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Scyris last won the day on October 28
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Because it had the best skill system, actually felt sandbox like as you had choices about things that have been taken away in a17+, it didn't try to force anyone to play a specific way like a17 and up does. Locking weapons to stats was the stupidest thing TFP ever did with the games skill system, it could have worked if done properly but its TFP thats expecting too much. A way to do it properly is add a way so you can mod gear to add up to +6 to a stat from mods. This way you can be more adaptable in your builds instead of being forced to power one stat to max. TFP also keeps putting in things to screw over specific playstyles specifically, with no real counter you can do against it. The whole sleeper volume trigger system was mainly done to screw with stealth builds. Yeah yeah I heard it said with higher stealth less chance of them getting triggered but thats only part of the problem. The other part is sleeper positioning, they are almost ALWAYS behind another block or placed in a way you cannot get line of sight it just looks super fake and artifical. The zombie rage system where they randomly get mach 2 speed all of a sudden was put in to screw over melee liking players as it doesn't really effect ranged users. Then you have digging zombies, now if it was only dogs or bear zombies/animals that could dig I'd be fine with it, but it makes NO SENSE for a zombie to be digging with their bare hands. I let the fact they can punch thru concrete slide because if they couldn't zombies wouldn't be any threat. I've been playing since alpha 10.2, and up to a16.4 the game was great, but then a17 and they started going downhill by taking features away from the game and not adding anything actually new. By new I mean totally new, not a rehash into a worse form of the same gameplay system. I mean Steel tools and radiated zombies I believe were the top in a10.2 even, how has the game gone no where item or enemy wise in like 8-10 years? I been playing a mod called Afterlife, everything is a action skill EVEN ATTRIBUTES. Use clubs? it ups all stats but primarlly str. No weapon is locked to a stat, they all start equal and you get better with them by using the weapon of your choice. The attributes also do things, Str ups block damage, entity damage with certain weapons, carry weight and a few other things. Agility ups move/run/sneak speed as well as ups damage with agi based weapons. Most weapons are split between 2 stats. like Spear is Str and perception. Blood moon/zombie Ai also is back like a16, zombies come from all sides, and will not neatly walk into your kill box for you, you need to defend all sides as hey won't give a damn about your planned path. Granted in a16.4 something did need to be done because all u needed was to be on the 2nd floor of a poi and the zombies would run in circles under you if you knocked the stairs out, but they went too far, by TFP making the zombies TOO smart they made them actually the opposite. Its easy to just herd them to a kill box and they'll generally do little damage to the base if built properly. Afterlife also uses the magazine system but in a better form, stats or perks do not factor into what mags you find, but you CAN scrap magazines into materials to craft them into magazines you DO want, Perk books too. Mod also removes traders entirely, they still have half destroyed pois you can loot, with maybe a gun vending machine and a machine to turn old cash into dukes, but other than that, your on your own. Gotta loot or craft everything. Ever notice how most of the top 7dtd mods throw tfp's stat system in the garbage? its because basically no one likes it. Only people who like it are ones who have never played a16.4, so they don't really count for an opinion on it IMO as they never played the game with it. People liked how sandboxy and free alpha 16.4 was, in the skill system, bases, basically everything. But in a17 and up more and more keeps being taken away and players are being forced into playing the same way. This is why many people who played a16.4 feel a16.4 was the last time the game was actually good, as its honestly just gone downhill since gameplay wise. best thing TFP did is prob only the mod system allowing you to swap mods in and out of weapons and armor, but other than that, not much of value has been added, and pretty graphics don't fix gameplay issues. They also used to call this game a tower defense, but its lacking most of the things that those games have, 7dtd needs far more traps, a good example of this is dungeon defenders, or orc's must die. Or for a zombie game simmlar to 7dtd, Night of the Dead has nightly blood moon like waves but has proper defensive traps to deal with them, something 7dtd lacks. I am not saying 7dtd has no traps, I am saying it has a severe lack of them, and most of them break to fast to be useful for long.
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Rick has Opinions on certain playstyles.
Scyris replied to FramFramson's topic in General Discussion
You say that but tfp has many times removed or nerfed something specifically to counter players, for example the sleeper trigger system was put in in a17 to specifically screw over stealth build players. Players that run and gun aren't effected by this system at all, it was targeted specifically to screw over stealth builds, then you have a22.1 aka 1.1, where they messed with stealth again as they realized the tier 6 assassin set bonus was way to strong. That set in 1.0 basically makes stealth somewhat viable, where as its basically not viable without it. Yeah yeah supposedly if your stealth is high enough you can avoid triggering the trigger blocks, but from experience i've never seen it work like that even with stealth skills maxxed. Haven't played 1.1 vanilla though yet, this is based on 1.0 stealth. Dunno if I'll bother with it in 1.1, vanilla just puts me to sleep to play it as its so damn boring compared to mods. People used to like making underground bases and bunkers, oh look, tfp now has zombies that dig, removing that option from the players as well. Next you have the screamer change in 1.0, they now spawn at 25% heat, instead of 100% heat, so now Run n Gun builds have a hard counter since you'll get a screamer after about 20 shots fired. Before you could clear a poi at least without them, but now? clearing a t3 poi is prob going to cause at least 2-3 screamer spawns during it. Again, this was done specifically to screw over/counter a certain playstyle Need I go on? there is 2-3 concrete examples you cannot really argue against. Both being directly to counter a certain playstyle cuz tfp don't like it and had a hissy fit over players using it. Thats bs though, as they could just add say making glue return the jar as well as give the glue, many mods do this, so that excuse tfp has doesn't fly one bit. They just didn't want to put it in was all it was. Its not that they couldn't its they did not want to, again if a modder can do it, there is no reason the devs themselves that made the game cannot. In Afterlife anything you make that uses a jar gives the jar back after, including stuff in the campfire like boiled meat and glue. Honestly that mod like most other overhual mod makes the devs of the vanilla game look like idiots, just because of all the new features they introduce to the game, and I do mean new features, some mods have completly new things that do not exist in vanilla at all, game mechanics wise, not just item wise. -
Rick has Opinions on certain playstyles.
Scyris replied to FramFramson's topic in General Discussion
Exactly, each time players find something fun to use in vanilla tfp straight up removes or nerfs it into the ground so its no longer viable or fun. Its happened multiple times with many different things. Random gen is garbage in a22/1.0 because its essentally a static map now as most of the randomness has been removed from it. Making every map made boring and bland since it has trader limits and town size limits. Kinda explains how it generates the map so fast, it doesn't take long when it just has to make the same map over and over with slight variations on biome sizes. Even what poi's can spawn in these towns are pretty static as well, so they often even have the exact same poi's in them, across diff maps. TFP is sucking all the fun out of the game, and its getting to the point that no one plays vanilla anymore after they try mods out, because vanilla is such a crap experience compared. Its honestly sad how some of these mods are made by a single person including models, textures, coding etc and has way more vision than TFP does with a entire dev team at their disposal, like what do they do there? sit and twiddle there thumbs most of the time? as thats sure as hell what it looks like with how the game hasn't gone anywhere since like... a14 or so. Don't get me wrong, the Art team does good work, the game looks way better than it needs to graphically, the problem is the gameplay is where it needs to be polished not the graphics. But almost every update is going on about new looks for this and that, but basically 0 new features or buffs and nothing but nerfing or removal of things. Latest victim in a21 was jars, water still is a non-issue even with how it is now, so there was no real point to the change in the first damn place. A mod I play called Afterlife is amazing, the entire skill system is learn by doing INCLUDING stats, wanna up str? use skills that gain exp for str, and the base stats themselves also increase things like entity damage, carry weight, stamina etc, agility for example increases movement speed, crouch movement speed, and jump height. It also has jars return with a twist, you cannot craft them, but you can dump liquid into storage containers to reuse the jars, this is a much better way of doing it compared to removing them entirely. You also get jars back when you craft stuff like glue, or cook with it, drink whats in it etc. All this stuff in Afterlife was mostly done by 1 person. It makes tfp look kinda sad tbh. As the vanilla game could have been like this if they kept going with the a16.4 skill system. Afterlife also uses the magazine system, stats do not effect what you find, however, you can make a research desk where you can scrap magazines, perk books, schematics you don't need into literature fragments which you can then use the research desk to craft into perk books and magazines you want, its a far better system than vanilla. -
Why isin't zombie rage in the options menu where feral sense is?
Scyris replied to Scyris's topic in General Discussion
What tense anxiety? there is basically no zombies around in 7dtd, you wanna play 7dtd where its tense? get the Afterlife mod. you won't find it in vanilla at all. The AI in afterlife is slightly randomized, some zombies are stupid and even on blood moon will just hit the first block they get to, others may path. You basically cannot horde them into a kill box in the Afterlife mod, they will not follow your path. Its how blood moon used to be in a16.4 where you had to defend all sides of your base, before they made them "smart" and are so smart you can easly herd them. Afterlife mod also has no traders, its more like the a15 and below experience. Also has like 8+ new ores as well, 2-3 extra tiers of items, a bunch of new enemies and old enemies with reenabled things, like spider zombies can crawl walls again, and they actually have a proper climb animation, they can also climb over lips people used to use to block them in a16 and below. If a modder can do this stuff there is 0 excuse why tfp cannot. What I am asking is not the removal of the rage feature, I am asking for a ingame option to turn it off and on, or increase/decrease how often it happens, or even make it so zombies will rage anytime they are hit. If they got feral sense, and the ability to control their move speed based on time of day and if feral etc, there is no reason why zombie rage cannot be in those settings other than laziness. The biggest issue 7dtd has is the devs try to shoehorn everyone into playing the same way, and this is why the vanilla expeirence is so boring. Add these options, let players play the game how they choose, it'd be better for the game. Hell could even add a spawn multiplier with a tooltip note that says setting it above 1x will effect performance. Let players have some choice, its all I am asking. Just because the game is modable is not a reason for the devs to be lazy and not include options like this. Hell Abiotic factor a much younger early access survival game, already has a world options settings with 20-30 sliders, including stack size's and a ton of other things that normally people would have to mod in, but the devs took the time to include a ingame way to increase these limits without needing outside mods to do so. This game could be so much better if they would add new item tiers, new zombie tiers, new enemies in general and allow us to customize the vanilla experience without needing to use mods, this will especially be good for console players as they most likely will never get mods. If they do get any it'll prob be very basic stuff like editing values of a already existing thing in the game. I used to love this game even unmodded, but the vanilla game has done nothing but go downhill since a17 hit, and most players that played 16.4 and below will agree with me on this. a22.1 aka 1.1 is the worse the game has been to date, stuff that needed to be toned down a little were hit by a wrecking ball instead of a hammer, like the traders, way over nerfed, but thats TFP's MO usually, they way over buff or overnerf things. Except the game is prob never going to be finished, I mean other than art assets what "new" stuff have we gotten since a17? basically nothing. Its just reguratation of the same systems redone over and over for no reason. There is no problem with adding a toggle, its not like you have to use it, but some people might like the option, many other survival games offer options like these, there is no reason 7dtd can't. Its supposed to be a survival game not a linerar rpg like its turning into lately. Players like options, Also your just mod it comment doesn't work because the game is on console, and a mod to remove/edit zombie rage is a .dll mod which means it requires coding to do it, thus it will never work on a console as sony/ms won't allow it. Its why even thou skyrim/fo4 I think has mods on consoles, but you can't get any of the good ones because the good ones require custom code to do what they do and sony/ms won't allow it to run on the console. So no, "just mod it" is not a solution for an option that could easly be placed in the same area feral sense and the run speeds are, especially for consoles. -
Why isin't zombie rage in the options menu where feral sense is?
Scyris replied to Scyris's topic in General Discussion
I know about the pain resist, but I mean I have gotten hit by them DURING a stagger animation on them, which means the pain resist threshold was not passed yet because if it was they wouldn't have staggered in the first place. Please I been playing this game sinca alpha 10.2. I never said it was too hard, I just said its a cheapshot system, that coupled with the 0 animation hits they can land on the player is a bad combo. You don't see these problems in other zombie games, as when a zombie is staggered in any other zombie game, it cannot attack till the stagger animation is finished, however in 7dtd it can attack during it with 0 animation and often does. Like I said the animations don't have proper coding or whatever to stop the zombie from attacking during animations they should not be able to attack during. It would be the same as if the player could attack at the same time while using a first aid bandage during the bandage use animation. However the player cannot attack during that animation as its coded or whatever properly to prevent the attack animation from being able to play, In fact you cannot switch items either till the animation is finished as well. Yeah thats why I had the option to also increase how often it happens as well as decrease or disable it in my suggestion, to cater to anyones tastes. Some people might want them to rage every single time you hit them even, this would allow this. Without needing to mess around with mods and such. -
Why isin't zombie rage in the options menu where feral sense is?
Scyris replied to Scyris's topic in General Discussion
Mostly because its a cheapshot system for melee. Its bad enough zombies for whatever stupid reason stagger forward instead of backwards like any other game. Also, TFP has not coded the animations properly with proper stalls etc, I don't know how to explain it exactly, but zombies can attack with 0 animation and hit you during other animations, which shouldn't be possible. There are 3 times this usually happens: when they start to rage, when they do the ballarena spin after being hit, and when the stagger foward. If I am using guns I don't really care about the rage system, its only a problem with melee. You see, zombies back in a16.4 couldn't attack when other animations were playing and they had to be stopped, TFP changed that and allowed them to attack while moving, but they forgot to edit the animations, so the attack cannot play during staggers and such. Which is the reason why you often get hit by a zombie without the zombie doing any attack animation whatsoever, you just take damage. The Rage system makes this issue even worse. All in all though I just want more customization options, if they have zombie run speed settings and feral sense there is 0 reason why Zombie Rage cannot be on that menu too, Default, could be the difficulty chance, More would maybe double it, less, would reduce it, and then there is Always and Off. I'd also like zombie digging to be on that menu with 3 settings: Off, Animals Only, All. Default would be All, just like for zombie rage would be default. Also don't forget these are zombies, they aren't supposed to be smart. Mod I current play alot is called Afterlife, and it changes the Ai, to make it a bit like a16.4, as in, you can't herd the zombies to a kill box like you can in vanilla. Most vanilla bases for blood moons do not work in Afterlife, as its more closer to a16.4 where they will hit the first block they get to, so you have to defend all sides, as there is no real way to force them to follow your path to a kill box. Brought some new challenge to horde nights, especially when some of the new special zombies show up, for example, Spider zombies can climb walls again, and even have a proper climbing animation in this mod. They can also climb over the "lips" people used to use to stop them in a16.4. Afterlifes skill system is 100% learn by doing, with the magazine system thats been edited so stats do not influence what you find, but there IS a research desk so you can scrap magazines/books you do not need and recraft the material into ones you do. Even the stats are learn by doing, as you use say, Axes to log, it'll also up your exp in strgenth and other related stats. Its a long haul slow burn mod, progression is vastly slowed down, and it has multiple new gameplay systems as well. I also don't play vanilla much, vanilla is stale and hasn't gone anywhere but downhill since a16.4, I don't expect it to ever get better as TFP doesn't seem intersted in fixing the games problems. Most overhauls I play have new stuff that adds challenge that vanilla lacks. -
Real question, why isin't it? Could put it under feral sense with default being on, but the user can choose to turn it off if they want, I personally feel its one of the dumbest features added to the game, same for the forward staggering zombies do which makes no damn sense. I know i'd turn it off for sure, as its a stupid cheapshot feature and nothing more. Yes, I am aware mods can disable it, but thats no reason why it cannot be a ingame toggleable option when stuff like day/night/bloodmoon zombie move speed and feral sense is. Please add it as a toggleable option instead of forcing us to use a mod to do it. By rage I don't mean where they hit random blocks after fall damage, I mean the one where after you hit them they randomly start running at you at mach 2 speed just out of no where. While your at it maybe add digging zombies with 3 choices as well: All, Animals Only, or None can dig.
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a16.4, had the best skill system vanilla has ever had, and allowed the player alot of freedom in what they could do as it was much more sandbox like compared to a17 and especially 1.0. 1.0 is extremly limiting and easly the worse state the game has been in compared to a16.4, I also don't think it will get any better as the game needs the biomes and entire item system redone to have proper progression as they cannot achieve it currently when 99% of items in the game can be made without leaving the forest. Only item you need to leave the forest for is Oil shale to make Gas with, well that and Oil but wrenching cars usually gets you more oil than you'll ever use. The rwg sucks in 1.0 as well, its fast, but its pretty much a static map as every map is essentally the same, they removed most of the random part of random world gen. Yes you can mod it, but thats not a excuse for TFP to gimp it this hard. I don't think the game is ever going to get back the glory it had in a16.4, its been on a downward spiral for years. The graphics updates are nice, but that is not what the game needsm it needs more tiers of items, better progression etc. Most survival games have each biome have its own tier of gear and challenges to explore it. 7DTD however does not, you can make every item except 2 without leaving the forest, so there just is no reason to bother and with how bad loot is, going to the winter biome is just not worth it to fight far harder enemies for the same loot most of the time you'd get in the forest.
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So whats going on is when it gets to recieving configs it usually disconnects at this point, we have the same game version same everything so its not that, and its ALWAYS Epic Online Services where the disconnect seems to be happening. They can recieve some of the data fine so its not like there is no connection, and back when we could connect a few days ago the ping was about 60-70, so its not a lag issue. Any idea what I can try? I heard uninstalling epic online services could fix it, as apparently quite a few peer 2 peer games using epic online services have been broken on steam recently, According to my research this has been a ongoing problem in the game for years now. Any know fixes? We've tried uninstalling EoS, we've tried the network work around. We NEVER had connection problems way back before EOS was put in the game. This is getting very frustrating as I wanna play this with a friend of mine and nothing we try seems to work to fix it so far. Earth Defense Force 6 uses Epic Online Services, were going to see if that connects fine as it might just be a issue with 7dtd which wouldn't surprize me with how jank it is.
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When regenerative AI comes to video games, Jen becomes dangerous
Scyris replied to ElCabong's topic in General Discussion
Pretty much its why I stoped caring about this sort of crap, unless its very invasive, anything you do on the net has been tracked and cataloged for well, the last 10-15+ years. No point complaining about it now as the only way to stop it is to never go on the internet in the first place, or stop using it entirely, and thats not going to happen in todays world. Companies are just now having to be a bit more open about it, but they been doing it for years already. There is steps you can take, sorta. Use a VPN, alot of tracking companies do is via cookies and browser fingerprints, you can get extensions/addons in say firefox that bascially denies that sort of stuff if you want. Do I like that they are collecting this data about me and others? No, but there is not much we can do about it if we wanna use the internet at all for anything. So I try to just not worry about it. I haven't seen an ad in years. Only place that I cannot get 100% blockage to work correctly is twitch, I can only get it to work most of the time there. I was fine with ad's back when it was a simple banner ad at the top or bottom of a webpage, but once they started with the video ads and such I put a stop to it, and i'll never not stop blocking them. I haven't seen an ad on youtube in like 8+ years either, maybe longer. I use firefox btw, chrome has a update coming specifically tailorer to mess with adblockers so they can no longer work properly on the browser, with googles excuse being "user security and privacy", its not about that at all, Google makes most of its money off ads these days, so of course they going to mess with their browser to prevent people from blocking them. Its always about the money, if google cared about privacy and security they wouldn't be serving ads as those are a prime vector for someone to spread malware to a vast amount of people. Hell even the FBI strongly reccomends you run a ad blocker at all times, just because of how much of a security risk allowing the ad's can be. -
Well it balances out when u get the lever action or sniper rifle a bit better, as they have a 5 and I think 10 mag size, the problem then becomes how useless rifles are in close range, as they have more spread than a shotgun does. Which makes NO SENSE rifles usually have really good hipfire and are the best to aim down sights with. In 7dtd however this is pretty opposite, the rifle is terrible for hipfire and takes to long to center for a ranged shot that its not worth using. As for the pipe/hunting rifle, I agree they need to do much more damage than they do for being a single shot, same for the pipe shotgun. Maybe a base dmg of 90 ish for the hunting rifle and 70 ish for the pipe. This way they might be viable at low levels for ranged shots since 1 shot from the hunting rifle from stealth will prob kill most normal zombies with a sneak headshot. Rifles has always been the worse weapon in 7dtd for as far as I can remember, and the new inflated hp pools of the zombies in a22 just shows the problem with this weapon type even more. They still need to redo the stat system to maybe a 3 stat system with all weapons in the same stat. Yeah thats the thing why I dislike them, they are useless in the range most zombie enounters happen in due to being the most inaccurate ranged weapon in the game for hipfire. Most encounters happen inside of poi's from 10 blocks or less away, you do not have time to ADS and center the aim even on slow walking zombies, and on Ferals? you'd be dead before you could take a half accurate shot. Rifles need to have a near perfect hipfire, and make ADSing take a second or 2 to aim.
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I'd just mod them in, Not hard to edit a existing set and create a duplicate for the new bonus. Most of the sets look like crap imo anyway. I don't like the new armor sets at all. if they do make them have bonuses that WILL cause a crap storm, as people hate that crap in DLC content. Especially if the set bonus is better than whats naturally available in the game as they often are with DLC stuff.
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If they add stuff that directly affects gameplay thats WHEN I have problem with dlc's. if its just block shapes i'll prob not care but if its stuff like a better cement mixer or something if you pay up yeah, thats a no go imo.
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I mean I don't care if they add outfit dlcs, as long as it doesn't add stats and such, or effect the gameplay I can safely ignore it and not buy it. Does seem kinda shady how they removed the clothes system from a21.2 but now are going to add this. Now we kinda see why they removed it. Anyway, as long as the outfits has no stats, or any gameplay advantage I really don't care if they add them, If you don't like it just don't buy it, its that simple, and if it doesn't effect gameplay or char ability in anyway you can just ignore it. If they do add a special slot for it, you can expect modders to make free outfits that prob look far better anyway.
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I mean if it was natural spawns as in more wandering around naturally in the world it'd be fine, but screamers are just annoying, its not natural they are force spawned and way to easly. The game can handle it, I seen many mods that have like 3-4x the amount of spawn on the map at all times and it doesn't hit performance much if at all. Just like the game could handle vehicles being at least 50% faster in vanilla. I did a t2 infested in the burnt biome the other day, final room had 2 normals 2 ferals and a radiated biker. I fired maybe 20-30 shots with my pistol to kill the biker as they have WAY to much friggin health now for how weak the weapons are that early, and I had 2 feral screamers spawn on me at once, which then both of those called in a pack of zombies before they even got to me. I was done with the quest, so I killed the screamers and just left. It makes no sense, TFP nerfs stealth to the point your expected to run and gun, yet even using a gun in 1-2 rooms of a t1 poi is going to be enough to call screamers in most cases. I never used a gun that entire infested till that radiated biker showed up. The fact screamers exist period is just kinda silly, then again it kinda makes sense with how there is virtually no zombies walking around to come to the sound of the gunshots. It just seems contradictory is all, TFP wants us to run and gun, its clear with the nerfs to various playstyles, yet they also wanna punish us for doing so, it makes no sense. Melee is in a aweful place in a22 aka fake 1.0, Ferals seem almost immune to knockdown so clubs (my fave weapon) seem almost useless on them. I would go spears, but there is basically no other perk in perception I want, as rifles are useless once ferals are everywhere, and archery is only useful for sneak attacks. Its a big reason why I hate the stat system so much, I hate the fact that weapons are locked to a stat, I don't mind the non-weapon perks being locked to a stat, but the weapon perks should all be in their own seperate single stat for all of them. I mean they generally do not attack anything if they do not at least hear a player nearby, I get screamers under my elevated base (its 6 blocks off the ground), they never hit anything unless they actually hear me and need to try to path to me. They are harmless for the most part. Screamers can also call a horde after taking damage, as I was deep in a mine silent, no light cuz I heard the screamers coming, so I let the spikes take care of them, but while they were getting hit by the spikes they called a horde. So I now had 7 zombies trying to get into my 3x3 structure that leads into my mine. Entrance is at the top, this was also at night, so I basically just climbed out jumped down got on my bike and went back to base. Not going to waste my time with that annoyance.