Misamor
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And my point is that the "time and place" of the rifle is basically non-existent. Crazy how the Mr know-it-alls of this forum can't even "disprove" my opinion without outing themselves as having reading deficiencies. For the record, here's what I say about why the dev's way to balance the rifle (trading DPS for range) actually doesn't do anything: "And don't tell me it's the range. In this game, where looting is a core game mechanic, 95% of your zombie encounters will happen inside buildings at 10 blocks away, tops." Maybe if you're going to say someone's opinion is "poor", try to actually answer their arguments next time, otherwise Actually, allow me to make my point clear once and for all with a simple comparison everyone can understand. Take the clubs and the sledgehammers. Clubs hit faster, right? So to make up for this advantage, sledgehammers need to get something better than the clubs to stay competitive, because if they didn't, there wouldn't be a point to play sledge, you'd just take clubs. So right now in the game, Sledgehammers deal quite a larger amount of damage. As a result, Sledgehammers (at equal tier and level) deal about the same amount of damage PER SECOND than the clubs. There, BALANCED. Now what if instead of giving the sledgehammers a generally larger amount of damage than the clubs, you gave it a larger amount of damage against vultures? That's what the game is doing with the rifles. Instead of giving the rifle a way larger amount of damage than the pistol (the most polyvalent firearm in the game with the automatic rifle class), you're giving it a slightly larger amount of damage to compensate for its slow rate of fire (which doesn't even begin to make its DPS equivalent to the pistol from what I've seen), AND, to compensate for that, you're giving it an advantage that's going to be barely useful to you during your playthrough (as I developped in that following quoted message)! That's what I'm saying above: the range advantage doesn't serve as balancing the rifle-class weapon because most of your encounters with zombies DON'T HAPPEN AT RANGE. As a result, tie rifle isn't balanced, it's just very situational. There I hope my point is clear now, because I'm running out of ideas to make it so.
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What's the one thing that changed a few updates ago into learn by LOOTING? How many trader quest categories have you visiting POIs? (I'll answer that for you: 4 out of 5, 6 if you count the "open route" quest according to the wiki https://7daystodie.fandom.com/wiki/Traders) You literally have to loot POIs to level up your crafting skills! And here you accuse me of making up a COnTRIvEd situation, where my point is literally that this situation is actually how people will be forced to play 90% of the time, and that this range argument is actually irrelevant... And then you proceed to answer me about... Range π People have answered me that CQC weapons are also different, and that it's just a matter of playstyle. But they really work because they ALL solve the same problem, with the same amount of effectiveness, just in a different way. Whether you like to keep punching zombies in a rain of blows with your fists, or to give big hits to a Z with your sledgehammer and then fall back to recharge your stamina, your weapon will always be effective because ultimately, they are all as effective as the other to hit zombies that are 1 meter away. Now what if I made a CQC weapon that was ineffective from 0 to 2 meters away but great from 2 meters to 3 meters away (Imagine a hallberd or something), you'd tell me it's terrible, right? A CQC weapon that's not even good in CQC? That's what the rifle is: a weapon that allows you to hit far away better than any other weapon... Which barely ever happens in a regular setting.
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Good job, you completely missed an essential part of my argument even though I explicity lay it out. Now tell everyone how that range advantage is useful while clearing buildings. You know, the one thing the game encourages you to do.
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Read again. It's not for the T0 rifle, but the T1
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Those who tell me "it's a different playstyle" are all missing the point. CQC weapons are balanced between each other: you're free to use the one closer to your playstyle because NO ONE is objectively better than the other. Sledgehammers are not better than fists even though their damage output is way bigger, because to compensate for their huge damage, they are way slower than fists, making their DPS basically equal at equivalent level/tier. This is not the case with the rifle, because its damage output is way too little to compensate for its slow rate of fire. Additionally, CQC weapons and most firearms allow you do deal with most of the game's challenges. With only a pistol for example: you can hunt, you can easily clear out a building...
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Which again supports my point. All weapons should be valid and allow a different playstyle, the same way that all close-combat weapons (fists, sledgehammers...) are valid and balanced between each other. If you feel you have to wait 150 levels before a weapon is finally worth investing into: that weapon is probably unbalanced.
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If rifles were put into the game solely with animals in mind, I would be surprised. It's not a hunting game, but a zombie game lol. So again, what's the point of investing skill points and possibly materials into using rifles when I'm going to use shotguns to kill zombies anyway?
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Here's the thing: I have a level 2 (tier 2) pistol and a level 2 tier 2 rifle. I have 1 point of skill in each. My pistol deals 38.4 damage. My rifle deals 61.3 damage. I can shoot 5 bullets with my pistol by the time I reload my single shot rifle. So... What's the point of the rifle, exactly? What's the point of taking this rifle, loading a single bullet into the chamber, expectedly waiting for that aim reticle to contract, only to deal barely 1.5 times the damage you'd deal with a pistol? And don't tell me it's the range. In this game, where looting is a core game mechanic, 95% of your zombie encounters will happen inside buildings at 10 blocks away, tops. The rifle is ridiculously useless as it is, pls fix.
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Nope, just Windows Defender. EDIT: Deleting everything, including the roaming file and regenerating everything worked. Note that I didn't try just deleting the roaming file and not deleting the game, I just did both.
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I already had... Now I'm trying to reinstall everything fom scratch.
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Here's what mine says: https://pastebin.com/S4QmAcx0
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Having the same issue, and I'm seeing a 1-month old thread on steam with many people on it having the same problem. How is that not resolved yet? We literally can't play the game lol.
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Yeah, and all that with an Airbus A380 with 100 000 hp that takes hours and hours to disassemble but gives 10 whole stacks of iron and acid and stuff π