Chicken Stress????? Really

Well, if you're gonna get a massive coop that has dozens of chickens running around in it, then it would need to constantly be calling in zombies, right?
How many chickens does the current coop hold? Besides the input, you have the output. I looked once but I don't remember exactly... 3 each? That's six. You can't fit six chickens in a playhouse... not and keep them from being very stressed. And chickens don't normally lay eggs when stressed. A playhouse could fit maybe 2 at once without stressing the chickens. So it's already more than what a playhouse can hold... by about 3x. And if zombies are now attacking individual chickens on sight 6 chickens will draw them just as much as a dozen (which is just 2 coops currently). Add heat to it. I don't mind. But in any case, you can't make a chicken coop that is really small unless you only have a couple of chickens. It stresses them out if they are kept in tight spaces.

And consider the output of the coop. 3 chickens. It takes 1 chicken to cook one of the new recipes that use them. If you want to regularly cook those recipes, you're going to need multiple coops. So you're already going to have a lot of chickens. There's no reason that can't be done with a normal sized coop. And besides, even if you wanted to keep your chicken population to a minimum to keep the zombies from bothering you, the size of the coop won't change anything. You can put a chicken in a 1x1 coop or a 5x5 coop and the sound the chicken makes won't be any different. The number of chickens can be chosen by the player regardless of the size of the coop. If they made it increase heat significantly (that would be realistic), then players would have to strategize whether or not to have many chickens or few chickens. Having a larger, more realistic looking coop wouldn't prevent that. And if your concern is zombies getting them, a plastic playhouse is hardly a good option anyhow. A stronger coop with fencing around it would be better, even if it really wouldn't stop the zombies. Placing the chickens inside your house/base or building an inner courtyard would be far better. But that's something you could do with a regular chicken coop as well.

Yes, you get the coops early. And don't need them after that first week (for most people). And the chickens you need for them have to be found within that same time period if you want to use the coop. So yes, you have to find them close to your base early or else you're not going to have a working coop or have to run far with a chicken minigame.

I don't consider other playstyles to be a waste of time. I even promote other playstyles. But I also take into account the number of people playing different ways. If one person plays in a way that doesn't work at all with the game, should the game be changed so their playstyle works? Of course not... not unless there's some other reason to do so. In the same way, if something is only useful for a couple percent of players, is it really worth dev time? You're regularly posting about how devs shouldn't spend any time improving things you don't care about (like this). But they can spend time developing it in the first place if it's only good for a small percentage of players? I'm fine with them developing it. But they could have done a better job. They can still improve it. They can make it so something that currently isn't very useful after the early game and only for a small percentage of players is more useful all game and for more players. Isn't that a good use of dev time? Making it so it's not only useful for eggs and feathers and a few recipes, but also helps for all meat recipes would be a big step forward even if meat is very easy to come by. At least that way, it's useful for anyone who wants to cook anything that has meat in it and not a limited number of recipes. That's a simple change (replace the output of domesticated chicken with meat). And it also makes it so it doesn't look like you're cooking a whole living feathered chicken.

Name calling (even whiners) is negative, no matter how you look at it. Sarcasm is normally negative unless it's very clearly intended as a joke. Your "finally" (without reading my other posts to realize that's not even valid) is sarcasm that isn't intended as a joke. But whatever. I don't care if you're negative. It doesn't matter to me. And it won't prevent me (or others) from giving feedback. And I'm sorry, but feedback can be negative. Even constructive feedback can be negative. Even opinions can be useful feedback even if they don't go into detail. If people don't like something and don't say something, TFP may assume that those people like it. If they say they don't like it, then TFP knows they don't like it even if they don't say anything else about it. If TFP sees many people don't like something, they'll know that it may be worthwhile to reconsider it or find ways to improve it. Even if only a small number of people give suggestions, the combination of many people saying they don't like something plus a few people giving suggestions or just listing specific things that they don't like is very useful feedback. TFP doesn't have to listen. But that feedback is still useful. Just because you disagree doesn't meant he feedback isn't useful. If TFP adds something that you don't like or think needs improved, I know you will say something. Even if others say it's fine as it is and they shouldn't waste time fixing it, you're still going to say something. It's no different. People can express their opinions and give their feedback regardless if it meshes with your own feelings about it. And you can deride them for doing so... there's no rules against that. But don't expect people to stop giving their feedback and opinions.

As a side note, people saying the don't like something or complaining about something isn't new after 2.0. It's been true all along and is true in every game out there. 2.0 may have let people know that TFP listens to feedback, but those of us who pay attention already knew that. This is just a hot topic because some people feel strongly about it. Nothing new there.
 
Last edited:
I never said the game doesnt play better.....im saying content has been so streamlined for consoles that it takes away alot of the immersion and type of play that allows you to determine how you play the game.....not this scripted game of going to the traders(items they only sell at a certain level).....which i think is cheating and dont like using...Scavenging and survival was the game....building solar panels, weapons and upgrading your base as YOU see fit...thats playing a game...not being told what you have to find, make and use. Thats how it used to be!!
Post automatically merged:


Well if you want to compare hours...I have 4000 in game...so what...you have played only a few versions...thats all you know.
Hmm? No, I don't want to compare hours but make the point that I am not as inexperienced with this game as you thought. Regardless, this is all irrelevant to my point that you are also wrong to imply all we are getting is a chicken coop.

There is quite some entitlement going on here. You complain about the game not being developed the way you want as if they owe you something. Perhaps such entitlement comes when you have devoted 4,000 hours to a game you apparently detest? As if the hours spent slowly transforms into a sense of ownership. If so, let's hope I am more emotionally robust when I get to my 4,000.
 
Dude...you been playing for a year.....I have seen the ups and down of this game since the beginning....changes in direction, best iterations ever ...that were reversed...4,5 iterations of books, discontinued blocks and content removed for the sake of console players,. So please dont lecture me...1 out of 5 ideas make the game better(sandbox options)
...chicken coops are useless after a certain level, so are apiary stations and combo stations just remove immersive details like building a weapon how you like it. Even armor sets just simplifies clothes and half the time they dont do anything . Now they are adding levels to clothes to make it seem better.. All they do was take the fun out of building and playing the game you want it to be...to a scripted, directional play style they want you to have. Drones are stupid and dont work....Bandits on the other hand have been on the table for years with NOTHING except broken promises. Go back and play from the start and tell me the game wasnt more enjoyable and had more stuff to do. Play a couple of simple mods and see what the game can and should of been. Then come back and rewrite your post.

Coughs * Airport POI * Coughs
To be fair a lot of people have felt similar. The options are a great addition to the game and I think overall the game is better for sure. That being said...the options do not solve one of the most controversial changes with the game (for me at least) and that is the dungeon-style POI designs and loot rooms.

I like the idea of dungeon-like POIs and the challenge they provide but I feel ever since then we have lost that sense of exploration where we would go from one area to another and just loot interesting buildings. Plus, I really dislike loot rooms. I think loot rooms for the sake of loot rooms is childish and unrealistic. It's like they were added for the Fortnite generation. I think loot rooms take away from the gameplay and encourage people to simply go straight to the room which leads designers to reinforce the loot rooms which makes the POIs very very linear.
 
Regarding number of hours played... don't forget that the number of hours played does not necessarily relate to the number of versions played. Someone with 500 hours played could have played a little of different versions starting in A1 until now while someone with 5000 hours may only have started playing at 1.0.

So are we talking about hours because of a belief that number of hours determines whether or not someone's opinion matters? It doesn't. If you're over 100 hours, you've had enough time in the game to know how it works and have developed a good opinion. After all, most games aren't played for over 100 hours. If you're over 1000, then you definitely know the game. But even at 5 hours, your opinion is still valid.

Or are we talking about versions played? That's at least valid to the discussion over what changes have occurred over the years. If you haven't played the older versions, you don't have direct experience with those changes and so can't comment on them based on direct experience but only based on hearsay. That doesn't mean you can't have an opinion, but the lack of direct experience can mean you don't understand in the same way as someone who did play the older version(s).

Either way, opinions (good or bad) are valid regardless of hours or versions played. You can say that "I've played since A-whatever and I've seen the changes and I don't like them (or do)." That's completely valid. But so is saying that "I like the game as it is now (or not)." even if the person only just started playing the game a week ago.
 
To be fair a lot of people have felt similar. The options are a great addition to the game and I think overall the game is better for sure. That being said...the options do not solve one of the most controversial changes with the game (for me at least) and that is the dungeon-style POI designs and loot rooms.

I like the idea of dungeon-like POIs and the challenge they provide but I feel ever since then we have lost that sense of exploration where we would go from one area to another and just loot interesting buildings. Plus, I really dislike loot rooms. I think loot rooms for the sake of loot rooms is childish and unrealistic. It's like they were added for the Fortnite generation.
Personally, I like the dungeon style more than the open style. I've played multiple custom POI that were open style (and very well done). They are fun. However, they are also kind of boring to me. I just run around a mostly open space and kill everything. If I miss something because I don't get close enough to spawn it, then I have to run around until I find the spawn location (that's not too common since the spawn distance is usually set high). But each open POI is essentially the same... just a mostly open area. At least with dungeon POI, you have different paths and different layouts to keep each one fairly unique. I see people who complain about dungeon style POI also normally say how they are repetitive and that you learn the paths. That's true that you do learn all the POI by doing them. Of course, you also learn open POI... and that takes even less time since most of it is open.

Now, if you are talking about a POI that just has all doors open and nothing blocking anything and call that an open POI, then that's another story... you can have the layouts without a path that way. However, then you're left backtracking all the time... go into a room, turn around, go into the next, turn around... go down a hall to the end and clear each room, turn around. Explore any building or house in real life and you're constantly turning around to go to the next room. With the dungeon style POI, you have paths that (normally) don't require turning around. Sure, there's some rooms that you go in and leave, but those aren't any different in an "open" POI. But the dungeon POI often provide paths that don't require turning around, and I think that's good. It also means you're less likely to not be able to find a missed enemy because you aren't as likely to miss rooms. After completing a T5 POI, having to find an enemy that you missed in an open style POI is far more annoying (imo) than in a dungeon style one, especially when you're less likely to miss it in the first place.

But regardless of whether a person like or doesn't like dungeon style POI, I'm not sure that I can agree that those are the cause of not exploring. Lack of exploration in regards to POI mostly comes from learning the POI. Once you've done a POI a few times, there's nothing to really explore. If you're new to the game, exploration is absolutely there for POI since you don't know them. But after you've played for a long time, there's nothing new until new POI are released. That would be true regardless of whether or not the POI are dungeon style. Unless the POI could be randomly created, you're going to learn them and not have any reason to "explore" those POI. Now, exploration of the world is entirely different and not specifically related to POI design. But that's a different topic.

Regarding loot rooms, I wouldn't call those childish or unrealistic even if you don't like them. If people are having to defend themselves and store stuff in a safe place, they are going to store most things in a single location. It's more convenient are easier to protect. I mean, most players put all their crates in a single location, or maybe a few locations. They don't normally spread them out all over the place. Why? Because it's convenient to have everything in one place. So loot rooms are realistic as far as that goes. What the loot is in there may not be, but the loot rooms would be. And I don't even understand how it is childish... maybe you are just using that to mean that there wasn't much thought put into it? If so, that may or may not be true. Though after all the time there have been loot rooms, I'm sure TFP has thought about them and considered other options (and dismissed them). We've had enough people over the years say they don't like them, after all. That doesn't mean it's the best option, but I think they have considered other options and chosen to keep this for specific reasons. I don't know their reasons. I can't tell you if I agree with those reasons. But I'm sure they have some.

I do like the idea of loot being more spread out so people aren't "cheating" and just going directly to the loot room. But I have no problem with a loot room either. And there are a lot of players who like having that as a "reward" for completing the POI even if some skip the POI. Considering the very poor rewards from the traders for completing a quest and considering that the loot room can be a reward for completing a POI without a quest, I think that's a valid thing for people to like. Now, I might suggest that anything in a loot room get a special tag that will prevent loot from respawning over time in any containers in there so the only way to re-loot it is to reset the POI. But that's kind of minor.
 
Hmm? No, I don't want to compare hours but make the point that I am not as inexperienced with this game as you thought. Regardless, this is all irrelevant to my point that you are also wrong to imply all we are getting is a chicken coop.

There is quite some entitlement going on here. You complain about the game not being developed the way you want as if they owe you something. Perhaps such entitlement comes when you have devoted 4,000 hours to a game you apparently detest? As if the hours spent slowly transforms into a sense of ownership. If so, let's hope I am more emotionally robust when I get to my 4,000.
Entitlement...yes...Im special. No one owes me anything. I paid my $10 and got more for my money than many other games. I went by your forum profile...last year. I wouldnt be here if I detested the game. When a game doesnt fit me anymore...I stop playing it. People take everything way too serious in these forums now...really not fun at all...we used to have great discussions and laughs....Lighten up life is short!

I blame Roland!!



Coughs * Airport POI * Coughs
 
Back
Top