Very true. They really should work on maps being huge, and you start off in the middle of nowhere with nothing around for kilometers. This justifies relying on primitive techniques to survive and also makes it so that the note left for you makes more sense. When you spawn in and can see shelter, it belittles whatever the Duke was trying to do by leaving you somewhere.The 'Stone Age' never fit well. For so many reasons I won't even bother to list them. When it lasted only a very short time, it was, 'eh, whatever'. Now that it can drag out to 21 days plus (I'm still using a stone axe day 22, because the q4 Iron axe I crafted wasn't better), it is painfully out of place. And breaking immersion for a lot more people than before.
What i never understood is why dont we for primitive tools actually use something what looks like makeshift items of a modern age?My general take on "realistic" and "immersion" is basically this. Totally ok for game to be completely "un-realistic", but whatever they are doing, it -must- be self-consistent. If it isn't then it will break "immersion".
In the particular case of 7dtd, TFPs chose to model the base world on the real world. With the obvious exception of 'zombies'. Almost -everything- in game is a direct copy of a real world item. Ford Crown Vics, SWAT helmet, prior to a19s Steel Club and placeable turrets, every player weapon modeled a real world weapon.
The 'Stone Age' never fit well. For so many reasons I won't even bother to list them. When it lasted only a very short time, it was, 'eh, whatever'. Now that it can drag out to 21 days plus (I'm still using a stone axe day 22, because the q4 Iron axe I crafted wasn't better), it is painfully out of place. And breaking immersion for a lot more people than before.
Inexplicably (to me) there is a ready real world 'solution' that would fit the apparent desire to extend the early game that they've chosen to ignore. Cowboy tech.
Single action 6-shooters and lever action rifles, with somewhat realistic reload times. In an old time caliber, not .44 Mag and 30-30, maybe .36 Cal.
Say 6-8 seconds to reload the pistol & 9-12 for the rifle. Using both without a reload you'd have 14+ rounds, enough for a couple few low level zeds, any more and you'd need to run or melee due to reload times.
Radically different than a sub 2 second 9mm Pistol reload worth 20+ rounds (couple perk points and a mag extender).
Also solves the 'Factory Crate' immersion break, for Shotgun Messiah at least.
As to filling the toolbelt with these firearms, sure go ahead, have fun as you like, but 'progress' wise by the time you've looted enough to do that, ideally you're starting to loot the next Tier of weapons.
Compare this with the upcoming 'Pipe Guns'. Which would be more immersive for you?
I haven't lost sight that 7dtd is their game, their vision. Could be that out of the gate they simply couldn't afford or had the resources to better display that vision, and now they do, so they are.
Maybe their next game will be hardcore Steam Punk, or some other alternative reality.
But there have been all these years where 7dtd was almost entirely a post apocolytic real world, with zombies as the bad guys.
Shoehorning in an extended stone age just isn't a good fit.
Then do 150% or 200% xp. There is a direct link between level and loot quality.My biggest gripe is how long it effectively lasts. 22 hours into our game with 125% exp and we're still mostly looting bad stuff (low level iron tools, the basic mods, etc). Granted, we don't find blunderblusses anymore, but we don't find good weapons/tools either. Still running 3 bicycles with 0 plans for minibike or better (not even one of the two needed, literally none). The tool tables are "unlocked" but it's not like suddenly you're finding all that juicy stuff. We're at gamestage ~65 or so and yeah, we don't feel like we advance much.
It's funny cause I remember heated debates about "we're not gonna implement that, it's a 2% feature; we need to focus on making content for those who play 10-20 hours". Well, this whole grindy progression feels like you need a 50 hour game if you want to enjoy 90% of what the game has to offer.
The worst thing is it's probably the first alpha since I started playing where I don't look forward to restarting at all. And usually, I'm quite the restart junkie; I often felt more excited about the prospect of restarting a new game than the thought of continuing a ~15h game. Right now I actually dread regoing through all the process. I guess stable release will be followed by a lot of mod releases and that's gonna be restart-worthy.
This is a classic example of a half-feature release that is actually detrimental (imo) until the rest of the feature is shipped (gamestaged biomes/POIs and whatever else is planned). And I honestly don't think a set of flintlock pistols/rifles will change much to the feel of grindy progression. You'll simply rock a weapon that you're specced into instead of the current blunderbuss, the rest will be the same.
I've thought about doing that. But then you have other issues, such as powerleveling way too much early and also raising your gamestage very fast compared to the time spent looting. The "best" solution would be to mod the game to lower the gamestage requirements to unlocking the next stage (something like 6/31/71 instead of the current 11/51/91). Haven't checked if it's easily doable though.Then do 150% or 200% xp. There is a direct link between level and loot quality.
Sure. But what can I say, I personally like the current progression speed, at least at the moment. Maybe I get burned out too eventually, who knows. Early and mid game I need so many mods to fill my armor slots and gun slots because now I get quality 6 (tier 0) weapons and armor relatively early. I need so much building material as well after I solved the food problem. I also still get a kick out of finding a q3 pistol if I only have a q2, so maybe I'm just easy to please.I've thought about doing that. But then you have other issues, such as powerleveling way too much early and also raising your gamestage very fast compared to the time spent looting. The "best" solution would be to mod the game to lower the gamestage requirements to unlocking the next stage (something like 6/31/71 instead of the current 11/51/91). Haven't checked if it's easily doable though.
Anyway this isn't so much about "fixing the issue by modding or changing the settings" as it is about Vanilla progression that 95% of the playerbase are gonna experience as is.
I’m playing a “no repairs” game so when I find a higher quality stone axe than I can craft I love it. Once it is used up I scrap it and have to downgrade until I find another one.I also still get a kick out of finding a q3 pistol if I only have a q2, so maybe I'm just easy to please.
That's an intriguing idea. Speed bumps being we currently can't craft lower than we've spec'd. MM kind of responded to this but as I recall he didn't definatedly state it would be changed, could be wrong. Another likely big one would be the large overlaps in stats. If they simply added a bit of scripting so that there was no way that a newly crafted higher quality item could wind up being worse than it's ingrediant then that'd work.What I would change though would be that crafting of high quality weapons is made to be a more evolutionary process. For example to craft a q5 weapon you first need a q4 weapon and about as many weapon parts as crafting the q4 weapon cost you. So you never would safe up weapon parts for a q5 weapon because crafting the q4 weapon would be a step in the process of crafting the q5 weapon.
That's the best news I've heard in many days Roland, thanks for sharing it!Nobody, leastwise the devs, wants the current progression to be the final product.
Yes indeed. I took a tour at a National Park where part of it was about stone arrows and tools, and they had an area to give it a try. Even though I'm really good with my hands it was really difficult, and would take quite a while to become even passable at. No way would you be making and using stone arrowheads with all the sheet metal laying around.Not to mention that the style of "stone" weapons and tools that are depicted in the game require the ability to perform flint knapping, which if you have never done it is NOT an easy process. It takes a significant amount of practice and experience to learn where to strike, what "tools" to use to form the flint and how to get the shapes and edges that make such a stone tool useful.
In my home theres atleast 32 regular knifes, 10 decorative sword thingies (my father liked to collect these, they are sharp as hell) and atleast 10 regular weak knife what are barely sharp but function.Doesn't matter to this point though; consider just all kinds of modern knives. If the troubles have been going on for quite a while then you could imagine that most kitchen knives such as Chef, Carving, etc., those that were big & 'sharp', could all have been looted. Any decent 'hunting knife' would have been a real find. But would all of the Butter knives and just normal utensils get taken as well? There's only a tiny fraction of regular people left. Each pre-disaster dwelling would have had at least a half dozen or more knives of some sort. Even if there had been mass evacuations, who'd have taken everything in the utensils drawer? Most would have been lucky to remember to take food and a can opener.
True dat. If i would need to get myself a cutting tool from the ingame items what are shown, i could use one of those pieces of random metal nailed on doors to reinforce it.For arguments sake lets say a lot of folks did evacuate. And everything they took with them made it out as well. How many took all their gardening tools? A lawn mowers blade would make a decent machete. It's even the right mild temper.
Not to mention a lawn mower engine makes a lot more sense for a cobbled together generator. Who would haul a several hundred pound V8 out of a Crown Vic to use as a genie? And every car has basic tools to swap a flat. Lug wrench for a club.
ThanksShockingly I have to agree with Solomon this time. Immersion-wise the game could improve by just making the stone-age tools use iron instead of stones and look like it. The stone axe would still have to exist as a pure stone item to provide the initial bootstrap that allows you to get stone, wood, and metal at all.
At least for guns I think the pipe weapons are already a step in that direction. If we compare pipe guns with western tech (FileMachetes proposal), pipe guns win IMHO, because it makes sense that you can build them with scrap metal and duct tape, while historical guns have the same problem as the blunderbuss for justifying why they are there in such masses and how to build them easily. Pipe guns have no problems being in weapon shipment boxes and households as today we can order 3D printed guns on the internet.
Your "magic" argument is about realism.My question is: Why are stone tools/weapons even on par, if not better in a lot of cases, then their iron counterparts?
Even in just a pure game sense, its a bit off putting, and breaks the flow in this games quality system.
If a stone tool/weapon, beats an iron tool/weapon on any level, it removes any sense of excitement of finally finding, being able to craft, getting the funds up enough to buy, or receiving one from questing. "Cool! I got an Iron shovel! Finall..Oh.. I finally get to iron, but my stone tools are still better..Okay..". Thats the level of of excitement, this iteration of the quality system, has brought me atm.
There is a reason other similar types of games, make stone tools, weak sauce, compared to iron their versions.
And that is a consistent flow and expectations. Stone to get by until you get to iron, then steel, etc.,.
imo. A stone tool with a quality of anything, shouldn't be on par with its weakest iron counterpart.
Unless they want to introduce some form of magic to the game? At least then, it would be a little more consistent as to the why their quality system is the way it is, but not much.
Whoa! You have a stone ax of smashing q5! It was made by that mysterious master stone craftsmen, that imbued it with magical properties to make it stronger then a q1 basic Iron ax!
I don't really care much about the realism or game argument. I'm more about the consistency and expectations of the current quality system.
Nope. Its about consistency and expectations.Your "magic" argument is about realism.
Depends. Your expectations for fireballs and laser blasters are derived from fiction (books or movies). But your expectations of stone tools vs. iron tools are derived from reality. And most games using stone and iron tools also derive their implementation of those tools from reality.Nope. Its about consistency and expectations.
No different then expecting a fireball level 2 spell, to be more effective then a fireball lvl1 spell in a magic based game.
Or a laser blaster to be more effective then a 9mm pistol, in a scifi game.
Unless that is a realism "argument" as well![]()