Yah, the shotgun messiah and shamway foods T5 POIs greatly out number the others (e.g. skyscrapers, hospital, etc.) Probably why those come up on the quest list more frequently in RWG games.Random gen, vanilla 7 days...
Speaking of frequent POIs, I have about 5 Bob's Boars POIs in the Forest Biome. Every time I explore the map, I find another one.Yah, the shotgun messiah and shamway foods T5 POIs greatly out number the others (e.g. skyscrapers, hospital, etc.) Probably why those come up on the quest list more frequently...
Mr Mad Mole, I have a question.madmole said:something food something
For starters, tier 4 is better. If you do the one that has the big chest in the end, you get pretty much the same loot in less time. In my last factory run, the zombies kept falling to previous floors. Finding and killing them took way too long. When I finally finished, I had to drive back to base because I was starving to death before I was able to go to main loot. I started with full bars, and had even some stuff with me. (bad luch with food RNG, but still...)Guppys Fur said:Instead of letting out steam, care to elaborate what exactly you dont like on them?
Its not that the game forces you to do them in any way.
There has been a lot of stir in the community regarding the rapid depletion of the food bar, are there any plans to tweak this as experimental moves forward, and are you guys aware of this 'issue' that a good chunk of the player base are having? Example eating 20 tins of tuna to fill your food bar, then it being empty and starving again within a couple of hours
This is intended behavior, they want you to be investing in cooking and making actual food. It's completely pointless to eat anything cheaper to make than Bacon and Eggs. Cans of Tuna only give you 5 food each I believe, and if you make the mistake of trying to mine before you get an auger, you'll burn that entire food bar in a minute or two. I burned like 80 food in 6 or 7 minutes of mining
I've been testing mining to see if it's feasible, but it's straight yikes atm. I was lucky and was able to buy a level 2 Auger by like day 18 and immediately trashed my level 4 Iron and level 4 steel picks. Even with decent food and both blackstrap coffee + normal coffee, you'll spend like a solid 2-3 minutes out of your 10 minute rock breaker out of stamina, and you'll eat your entire camps food store in the process.
To have any remote chance of mining without the Auger you need like Master Chef 2 or 3 out 4 so you can make food out of the resources you wish you had, Living off the land so you can cry about not being able to afford enough farm plots to feed you, Miner 69 level 4 or 5 so you can break blocks and make level 5 tools, Max Sex Rex, Iron Gut maxed out etc. So basically, by the time you are level 30 and start seeing augers, you'll be able to mine with a pick =/
The people experiencing a "bug" were likely being told by the game to stop trying to use iron or steel tools and wait for the auger. Even dinking on a safe or digging out cobblestone / cement bags will smash your stamina and noticeably lower your food bar if you are trying to collect very many. I checked mine and went from 81 food to like 60~ish food just opening a hardened chest with an iron pick axe
This is the first alpha I've ever played where I don't have a mineshaft to bedrock, which is where I normally live and something I've usually got by like day 4 or 5. It would take a month to dig to bedrock with the current stamina system, and you'd need every perk listed above maxed out along with a chest FILLED with nothing but meat stew to stand any chance of making it alive.
Don't worry, it will be fixed whether its an actual issue or not (I haven't played A19 myself yet). But TFP have a history of making experimental hard, then people whine and then it gets easy. Trust me, they will ease up on it.
JCrook1028 said:I've had issues with the modify option being gone one time I look at it and back when I look at it again.
Snipped the comment for space and put it under spoilers. So, they want you to use the various foods/drinks and your skill trees (in this case, str and sexual tyrannosaurus). They would have to balance the whole game around removing stamina for mining tools to prevent steel fortresses by day 7. So, I did some science on this.Not so much about it being too hard, as it just completely killing the mining play style. I like the added difficulty in A19, and the changes to try and make food perks worth considering are valid, but mining is in a really, really bad spot. There's nothing "hard" about holding down M1 and mining down to bedrock, but it's not fun with the current stamina system where you spend ten times longer out of stamina than you do mining.
I said it before but, stamina as a system is never, ever fun to interact with, because stamina as a system is just "How often you can actually play the game". Play the game too much in too short of a time? Go sit in time out and think about what you did while it recharges with zero interaction from the player.
You actually have the code to implement those buttons in the vanilla game dating back to A18. They just need button art and to be placed in the inventory UI via a tiny bit of XML.madmole said:Like I think we need a store all and store similar function, little things that make organizing easier.
We plan on some way to do lower tier quests in a future version.toores said:Tier 5 quests are horrible compared to tier 4 and now i only have 1 available until the trader resets. I seriously regret taking the last special trader quest. Any way to downgrade quests to TIER 4?
Couldn't there be sepparate menu for each tier? (with multiple quests for each tier)
I have loot respawn turned off and now I only get like 2 factories and one brick apt recycling - none of which I ever want to do again.
And on the same note, why do the same 4 POI's repeat if there are more options in the town?
I grab some mining perks no matter what build I am playing. It is not like you can't have your cake and eat it too, eventually. If you take mining perks too soon you will deal with less combat abilities. But it is a very small investment to get decent at mining IMO. You just can't be the best miner but you can be adequate with 3 ranks pretty early game for a small investment.Trunks_Budo said:I'm feeling weird. I'm pure agility, 4/5 in archery, pistols, and knife. I have 4/4 parkour and 3/3 run & gun. But the primary aspect of the tree, stealth, has virtually no appeal to me. It just feels strange lol, I'd rather walk into a POI with my level 5 SMG and pop headshot after headshot than waste time, money, and immersion sneaking around. I feel at conflict with myself over that aspect of these character builds. I think some things should have a separate list and should not be governed by attributes, primary things that every character can opt into regardless of attribute; Mining, stealth, farming, animal hunting and harvesting. I feel those aspects of the game should not be restricted to certain builds. I'd love it if I didn't have to wholly waste points into strength just to get into mining, you know?
I know MM likes the attribute system but it just seems like it's way too multiplayer centric, and doesn't cater to the enjoyment of single-players. It's meant for repeat playthroughs, but I like to invest myself in one world and build all kinds of bridges and monuments and tunnels through mountains to drive through, etc. Having a "classic" perk option in the world settings would be perfect, where nothing is limited by attribute specialization, and you can specialize into different perks freely, independent of attribute investment. Let's face it, I have 1.5 megabits of internet here in the country, I'm not playing online any time soon. So I have to do everything alone. I'd love to have a single playthrough where I don't feel like I'm missing out on other things in other attributes. I had this problem with Alpha 18/17 too and it always ends up coming back to this.
I'm not enjoying a stealth build, I'm enjoying an agility build. It's effective, but if I specialize in strength first, for example, I can't just run around on bloodmoon night shooting and throwing molotovs, because I won't have Run and Gun from the agility tree to reload while sprinting. So I am essentially forced (Yes, forced) to spec into agility first every time I play, if I don't want to engage in tower defense and rather, take the fight to them directly. I can, technically, have agility first and strength second, but not without weeks of dreadful zombie kill grinding to make it so. I feel like attributes themselves belong, agility, strength, etc, but putting POINTS into attributes doesn't belong. It would be better if the benefits of the attributes, IE headshot damage and dismemberment chance, were localized into new perks listed under each attribute. I know a lot of time and resources went into the development of this attribute system, but it just seems like a cheap way to make every player feel like they're missing out on things they want every playthrough. You can't reasonably brag about "this many hours" of play time on your game per year if you're really just psy@%$*#!gically (Psych - ologic - ally) manipulating people into engaging in multiple short-term playthroughs that always make them feel like they're missing out on things they want.
Essentially the biggest solution I can recommend, is keep attributes, they fit; But don't gate every perk behind an attribute that I must first put points into. If anything, make new perks for headshot damage and dismember chance per weapon type, and remove the attribute requirements for different ranks of different perks.
We will improve it. This is just a first quick attempt at a primitive stage. Part of the problem is we only have a few primitive weapons, once we get the pipe pistol, pipe machinegun, pipe rifle and pipe baton in, then all classes will be treated fairly and there will just be a lot more things in the loot pool. We could always bring in a low chance to start getting iron tools and iron guns sooner, but the general idea is, as long as you are getting something a little better you are pretty happy. We also have talked about doing a faster loot and a slower loot modifier so if you want you could start in the iron age, or have primitive last even longer, just with a slider. There is no way to make everyone happy with it, but it will get better for sure in the future.HeavyMetalGamer8 said:Loving the new alpha so far however one thing as got me thinking, whats up with the "tiered" loot system? I know it is tied to your game stage and i agree we should not be getting M60s and Augers on day 1. Does anyone else feel that doing this is making looting boring? after getting 20 stone axes and spears i am like...."sigh" this is getting dull, looting the dungeon style POIs is possibly the best part of 7days2die. After clearing out a POI and entering the "loot" room its always exciting popping open the treasure chest and supply creates, or at least it used to be. i know end game it will be amazing FINALLY getting the high tier loot but it makes doing tier 2,3,4 POIs pointless at even day 10, which at this point i am totally ready to explore.
Also i am seeing that perk books and schematics are going to be tiered as well? that will totally destroy the fun factor of looting full stop IMO, i have been able to get a 4x4 at day 10 thanks to the schematics and being able to buy the steel for it. i have also found the auto shotgun schematic but have not made it yet due to spending all my dukes on the steel for the 4x4 and ammo for horde nights+food.
Just think getting nothing but stone tools/weapons and the same crappy books/schematics over and over again until day 15 when you finally hit tier 2 loot. getting to those loot rooms will no longer be fun and exciting.
I was thinking about maybe putting the high tier loot attached to traders, and tie them to high tier quests? possibly add new quests like "build and defend" or just "repair base" along side the not so great fetch/kill quests. Then chain them together, so you want an M60? you got to get to tier 3-4 trader quests and do 10 quests that are chained together in a numbered order of difficulty THEN the trader will sell the rewarded Item. This example the M60 for say ......100,000 dukes? it gives it a sense of progression and achievement knowing you WILL get that nice top tier gun without waiting for tiered loot to catch up with you.
I imagine some overlap at all tiers, so there is a rare chance for something good but we haven't finalized any of that yet. My take on it is if I have nothing, a bicycle is good. Once I have that I'd be happy with a minibike, so on and so forth.Jarod_Silverstar said:I think some limited tiering for schematics and recipies might be nice. Tier 0-1 would be basic items like plain foods, forge, workbench and similar items you need to get started. Tier 1-2 would be your basic guns and armor. Tier 2-3 would start getting into mods for everything.