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Viktoriusiii

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Posts posted by Viktoriusiii

  1. I kinda disagree with what players want.
    We don'T need more weapons or even different vehicles (although new skins would be a nice little addition)

    We need content. A story. Bandits that have been in talks since A12 I believe.
    We had a LOT of graphic overhauls. We had so many features deleted.
    I just want my NPCs and a story. And coming with that a late game. (building an NPC defended Fort and stuff like that)

    Everything else are minor addition and balancing issues.
    Pois were fine and are fine (once sleeper to hidden sleeper % has been adjusted)
    I like the quest tier reward system, but it is a bonus, not a major feature.
    RWG is going the right way props for that (wilderness needs some love tho)
    Building was fine before and when compared to how electricity is a one way street, could be considered a masterpiece (honestly. I know MM said he is fine with how electricity works, but not being able to run more than one powersource, meaning needing different grids... UGH)

     

    It has still a lot of flaws... but honestly, if they would just stop reworking every feature and add content, it wouldn't even matter.

  2. 19 minutes ago, meganoth said:

    This is why I dance around the subject with "probably" and "maybe".

    I am sure that my tests were without feral sense. How?
    Well I increased the spawns by 4x because I like to feel like I am in a zombie apocalypse... but I forgot to turn off feral sense. Good lord killing 50 zombies with only a club is a chore... and then I went into the city xDDD
    Needless to say without feral sense and 4x spawn, the game was much more reasonable xD

  3. 1 hour ago, Laz Man said:

    Has anyone in here actually tried stealth (perked) with attack volumes (feral sense off)?

     

    Light and shadows is very important now.  The zombie will wake up but they may not see you if you manage your light, shadows and noise accordingly.

    Yea I did. While I am not sure where these volumes are, I did extensive testing for my 2nd thread. And I actually found out that zombies lose you extremely quickly if oyu hide. Which is actually a lot of fun. (this wasn'T always the case and like most veterans, learning something new is hard :D so I just always acted as if they will know where I am once spotted. Now I hide in a closet and stab them from behind. Very rewarding)

    But it does not feel fair, since the stealth indicator is actually not an indicator. I can have 8 stealth and everything wakes up 90% of the time and sometimes I just sneaksprint my way through half the poi with 30 visibility.
    And "shadows are important" is the reason why this is so stupid. Because there is not a way to see where you are illuminated AND lightsources are either nearly indestructible (from afar) or obstructed. So it is like "hey this is the path!" but then there is a flashlight pointing right at it and you just think "oh god why??

    It needs a LO'T more balancing before this feels anywhere near fair and good.

  4. On 1/7/2022 at 9:40 PM, ricp said:

    You can view this unedited clip here: https://streamable.com/mqdnlc

    Seems perfectly reasonable. Wouldn'T want the player to be able to snipe the zombies. The player needs action. Who needs freedom. 🧂  🧂  🧂

    Okay enough salt. This is how the sleeper system works.
    In order to combar players waking up an entire poi and guiding them outside, they want to make these encounters "instanced" and this is just one of the more obvious results.
    Happens basicially everywhere. If you aren't within the sleeper volume you might already see the red dots, but they aren't spawned in yet. Especially if you are on a different heightlevel than the volume you look at.

  5. I say it again:
    If you absolutely HAVE to have sleeper volumes (they have only downsides, when compared to the normal sneaksystem) use them in the whole room, not on a single block.

    But the problems of sleeper volumes are so vast, I can't see any justification for them.

    They feel unnatural
    -why does the Z' 15m away wake up?
    -I moved at snails pace with 1 visibility, this is just unfair!
    -why did EVERY zombie wake up at the same time?
    -so I can knock out the wall and it doesn't wake them up, but stepping on this magical block does?
    -why do they only hear me on entry and not while I am in the room?

    and a lot more that won't come to my mind right now.
    Just use the basic system and lower the requirements for sleepers to hear you.
    Hell you can still use the volume system by waking up every zombie once one zombie breaks a "hidden" wall (and makes a sound).

  6. 48 minutes ago, meganoth said:

     

    Too bad, my pointer was already poised over the "like" button, but then I read point 3. 😁

    Pfff! I can live without your like! 😑

    ...

    😕

    ...

    ☹️

    ...

    🥺 okay, okay I will admit that point three was just a rant and not too serious (although I still feel it is valid :D) that is why I said I have 2 points :D

    now please give me the like!  😫

     

    48 minutes ago, meganoth said:

    Chess is a deterministic game. A survival game/open world game on the other hand is not.

     

    Ch-chess??? o_o Who talked about chess? xD Did I miss something?
     

    But seriously EVERY game that is about survival and/or competition needs to be fair. And even if some games use rng to simulate drama, once the player notices, it is ONLY a detriment. And TFPs have not filled me with confidence when it comes to subtlety.
    *sneaks through Hotel POI where EVERY GOD DAMN ZOMBIE is in a room that has auto-aggro behind walls*

    Just imagine in darksouls, if attackpatters were recognizable 99% of the time and then suddenly, without a warning, you are dead because "you can't predict every hit in real life" WTF? :D Not fair, not fun, no reason.
    Even worse: this doesn't happen unless you haven't been hit for 2 minutes, because you went the dodge build. And you need some drama or the game will get boring!
    You don't lose anything, so why do you care?

                             NO!

  7. DnD and 7D2D are fundamentally different though.
    D&D is storybased. So the game IS the story. So failure is part of the story.
    7D2D is a survival game. So if we extrapolate this to the extreme, how would you feel if there was a dice roll for you to die or not?

    The game should only punish you, if you do something wrong. So if you get hit, you have a chance to get debuffed.
    If you are too loud/walked over trash, the Z's have a chance to wake up.

    But if you did everything right and are still getting punished, it doesnt feel great.
    The point at which it doesnt feel unfair anymore is the one where the chance is so small as to be nearly nonexistent (talking about <1%)

    I see NO reason why you shouldn't just increase hearing from the sleepers by a large amount. I mean they don't wake up if I go over 30 for 1 sec, but if I continue to stay over 30 they wake up.
    So lower this number to 20 for normals, 15 for ferals 10 for irradiated 5 for irradiated ferals (do those still exist?)

  8. As someone who opened TWO threads about this (although different issues) I can say that I like the idea of hidden sleepers.

     

    The fix is twofold:

     

    1: reduce hidden sleepers. By about 90% (maybe even more. I am serious. More than a hand full and you expect them, learn where they could be and check every cupboard kinda like how behind every picture was loot). Anything more than that feels cheap and you start expecting it.

     

    2: auto wake up Z's when you LEAVE the volume at the exit

    This is far more dramatic since your escaperoute is cut off and you solve the backtracking. (Dont autofocus them. Set them to wander and let stealth do the rest.)

     

    3. NO RNG WAKE UPS!!!

    Dont.

    Increase sleeper hearing by 200%, but don't do it via checks/dicerolls

  9. I do not think that horror goes away with play time. It shrinks, but going away... well maybe I am just a scardicat.
    I can watch playthroughs of certain horror games over and over and still be scared @%$#less.
    Tbc it is a different kind of game (the powerless one) but still.
    And I was actually scared n the first night outside as well, because of the sounds.

    And I am not scared of dying, but simply because the situation is scary. But as I said... I am easily scared :D (which is even more condemning, if I say it is not a horror game anymore :D)

  10. 1 hour ago, meganoth said:

    "Unknown opponent" says the 1000 hours player without seeing a problem as big as an aircraft hangar

     

    did you even read what I said about A20? I had this same fear in A20 when the sounds at night were there.
    I know more than ever... but the game was actually scary. But that was only one time... back then it was much more often, because it was a horror game. This is a zombies lasher/looter-shooter.

     

    I would bet money that if you asked back then if the game was scary and atmospheric and nowadays, it would be a massive difference. 

    One more aspect of horror is helplessness. Early you never had any real weapon for the first 14 days. I was SO happy when I found a crossbow on day 12.

     

    Now, if I don't have a T1 or T2 gun after 3 days, it was bad rng. 

  11. 10 hours ago, Matt115 said:

    *video of creepy sounds*

    Damn I miss those sounds. Ah back when 7d2d was a horror game. Good times. 

    Don't get me wrong, I like the looter shooter it is today. 

    Just not horror anymore. (although the night sounds they have implemented are a good start, it doesn't feel scary 95% of the time)

    Horror isn't about difficulty. An opponent I know but is strong is far less scary than an unknown opponent. Fog... creepy music... knowing they are looking for you... THAT is horror.

    I told this story a hand full of times before.

    But my most memorable moment (which actually repeated somewhat in A20 because of the new sounds) was in one of the earliest alphas.

    It was nighttime, those sounds were there... I was huddled in a corner of my 4x4 wooden house. And I heard zombies running outside. 

    They never hit the house even once. But I was SCARED @%$#LESS!!! That was great horror. And yes I didn't know the game as much as now. But the new sounds in A20 made me feel similar when I was in my mine at night and I heard a zombie. So its not only the knowledge, but the game is just not as much horror anymore.

    And sounds are an important part of that.

     

  12. 9 minutes ago, Roland said:

    I’ve explained that we just finished 8 years of development and we still get people saying 10+ years because it fits better with their complaint that development has been too long. 

    It was released in late 2013 as Alpha 8.
    So if that game wasn't pumped out in under a year, I think 10 years are a fair estimate... or did I miss something? Pls correct me if so

  13. 7 minutes ago, RipClaw said:

    Maybe you should explain to people in more detail what the reasoning behind the changes was and what kind of consideration process preceded it.

    @Rolandbasicially every alpha game has a steam update that explains why something was changed.

    For 7d2d the changelog is massive, but loads of it is just new additions. But gameplay changes should be explained. 

    More community interaction would be nice... buuuut I am already glad it is not A11-13 bad xD

    Where there were no Moderators and players had to run the support channels :D ahhh good old times

  14. @RipClaw very happy to see that there are still users fighting the good fight.

     

    Everything you say I agree with. 

    16.4 was the best progression system to date

    abusers will always exist. Overhauling an entire system because a few players did that is ludicrous

    the demolisher not having a single way to counter him is absolutely stupid (shooting his light for a fraction of his hp should deal massive damage to him and deactivate the bomb, not trigger it!)

    and farmplots... are alright. In an apocalyptic wasteland, the ground might be irradiated. Fair enough. But now they are no longer the limiting factor, so why do they still exist/are mandatory for farming?

     

     

    Everything TFPs do feels like you said, like a mood swing. Trying out stuff is nice, but they never think things through. What it affects, how it interacts with the rest of the game. If I had one statement that they would be able to read it is:

    "Think things through. Hell I'll even raise these points for free if you ask nicely." because basically every change is a cluster**** and gets patched up with bandaids. 

     

    Examples:

    Spoiler

    Gore blocks - great mechanic. But it took too much processing power and didn't look right, so lets just scrap the whole thing instead of fixing it.
    Every other feature that was scrapped instead of fixed when an issue arose.

    First LBD system - needed another system to limit it and when that wasn't enough was scrapped, instead of implemented correctly
    First iterations of schematics (books) - with no way to get a forge, you were forced to either look for weeks, or use one in a poi, if you found one

    wandering hordes - ♬ every Zombie goes: Cha Cha Cha! ♬ the first few iterations were laughable

    waking up sleepers - I loved it, but they seemingly didn't think ppl would wake them up and lure them outside. How did you not see that? :D

    RWG debacle of previous alphas - honestly I don't remember anymore. So many changes and even more bugs and weird placements

    A17 - .

    Traders and their inventory/buy/sellprices

    Farming - first farm plots, then rebalancing of seeds, now farm plots are just an annoyance

    that whole food poisoning mechanic - I liked it (although I was a strong critic of HOW it was implemented) scrapped completely instead of tweaked and making it more sensible.
    And now the sleeper volumes - See my two whole threads about it.

    And there is much MUCH more that I can't remember because it has been 8 years already.

    I just want them to think about it before they implement something, instead of applying a bandaid afterward.

    It is like they see a problem and jump on the solution, without questioning it first or doing some more research.

    OBVIOUSLY they do... but that is what it feels like. Issues that are pretty obvious, or should be, to those that know what is coming... 

     

     

    Well... my vacation is over tomorrow, so this might be my last rant for quite some time :D

    Hope you enjoyed it :) 

  15. A19:
    A: "I am going hunting for meat!"

    B: "Really? Ok but don't stay away for more than 2 days!"


    A20:
    A: "I am going hunting for meat!"
    B: "Ok! Scrap some cars when you already head to the city!"

    If you want meat, the city (especially snow biome) is the place to go. Non snow are rabbits and chickens en masse, snow biome has every animal, many of them big ones.

    You come home with 2000 meat after a short hunting trip.

  16. Ignore an old mans rambling on LBD. Just letting out some steam.

    Spoiler


    38 minutes ago, John Black said:

    That being said, I also detest spam crafting.

    Great. Nobody does. I got great news: Spamcrafting was an issue of bad implementation, not of LBD :D

     

    39 minutes ago, John Black said:

    I think a hybrid system would work well where you can get better with a 9mm by using it and still have to XP grid for those spamable skills. You can even be more creative and limit spam crafting by only allowing limited XP towards the next level from crafting and the rest from repairing. Doable, sure, but I’m not holding my breath for this in any game in today’s day and age.

    Soooo... A16 then? :'D


     

  17. Prefix:

    TFPs have said again and again since the very early types they don't care about balancing (okay to be fair focusing on developing the game rather than focusing on balancing on features that might not be around in the end is usually a good thing... just not if this short period goes on for over 8 years 😕 )

     

    So since this is a balancing issue and different people say different things (like my previous poster saying that clubs are best, when on high difficulties I play on the machete is without a doubt the 1st place. Not even close. And the stun baton closely behind (moving up there once you knock every Z down with the mod)

     

     

     

    But since we are on the topic, I will give my opinion on what needs to change:

    Perkrequirements. Good lord I hate level gating, but this is a close second. It is the epitomy of "we don't want you to have this too soon, but we didn't know how to make it happen, so go out there and level". In an RPG (which this is NOT, but won't open that can of worms again) this can work. In a sandbox, it just feels cheap.

     

    Since they dislike LBD, maybe they can do it by setting requirements that are independent of levels:
    "kill 500 zombies with a club" for "pummel Pete 4" 

    "knock down 100 zombies with turrets" to unlock the scrap turrets

    or or or.

    Make it INTERESTING and not dependent on levels. This means you need to chose what path to go.

    And not having a motorbike because you want to get a farm going... feels bad.

    While TECHNICIALLY it doesn't matter if you are farming xp or doing a "challenge", you are working towards a specific goal and need to do various things.

    While XP is so general... it feels ike it comes out of nothing. And you still need to grind the xp... you can just chose to build 5000 wooden blocks to get better at fighting.

     

    And now that I write this I realize that I could have saved my breath because this is probably just seen as "LBD-light", so no point.

    I just dislike that it is not a perk tree. Just a random assortment of buffs basically. Either completely broken, or borderline useless (or early useful late useless or other way round)

  18. I do not watch 7d2d streams... so take this with a grain of salt:

     

    It is one of the VERY few humans you meet and that human is female... 

    And she is kinda cute (not my cup of tea though) so... if you add one and one together...

    and you watch multiple different streams... it is like you ask 50 people what 2+2 is and are annoyed that you hear "four" a lot :D

     

    It is just what it is. I wouldn't worry too much and just say "its not my kind of humor" and either skip it or ignore it :)

  19. 8 hours ago, meganoth said:

    Lets say this: If you want to stand in a 7x5x3 melee cage at insane difficulty then yes, this definitely won't fly in A20 unless you turned down block damage to 5%. But I don't know how you built in A16, what your self-imposed limitations are exactly (like "I want to fight on the ground") and what you wanted to do.

     

    It does. That is the problem. I have infinite ammo, near infinite explosives and repairing that one block/door they always hit is not a problem, even with 100% block damage. That is my entire point. Such a super simple funneling build holds up. Trying a similar perimeter build will get completely overrun by 11pm.

     

    And I play on insane for the ZvP damage, not the ZvB damage. So I am totally fine with cops ones hotting an unarmored player. But not for them to break the hardest material in about a minute.
    In a funneling strategy, they need to be able to break the block quickly, because they die quickly. In a perimeter defense, they might have a minute before they are spotted, so using the same block damage is unthinkable.


    But its fine. I gave my thoughts on the matter. I don't think 7d2d is a horror game anymore, except for those cheap jumpscare wall-zombies. 
    (Although the fog and the creepy music are nice additions.)

  20. @JCrook1028 yes because it was a stilt base. I was there when that was implemented :D

    But whole buildings don't get collapsed. They'd rather build themselves stairs inside the wall than randomly hit the walls they come across.

     

    THAT is what I meant. If either one is better is up to preference I guess... but I liked the threat of the whole building collapsing a bit more :D

     

     

    OR lets bring back gore blocks. Never understood why they removed them in the first place. They were an awesome mechanic.

    All that needs to happen is that they gradually degrade. Lets say 1 hp per second at 200 hp. 

    Buuuut I guess I am shouting in the clouds right now ^^

     

     

     

    PS: I just randomly stumbled across this and thought it would support my point perfectly:
    Lovecraft once said “The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.”

     

     

    The more predictable the horror game, the less horror there is.

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