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A18 Suggestions & Feedback


Lycangel

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First off, let me just say I love the update. I appreciate all the wonderful new updates and the effort the fun pimps have put into this. Its gotten me and my friends back into playing it and having a great time. So I want to start by saying thanks to the fun pimps for another great update!

 

I have a little feedback that my friends have a consensus on and would like to share it.

 

1a- Weapon/Tool parts: We aren't particularly fond of the weapon/tool parts. This has made skills feel significantly less useful. When I unlocked steel forging, I was dismayed to find out that I couldn't actually make any tools. We had not found any steel tools yet so we didn't have steel tool parts. So the skill has gone widely unused. I actually bought the forgetting potion because the points spent felt wasted. Iron is easier to work with. The items are too rare for this to be really useful. In order to craft my own, I have to find multiple items of this rare item to break down and get enough parts.

 

1.b- A potential solution to this could be to let repairing upgrade items to your current level. So you still have to find the item in question which could take a good amount of time, but repairing it upgrades it to your current skill level.

 

2a/b- This one is short so I'll just combine. Mods are surprisingly hard to come by. I don't actually use mods that much. The most common mod I use is the reinforced mod to give my tools durability. It would be helpful if they appeared more. If nothing else, at least more often with traders!

 

3a- This is more my opinion than anything else. The blood moons seem too easy right now. At this point, I can completely negate the challenge of blood moons by hopping on a bicycle and riding around. I get the occasional annoying bird but its hardly a threat.

 

3b- I have two suggestions for this. The first being utilize your thunderstorms! A storm rolls in with a blood moon, so have the weather be a hazard (After a few blood moons. Not immediately. I would say have it start on the 3rd blood moon) Have lightning strikes that cause damage making players seek shelter so they can't just ride around all night.

 

3c- Alternatively, (And this ones a bit more complicated) Rather than have the zombies target the players, have them target a loot box with the most value. Have the system decide which box has the most monetary value and have the zombies target that. If players are near the box, they will prioritize players. What this does is make fortifications important. And where you place your supplies important. It allows players to run away if they want, but at the cost of their loot.

 

I may come back and add more as I remember/think/come up with more. But I think these are the base highlights.

 

Once again, thanks to the fun pimps for a great update!

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3a- This is more my opinion than anything else. The blood moons seem too easy right now. At this point, I can completely negate the challenge of blood moons by hopping on a bicycle and riding around. I get the occasional annoying bird but its hardly a threat.

 

It's apparently planned that zombies should run into the way so that it's not so easy to ride away on the bike anymore. It should still be possible but you can't just ride straight out.

 

3b- I have two suggestions for this. The first being utilize your thunderstorms! A storm rolls in with a blood moon, so have the weather be a hazard (After a few blood moons. Not immediately. I would say have it start on the 3rd blood moon) Have lightning strikes that cause damage making players seek shelter so they can't just ride around all night.

 

Then something like this would no longer be possible:

 

 

It's not my playing style and I wouldn't dare to do that at all but there are players who enjoy running around on the streets in the horde night.

 

3c- Alternatively, (And this ones a bit more complicated) Rather than have the zombies target the players, have them target a loot box with the most value. Have the system decide which box has the most monetary value and have the zombies target that. If players are near the box, they will prioritize players. What this does is make fortifications important. And where you place your supplies important. It allows players to run away if they want, but at the cost of their loot.

 

Then I'll bury a box full of coins on the bedrock. Put countless layers of reinforced concrete on top and throw one grenade after the other into the hole the zombies are digging.

 

Also valuable is a relative term. Dukes I can get easily. That is not a problem. For me the bones are my most valuable possession. I cannot replace them so easily. But they are worthless to the trader.

 

Why do you even care that you can drive off in the horde night? Just don't do it. I don't do it either and it doesn't bother me in the least that it would be possible. I build my base and do my best to defend it. The rest doesn't interest me.

 

This "too easy" comes mostly from players who start over after day 40. They never see the endgame hordes. That's something different than those simple hordes at the beginning.

With 32 zombies at the same time, even a standard difficulty horde becomes a challenge. And with 10 or 20 demolishers in the horde it's very different.

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You can turn horde night off entirely so I don't see them doing anything about people riding a vehicle to avoid horde night.

I don't think it's how it works. For example, when I am dangerously surrounded by the horde and my defenses collapse, I always keep in mind that I can jump into one of my vehicles and escape the danger.

 

I completely understand people who don't want this opportunity. In a survival game, if there is a way to avoid danger, I will take it, especially when you play "dead is dead." But if the vehicles were, for example, down during the blood moon, well ... I should adapt.

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You can turn horde night off entirely so I don't see them doing anything about people riding a vehicle to avoid horde night.

 

The counter argument to that would be, now that Horde nights can be turned off, when they're on, they ought to be more or less unavoidable.

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The counter argument to that would be, now that Horde nights can be turned off, when they're on, they ought to be more or less unavoidable.

 

As with many things in life, there is a exception. On a server, only the server admin can turn off horde nights. You can log out before the horde but if nobody else is logged in on the server time will stop. So someone has to stay online during the horde or the server admin skip the horde with the "settime" command.

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I don't think it's how it works. For example, when I am dangerously surrounded by the horde and my defenses collapse, I always keep in mind that I can jump into one of my vehicles and escape the danger.

 

I completely understand people who don't want this opportunity. In a survival game, if there is a way to avoid danger, I will take it, especially when you play "dead is dead." But if the vehicles were, for example, down during the blood moon, well ... I should adapt.

 

Running away is a good way to survive. So in a survival game it shouldn't be impossible. It should be challenging but a viable strategy.

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The counter argument to that would be, now that Horde nights can be turned off, when they're on, they ought to be more or less unavoidable.

 

You can make any counter you want but as far as this debate goes I feel the I'm more in line with the Dev's thinking than you are. Besides being able to just turn the horde nights off entirely, if you die from the horde you can respawn far away from the fight if your bedroll is in another place and the horde will not find you unless you are first seen by another zombie.

 

So I stand by what I said. I don't think you are going to convince them to change this. You're free to try though.

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Why do you even care that you can drive off in the horde night? Just don't do it. I don't do it either and it doesn't bother me in the least that it would be possible. I build my base and do my best to defend it. The rest doesn't interest me.

 

This "too easy" comes mostly from players who start over after day 40. They never see the endgame hordes. That's something different than those simple hordes at the beginning.

With 32 zombies at the same time, even a standard difficulty horde becomes a challenge. And with 10 or 20 demolishers in the horde it's very different.

 

From what I gathered endgame consists of digging every day in order to have enough ammo on bloodmoon.

I did not get far enough with A18 yet, but if my endgame boils down to that, I'd rather play a straight shooter game. Or have bloodmoon every day with endless ammo mod. Or start over.

 

Edit: 7D2D biggest strength is that it is giving me so many options. That's why I have spent a ridiculous amount of time with it and that is why I will keep playing if those options remain.

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As with many things in life, there is a exception. On a server, only the server admin can turn off horde nights. You can log out before the horde but if nobody else is logged in on the server time will stop. So someone has to stay online during the horde or the server admin skip the horde with the "settime" command.

 

Should let any server admin doing that know that it's a really bad idea. Skipping over time can skip over milestones the game is tracking for, amongst other things, crop growth.

 

- - - Updated - - -

 

You can make any counter you want but as far as this debate goes I feel the I'm more in line with the Dev's thinking than you are. Besides being able to just turn the horde nights off entirely, if you die from the horde you can respawn far away from the fight if your bedroll is in another place and the horde will not find you unless you are first seen by another zombie.

 

So I stand by what I said. I don't think you are going to convince them to change this. You're free to try though.

 

Well, last I saw from TFP, their general attitude was not much in favour of the horde being so easily defeated as by hopping on a minibike and rounding around for a few hours, and they've even talked about specific methods in mind for making the strategy less of the "I Beatz Da Hordz!" than it currently is.

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From what I gathered endgame consists of digging every day in order to have enough ammo on bloodmoon.

I did not get far enough with A18 yet, but if my endgame boils down to that, I'd rather play a straight shooter game. Or have bloodmoon every day with endless ammo mod. Or start over..

 

I doubt the final version of the game will have an endgame looking like this.

 

- - - Updated - - -

 

Should let any server admin doing that know that it's a really bad idea. Skipping over time can skip over milestones the game is tracking for, amongst other things, crop growth.

 

- - - Updated - - -

 

 

 

Well, last I saw from TFP, their general attitude was not much in favour of the horde being so easily defeated as by hopping on a minibike and rounding around for a few hours, and they've even talked about specific methods in mind for making the strategy less of the "I Beatz Da Hordz!" than it currently is.

 

Recently? As in after the toggle option to turn the horde off? I saw the added toggle as a shift in their general attitude but of course I can't read every single post :)

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Recently? As in after the toggle option to turn the horde off? I saw the added toggle as a shift in their general attitude but of course I can't read every single post :)

 

As far as I understand and remember TFPs view, options and modding are outside of what TFP wants to control or balance (probably except for the difficulty slider), even if they could (and mostly they also can't). This includes logging off on servers to avoid horde night.

 

In-game on default options they want any option to handle horde night to have some cost. You can buy a hotel room (a feature they are thinking about) but it costs you coin. You can drive around, but it should cost either gasoline similar to the hotel or have dangers you can only avoid by skillfull driving.

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I just hope late game gets some love soon. day 45 I have everything, no more threat, no more challenge, nothing to really keep me playing. so delete and wsh rinse repeat, that only holds interest for so long. Don't misunderstand I LOVE this game, have a STUPID amount of hours playing it, but there has to be a purpose that's what drives you to keep playing there is no late game purpose.

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I just hope late game gets some love soon. day 45 I have everything, no more threat, no more challenge, nothing to really keep me playing. so delete and wsh rinse repeat, that only holds interest for so long. Don't misunderstand I LOVE this game, have a STUPID amount of hours playing it, but there has to be a purpose that's what drives you to keep playing there is no late game purpose.

 

You can increase the difficulty or increase the speed of the zombies to increase the threat. Also are you on 60 minute days? Are you perking into lucky looter? I’m not sure you can get everything by day 45 on 60 minute days without perking into lucky looter. I’m on day 50 (60 minute days) with maxed lucky looter and have almost everything but I’m still missing several 6 quality items though. I don’t have 6 quality for any of my preferred weapons. I’m also not yet swimming in resources. Close but not quite there.

 

If you want the game to last longer and are using lucky looter, don’t. If you are using non-standard day lengths, you aren’t really at day 45. I don’t think the devs are designing much past 80-100 60-minute days. Besides, in my experience late game in every game I’ve played is what you make of it. I start designing different types of horde bases once I become weapon/resource rich.

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As far as I understand and remember TFPs view, options and modding are outside of what TFP wants to control or balance (probably except for the difficulty slider), even if they could (and mostly they also can't). This includes logging off on servers to avoid horde night.

 

In-game on default options they want any option to handle horde night to have some cost. You can buy a hotel room (a feature they are thinking about) but it costs you coin. You can drive around, but it should cost either gasoline similar to the hotel or have dangers you can only avoid by skillfull driving.

 

I've heard them say all of that but that is old like A16 thinking. Why would they add a safe room kind of place you can buy when the option to turn off the horde exists? Have you heard the option to turn off horde night is a temporary thing until they sort the other stuff out?

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I've heard them say all of that but that is old like A16 thinking. Why would they add a safe room kind of place you can buy when the option to turn off the horde exists? Have you heard the option to turn off horde night is a temporary thing until they sort the other stuff out?

 

Because sometimes bad things happen. Perhaps you want a game where horde night is a normal thing. At some point in late game, you might see before a horde that you just won't have enough ammo to make it through. So, you tap into your savings that you kept aside for such an emergency and spend the night in somewhere safe. They should disable a lot of those game settings once a game is started, unless it's a cheat mode game. Most sandbox games that have a campaign allow you to set tons of things before you start... but after that, you just get some basics that can be changed and nothing more. People having bad experiences trying to turn off the BM after they've already been playing with it on (or vice versa) shows how allowing things like that are problematic for games in progress.

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I've heard them say all of that but that is old like A16 thinking. Why would they add a safe room kind of place you can buy when the option to turn off the horde exists? Have you heard the option to turn off horde night is a temporary thing until they sort the other stuff out?

 

No, talk about the hotel was sometime this summer.

 

Turning off the horde night completely is a choice you can make as well as turning god mode on. The first doesn't make hotels useless and the second does not make armor useless.

 

Because someone turning on these options knows he is making the game intentionally easy for themselves. Buying a hotel does not because you just play the balanced game where this deosn't come free.

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From what I gathered endgame consists of digging every day in order to have enough ammo on bloodmoon.

I did not get far enough with A18 yet, but if my endgame boils down to that, I'd rather play a straight shooter game.

 

It will be that, or you could exploit the AI and never fire a shot, which is probably just as tedious.

 

For me endgame would have been my base facing the max gamestage horde (1200 solo, right?). However they stretched levelling to such crazy extremes that I doubt anyone could last long enough before getting completely bored of their current map.

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I don't think it's how it works. For example, when I am dangerously surrounded by the horde and my defenses collapse, I always keep in mind that I can jump into one of my vehicles and escape the danger.

 

I completely understand people who don't want this opportunity. In a survival game, if there is a way to avoid danger, I will take it, especially when you play "dead is dead." But if the vehicles were, for example, down during the blood moon, well ... I should adapt.

 

I doubt that the OP has played very much of Alpha 18. The blood moon hordes get insane later in the game. Riding around in your vehicle just won't cut it. Zombies RUN during horde night unless you turn that off, if that's the case, that is on you for turning it off. :)

 

- - - Updated - - -

 

Because sometimes bad things happen. Perhaps you want a game where horde night is a normal thing. At some point in late game, you might see before a horde that you just won't have enough ammo to make it through. So, you tap into your savings that you kept aside for such an emergency and spend the night in somewhere safe. They should disable a lot of those game settings once a game is started, unless it's a cheat mode game. Most sandbox games that have a campaign allow you to set tons of things before you start... but after that, you just get some basics that can be changed and nothing more. People having bad experiences trying to turn off the BM after they've already been playing with it on (or vice versa) shows how allowing things like that are problematic for games in progress.

 

7 Days to Die is meant to be open ended. Players can play any way they like. You can even disable zombies entirely if you want (try that and 25% loot...see how long you last without dying. :))

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No, talk about the hotel was sometime this summer.

 

Turning off the horde night completely is a choice you can make as well as turning god mode on. The first doesn't make hotels useless and the second does not make armor useless.

 

Because someone turning on these options knows he is making the game intentionally easy for themselves. Buying a hotel does not because you just play the balanced game where this deosn't come free.

 

Ok fair enough.

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7 Days to Die is meant to be open ended. Players can play any way they like. You can even disable zombies entirely if you want (try that and 25% loot...see how long you last without dying. :))
Are you quoting me to augment my statements or to counter them? I'm quite confused.

If you are adding to them, sure, but I think we all know this. If you are countering my statements, I don't know why as I agree fully. I just don't think some changes should be available after you have made your choices before starting the game.

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