make a funnel ontop of another funnel and just shoot lul"
  21. Well if you have 100 requests and only 2 are actually fulfilled... I would not say that they listen (numbers are hyperbolic). That is more like random chance that they wanted to do it anyways. Listening is nice, but I feel like (personal opinion) they do not actually take it into consideration... or at least not for long. Which means listening becomes pointless, because the result is not changed. I can claim a wall is listening to you, but you wouldn't try to convince it of anything. I don't think they are OBLIGATED to. But I do think that pushing your vision against the paying supporters is not ideal. And they have done that time and time again. A17 was just the most major one, because it basicially changed the genre, was released WAY too early to be sold in the wintersales and made modding a lot harder to do. It was an all in one FU to the community. But this was by far the only time. Just with smaller stuff. And I think TFPs are right on the edge of what I would call acceptable. They at least do have active moderators that keep us informed and they give us Alpha updates so we know what is coming... But when it comes to feedback... They are one of the worst devs of any EA game. There are some that simply abandon the project, they are obviously much worse. But in all my time here on the forum and on youtube... I have rarely, if ever, seen them take feedback to heart. Because they have their vision and they follow it. Which is fine... I would still appreciate it if they gave in once or twice. How surprising, would you say, would it be if 7d2d became a racing game? 🤔 Food for thought! 😆
  22. Okay there is two ways to see this issue: The legal view and the moral view. The legal view is pretty easy to answer: They gave a statement about what they want to include and worked on the game AND you got what you were promised. At least like to a significant percentage. Therefor legally, TFPs are in the clear. If you wanna know how hard it is to actually sue a game, look at chronicals of elyria. They got millions of $, had years and years of development, but other than a few pretty pictures and a preview of stuff that could have been done in a few days in any engine (with the promise (this is totally on a big server)... and the lawsuit still took a lot of lawyers and many MANY outcries. Lets see if they can get their money back. The "moral" view is a bit more complex. What did you buy when you bought the game? The right for EA? The completed game? The right to influence like stocks? There is I think no clear answer. But I do think that you should not make an EA game, if you do not care for your players opinions. They TWICE listened to player feedback, and that was the bearmodel and the burning Z model. There might be instances where they did as well... but not on the MAJOR complaints, again, at least not to my knowledge. BUT this is their right to do so. I just wished they would go less with "their vision" that changes every two alphas and a bit more open to the community feedback. I think any person is entitled to their opinion. No matter how bad it would be for 99% of other players. And if I want to own an icecreamtruck and sell icecream to bandits, then that is my wish. But all too often I see people wish for something a bit too agressively and beeing hunted down and beeing told "this is not your game!". So I am in the middle. I accept that it is their game, I still wish they would listen a bit more to the community, since without them their EA game wouldn't have been paid.
  23. Well yes obviously. But the point is, they already HAVE that A.I. with the zombies. They already have Waypoint A (zombies current position) and Waypoint B (the player). So they already have the most complex thing out of the way. I'm not an idiot. I know @%$# is complicated. But what I meant was that they already have everything they would need for it.
  24. NOOOO! I don't care for the loot. I want to see how the bandits move out of their base, walk in the city, kill zombies and walk back to their camp. This is so simple: waypoint A is their base. check in radius of like 400 blocks for simple pois (preferrably in the city) make them walk there like zombie pathfinding spawn in some zombies at waypoint B&C let them go inside POI, spawn some more zombies , let them fight move out and go back to base. Also I want REAL fights. where some bandits might die not simulated like in a cutscene. That shouldnt be hard, just declare both parties enemies and boom. I don't care if stuff is looted afterwards, that was just an addon for realism. I don't want it to happen offscreen. Everything happens offscreen in 7D2D. As you said it is a player-centric game. But not in a good way. Nothing happens if the player is not there. And that is what I find the sadest thing. It doesn't feel like the world is alive.
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