Well, we know Gazz's redline nowNah, it's cool. No furries, yet. Uwu.
Then why are there loot and experience settings there? The "difficulty" parameter is also rather strange. It has little effect on the game. It is unlikely that a parameter that affects only the relative health of the zombie and the player can be fully considered a difficulty setting in such a multifaceted game.It is hardly a basic feature. A difficulty setting is a basic feature.
No. You do not understand correctly.
Setting the level of the merchant's rewards is on a par with setting the amount of loot, because if you are playing with 25% of the loot, then the current merchant rewards becomes incredibly OP.Bach, anyone who has read you knows that what you call "basic" isn't even close...
Answered above. It's just that I get the impression that developers are in a hurry to try everything new that comes to their minds, but they don't want to improve the old one, even if it's not worth the significant effort (like pulling sliders from xml files into the world creation interface)No. 7dtd is in active development. It is no more of a testing ground than Mass Effect 1 was to Mass Effect 2. Different titles, improved upon core mechanics based on bussiness experience. Your understanding is not true, just a valid fear (starting several projects at once with little resources is usually a very BAD choice, look at Telltale Games). Also, there are 2 chickens and 1 pidgeon working on next projects on merely the design fase, while 7dtd has 40+ people in it.
I'm fine with how it is for now. Someday we might even make it better to us. You may still hate it.Then why are there loot and experience settings there? The "difficulty" parameter is also rather strange. It has little effect on the game. It is unlikely that a parameter that affects only the relative health of the zombie and the player can be fully considered a difficulty setting in such a multifaceted game.
The world settings menu looks incomplete right now. You can turn on 25% of the loot, but you cannot make it so that the trader does not give you 200 bullets on the first day for the quest in which you killed 2 zombies. This is very bad.
Setting the level of the merchant's rewards is on a par with setting the amount of loot, because if you are playing with 25% of the loot, then the current merchant rewards becomes incredibly OP.
I think I presented a rather constructive criticism, and not just "hate", sorry if it was rudeI'm fine with how it is for now. Someday we might even make it better to us. You may still hate it.
You could go make your own game or a mod. Then you can do it exactly as you like and avoid all those horrible bad decisions we made.
I'm fine with how it is for now. Someday we might even make it better to us. You may still hate it.
You could go make your own game or a mod. Then you can do it exactly as you like and avoid all those horrible bad decisions we made.
Then why are there loot and experience settings there? The "difficulty" parameter is also rather strange. It has little effect on the game. It is unlikely that a parameter that affects only the relative health of the zombie and the player can be fully considered a difficulty setting in such a multifaceted game.
The world settings menu looks incomplete right now. You can turn on 25% of the loot, but you cannot make it so that the trader does not give you 200 bullets on the first day for the quest in which you killed 2 zombies. This is very bad.
Setting the level of the merchant's rewards is on a par with setting the amount of loot, because if you are playing with 25% of the loot, then the current merchant rewards becomes incredibly OP.
Do you understand how ridiculous it looks? Anyone who asks why there is no option in the settings gets an answer like “go to the xml files”, “generate the world in kinggen”, “install the mod”, “ignore this opportunity”, etc. There is a request in community for the "1 life mode", for the trader's settings, for the quest settings, for the settings of number of zombies and others. I don't understand why absolutely no attention is paid to this, especially considering that all of you unanimously say that this is a sandbox, but why the player should find out about this only after he thinks of entering this forum and creating a topic in response to which he will receive a link in which talks about how to manipulate xml files?
I believe that the current game settings menu (when creating a world) should be significantly improved and reworked. And I also think it should be possible to fixate the world settings so that they cannot be changed during the game
Answered above. It's just that I get the impression that developers are in a hurry to try everything new that comes to their minds, but they don't want to improve the old one, even if it's not worth the significant effort (like pulling sliders from xml files into the world creation interface)
Speak for yourself, I'm from the lactoseintolerancyway galaxy.
Do you understand how ridiculous it looks? Anyone who asks why there is no option in the settings gets an answer like “go to the xml files”, “generate the world in kinggen”, “install the mod”, “ignore this opportunity”, etc. There is a request in community for the "1 life mode", for the trader's settings, for the quest settings, for the settings of number of zombies and others. I don't understand why absolutely no attention is paid to this, especially considering that all of you unanimously say that this is a sandbox, but why the player should find out about this only after he thinks of entering this forum and creating a topic in response to which he will receive a link in which talks about how to manipulate xml files?
Sorry, sometimes I make jokes that are very difficult to understand...Sry dude, but I have no idea what you're talking about.
As far as I know there's still the same number of different materials. as for concrete, they removed Rcon but concrete got buffed to be as strong as Rcon. also when building horde bases it means no longer waiting for concrete to dry which was time consuming and unpredictable, and was a huge inconvenience in proper building that forced me to often layer concrete and just in general made building a time consuming pain in the ass.Although, one thing I'm still having a tough time comprehending is the decision to simplify the material upgrade chain by removing rcon, metal, cobble, and some of the other mats. Pulling out rcon in particular was a real gut-shot for me, but I'm willing to wait and experiment with the new system before leveling judgments on it.
Can someone answer whether the addition of all the new block shapes influenced the mats change for performance reasons, or was it done purely to reduce the number of building materials?
what do you mean by break? even if you fully min max bartering you will never ever sell for more than the cost to buy, if you could achieve that then it would be actually broken.Oh, you ARE supposed to play liike this. And then TFP is supposed to notice this and ...
... rebalance so it doesn't break anymore. We are the crash test dummies.
Sorry, sometimes I make jokes that are very difficult to understand...
Although, one thing I'm still having a tough time comprehending is the decision to simplify the material upgrade chain by removing rcon, metal, cobble, and some of the other mats.
I disagree with calling it a QOL upgrade. To me, you said it was better because now it plays more like Minecraft or Legos, just place the block and it's ready to go. But for me, I liked the intricacies of setting up the rebar and then having to fill it with concrete. The "random" drying never bothered me because real concrete doesn't dry uniformly either. We went from having different blocks that utilize different mechanics in a (somewhat and relative) complex system, to just copy/paste blocks that have different stats in an idiot-proof environment. "Its Particle board>wood>cobble>concrete>Steel" Bam, done, ez, I'm great, next.As far as I know there's still the same number of different materials. as for concrete, they removed Rcon but concrete got buffed to be as strong as Rcon. also when building horde bases it means no longer waiting for concrete to dry which was time consuming and unpredictable, and was a huge inconvenience in proper building that forced me to often layer concrete and just in general made building a time consuming pain in the ass.
the new system will be far more seamless and quick, and overall a huge QOL improvement for building.
Its Particle board>wood>cobble>concrete>Steel
They wanted to streamline the building/upgrading process, which also introduces much QOL also.
another aspect was that before alpha 20, certain materials would have access to a particular set of shapes or blocks and it was also super convoluted and confusing.
with the new shape menu, everything will exist in every material.
As someone with almost 1000 hours in this game I liked the nuance of the system at first, but as started to build more bigger and complex bases and buildings, or if I wanted to finish upgrading a horde base before a deadline, It just became stressful and tedious and superfluous and annoying to deal with blocks that have RNG and invariable drying time. if I wanted to make a solid structure I would have to build in layers to make sure everything was reinforced concrete and it just sucks sitting there waiting for all the concrete to dry before you can move on to the next step of the project. and it isn't like you can drive away and it will dry on its own. you have to be in the area and if it's a horde base and I am waiting on concrete to dry and have nothing else to work on all I can do is wait or punch grass?I disagree with calling it a QOL upgrade. To me, you said it was better because now it plays more like Minecraft or Legos, just place the block and it's ready to go. But for me, I liked the intricacies of setting up the rebar and then having to fill it with concrete. The "random" drying never bothered me because real concrete doesn't dry uniformly either. We went from having different blocks that utilize different mechanics in a (somewhat and relative) complex system, to just copy/paste blocks that have different stats in an idiot-proof environment. "Its Particle board>wood>cobble>concrete>Steel" Bam, done, ez, I'm great, next.
You didn't write this in all seriousness, did you?You can joke all you want. But WE ARE forced to use them if we don't want to end up like Tom Hanks conforting Wilson while crying in a cave. You can't possibly defend that we can play ALL of the game without them because trader quests are a significant part of it. And they will have even more weight in future alphas. Now, if an event system could offer more quests that are not the "note ones" in the form of "help me at X plz" or " bandits stole my butt piercing" from a random walking farmer or whatever, then things could change and Traders would stop to have that much importance. Reducing the ridiculous amount of items they have would also help quite a bit, but I gather that should be optional because multiplayer happens.
what if they had an engineer trader? his specialty would schematics/recipes for things and building materials/supplies and maybe even mods for thingsYou didn't write this in all seriousness, did you?
Is it possible to survive without traders at all? Of course you can.
Is it possible to play 70 hours in one world and not complete more than one task? Of course, yes.
The beauty of playing now is that you have a choice.
or or or.
You can find an item, or craft an item, or buy an item, with rare exceptions, but we'll skip that for now.
Everyone will choose an interesting path of development for themselves.
There is no difficulty in adding missing crafting recipes and items to loot.
And if in the future there will be a binding of development to the trader, we will get a game, each survival in which will go on rails.
At this stage, you will only need to find, at this only craft, and at this point only buy. It's terrible.
Trader should remain an alternative, but not a duty.