DaVegaNL
Beloved Curmudgeon
Are you at your stage in life yet where you're yelling at kids to get of your lawn?A fellow brother in hatred for mobile devices... Nice.
Are you at your stage in life yet where you're yelling at kids to get of your lawn?A fellow brother in hatred for mobile devices... Nice.
Love it ! "Oh ♥♥♥♥ Oh my God !!" should be the new name of the gameEnjoy!!!!
Check out madmole defend his base on day 84 for some super crazy action, and get a first look at the demolisher zombie!
"Intended path" is only relevant if you are planning to clear the whole POI as in you follow the path through the POI. In earlier alphas there was no path. Just a kitchen connected to a family room with a hall to a couple of bedrooms and then an upstairs which were also rooms off of a hall or main room. Sleepers were all in plain sight in corners and in the middle of the floor and before sleepers they were just walking around in the open.You cannot play dungeon POIs like non dungeon POIs or vice versa. Just because you can destroy obstacles doesn't make them similar to regular prefabs. They have significant differences in gameplay. For instance, the dungeons are full of traps and jump scare sleepers. You won't get a similar experience even if you use your imagination to ignore the elephant in the room called obviously intended path. I bet if you have two unknown prefabs, a dungeon and a non-dungeon POI, most players can still easily recognize their 'true' nature, even if they try to treat both prefabs as non-linear.
Here is the essence: We are not playing a Super Mario level that forces you to follow the designed pathway. You can follow the path but you have the freedom to make your own path. Bad design ignored due to voxel technique? Do you really think the level designers had no idea that destructible voxels existed? Do you think they ignored the player ability to make their own path or tried to stop it from happening? Do you think it is an accident or mistake that dungeon POI's aren't landclaimed to force the player to take the pathway? No.Not sure what the essence of this statement is. To me it sound like 'prefabs don't need a believable design because bad design can be ignored due to the voxel technique of the game'.
Whatever. That was one example. You can also find a functioning workstation in many POIs without venturing too far in. You can also find other useful materials and books by going into commercial and manufacturing type pois and simply hitting the main front rooms without going deep into the storerooms or up into the rafters etc. I said cooking pot for the start of the game because that is when most people would have a hard time with the dungeon POIs and would want to get in and out quickly for those beginning game items. But you knew that and are just trolling me at this point I think or at least I can't believe that you actually think I go looking for cooking pots over and over again...Btw. how often do we look for cooking pots? Once per game? Your play-style reminds me of an old thread where you suggested to fake LBD by distributing perk points according to the exercised activities. Isn't that a similar situation or at least related to it? Trying to invent your own fantasy rules to make the game fun.
I could tell you needed the extra hint. But I also can see now that anything more than barren empty rooms and hallways in a simple cardboard boxish configuration with zombies in plain sight and well lit to boot is going to enter the tedious egg and spoon race zone for you. Luckily for your fun, as Madmole has stated there are more super basic remnants and ruins. And luckily for my fun, the level designers continue to work and we WILL see more of their fun creativity in the future with more new POI's and more conversions of older POI'sThank for adding this at the end. I was wondering what this tedious egg and spoon race you described was for until I read that sentence.![]()
On the contrary for the stealth player. You can stealth past every zombie and open up every loot container without waking a single zombie sometimes, or at most stay crouched and kill a couple. If you stay in stealth and use a sledge...easy peasy. A medium sized house...10 minutes. A bookstore, 5. Albeit it takes some perks, but quickly doable.Any two story house is going to eat half your day with all the winding blocked off pathways, especially early game with stone axe and a crude melee weapon and limited ammo bare bones perks.
Any stealth player will spend much longer creeping through a POI.
We have no solution in A18 for nerdpolling loot grabs, we're talking about some solutions for 19.
I'm all for new mechanics but you know what felt really samey? All the non-dungeon POI's with their repeated mechanics (zombie on the floor in middle of the room, zombie in the corner unobstructed by anything and killable from the doorway, walking into a building and seeing everything there is to see from the door, a room with a couch, a dresser, a tv on the wall, chairs, and drapes, maybe a duffel bag in the corner, go up stairs --> end of hall --> bedroom --> ladder --> attic) It grew old and new was made. In the future new new will be made and hopefully with new mechanics.I don't think this game needs a higher percentage of dungeon-style POI's. They feel quite alike as it, with the same mechanics employed (zombie on planks overhead, zombies in thin-shelled closets, walking into a building and having the floor give way underneath you.. It's all the same. It can grow pretty old pretty fast. So we don't need more of the same, in my opinion.
It isn't that bad leveling up 2 attributes. Besides leveling up Strength isn't just to be able to unlock higher tiers of the shotgun perk. It also gives benefits for that shotgun so if you like the shotgun you are spending points on it every time you put points into Strength. Those points are not being wasted just to activate a gate.I want to do a fortified build because I like to grow food and get health regen but I would like to craft shotguns too as my main weapon. Is it worth it to spec into strength just to get or lvl up my preferred weapon? If not I would change how leveling up a weapon perk works. If it's a perk tied to a weapon make it so that you don't have to lvl an attribute but use more skill points to level up said weapon perk.
If your weapon perks are going to change the way you craft and do combat with that weapon then I suggest having the player have more flexibility for such a huge decision. Locking weapons behind classes is an unnecessary player restriction.
Cool! I like hearing about stuff like this.A lot of last week was spent on getting the new Physics Master system working, so thrown item physics will run on the client. I have several bugs with laggy throwing/colliding and throwing through players, which that will fix. SP does not have those problems, since the physics were already running on your computer.
There limited beaten up textures add to this problem of everything look the same. The resource pallets are a cool addition but they are overused in pretty much every poi. The way they path players is to liner and doesn't give you enough viewing space to take in the poi's identity of being a specific structure. When working with visually limiting voxel game like 7 days to die there main focus should be making recognizable places. Now it has shifted to making everything look like crap because that's their theme. Some buildings just look like rubble and have a lot of unneeded visual noise that's irritating to look at.I don't think this game needs a higher percentage of dungeon-style POI's. They feel quite alike as it, with the same mechanics employed (zombie on planks overhead, zombies in thin-shelled closets, walking into a building and having the floor give way underneath you.. It's all the same. It can grow pretty old pretty fast. So we don't need more of the same, in my opinion.
It should deal more damage to wood and workstation blocks tho, letting one pop in your store room might be forgiven, but multiple, should wreck your containers up for letting that happen in my opinion.Thanks yeah it could have been worse I was just like please don't blow up my crates/workstations...
Why not scroll back a few pages and read my discussion with some other posters regarding this issue.I'm all for new mechanics but you know what felt really samey? All the non-dungeon POI's with their repeated mechanics (zombie on the floor in middle of the room, zombie in the corner unobstructed by anything and killable from the doorway, walking into a building and seeing everything there is to see from the door, a room with a couch, a dresser, a tv on the wall, chairs, and drapes, maybe a duffel bag in the corner, go up stairs --> end of hall --> bedroom --> ladder --> attic) It grew old and new was made. In the future new new will be made and hopefully with new mechanics.
But why more of old?
That's good to hear. Thank you Roland.It isn't that bad leveling up 2 attributes. Besides leveling up Strength isn't just to be able to unlock higher tiers of the shotgun perk. It also gives benefits for that shotgun so if you like the shotgun you are spending points on it every time you put points into Strength. Those points are not being wasted just to activate a gate.
Now leveling up 3 attributes is going to keep you a bit more mediocre in all three instead of badass in one or two. Plus, even without a single point in strength if you find a purple shotgun and load it with mods and find a book or two that helps you will still have a ton of fun with that shotgun and be very effective.
Why would you do that? If you're not looking for an essential item, why would waste time switching POIs all the time for no reason? It seems inefficient and unnatural unless you know where the pinata rooms of dungeon are. It's like an artificial disadvantages that has to be taken to prevent the dungeons from harming the game."Intended path" is only relevant if you are planning to clear the whole POI as in you follow the path through the POI. In earlier alphas there was no path. Just a kitchen connected to a family room with a hall to a couple of bedrooms and then an upstairs which were also rooms off of a hall or main room. Sleepers were all in plain sight in corners and in the middle of the floor and before sleepers they were just walking around in the open.
Really, it takes little imagination. All it takes, tbh, is a willingness to leave most of the POI unexplored and move on.
Do you really think that something that's done on purpose makes it somehow better? The implemented design pattern makes zero to no sense in a destructible world scenario. Others have given good reasons why it doesn't work, no time to repeat what was already said.Here is the essence: We are not playing a Super Mario level that forces you to follow the designed pathway. You can follow the path but you have the freedom to make your own path. Bad design ignored due to voxel technique? Do you really think the level designers had no idea that destructible voxels existed? Do you think they ignored the player ability to make their own path or tried to stop it from happening? Do you think it is an accident or mistake that dungeon POI's aren't landclaimed to force the player to take the pathway? No.
You basically say meta-knowledge about the game is required to have a reason to ignore large parts of a prefab. Imo that's not a good argument. I mean the workstation and other important stuff could be as well deep inside the building why would stop looking for it on the ground floor?Whatever. That was one example. You can also find a functioning workstation in many POIs without venturing too far in. You can also find other useful materials and books by going into commercial and manufacturing type pois and simply hitting the main front rooms without going deep into the storerooms or up into the rafters etc. I said cooking pot for the start of the game because that is when most people would have a hard time with the dungeon POIs and would want to get in and out quickly for those beginning game items. But you knew that and are just trolling me at this point I think or at least I can't believe that you actually think I go looking for cooking pots over and over again...
Sorry, for digging out the LBD discussion. Pretending to have something is not the same as actually having something. To answer the question - because it's not 'so fun feeling' just to pretend LBD exists as if it actually exists. Just because others don't share your point of view/feelings doesn't mean they are hypocrites. Btw. personally, I don't mind that LBD was removed.Going into a POI and looting 1-3 easy rooms without trying to follow and clear the whole thing by following the gauntlet pathway is actually a viable and smart tactic especially during the early game. Roleplaying spending points by first doing activities in the area that the points you want to spend as a way to get that LBD feeling was a way of showing that people would SAY they liked LBD for the feeling of learning by doing but were really just interested in speed leveling through repetitive actions. And it bore out as most replies were that it would slow leveling up immensely if they had to do some repetitive action that held no other game benefit every time they wanted to spend points. It showed the hypocrisy of the LBD argument that chopping down 20 trees making their chopping skill better was fun. If it was so fun why not still chop down 20 trees and then spend one of your points in Miner69er for that oh so fun feeling? See? Nobody wants to do it if it doesn't add to the speed of leveling.
I don't want to repeat myself (AFAIK already said that): I am fine with dungeon POIs if they are not too frequent. Atm. it's way too much.I could tell you needed the extra hint. But I also can see now that anything more than barren empty rooms and hallways in a simple cardboard boxish configuration with zombies in plain sight and well lit to boot is going to enter the tedious egg and spoon race zone for you. Luckily for your fun, as Madmole has stated there are more super basic remnants and ruins. And luckily for my fun, the level designers continue to work and we WILL see more of their fun creativity in the future with more new POI's and more conversions of older POI's
I don't get the purpose of all these questions.Who? TFP with some code or the player having more control of sleeper behavior in some game setting? -How "deep" are the zombies sleeping.
-Do "Reinforcement" zombies come from outside the POI. What are the chances of reinforcements and is/are there various triggers (gunshot, zombie scream, ect)
Something like that? I think TFP have the skills to do that easy enough.
I thought that was the whole idea of him having that light you had to shoot. If you could shoot it before he exploded then he would take out some of his zed brothers for you. If he got past and exploded on his own then he would also damage surrounding blocks. You were pretty overwhelmed by them on horde night so it looked like most if not all get to you or your doorway. What difference would shooting them do if they exploded either way.The initial idea was you shoot his flashing light and it blows him up doing massive damage to entities near him, but after playing it I think block damage will be a better design. The issue is, is there no way to minimize massive destruction? So maybe shooting it can half the damage or 1/4 it or something, but if it goes off on his own it does a lot. I'll have to chat with the team to come up with a plan. This was my very first look.
I continue to get more and more excited for A18; will make for a renewed excitement and wonder for the game, not to mention some great material for vids/streams which we are looking forward to. The demolisher zombie really gives you the impending dread, watching as your finely laid plans crumble to the ground and the horde swarms in.The video was amazing!
The gyrocopter getting blown up was hilarious, sorry![]()
I really liked the panic moments too.