northnomad Posted December 21, 2018 Share Posted December 21, 2018 The optimum perk system and XP gating settings will be different for different styles of game-play. A perk system that forces specialization might make sense in multi-player team play, but not in solo play. Likewise PVE and PVP play would likely have different emphasis with various traits being far more valuable in one style of play but next to useless in another. I suggest you have default settings for different difficulty levels and styles of gameplay, but then allow the server owners to adjust these settings for their own community. You can spend forever trying to find the ideal advancement settings but they will never suit everyone. Link to comment Share on other sites More sharing options...
Odin_the_Mad Posted December 21, 2018 Share Posted December 21, 2018 The optimum perk system and XP gating settings will be different for different styles of game-play. A perk system that forces specialization might make sense in multi-player team play, but not in solo play. Likewise PVE and PVP play would likely have different emphasis with various traits being far more valuable in one style of play but next to useless in another. I suggest you have default settings for different difficulty levels and styles of gameplay, but then allow the server owners to adjust these settings for their own community. You can spend forever trying to find the ideal advancement settings but they will never suit everyone. ^This I have been saying the exact same thing. All they need to do is come up with decent defaults and then just give us the setting options we need to adjust everything ourselves. Dont like level gates? Toggle them off. Dont like not having enough points in SP? Increase skill points per level or XP gain. This is literally the only addition to the game that will make everyone happy. Theres nobody who is going to hate on TFP for giving them more options. I feel like there is simply no way to balance both singleplayer AND multiplayer with the same exact default settings. Link to comment Share on other sites More sharing options...
myrkana Posted December 22, 2018 Share Posted December 22, 2018 You can all reeady do all of this by fiddling with the xml's. I don't want to see the options screen become too full of options, not when we can just edit some files on our own and changes most things. Link to comment Share on other sites More sharing options...
BloodDeacon Posted December 22, 2018 Share Posted December 22, 2018 I'm going to float out what I did in a thread a few days ago -- give us two difficulty options: Combat Difficulty: what we've got now -- impacts damage taken and given, gamestage for hordes, etc. Survival Difficulty: impacts food/water consumption, trading ratios, loot quantity and/or quality, possibly leveling system and perks Link to comment Share on other sites More sharing options...
Narsiph Posted December 22, 2018 Share Posted December 22, 2018 In case, for the Developer, if they not really into testing things and writing down infos, instead of going through files and trying to balance it without the proper knowledge of in-game time/stats, here is some rough xp-data: Tree, plantet, 900 durability: To get 550x you have to constant fell trees for 5,75 Minutes. Zombie, Standard, 5 Arrows, 10 Second Fight Time: 550xp (i assume there are way easier zombies) "But, you have to find Zombies" Really? Do i have to find them? Or do they literally spawn everywhere? Question answered ^^ You find Zombies everywhere and of course they give way too much experience points for the 'challenge' they give. Currently i am Level 22 and 20,5 Levels where made through fighting zombies. 1 1/2 Level made through everything else. So yes, either balance it out evenly (Use Testers, because Developers play the game way different then other players) with the help of Testers you trust. Or, like mentioned here, let us do it on our own. May the seventh day be in your favor. Edit: For a better perk & level System i wrote a feedback. Maybe its interesting for you all as well: https://7daystodie.com/forums/showthread.php?101041-Alpha-17-experimental-Feedback-Leveling-amp-Perk-System Link to comment Share on other sites More sharing options...
DEADication Posted December 22, 2018 Share Posted December 22, 2018 You can all reeady do all of this by fiddling with the xml's. I don't want to see the options screen become too full of options, not when we can just edit some files on our own and changes most things. I'm all for that if it was true, but unfortunately many of the game mechanics are not exposed in the xml files. Link to comment Share on other sites More sharing options...
Vechs Posted December 22, 2018 Share Posted December 22, 2018 It would be cool if they could just copy ARK: Survival Evolved, game configuration options. There are sliders for EVERYTHING. Link to comment Share on other sites More sharing options...
Narsiph Posted December 22, 2018 Share Posted December 22, 2018 You can all reeady do all of this by fiddling with the xml's. I don't want to see the options screen become too full of options, not when we can just edit some files on our own and changes most things. Normal Users that dont want Advanced Options - Difficulties: Peaceful - Easy - Normal - Hard - Horror Advanced Users: Options. Its a simple thing, like it always was with the Graphical Setup Normal Users use 'Low, Medium, High, Ultra' Sliders, Advanced Users fiddle with the Options Link to comment Share on other sites More sharing options...
LuckyStar Posted December 22, 2018 Share Posted December 22, 2018 Normal Users that dont want Advanced Options - Difficulties: Peaceful - Easy - Normal - Hard - Horror Advanced Users: Options. Its a simple thing, like it always was with the Graphical Setup Normal Users use 'Low, Medium, High, Ultra' Sliders, Advanced Users fiddle with the Options Yeah. That about sums it up. Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted December 22, 2018 Share Posted December 22, 2018 I agree with the options, but I disagree with not focusing on a balance without the options. There still needs to be a base to work with. Not to mention, when I first play a game, I want to play it default to experience what was intended to be experienced. If it's a mess, I probably would be turned off from playing more and wouldn't even bother looking at what options I have to hopefully get a decent game out of it. Link to comment Share on other sites More sharing options...
lumpoycustards Posted December 22, 2018 Share Posted December 22, 2018 Some of us want to play a game, not a system. By all means add as many options as possible (later), but this will never replace balancing the game according to a vision. Link to comment Share on other sites More sharing options...
Narsiph Posted December 22, 2018 Share Posted December 22, 2018 Heya. I suggest https://7daystodie.com/forums/showthread.php?101041-Alpha-17-experimental-Feedback-Leveling-amp-Perk-System this thread as i gave a deeper feedback about the xp/perk system followed with a example solution. Because having a game that could have been good, is not as neat as a game that actually is good, where modders can improve on own ideas, instead of fixing the game later on. May the seventh day be in your favor. Link to comment Share on other sites More sharing options...
beHypE Posted December 22, 2018 Share Posted December 22, 2018 The thing is not everything is as easily balanced as using sliders. I know for myself that no matter how much I can increase/decrease a certain % for whatever, a slider will never bring back the balance I thought was perfect, i.e. improving by doing in everything BUT recipes that had to be found in the world in the form of books. The problem goes way beyond the scope of specialization and skill choice, it destroys aspects of the game like incentive to explore. No slider will fix that unless you can prove me wrong. Link to comment Share on other sites More sharing options...
Vedui Posted December 22, 2018 Share Posted December 22, 2018 Agree. Stop fiddling with balance too much, it's causing way more complaints than is needed. 1) Set some easy defaults. It's better people enjoy the game than hate it coz it's too hard. Easier is better for an experimental. 2) Give us serveradmin.xml options (sliders in game would be great too) so we can tweak it the way we want it. 3) Work on gtting the "official" default balanced to TFP's view, behind the scenes, and implement that for stable, but stop changing it to harder during experimental 4) ... 5) Definite profit! Whenever I see a new version 50 % of the feedback I hear is unhappiness about stamina, xp, resource yield, eating/drinking etc. And whether right or wrong, it's getting so much focus for little reason. Give us options to set ourselves, and the problem almost vanishes by itself and we can focus on all the other things to complain about /V - Link to comment Share on other sites More sharing options...
Voqar Posted December 22, 2018 Share Posted December 22, 2018 I'm not a fan of recent perk/att sys and prefer the earlier A17 setups where specializing was optional. But overall, any of these systems crush everything before it and especially crush A16. I trust the devs/designers of this game and their comprehensive vision for the game as a whole far more than I do some random player and their random ideas. My thing is, I love this game and think the devs do a great job with it and every time I see some armchair telling them how the game should be, I can't help but think - why don't you go make your own game if you're such an amazing designer and coder? Seeing the sheer volume of pro designers that play games in general and this game in particular makes me glad I never went into game development and stuck with business development where the know-it-alls exist but are fewer in number. Game devs have to have reinforced concrete thick skin to put up with players. Link to comment Share on other sites More sharing options...
leaderdog Posted December 22, 2018 Share Posted December 22, 2018 I totally agree an advanced option would solve most the issues. If the pimps won't do it, is it something a modder could create? An independent software or something that gives you the layout as you suggested like ARK (never played it) allowing the user to adjust at will. Essentially it's a glorified modlet that sets the values to what the user wants. It took me a couple days to figure out a modlet that gets rid of level gates, and I couldn't have done it without the help of the modding forum which someone basically had already made it for me. So it's not something I could do. Just throwing that out there. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.