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Humble requests from a Peasant


AcobTheMeek

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Dear Funpimps,

                            I'm hoping my first letter reached you with haste. It was scented with lavender an vanilla and has glitter In it.

 

I was told about and idea of "NPCs we could save that could help us" that really got me thinking and was wondering if we could get companions such as..

 

A cook who needs his restaurant cleared out. After wards he needs KingSlayer Flattop max pro from some place that's over run. Once we get that he has all the food slowley unlock as we grab veggies and meats and flowers that we can buy for a discount price. Even super food only accessible from him.

 

A Engineer that once you have all his tools it nullifies all EMP zombie effects by 70% "damn. Lights out again boss! I'll be right back" also all traps and robots degrade 70% slower. An do 15% more damage. Use 50 less gas. 

 

A scavenger pro that works like Dogmeat in that he/she finds ammo and parts and high end equipment. Ups your loot stage by 25. Can open locks for you. Can be set to walk to the nearest town and break down cars.  

 

A commando who gives you 20% damage reduction flat across all damage. 20 more damage given. Explosives 50% effective and have 50% wider range. Find more explosives. 

 

A caravan driver who takes your products to different biomes.

 

                                            With Love,

                                        AcobTheMeek

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9 minutes ago, AcobTheMeek said:

A scavenger pro that works like Dogmeat in that he/she finds ammo and parts and high end equipment. Ups your loot stage by 25. Can open locks for you. Can be set to walk to the nearest town and break down cars.  

 

What does the player do at this point? Go AFK? What's the point of the game then?

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Just now, Suxar said:

What does the player do at this point? Go AFK? What's the point of the game then?

I totally understand this train of thought and yes in some ways would lessen he hardships of the wateslands....I'm looking at it from a immersion aspect. Seems like a natural zombie survival squad. I'd be happy for a nurse or doctor On my team IRL lol.......seriously tho I get where your coming from and make it super hard to unlock these characters. Or have them end game missions after tier 6

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25 minutes ago, AcobTheMeek said:

Or have them end game missions after tier 6

Do you know that not all players complete missions? Some play without visiting merchants at all.

Ideally, a merchant is needed to get modifications for the Dew Collector and/or Solar Cell and Solar Bank. Everything else can be obtained without a merchant.

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You would help other forum users if your topic title had any information in it. And the developers themselves are short on time and probably do not read topics that are not about the specific part of the game they work on. I doubt they will take the time to actually look into your forum post to find out what it is about

 

 

 

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11 minutes ago, Suxar said:

Do you know that not all players complete missions? Some play without visiting merchants at all.

Ideally, a merchant is needed to get modifications for the Dew Collector and/or Solar Cell and Solar Bank. Everything else can be obtained without a merchant.

I agree completely that alot of players won't get that high. And I do agree that those items are the only way to get some them. 

 

I'm coming from console hence The Peasant title. I havnt claimed my destiny by climbing PC mountain and joining the PC Master Race...

 

I have only played the old game and just recently got the new one (Thank you fun pimps! The Peasants love you!!) The trader to me is the biggest game changer I can't tell you how much fun it is after I've gotten bored building or mining to blast tier 6 infestations.

 

I think it would give a different reason for the average player to complete quests. Also give thier world more life. 

2 minutes ago, meganoth said:

You would help other forum users if your topic title had any information in it. And the developers themselves are short on time and probably do not read topics that are not about the specific part of the game they work on. I doubt they will take the time to actually look into your forum post to find out what it is about

 

 

 

I just signed up and have no idea. I truly apologize if I posted inthe wrong spot. I dint know who to ask or what to say other then ask a humble request. How do I give it more info? What forum should this be posted in? Thank you for your time and advice :)

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14 minutes ago, AcobTheMeek said:

I just signed up and have no idea. I truly apologize if I posted inthe wrong spot. I dint know who to ask or what to say other then ask a humble request. How do I give it more info? What forum should this be posted in? Thank you for your time and advice :)

 

I'd place it in the Pimp Dreams forum, and include something about Companions in your title

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Fallout 76 style "companions," iow?

My feeling on the subject of companions is that they should be companions to a character of your own making; characters in a story (mode/arc) in their own right, more like Boone in New Vegas or Garrus in Mass Effect than, say, the idiot in 76 who supposedly has a tragic family history and unbelievably wants to open a bar...in your camp...just to be a nuisance with stupid, repetitive voice lines specifically designed to drive you up a wall. Among the easiest ways for a developer to get on my bad side: produce "companions" that aren't companions.

Dogmeat is special because...well, he's a dog who isn't going to approve or disapprove of anything your character does. He's just going to be a dog. But while dogs do like to play fetch, only robotic junk collector dogs like those in 76 take the utilitarian approach to companions to the ultimate extreme.

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12 minutes ago, InfiniteWarrior said:

Fallout 76 style "companions," iow?

My feeling on the subject of companions is that they should be companions to a character of your own making; characters in a story (mode/arc) in their own right, more like Boone in New Vegas or Garrus in Mass Effect than, say, the idiot in 76 who supposedly has a tragic family history and unbelievably wants to open a bar...in your camp...just to be a nuisance with stupid, repetitive voice lines specifically designed to drive you up a wall. Among the easiest ways for a developer to get on my bad side: produce "companions" that aren't companions.

Dogmeat is special because...well, he's a dog who isn't going to approve or disapprove of anything your character does. He's just going to be a dog. But while dogs do like to play fetch, only robotic junk collector dogs like those in 76 take the utilitarian approach to companions to the ultimate extreme.

That sounds fair :) and makes sense. Mayne make them a house for your base and it's all passive effects. 

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So with the cook you are actually punishing people who want to play alone in the game and do everything themselves. We’d lose out on superfood and as a console player I couldn’t mod it. Definitely no to any companions that do things like that. Maybe companions that are window dressing at your camp keep you company but all those benefits…maybe if there is an insane amount of upkeep to keep them happy and at your camp.

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25 minutes ago, thatguybeard said:

So with the cook you are actually punishing people who want to play alone in the game and do everything themselves. We’d lose out on superfood and as a console player I couldn’t mod it. Definitely no to any companions that do things like that. Maybe companions that are window dressing at your camp keep you company but all those benefits…maybe if there is an insane amount of upkeep to keep them happy and at your camp.

I wouldn't be a requirement but something to do at end game. Also. Just bc I can make all heywood in the game dosntmean I have allthe mats all the time. Not to mention I'm already at 200k in money so I'd love to buy 10 blueberry pies and 10 pumpkin bred off dude. 

 

Your right about people follow you. Definitely a city builder experience where you gotta keep happy and build them a shop. 

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31 minutes ago, AcobTheMeek said:

I wouldn't be a requirement but something to do at end game. Also. Just bc I can make all heywood in the game dosntmean I have allthe mats all the time. Not to mention I'm already at 200k in money so I'd love to buy 10 blueberry pies and 10 pumpkin bred off dude. 

 

Your right about people follow you. Definitely a city builder experience where you gotta keep happy and build them a shop. 

You said access to superfood is gated by the cook so you made him a requirement for me to access superfood. I wish I could ignore the traders but I want solar and the cells you get as a reward just aren’t enough. I don’t want more things added that gate an aspect of the game. You’re asking for things that make things easier so you don’t have to do stuff and locking something behind that mechanic. Probably more than me would be upset if that were added.

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12 minutes ago, thatguybeard said:

You said access to superfood is gated by the cook so you made him a requirement for me to access superfood. I wish I could ignore the traders but I want solar and the cells you get as a reward just aren’t enough. I don’t want more things added that gate an aspect of the game. You’re asking for things that make things easier so you don’t have to do stuff and locking something behind that mechanic. Probably more than me would be upset if that were added.

I don’t think the intention is to lock players out of superfood by putting them in, but rather offer the players an additional option to be able to get it. 
 

I for one like the idea of being able to get NPCs for the base to handle various tasks. Cooking is a prime example of why:

You could set them to automatically cook “x” recipes that you have learned, using supplies out of the connected box. This way, all you need to do is dump food supplies in the box and they’ll automatically take care of it for you. 
 

This would cut down on the amount of time spent in the kitchen for me and the others in the group to go about other tasks that we actually enjoy doing. 
 

Other jobs NPCs would be nice for (and add some life to the game which would be GREATLY appreciated):

 

- Farmer that automatically plants seeds in connected box and harvests plants when fully grown, putting the yield in the box

 

- Lumberjack that will chop fully grown trees in designated areas.

 

- Mechanic that works on vehicles parked in his area. Gradually restoring their health rather than needing to use repair kits on them.

 

- Medic that will slowly heal you if you hang out in their vicinity, or has better effects of splints, casts, etc when administered by them. (This is really nice for early game, less important at late stages.)

 

- A guy that will just automatically sort loot for you into your storage crates when you dump supplies in his chest.

 

Yes, all this can be taken care of through perks and teammates and so on, but would make the game a lot more interesting both for small groups and players that like higher difficulty settings like perma-death.

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20 minutes ago, GuardianReaper0 said:

I don’t think the intention is to lock players out of superfood by putting them in, but rather offer the players an additional option to be able to get it. 
 

I for one like the idea of being able to get NPCs for the base to handle various tasks. Cooking is a prime example of why:

You could set them to automatically cook “x” recipes that you have learned, using supplies out of the connected box. This way, all you need to do is dump food supplies in the box and they’ll automatically take care of it for you. 
 

This would cut down on the amount of time spent in the kitchen for me and the others in the group to go about other tasks that we actually enjoy doing. 
 

Other jobs NPCs would be nice for (and add some life to the game which would be GREATLY appreciated):

 

- Farmer that automatically plants seeds in connected box and harvests plants when fully grown, putting the yield in the box

 

- Lumberjack that will chop fully grown trees in designated areas.

 

- Mechanic that works on vehicles parked in his area. Gradually restoring their health rather than needing to use repair kits on them.

 

- Medic that will slowly heal you if you hang out in their vicinity, or has better effects of splints, casts, etc when administered by them. (This is really nice for early game, less important at late stages.)

 

- A guy that will just automatically sort loot for you into your storage crates when you dump supplies in his chest.

 

Yes, all this can be taken care of through perks and teammates and so on, but would make the game a lot more interesting both for small groups and players that like higher difficulty settings like perma-death.

Wow!! That's awesome. Dang bro keep having ideas like that and The FunPimps are sure to read this :)

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8 minutes ago, AcobTheMeek said:

Wow!! That's awesome. Dang bro keep having ideas like that and The FunPimps are sure to read this :)

I got my degree in CGI (environment art specialist) and right next to our department was the Game Dev Department of the college. I took an interest and helped critique and beta test a lot of stuff (not for this game), so I got used to thinking outside the box for innovating ideas to help developers set their games apart from others. 
 

I can just hope that one of the FP developers are staying tuned in to suggestions page. 7 Days to Die has a LOT of potential yet to be utilized in my opinion. It’s one of my all time favorites so I hope they continue to improve it!

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4 hours ago, GuardianReaper0 said:

This would cut down on the amount of time spent in the kitchen for me and the others in the group to go about other tasks that we actually enjoy doing. 

Pardon. And how much time do you spend there? You go to the fire, press the cook button and go about your business robbing/digging/chopping etc. You come back and everything is ready.
3 mouse clicks. The first one is on the recipe, the second one is on the maximum quantity button, the third one is on the cook button. Is that time? It takes me less than 2 seconds.

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4 hours ago, Suxar said:

Pardon. And how much time do you spend there? You go to the fire, press the cook button and go about your business robbing/digging/chopping etc. You come back and everything is ready.
3 mouse clicks. The first one is on the recipe, the second one is on the maximum quantity button, the third one is on the cook button. Is that time? It takes me less than 2 seconds.

 

This is not the whole equation. You first have to get the materials out of a chest to cook. Then there is the click on the fireplace and ESC to get out of the fireplace. And you need to drop materials left over back to the chest. This may seem like nitpicking, but if you start counting you have to count right.

 

It also depends on how optimized you do the farming and cooking.

There are players who concentrate on one specific food recipe and grow only the ingredients for that and mass produce it. Saves on inventory space as well, but leaves out all the canned food recipes for example.

And there are players who try to cook everything they can and use everything they find (seeds, produce and cans). I do that usually, and then I tend to do this: I fill my inventory with every possible ingredient from the chest, then simply check out all the highlighted recipes in the fireplace and select what I want to craft. Takes a bit more time but uses available resources better. Takes more clicks to do, though much less nowadays where we can lock inventory slots

 

 

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9 hours ago, GuardianReaper0 said:

I don’t think the intention is to lock players out of superfood by putting them in, but rather offer the players an additional option to be able to get it. 
 

22 hours ago, AcobTheMeek said:

 

A cook who needs his restaurant cleared out. After wards he needs KingSlayer Flattop max pro from some place that's over run. Once we get that he has all the food slowley unlock as we grab veggies and meats and flowers that we can buy for a discount price. Even super food only accessible from him.

 

Please don’t pee on my leg and try to tell me it’s raining. This literally says “super food only accessible from him”. So this wouldn’t be an additional option it’d be the only option.

9 hours ago, GuardianReaper0 said:

Yes, all this can be taken care of through perks and teammates and so on, but would make the game a lot more interesting both for small groups and players that like higher difficulty settings like perma-death.

Oh I would say if these were added they shouldn’t be able to be used if you chose the highest difficulty settings or perma-death. Those should be difficult and if you or your team can’t handle it lower your difficulty settings.

 

Look I can do all the things you want made easier, enjoy doing it, and accomplish what I want. You can see some of my screenshots in other threads of me doing it. Cooking takes 2 seconds. Farming takes a few minutes but I have around 100 plots. I’m at day 197 and I have cabinets and crates overflowing with everything. Resource gathering is quite relaxing. Honestly all of the tasks in this game are quite relaxing when it comes to getting all the things you need in mass quantities.

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1 hour ago, meganoth said:

This is not the whole equation. You first have to get the materials out of a chest to cook. Then there is the click on the fireplace and ESC to get out of the fireplace. And you need to drop materials left over back to the chest. This may seem like nitpicking, but if you start counting you have to count right.

 

Ok )))).
Aim at the box with water, press "E", hold down "Shift", click on the water, release "Shift", press "E".
Aim at the box with ingredients, press "E", hold down "Shift", click on the potato, click on the corn, click on the mushrooms, release "Shift", press "E".
Aim at the fire, press "E", click on the recipe, click on the maximum quantity arrow, click on the production button, press "E".
Aim at the box with ingredients, press "E", click the box button with one arrow twice, press "E".
Even if it takes 10 seconds, it's still very little.

 

1 hour ago, meganoth said:

It also depends on how optimized you do the farming and cooking.

There are players who concentrate on one specific food recipe and grow only the ingredients for that and mass produce it. Saves on inventory space as well, but leaves out all the canned food recipes for example.

And there are players who try to cook everything they can and use everything they find (seeds, produce and cans). I do that usually, and then I tend to do this: I fill my inventory with every possible ingredient from the chest, then simply check out all the highlighted recipes in the fireplace and select what I want to craft. Takes a bit more time but uses available resources better. Takes more clicks to do, though much less nowadays where we can lock inventory slots

Yes, there may be options. But I don't like a large variety of food in the inventory, it takes up a lot of space.

I am a melee fighter and usually pump up health regeneration. To clear the same weapons factory, I need about 6-7 vegetable stews. This amount fits perfectly into 1 inventory slot. If I carry a variety of food, it will take up more slots.

I use canned food, but usually after I have accumulated a sufficient amount of it. The food from them is good, but canned food has become rare now.

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1 hour ago, thatguybeard said:

Please don’t pee on my leg and try to tell me it’s raining. This literally says “super food only accessible from him”. So this wouldn’t be an additional option it’d be the only option.

Oh I would say if these were added they shouldn’t be able to be used if you chose the highest difficulty settings or perma-death. Those should be difficult and if you or your team can’t handle it lower your difficulty settings.

 

Look I can do all the things you want made easier, enjoy doing it, and accomplish what I want. You can see some of my screenshots in other threads of me doing it. Cooking takes 2 seconds. Farming takes a few minutes but I have around 100 plots. I’m at day 197 and I have cabinets and crates overflowing with everything. Resource gathering is quite relaxing. Honestly all of the tasks in this game are quite relaxing when it comes to getting all the things you need in mass quantities.

You might find various parts of resource gathering or cooking, etc relaxing, but that doesn’t mean everyone does. Having these as OPTIONS is the point. You can still CHOOSE to not use them. Perhaps even a server setting to enable or disable them. 
 

My points are:

- If you look at the amount of time a player would take doing each of the various things, the time really does stack up. Even the “10 seconds” that Suxar claims. These give a way for players to cut down on the time spent on these parts and more time into what they enjoy.

 

- Having NPCs around helps bring some life to the game. Look at the difference between Traders having unique voicelines in comparison to old version (console). It makes spending time at or around the trader much more enjoyable!

 

- In a perfect situation, you would have individual players that ENJOYED doing these particular tasks. Not everyone will have a group like that though. Plus what happens if that player isn’t online that day? This seems like a good way to solve those situations.

 

- In terms of difficulty, perhaps permadeath isn’t the best example, you are right. However, harder difficulties would still benefit from this. Like the medic for example. It would only help when you are at your base, but not out in the field. Personally, I think having some kind of bonus for what is essentially a base upgrade should help with harder difficulties. It’s up to the player just how hard they want to make it on themselves though.

6 minutes ago, Suxar said:

Ok )))).
Aim at the box with water, press "E", hold down "Shift", click on the water, release "Shift", press "E".
Aim at the box with ingredients, press "E", hold down "Shift", click on the potato, click on the corn, click on the mushrooms, release "Shift", press "E".
Aim at the fire, press "E", click on the recipe, click on the maximum quantity arrow, click on the production button, press "E".
Aim at the box with ingredients, press "E", click the box button with one arrow twice, press "E".
Even if it takes 10 seconds, it's still very little.

 

Yes, there may be options. But I don't like a large variety of food in the inventory, it takes up a lot of space.

I am a melee fighter and usually pump up health regeneration. To clear the same weapons factory, I need about 6-7 vegetable stews. This amount fits perfectly into 1 inventory slot. If I carry a variety of food, it will take up more slots.

I use canned food, but usually after I have accumulated a sufficient amount of it. The food from them is good, but canned food has become rare now.

As far as “large variety of food” ideally you would be able to set recipes that you want them to cook, and just by dropping supplies in their box they will automatically cook those things. 
 

As I said, it would cut down the time spent. Especially when players don’t have a ton of time to play. Saving 10-30 sec each time actually does stack up faster than you think. 

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17 minutes ago, GuardianReaper0 said:

- If you look at the amount of time a player would take doing each of the various things, the time really does stack up. Even the “10 seconds” that Suxar claims. These give a way for players to cut down on the time spent on these parts and more time into what they enjoy.

I have enough time to do everything interesting. There is even a lot of time to sit AFK in a single game, since forges take a very long time to smelt the materials I need. 10 seconds to cook. And 6 stacks of food, which you will eat for about 10-15 hours of real time. This is actually something in the error range. This is not a waste of time.

22 minutes ago, GuardianReaper0 said:

- In a perfect situation, you would have individual players that ENJOYED doing these particular tasks. Not everyone will have a group like that though. Plus what happens if that player isn’t online that day? This seems like a good way to solve those situations.

 

So what if it won't? I played with friends, we had a full box of prepared food. Someone's absence for 1-2 days of real time didn't affect the game at all. There were quite enough supplies.

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1 hour ago, thatguybeard said:

Please don’t pee on my leg and try to tell me it’s raining. This literally says “super food only accessible from him”. So this wouldn’t be an additional option it’d be the only option.

Oh I would say if these were added they shouldn’t be able to be used if you chose the highest difficulty settings or perma-death. Those should be difficult and if you or your team can’t handle it lower your difficulty settings.

 

Look I can do all the things you want made easier, enjoy doing it, and accomplish what I want. You can see some of my screenshots in other threads of me doing it. Cooking takes 2 seconds. Farming takes a few minutes but I have around 100 plots. I’m at day 197 and I have cabinets and crates overflowing with everything. Resource gathering is quite relaxing. Honestly all of the tasks in this game are quite relaxing when it comes to getting all the things you need in mass quantities.

I totally understand where you're coming from on keeping it a struggle and that its half the fun...I love the game. All I was doing was teasing and pushing boundaries on ideas that maybe they game can change in little ways. The idea is that it's an apocalypse. I'm sure a cook survives. A doctor. An engineer. I guess it's more along the lines of maybe making navigate more alive I guess. Same with bandits an all they plan to do with the game. 

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12 minutes ago, GuardianReaper0 said:

You might find various parts of resource gathering or cooking, etc relaxing, but that doesn’t mean everyone does. Having these as OPTIONS is the point. You can still CHOOSE to not use them. Perhaps even a server setting to enable or disable them. 
 

My points are:

- If you look at the amount of time a player would take doing each of the various things, the time really does stack up. Even the “10 seconds” that Suxar claims. These give a way for players to cut down on the time spent on these parts and more time into what they enjoy.

 

- Having NPCs around helps bring some life to the game. Look at the difference between Traders having unique voicelines in comparison to old version (console). It makes spending time at or around the trader much more enjoyable!

 

- In a perfect situation, you would have individual players that ENJOYED doing these particular tasks. Not everyone will have a group like that though. Plus what happens if that player isn’t online that day? This seems like a good way to solve those situations.

 

- In terms of difficulty, perhaps permadeath isn’t the best example, you are right. However, harder difficulties would still benefit from this. Like the medic for example. It would only help when you are at your base, but not out in the field. Personally, I think having some kind of bonus for what is essentially a base upgrade should help with harder difficulties. It’s up to the player just how hard they want to make it on themselves though.

As far as “large variety of food” ideally you would be able to set recipes that you want them to cook, and just by dropping supplies in their box they will automatically cook those things. 
 

As I said, it would cut down the time spent. Especially when players don’t have a ton of time to play. Saving 10-30 sec each time actually does stack up faster than you think. 

With the cook there isn’t a choice if you want super food. You have to recruit to cook for that…there is no choice. You can’t get super food. Please reread that part of the suggestion.

 

Plus you are talking about taking DEV time and money to make harder difficulties easier. There is already an option for that…choose a lower difficulty  level.

 

I mean I could see these suggestions to help SP but as a SP I don’t need these. If you want/need these for MP this is what having other players in your world is for. Not to ask for robots because you have people on your team who don’t enjoy doing what needs to be done to survive and not willing to take up the slack if someone can’t play.

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9 minutes ago, thatguybeard said:

With the cook there isn’t a choice if you want super food. You have to recruit to cook for that…there is no choice. You can’t get super food. Please reread that part of the suggestion.

 

Plus you are talking about taking DEV time and money to make harder difficulties easier. There is already an option for that…choose a lower difficulty  level.

 

I mean I could see these suggestions to help SP but as a SP I don’t need these. If you want/need these for MP this is what having other players in your world is for. Not to ask for robots because you have people on your team who don’t enjoy doing what needs to be done to survive and not willing to take up the slack if someone can’t play.

I gotcha and hey I love this game and have spend a literal 12 hrs in a day digging with an auger, but I do see the unforeseen consequences and balances that would have to be worked out. I'm not trying to make the game easier per sey just more "alive Ina dead world" ;)

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