4.0 A new threat update - Bandits?

the exploration within POIs, as mentioned above, is also a major problem. I think TFP really wants to improve the exploration paths within buildings, but as mentioned, overly complex designs may seem good to the designers, but they don't benefit the actual user experience. Designed with the intention of making things more interesting, they ultimately lead players astray. Players are not designers; they don't understand building layouts and aren't as intelligent as one might imagine. Therefore, a simple, visual exploration system is essential.
A good many don't like the fact that POIs have been turned into dungeon crawls, but players are not stupid. They can see the flashlight pointing straight to the door they need to go through next, etc., and they are exceptionally well-designed...as dungeon crawls. Whoever their POI artists and level designers are, I salute them.

I'd have to question the reasoning behind making so many of them identical dungeon crawls, but that's all.
 
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When the jars came back, there was no shortage of complaints and gripes about how TFP was forcing players to eat 40-60% of their jars and how immersion-breaking it is for jars to only sometimes be returned after drinking or eating something.

My expectations for the lowest denominator of player is very, very low, because evidently the JAR RETURN % IN THE 'LOAD GAME' MENU SETTINGS is a buried and obscure modifier beyond mere mortals.
broski, please never underestimate the sheer number of people who never even THINK about using anything other than vanilla settins. i am in another game forum with something like 70-80 distinct game toggles and still every year there are people complaining the game is "barren" because they've never touched a single toggle and only play on vanilla settings meanwhile i have spent years listening to my laptops chug like it is take-off at the jfk airport because i mess with almost everything
 
...I never realized this until I saw someone mention it on the forums.

However, I've never been accused of being an observant person. :LOL:
That's why exterior entrances are always lit in video games, whether with an electric bulb, torch or brasier. So players can see the easiest, if not the best, developer-designed way to enter. 7DTD's structures already have a "visual exploration system" or, more accurately, a navigation system when it comes to the dungeon crawls alongside blocking the route off with blocked and locked doors, etc. What's hilarious about it is that a gate barring your way with 10-30k hit points is surrounded by blocks that have no more than 500-5000. No reason not to bypass that gate in a fully destructible, voxel game world if you like unless you just really want to stick to the route designed, that last only recommended (by me, at least) if doing an odd job to ensure all the zombies are triggered when they're supposed to be, so you don't have to actively try to get all of them to spawn. Otherwise, break away.

What's weird about it is the game comes off as though Bloodbourne had been nothing but chalice dungeons. That might be alleviated somewhat when static compounds (and the like?) are added, but I don't expect Shrines of Azura and Dinkie the Dinosaurs that can be seen from just about anywhere to be added and that's what the overworld would need, imo, to encourage exploration.
 
There is prohibited to say the truth about TFP on this forum
Why should any of us believe that Bandits will be showing up?

Seriously guys, you have exhausted every ounce of goodwill you once had with your community.

Gaslight us some more please...

My Stockholm syndrome isn't fully locked in yet
Its prohibited to critisize TFP and telling the truth about their nature on this forum by rules :D
Proves more what slippery type guys they are
 
Does it not ever get tiring?

Not for most. They cling to tribalism and thrive on divisiveness. For them, there’s no middle ground. The idea that someone could enjoy the game without relentlessly criticizing TFPs seems incomprehensible. Often, they aren’t seeking genuine discussion they’re looking for an echo chamber.
 
There is prohibited to say the truth about TFP on this forum

Its prohibited to critisize TFP and telling the truth about their nature on this forum by rules :D
Proves more what slippery type guys they are
And what would you know about "their nature?" Your and others' efforts to impugne the character of TFP's (former) owners and employees will get you absolutely nowhere, at least with me. I doubt you'll ever comprehend why, so I won't bother to explain. I'll just draw a simile: that would be like me trying to impugne yours for no reason whatsoever. TFP's official channels obviously don't disallow even that, else I imagine half or more of the community would have been banned by now. There are self-appointed protectors of TFP's devs and their abilities that overreach their bounds at times, perhaps thinking every criticism is of TFP and not the game, but that's all.

It is a pretty universal truth that legitimate criticism of a game on official channels is wont to be dismissed along with illegitimate criticism. I imagine that universal truth is detrimental to the game's improvement, but there's a reason for that, too. Iirc, Jason Anderson mentioned that in his criticism of Subnautica, only about 2% I agree with, saying that's why technical niggles are still in the game all these years later despite that they were observed years before release, concluding Unknown Worlds may not have had the resources to fully realize their vision for the game. Sounds strikingly familiar. I don't imagine a struggling indie did. Yet, it was so unique compared to its peers, most reasonable people were willing to overlook its flaws, some even coming to consider it among their favorite games of all time. I should know. I'm among them. It bugs me no end that everything from schools of fish to leviathans swim through habitat modules and terrain as though they weren't even there, but I live with it because the game is so phenomenally original otherwise.

I don't feel the same about 7DTD, but some do, and I imagine that's why they are a bit slower on the uptake when it comes to nuance. I have my own impressions about the reasons for delays, not least the creative tug of war between TFP and some members of the community over base building/horde night that somehow turned toxic and derailed progress for quite a while, but -- whatever the reasons -- TFP appears to be back on track. Even so, some are obviously unwilling to let go of their impatience and frustration, when not getting their panties in a wad because it's not turned out to be the game they wanted or expected, taking it out on people they've never even met, much less know. I will forever be critical of decisions for the game that don't appear well thought through, but I don't think that a reflection on the characters of TFP's owners and employees. I just think they were rushed and not well thought through -- as can be my own decisions at times. I imagine the same is true of yours as well because it's true of everyone's. "To Err Is Human; To Forgive, Divine."
 
And what would you know about "their nature?" Your and others' efforts to impugne the character of TFP's (former) owners and employees will get you absolutely nowhere, at least with me. I doubt you'll ever comprehend why, so I won't bother to explain. I'll just draw a simile: that would be like me trying to impugne yours for no reason whatsoever. TFP's official channels obviously don't disallow even that, else I imagine half or more of the community would have been banned by now. There are self-appointed protectors of TFP's devs and their abilities that overreach their bounds at times, perhaps thinking every criticism is of TFP and not the game, but that's all.

It is a pretty universal truth that legitimate criticism of a game on official channels is wont to be dismissed along with illegitimate criticism. I imagine that universal truth is detrimental to the game's improvement, but there's a reason for that, too. Iirc, Jason Anderson mentioned that in his criticism of Subnautica, only about 2% I agree with, saying that's why technical niggles are still in the game all these years later despite that they were observed years before release, concluding Unknown Worlds may not have had the resources to fully realize their vision for the game. Sounds strikingly familiar. I don't imagine a struggling indie did. Yet, it was so unique compared to its peers, most reasonable people were willing to overlook its flaws, some even coming to consider it among their favorite games of all time. I should know. I'm among them. It bugs me no end that everything from schools of fish to leviathans swim through habitat modules and terrain as though they weren't even there, but I live with it because the game is so phenomenally original otherwise.

I don't feel the same about 7DTD, but some do, and I imagine that's why they are a bit slower on the uptake when it comes to nuance. I have my own impressions about the reasons for delays, not least the creative tug of war between TFP and some members of the community over base building/horde night that somehow turned toxic and derailed progress for quite a while, but -- whatever the reasons -- TFP appears to be back on track. Even so, some are obviously unwilling to let go of their impatience and frustration, when not getting their panties in a wad because it's not turned out to be the game they wanted or expected, taking it out on people they've never even met, much less know. I will forever be critical of decisions for the game that don't appear well thought through, but I don't think that a reflection on the characters of TFP's owners and employees. I just think they were rushed and not well thought through -- as can be my own decisions at times. I imagine the same is true of yours as well because it's true of everyone's. "To Err Is Human; To Forgive, Divine."
Anyway, now the most part of development would be done by Behaviours, which is a good news because previous owners failed miserably since A17
 
TFP have to cater to those people, or they wouldn't have survived as a business.
Well, they didn't and don't have to do that, but they did and I think they did because that's the way the entire industry is headed, especially in the triple A space. Only indies produce niche games anymore, whether by desire or necessity. All others seem to believe they have to produce a game "everyone" will like. As the old saying goes, however, "Try to please everyone and you'll end up pleasing no one."

It wasn't requisite to TFP's survival as a business, imo. The company made a more than reasonable profit catering to a specific audience. Had TFP finished a basic survival game and moved on to another, perhaps even a RPG, I imagine the profit margin would have been just as reasonable or more than reasonable and certainly sufficient to keeping the lights on and everyone paid for their labor. The trend in the industry, however, is to try to reach ever more players and, therefore, sew up ever more market share. That's why we're seeing so many games with "a little something for everyone," I think. That little something may be all any single person is going to enjoy about it, but that's of no import to triple As, especially. All that's of import is that the game turns a profit and, preferably, an obscene profit. I have to wonder how much is due to the notion that every studio under the sun must be pressured to produce the next "blockbuster."

I suppose we could blame George Lucas and Stephen Spielberg for the "blockbuster" mentality and pressure, but of course, it's not their fault. Their movies just so happened to have near-universal appeal for...reasons. :)
 
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