In my opinion, no one except you has such a problem. Judging by the server where I play, someone carries out tasks of traders, and someone digs for himself little by little and builds.Problem is in the discrepancy of playstyles.
In my opinion, no one except you has such a problem. Judging by the server where I play, someone carries out tasks of traders, and someone digs for himself little by little and builds.Problem is in the discrepancy of playstyles.
Not sure I understand why a STR player can not use the trader? I do agree that simply looting is clearly subpar to questing. I think the quest loop makes the game less enjoyable and repetitive and I think incentivizing a loop that encourages burnout is bad design.We’re comparing playstyles — not just STR vs. INT, but “trader-focused” vs. “everything else.”
The claim was that interacting with traders isn’t mandatory. Maybe technically it’s not… but as we’ve seen, a trader-focused INT build is often more effective at strength-based activities than a STR build that ignores traders.
The result? Playstyle variety suffers. Everyone ends up looting POIs anyway, but trader quests are the only activity that both heavily encourage that loop and stack extra rewards on top. INT characters benefit even more, because traders are built around their strengths.
This is just adorable.In my opinion, no one except you has such a problem.
That would have been ideal. Finish the sandbox/survival game and move on to another, more ambitious project and/or one designed to appeal to an indiscriminate audience. That moment is past, though, isn't it? So, the question becomes: what now?Why TFP can't turn 7d2d into what was supposed to be, and make another game that will be what they are now trying to do with 7d2d?
If I were a Kickstarter baker, I would request some kind of reparation for defrauding my donations.That would have been ideal. Finish the sandbox/survival game and move on to another, more ambitious project and/or one designed to appeal to an indiscriminate audience. That moment is past, though, isn't it? So, the question becomes: what now?
TFP obviously have alienated much (and I think, most, despite all the "silent majority" speculation on this forum) of their original audience. Question is: do they care any more than the owners of the IPs you've mentioned? I don't get the impression they do.
Their Kickstarter goals technically have been and are being met. They've not done anything illegal. I'd have to say "get a grip" to that.If I were a Kickstarter baker, I would request some kind of reparation for defrauding my donations.
But legal things aside, would be difficult (but lawyer said it's not impossible) to actually get something.
Right now Devs can change some things to make game more sandboxy, to at least make a compromise between their promises and their current goal.
And I was posting changes, that are not as difficult to implement to make this compromise.
One of those changes is to remove magazines and make crafting progression tied to playstyle. Like action skills but learning crafting better tools.
Removal of traders, or at least make it toggle, with some balance changes to items sold only.
Quests from notes. No finished items from loot.
And few more.
Of course balancing would be difficult at that point.
Their Kickstarter goals technically have been and are being met. They've not done anything illegal. I'd have to say "get a grip" to that.
The problem is that they obviously have a history of removing working, if not refined, (possibly placeholder?) systems people enjoyed and/or replacing them with less common sensical systems, superficial checklists and UI icons in the name of preventing supposed exploits or supporting a story mode that doesn't require the kind of gatekeeping instituted by the "progression" systems (which they've acknowledged and apparently plan to change), etc. It's rubbed people the wrong way and it doesn't have to be any more serious than that.
This is their first game and any and all missteps I've personally chalked up to inexperience, which in no way implies incompetence but more a "learning as you go" philosophy. Ergo, I've personally been willing to cut them plenty of slack from A21 to now. Since 1.0, I've been horrified by the direction it's taken myself not least on the business end. Microtransactions in an unfinished game? Already milking the IP of an unfinished game with a new one based on it? And here I thought I might have found an indie that was doing everything right on the business end and looking forward to the direction the game seemed to be headed in beyond it's highly repetitive gameplay loop.
All history now.
There have been good discussions about the possibility of hybrid systems down the line (LBD for skills; magazines and books for crafting and bonuses, etc.; organic water collection alongside dew collectors, etc.) None of the more reasonable I would think too difficult to implement provided they're thoroughly thought through beforehand. I don't see a return of many of the systems already trashed, but them's the breaks.
I know what a DLC is supposed to be -- a substantial expansion -- and the industry is not going to redefine the term for me any more than it's going to redefine the term, RPG, for me and I don't care how widespread acceptance of micro- and macrotransactions has become. They're still the parasite in our wallets as well as an ignomious, class stratifying practice and no one is going to manage my perception of that.I know you don't like DLCs, but please call them by their name.
I googled for "are separately bought DLCs microtransactions?" and the general consensus on the net seems that those DLCs are not microtransactions. DLCs are seen as a precursor though (the horse armor) and all microtransactions are DLCs as well, but not all DLCs are microtransactions. Microtransactions are done in an in-game store and almost always use some special currency. An important part of their danger comes from the ease with which people can buy them, in-game, with a few clicks at most, never seeing the actual costs because of the virtual currency used.
I know what a DLC is supposed to be -- a substantial expansion -- and the industry is not going to redefine the term for me any more than it's going to redefine the term, RPG, for me and I don't care how widespread acceptance of micro- and macrotransactions has become. They're still the parasite in our wallets as well as an ignomious, class stratifying practice and no one is going to manage my perception of that.
You love your technicalities, I know, but you can have them. No offence intended. You want to believe they're something they're not and deny their effect on the quality of the games we now lease and of which we never actually own a copy as well as players and developers alike? Be my guest. I'ma be over here reminding everyone what DLC actually is and that we don't own copies of the games we buy due to larger, ignomious economic trends in the tech industry and beyond.
Don't ever ask me to acclimate myself to institutionalized greed, ill-will and delusion and we'll get along great.![]()
Words (or terms) and definitions are obviously different and I chalk that up to industry propaganda. It's no wonder we can't agree on anything when names have been rendered practically useless. Your mileage may vary.I am just asking you to use the right words