Agility says "Welcome to the club"Wow, dual turrets are SO expensive for the benefits, IMO. Yes BM defense is a breeze with up to 8 sledge turrets (2 per side), but POI clearing is not as fast as certain builds.
Agility says "Welcome to the club"Wow, dual turrets are SO expensive for the benefits, IMO. Yes BM defense is a breeze with up to 8 sledge turrets (2 per side), but POI clearing is not as fast as certain builds.
I never had an issue with time clearing POIs with either the agility build or intelligence build. By the time I am doing the higher level POIs (T4 or T5), I should have spec'd out enough in either tree with decent gear. Then again, the longest time for me in the POIs is the looting / salvaging the POI after I clear it out.Agility says "Welcome to the club"
If your choice is just to concentrate on one attribute, that is your decision. It doesn't mean that TFP have to balance the game for your decisions. I think a lot of this argument is based on Min/Maxing. Just because you don't perk out specific weapons doesn't make them totally useless. If you are concentrating an intelligence build, you can deploy two turrets at once with significant specs boosts that non-intelligent tree people can do. Throw in the point that Roland has made, you can effectively field up to three range weapons while everyone else is limited to one (throw in the fact that the junk turrets only require scrap iron to make the ammo). In addition, it's not like you can't use weapons if you haven't put any perks into them. I am still using pistols and SMGs at Day 95 and I have yet to sink a single point in Gunslinger. They are far from being useless.That is the point of the conversation, yes. If you are making a build focused on one attribute (like most people do when not playing to day nine thousand) the other attributes can all stand on their own besides int.
the developers are not stupid enough to fall for it...
I think most people here are looking at the "problem" from the wrong perspective IMO.
Who the heck does ever do a pure build?? Do you really play 7D2D putting points EXCLUSIVELY in one tree??
You can do INT and get a couple levels in STR, so you can do decent perked damage with a shotty.
Same way... you can play PER and get the first 3 levels of INT and use turrets. And so on and so forth...
NOOoOoooopooo......The blunderbuss and its ammo are coming to an end with A19
The pipe shotgun looks pretty junky and definitely like it was jury-rigged together. Functionally it is the same as the blunderbuss but uses up shotgun ammo. There’s lots of shotgun ammo to be found...NOOoOoooopooo......
oh well. I will say “finding a blunderbuss” is extremely unlikely in real life, and finding two... three?! Of... the exact same blunderbuss!!! is even more unlikely .. but the ability to craft a “junk gun that shoots junk like a blunderbuss” would be nice to keep around though so I hope it makes a comeback, hopefully with some higher tier ammo just to make it fun. Having to find or craft shells for a junk gun is good... just miss that “feels like something I would actually try to make... if I didn’t have any real ammo”. Sure, the junk turret does this, but “automated aim rapid fire junk turret” is not something I would likely attempt to make in the end days (because It would likely one day just accidentally shoot me and my cat) even though I do love the junk turret.
This is all I ever needed to know. A20 might as well be released right tomorrow.There’s lots of shotgun ammo to be found...
Well, child zombie could be high like spider zombie but "slow" as normal - weaker damge that normal zombie but smaller so harder to hit. Riot Police can reduce normal ammo damage so you need FMJ or sledgehammer etc.Maybe the zombies can be streamlined into 3 versions, because 3 is magic, and more is too complex.
Normal zombie, fat zombie (slow/strong), and skinny zombie (fast/weak).
pregnable said:Sounds good. +1 for the idea.
Seriously though, I am sure the changes will be fine. There will just be more gathering and crafting, instead of gathering, waiting, then crafting.
A lot of that stuff is just a time sink. They can probably make it less confusing and get more players into the game as well.
Hopefully we will have better stuff to do with that time, like random encounters, bandits, and more quests.
Or an unexplored discussion topic....I'm too lazy to start a new thread, so...
I like the wet concrete mechanic. I won't miss it if it's gone, so while I agree with you, the time sink and tactical value it offers is just not consistent to other high hp blocks that you could just make instantly. We already have to wait for items to craft, and that is enough. A steel block would take time to craft and quite a few resources, so it really is a simplification, arguably a "good enough" one . The benefits are quite a few, like performance gains (less calculations where it matters) + easier to understand + less OCD panic from that hidden corner that you don't know if it's dry .... etc. The building-survival part has enough in its plate with repairing and the full shape menu crafting to bother with extra CPU overhead just because it might not dry in time but worry not it still is as strong as cobblestone (bruh).while i am against unnecessary time sink, some time sink in the game is actually good. Take wet concrete for example. Do i get now iron, melt it, craft rebar frames or do i go cobblestone -> wet concrete -> waiting for drying -> reinforced concrete? Which is faster? Horde comes in 4h....
Time is the only valuable resource in the game. All the rest (exception maybe brass, but even that via trader jobs -> door nobs or melting coins) is unlimited.
So some things, that force you to choose what you do with your little time, are needed.
Don't sweat over performance, event-handling done right is very very cheap. You have the drying events in a list sorted by time (sort is done by a fast insertion sort) and each tick just check the first entry whether it is due.I like the wet concrete mechanic. I won't miss it if it's gone, so while I agree with you, the time sink and tactical value it offers is just not consistent to other high hp blocks that you could just make instantly. We already have to wait for items to craft, and that is enough. A steel block would take time to craft and quite a few resources, so it really is a simplification, arguably a "good enough" one . The benefits are quite a few, like performance gains (less calculations where it matters) + easier to understand + less OCD panic from that hidden corner that you don't know if it's dry .... etc. The building-survival part has enough in its plate with repairing and the full shape menu crafting to bother with extra CPU overhead just because it might not dry in time but worry not it still is as strong as cobblestone (bruh).
I'll post it on Steam... thanks!24 minutes ago, MechanicalLens said:
The new Trader Joel is looking great.![]()
I'll post it on Steam... thanks!
Doubtful this will happen. It is more about gamer psychology than tech limitations.pregnable said:Have there been any advances where you guys feel like you will be able to up the default max alive zombie count to 16, or greater?
People who have looked at the review and bought 7DTD understand that this game is about survival, construction and crafting, so I have doubts that people are quitting the game because of the complexity of the default world settings. As I observe from the reviews of beginners, most often they refuse to play because of problems with the frame rate on the actual hardware. I really hope that the game will run more smoothly in A20.The rest of the changes are good enough as it is.Сомнительно, что это произойдет. Речь идет скорее о психологии геймера, чем о технических ограничениях.
Геймеры с большей вероятностью в ярости бросят игру, никогда больше не будут играть в нее и дадут ей плохой отзыв, а не уменьшат сложность до более легкой настройки, где они будут получать больше удовольствия. Но геймеры будут увеличивать сложность в игре, которую сочтут слишком легкой для себя, и часто будут хвастаться тем фактом, что они играют на более высоком уровне сложности, чем по умолчанию, всякий раз, когда представится такая возможность.
Вот почему сложность по умолчанию была изменена с Nomad на Adventurer и почему default max alive с большей вероятностью переместится на 4, чем на 16, если она вообще должна измениться.