PC Alpha 19 Dev Diary

Status
Not open for further replies.
Master Chef is a noob trap, I always find enough recipies that it's irrelevant.
You can certainly do without it, but I wouldn't call it a noob trap. Going hungry is a real threat in the game and if you get unlucky with your quest options or looting it can make a real difference. I don't personally buy it, I've never needed it. I think it provides a tremendous benefit to most players though. At least the first point does and arguably more.

 
Pregunta acerca de recoger forjas -

Puse el LCB, recogí la fragua (escupió mi fuelle y mi yunque) pero cuando volví a dejarlo estaba vacío, perdí todo el material fundido. ¿Es este el diseño previsto? Gracias
F. 

Code:
It was always like this. It will only happen to you 1 time. Trust me
 
Just because something gets less useful or even obsolote as the game goes on doesn't mean it's a noob trap. If you spend days scavenging kitchens and doing digging quests in order to keep your hunger up, that's time you will never get back and could have spent doing something else. Masterchef is a good example of that. 

 
puedo confirmar: solo tengo 1 de estos (Jardinería) de forma predeterminada en esta jugada, aunque normalmente también tendría Better Trueque (otro miembro del equipo lo está haciendo). No necesito nada más, excepto Daring Adventurer más adelante en el juego, pero ciertamente NO es obligatorio.


Now I understand why everyone is hungry. Food and planting perks are minimum at lvl 3 both. They still don't learn or understand what Joel explains to them

 
The problem I see with some detailed feedback on perks balancing and whatnot is that it's often provided by the same type of players, those who love spreadsheets and analysing the heck out of the game. Casual players and role-players are much less committed into writing essays on how they like to play, so the field is unbalanced IMO and the message that gets through on the forums is almost always the one of the min-maxers.
This is because problems often don't reveal themselves except in extreme situations.   Many people imagine themselves to be in decent shape, but would be wholly incapable of running even a half marathon.  Likewise by playing on insane difficulty the vast differences in the viability of weapons becomes painfully clear without the need to run the numbers.  If you're a roleplayer making cool buildings in creative mode game balance is irrelevant.  

 
The problem I see with some detailed feedback on perks balancing and whatnot is that it's often provided by the same type of players, those who love spreadsheets and analysing the heck out of the game. Casual players and role-players are much less committed into writing essays on how they like to play, so the field is unbalanced IMO and the message that gets through on the forums is almost always the one of the min-maxers.
No worries.

Feedback that perk A or B is the one must-have perk in the game while perk or attribute D and E are completely useless to anyone - that kind of nonsense can safely be ignored because we know for a fact that this is false.

What you see with every such post (rather treatise) is that everything is tailored to an extremely specific play style. With that in mind it actually makes sense.

Is perk A or B super critical for this play style? I don't doubt it.

What I doubt is that every single player will want to play this exact same way. We hear all the time that they do not...

 
Ranzera and Khalagar you should consider opening a pro players only discord server. You both seem to have solved the game so well I wonder why you keep wasting your time spilling your knowledge all over us noobs. 

That being said you need to get together and discuss Run n Gun, because one of you thinks the game can't be played without it and the other one thinks it's a waste. Who's boss? 

Serious question : does power attacking zeds in the grills with knuckles avoid being affected by the new critical debuffs like it does for infection? 
I mainly play without guns, so that might make me a little biased. There's plenty of tricks out there to make sure you always have space to reload though, whether you're in a POI or in your base defending against a horde.

 
This is because problems often don't reveal themselves except in extreme situations.   Many people imagine themselves to be in decent shape, but would be wholly incapable of running even a half marathon.  Likewise by playing on insane difficulty the vast differences in the viability of weapons becomes painfully clear without the need to run the numbers.  If you're a roleplayer making cool buildings in creative mode game balance is irrelevant.  
It sounds like you are forcing yourself to play a restricted game.

Don't get me wrong, I play the whole spectrum of games, Dark Souls 3 for example, requires total focus and basically a single play style.

But as 7D2D is such an open game, I rarely play the hardest settings (you do 10 minute days as well?)

 
No worries.

Feedback that perk A or B is the one must-have perk in the game while perk or attribute D and E are completely useless to anyone - that kind of nonsense can safely be ignored because we know for a fact that this is false.

What you see with every such post (rather treatise) is that everything is tailored to an extremely specific play style. With that in mind it actually makes sense.

Is perk A or B super critical for this play style? I don't doubt it.

What I doubt is that every single player will want to play this exact same way. We hear all the time that they do not...
That's reassuring to know.

I also think the new telemetry thing will help you further more, it was a smart move to add it.

You just have to be careful to not read "too much" from it. 😉

This is because problems often don't reveal themselves except in extreme situations.   Many people imagine themselves to be in decent shape, but would be wholly incapable of running even a half marathon.  Likewise by playing on insane difficulty the vast differences in the viability of weapons becomes painfully clear without the need to run the numbers.  If you're a roleplayer making cool buildings in creative mode game balance is irrelevant.  
I disagree.

If you fine-tune a car for F1 racing you can't use the same car for rallying.

That's the same for 7DTD, if they listen too much to some extremes they'll probably end up messing the average gamers.

 
If you fine-tune a car for F1 racing you can't use the same car for rallying.

That's the same for 7DTD, if they listen too much to some extremes they'll probably end up messing the average gamers.
This. Exactly.

Where can I vote for this post alone become a sticky. With tag "please read this before complaining about aspect XYZ of the game is too *insert lamentation here* considering my playstyle"

 
I disagree.

If you fine-tune a car for F1 racing you can't use the same car for rallying.

That's the same for 7DTD, if they listen too much to some extremes they'll probably end up messing the average gamers.
i agree but like many games

it needs to a perfect balance

you don't want to push away new players but you also don't want to push away old player!

And i have hope TFP will do it. they listen! while i would like to see cougars in the forest and desert, that will be hash for noobs.

#AirshipsMatter
press f for the Joke blimp!

 
Madmole is a roleplayer through and through....lol
If anything I do it to break the monotony of 15k hours of play. Life is all about overcoming obstacles and I take great joy in optimizing my time or how I approach tasks. And the only way to improve is to try something different. How I handle problems in my 50's is a lot different than how I would handle them in my 20's or 30's. That starts to open doors to role playing if you think about it.

Take it down to game play, I like to be able to do things different ways in games. For me when a player sees a problem and starts to wonder if they can do this or that, you have done a great job. Because most games there is one way to do things. I don't think all should be equally easy, but I like the option to do it differently. So you can bash open a container with a sledge, harvest it with a wrench, mine it with a pickaxe, blow it open with C4, breaching round from a shotgun, etc. Give players some freedom to do it their way.

Of course mining will always feel like the most efficient way for people because they are so familiar with it, and it has many uses. But for me, even though I was a miner I took great joy in using the breaching rounds because it was new. Lock picking can be fun too. But it isn't about the most efficient way, it is about doing it YOUR way. It is rewarding to try an idea and have it work out for you. I don't care if it is the best way, it works for me.

 

 
Status
Not open for further replies.
Back
Top