PC Alpha 21 Dev Diary

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You can make coins part of your choice of rewards - either money or an item. If the item is good, you will refuse the coins.
The main problem with this is that for you to do anything with money, including saving up to eventually pay for the very expensive solar stuff, you will have to take the money rewards somewhat often and that means not getting other rewards that are useful.  Yeah, it's a choice and I'm generally fine with choices but that feels too punishing.  It would almost require that everyone max out daring adventurer so they can take the money and still get a normal reward.  And doing that increases the rewards, making it more unbalanced in the eyes of those who don't like the trader having good stuff.  A lower duke reward that you get automatically rather than as a choice is a better option, imo.

I see your comment is based on a wrong assumption.

Trader is an option for you.

The truth is trader isn't an option, is part of overall progression of the game and when there will be a main quest, will become even more important.

So can't be unbalanced in this way.

If you need to stop using a part of the game like traders or even looted weapons/tools, because they break the progression and make the game too much easier, only show this parts of the game is bad balanced.
You claim people make wrong assumptions even while you do exactly what you are saying others are doing.  You are set in your belief and are unwilling to listen to any other options.  If you can't hear other ideas without immediately saying that they are wrong (regardless that these are opinions just as yours is and therefore can't be "wrong"), then you won't get anywhere in your hope to try and provide a viable fix suggestion for the problem.  A fix will most likely be a mix of ideas that work together to form a solid fix and that means it's better to work toward such a fix rather than turning down every single suggestion people provide if it isn't yours.  For that matter, your suggestion amounts to "fix the balance" without giving any details on how to do so.

Buying from the trader is entirely optional.  You are never forced to do so.  Even if you consider it the efficient way to play doesn't invalidate that it is an option.  There is always a "most efficient" way to play any game but that doesn't invalidate playing the game in other ways and games do not need to make every option equal.  There is nothing wrong with having a "most efficient" way to play the game for those who prefer doing such things as long as it isn't so unbalanced from other options that playing in any other way isn't possible.  But that's where balance comes in.

If money is adjusted from rewards and from selling prices, players have choices to make.  They either buy something or don't buy it based on their money.  That reduces the amount you can make use of the trader inventory.  If a player wants to craft a lot of stuff to sell, that is a valid way to play the game.  With a reduction in sell costs, it will not be something most players are going to choose to do.  But for those interested, there isn't anything wrong with that.  They are making the choice to use resources that could be used for other things on trying to make dukes and that's a reasonable choice for players to make.

Trader quests are also optional.  No matter the reward, trader quests will always offer more than just looting and there is absolutely nothing wrong with that.  Name any game that allows looting without a quest and looting with a quest and you will see that looting with a quest is always the more profitable choice.  There isn't anything wrong with that.  Players who choose not to quest can do so.  They understand the profit is less.  Yet there are players who don't quest and still loot.  There are also players who don't use traders at all.  Sometimes that requires some modification to make certain things available in other ways (like the filter) but that's just a minor change.  It obviously isn't as efficient but the players who prefer not using traders enjoy it and that's what matters.

The trader will always be part of the progression.  Crafting will always be part of the progression.  The other ways to get weapons and armor and other things will always be part of the progression.  These are not required to have the same progression as I already explained in the previous post that you quoted so I won't explain it again.  People too often think that only the most efficient option is usable.  That is not true.  You have a choice and you can do just fine without playing the game that way.  I rarely buy from the trader even if there's something good.  Does that mean I can't keep up with the game?  No.  I don't usually craft higher tier things in A21 because the costs are ridiculous (my opinion) and so I skip that.  That doesn't in any way hurt my game.  Later game, I will often stop questing and will just loot POI instead.  This is because I've done the POI the quests took me to already and now I want to do the POI that I've never done because the quests never took me there.  This doesn't prevent me from keeping up with the game.  If I wanted to not quest at all, I could do so and still keep up with the game.  This isn't a matter of skipping part of the game because it breaks the progression.  I choose not to do things that I just don't need or want to do.  I see no need to buy stuff from the trader because I do fine without spending the money.  I choose not to craft high tier stuff because I don't like the costs and not because there is any problem with progression.  The game offers you choices and just because you make a choice to play the game the way you want doesn't mean that choice has anything to do with progression being broken.  Many people don't like crafting at all and so won't craft anything.  That doesn't mean there's anything wrong with the game.  It just means they have a personal preference on what they enjoy doing in the game and they picked an option that the game offers instead of another option that the game offers.  Options are good.

The game can absolutely be balanced in a way that will help prevent extreme differences in progression.  Making it so the trader inventory and quest rewards can't be more than 2-3 quality levels higher than what can be looted would do that.  Making crafting have better crafting costs (I thought A20s costs were good) and balancing magazines some more you aren't getting a bunch of extra magazines of what you perk into and so your perks aren't preventing you from finding other magazines as often would do that.

 
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Anecdotally I was finding magazines at good pace with an intellect/perception build, Had Quality 5 stun baton shortly after day 20.  Iron tools 3.  Almost to chemistry station, good foods, etc.  Only thing lagging behind really was vehicles with mini bike a couple magazines from unlocking.
 

At this point I was offered a Quality 4 Steel pick from the trader.  Granted I had daring adventurer 2 but that was still an entire tier ahead and i was nowhere near making steel but progressing quickly.  It definitely felt off.  Especially because It was a Tier 2 quest, later on the capstone reward offered me a workbench as a reward lol.  I was like "clearly tht should have been a Q4 Iron Pick, not steel.

 
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The main problem with this is that for you to do anything with money, including saving up to eventually pay for the very expensive solar stuff, you will have to take the money rewards somewhat often and that means not getting other rewards that are useful.  Yeah, it's a choice and I'm generally fine with choices but that feels too punishing.  It would almost require that everyone max out daring adventurer so they can take the money and still get a normal reward.  And doing that increases the rewards, making it more unbalanced in the eyes of those who don't like the trader having good stuff.  A lower duke reward that you get automatically rather than as a choice is a better option, imo.

You claim people make wrong assumptions even while you do exactly what you are saying others are doing.  You are set in your belief and are unwilling to listen to any other options.  If you can't hear other ideas without immediately saying that they are wrong (regardless that these are opinions just as yours is and therefore can't be "wrong"), then you won't get anywhere in your hope to try and provide a viable fix suggestion for the problem.  A fix will most likely be a mix of ideas that work together to form a solid fix and that means it's better to work toward such a fix rather than turning down every single suggestion people provide if it isn't yours.  For that matter, your suggestion amounts to "fix the balance" without giving any details on how to do so.

Buying from the trader is entirely optional.  You are never forced to do so.  Even if you consider it the efficient way to play doesn't invalidate that it is an option.  There is always a "most efficient" way to play any game but that doesn't invalidate playing the game in other ways and games do not need to make every option equal.  There is nothing wrong with having a "most efficient" way to play the game for those who prefer doing such things as long as it isn't so unbalanced from other options that playing in any other way isn't possible.  But that's where balance comes in.

If money is adjusted from rewards and from selling prices, players have choices to make.  They either buy something or don't buy it based on their money.  That reduces the amount you can make use of the trader inventory.  If a player wants to craft a lot of stuff to sell, that is a valid way to play the game.  With a reduction in sell costs, it will not be something most players are going to choose to do.  But for those interested, there isn't anything wrong with that.  They are making the choice to use resources that could be used for other things on trying to make dukes and that's a reasonable choice for players to make.

Trader quests are also optional.  No matter the reward, trader quests will always offer more than just looting and there is absolutely nothing wrong with that.  Name any game that allows looting without a quest and looting with a quest and you will see that looting with a quest is always the more profitable choice.  There isn't anything wrong with that.  Players who choose not to quest can do so.  They understand the profit is less.  Yet there are players who don't quest and still loot.  There are also players who don't use traders at all.  Sometimes that requires some modification to make certain things available in other ways (like the filter) but that's just a minor change.  It obviously isn't as efficient but the players who prefer not using traders enjoy it and that's what matters.

The trader will always be part of the progression.  Crafting will always be part of the progression.  The other ways to get weapons and armor and other things will always be part of the progression.  These are not required to have the same progression as I already explained in the previous post that you quoted so I won't explain it again.  People too often think that only the most efficient option is usable.  That is not true.  You have a choice and you can do just fine without playing the game that way.  I rarely buy from the trader even if there's something good.  Does that mean I can't keep up with the game?  No.  I don't usually craft higher tier things in A21 because the costs are ridiculous (my opinion) and so I skip that.  That doesn't in any way hurt my game.  Later game, I will often stop questing and will just loot POI instead.  This is because I've done the POI the quests took me to already and now I want to do the POI that I've never done because the quests never took me there.  This doesn't prevent me from keeping up with the game.  If I wanted to not quest at all, I could do so and still keep up with the game.  This isn't a matter of skipping part of the game because it breaks the progression.  I choose not to do things that I just don't need or want to do.  I see no need to buy stuff from the trader because I do fine without spending the money.  I choose not to craft high tier stuff because I don't like the costs and not because there is any problem with progression.  The game offers you choices and just because you make a choice to play the game the way you want doesn't mean that choice has anything to do with progression being broken.  Many people don't like crafting at all and so won't craft anything.  That doesn't mean there's anything wrong with the game.  It just means they have a personal preference on what they enjoy doing in the game and they picked an option that the game offers instead of another option that the game offers.  Options are good.

The game can absolutely be balanced in a way that will help prevent extreme differences in progression.  Making it so the trader inventory and quest rewards can't be more than 2-3 quality levels higher than what can be looted would do that.  Making crafting have better crafting costs (I thought A20s costs were good) and balancing magazines some more you aren't getting a bunch of extra magazines of what you perk into and so your perks aren't preventing you from finding other magazines as often would do that.
You not understand how game design work.

Every part of the game need to be balanced with the overall progression and difficulty of the game.

Traders/loot/quests aren't balanced with the actual progression and difficulty of the game.

And they are all main parts of the gameplay.

Choicing to use something because is not balanced isn't an option, only show lack of balance.

Developers will fix it, they already confirmed the game need more balance few pages behind.

 
You not understand how game design work.

Every part of the game need to be balanced with the overall progression and difficulty of the game.

Traders/loot/quests aren't balanced with the actual progression and difficulty of the game.

And they are all main parts of the gameplay.

Choicing to use something because is not balanced isn't an option, only show lack of balance.

Developers will fix it, they already confirmed the game need more balance few pages behind.
You make assumptions again.  You seem to think that you understand more about game development than anyone else.  Are you a professional game developer?  If so, then maybe you can make such a statement about game design but I have a feeling you are not.  Even if you are, you have no idea what other people know or don't know so making assumptions is still not appropriate.

I and many others already pointed out that there needs to be balancing done and no one disagrees with that from what I've seen.  Some think it needs more and some think it needs less but I think at least almost everyone agrees that balancing needs to be done.  They are also giving suggestions for how that balancing can be done.  You aren't.  You just keep repeating that everyone is wrong and the game needs to be balanced and don't offer any suggestions.  That's far different from the many people who have given suggestions and ideas for how to balance the game.  Are they all great suggestions?  Maybe not, but at least they are suggestions.  Maybe you should stop trying to act like no one else knows what they are talking about and give some suggestions to improve balancing yourself.  Then maybe people will have something they can actually agree with you about (if the suggestions are good).

 
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To spam craft you need easy to get materials and something that is really worth much more after crafting out of only easy to get materials. I seem to remember TFP balanced the value of items because of this. So there might or might not be such items left. I want a practical example so I can test if it really works with A21.

One tier1 quest  gives a single player about 1800 dukes if he sells everything he gets from the POI (did a test game to check this out a few days ago). If he doesn't want to waste time shoveling all the resource piles I would guess it would be more like 1500 dukes but the quest plus travel and trader-interaction would be done in about 10 minutes(?) real-time by a normal player. Now show me for this case how that same player can acquire materials, craft something with them, sell them and reach anything in the vicinity of 1500 dukes in about 10 minutes.

Quest rewards are part of the trader balance (for me). Naturally the trader can't give out steel stuff as quest rewards for higher tier quests. See this older post from me in this thread where item 2) is about the item rewards of quests:

https://community.7daystodie.com/topic/28129-alpha-21-dev-diary/?do=findComment&comment=529609

And I'm not sure that loot is unbalanced compared to crafting. It may still need some fine-tuning but really not that much.
The fact is reducing only the reward duke is a bandaid solution.

Is better plan to solve the principal problem, not the money, but the presence of item itself.

Is impossible to reduce the way to earn dukes(quest rewards or sell crafting/looted things) in a way to keep a good progression of traders list if you can find iron tools or magnum in 2/3 weeks with no perks and quest rank 2.

Actually crafting have an enough slowed progression to keep with the difficulty progression.

For example i have get the magnum after around 15/20 days with crafting than trader quest rewards.

The magnum offered by the traders would have breaked the difficulty progression.

I agree on the ammunition too, i get 100 ammo pistol on one of the first quests i played i think the second or the third, really too soon.

But i see you talk of high tier quests, but until now i always talked of max rank 3 quests, which make the balance situation even worse.

Add to this i'm talking of warrior/insane difficulty and with crafting the difficulty is barely adeguated(i kill "normal" zombies with 2-4 hunting knife hit to head on days 60+)

When instead the game should balanced around normal difficulty.

If the difficulty is easily breaked on max difficulty, i can't even imagine how much is breaked on normal difficulty.

You make assumptions again.  You seem to think that you understand more about game development than anyone else.  Are you a professional game developer?  If so, then maybe you can make such a statement about game design but I have a feeling you are not.  Even if you are, you have no idea what other people know or don't know so making assumptions is still not appropriate.

I and many others already pointed out that there needs to be balancing done and no one disagrees with that from what I've seen.  Some think it needs more and some think it needs less but I think at least almost everyone agrees that balancing needs to be done.  They are also giving suggestions for how that balancing can be done.  You aren't.  You just keep repeating that everyone is wrong and the game needs to be balanced and don't offer any suggestions.  That's far different from the many people who have given suggestions and ideas for how to balance the game.  Are they all great suggestions?  Maybe not, but at least they are suggestions.  Maybe you should stop trying to act like no one else knows what they are talking about and give some suggestions to improve balancing yourself.  Then maybe people will have something they can actually agree with you about (if the suggestions are good).


Is over 25 years i playing videogames and various times developers talked with us of how they balance games.

And developers of this game actual talked of balance too.

One of the reason of magazine system was to reduce/remove the overlap of tiers and the slot fix to reduce the overlap of quality.

All problems we can find in traders/loot/quests.

Like i said, Developers have sayed they will do more balance when we was talking of progression differences between crafting and traders/loot/quests.

So Developers will fix the balance problem situation.

 
Is over 25 years i playing videogames and various times developers talked with us of how they balance games.

And developers of this game actual talked of balance too.

One of the reason of magazine system was to reduce/remove the overlap of tiers and the slot fix to reduce the overlap of quality.

All problems we can find in traders/loot/quests.

Like i said, Developers have sayed they will do more balance when we was talking of progression differences between crafting and traders/loot/quests.

So Developers will fix the balance problem situation.
Reading what devs say doesn't make you more of an expert that every other gamer out there with similar experience.  I can say that I have over a decade more gaming time than that but it really doesn't matter.

Everyone here is talking about balance.  No one that I've noticed is saying they shouldn't balance the game.  They are offering possible ways to balance the game.  You don't like their suggestions and are repeating that the devs will balance it.  But what happens if the devs balance it in a way similar to what someone here suggested?  You're not going to be happy about that.  You are assuming that how the devs balance the game will be correct and that any suggestions from anyone else are wrong.  TFP has been very good at making decisions that many people disagree with, so assuming they'll balance in a way you like is probably not going to work out well for you.  :)

 
@faatal Are you guys to rework the network code at some point as it's quite bad currently, loads of people are having issues with it

Floating zombies, items or objects.

Performance gets worse the longer the server is up.

Stuttering

It's fine for the most part with 1 or 2 people but it take to your supported max of 8 it's becomes unplayable after a while.

I knows it's Alpha and all that but it's had these issues for a long time.

Maybe in Beta as I know the current push is to get A22 done.

 
There's a lot of good commentary above on the issues with quest reward vs. bought items vs. looted items vs. crafted items above. 

I thought I'd chip in with some thoughts, which also summarise some of the stuff that's been raised.

First observation is the four different methods of loot acquisition scale off different things:

Quest reward appears to scale solely off quest tier

Bought items scale off level, quests completed and daring adventurer ranks. The key scale factor is level as DA is a flat bonus and trader stage is a multiple of level.

Looted items scale off level, biome and POI difficulty but the key driver is level

Crafting scales off magazines found

In order to achieve better balance, you really want all four loot sources scaling, to at least some degree, off the same thing, which realistically is level.

The suggestion that quest rewards, at least for levelled items, should be far more dependent on trader stage seems like a good one. Quantities of unlevelled items, ammo and resources etc. could still just scale straight off quest tier. My own feeling is quest rewards at the maximum tier you have unlocked should give rewards slightly better than what that trader has for sale. I.e. the trader stage used for rewards should be equivalent to the trader stage you're going to unlock when you finish that tier, if you're questing at the highest tier you've unlocked for that trader.

I do feel quest tier has too little impact on trader stage, and daring adventurer way too much. For a level 100 character, 3 ranks in daring adventurer gives the same benefit as unlocking quest tier 6. It's way more dramatic at lower levels. That seems totally out of whack. Something like +0.1 (player level) trader stage per quest tier (not the current 0.05) and an extra 0.1 (player level) per point in DA (rather than flat +10 per point) looks a lot more sensible to me. DA would still be a huge benefit for INT players, but it wouldn't have the insane impact it does currently at lower levels. 

Equally the impact of levelling up a particular trader is currently rather small. Until you reach very high levels, where level gain rate has slowed right down, the rate you're gaining levels is going to have a much bigger effect on ALL traders than raising your quest tier level with individual traders.

Level impacting crafting skill has some merits, but that's a fairly radical change. It would ensure crafting stays more in alignment with other loot sources though. 

It definitely seems like the current systems work and give players meaningful choices regarding how to gear up. We just need some fine tuning to ensure those choices are meaningful and there's not one single strategy that always performs better than the others.

 
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@faatal Are you guys to rework the network code at some point as it's quite bad currently, loads of people are having issues with it

Floating zombies, items or objects.

Performance gets worse the longer the server is up.

Stuttering

It's fine for the most part with 1 or 2 people but it take to your supported max of 8 it's becomes unplayable after a while.

I knows it's Alpha and all that but it's had these issues for a long time.

Maybe in Beta as I know the current push is to get A22 done.
Using a decent host, with auto restart set to once or twice a day pretty much fixes this.
Don't go for one of those cheap $11.99 / month game sever hosts to run a 10k map, they're just not sufficient.

 
Using a decent host, with auto restart set to once or twice a day pretty much fixes this.
Don't go for one of those cheap $11.99 / month game sever hosts to run a 10k map, they're just not sufficient.
Thanks for the reply but this happens on the best hosts available, it's not an isolated issue and has been an issue for years now, but as I said game is in Alpha and network does need help.

 
Thanks for the reply but this happens on the best hosts available, it's not an isolated issue and has been an issue for years now, but as I said game is in Alpha and network does need help.


The network code saw some improvements in A21 so it should be better then A20 at the least.  If possible, please submit a detailed bug report so we can take a closer look at your specific case.

As a side note, the QA team often has a long term dedicated server they use to test out multiple different issues, group play and stability being just a couple.

 
I hope next alpha, they bring in a whole new variety of quests. They have tons of poi's, they just have to use them.
Ideas:
1. Establish some type of Communication between settlements (Some poi's have a radio tower, repair it?)

2. Rescue a stranded survivor... (they have the ai for the drone, couldn't they just fiddle with that a little bit)
3. Take out a bandit camp (that's interfering with the trader's business?)
4. Clear out an infested/abandoned trader base (for new a trader to make business there?)
5. Repair a water pumping station (Water is very IMPORTANT!!)

6. They could have bounties in the game (Find that target and eliminate him for your reward) 

 
I hope next alpha, they bring in a whole new variety of quests. They have tons of poi's, they just have to use them.
Ideas:
1. Establish some type of Communication between settlements (Some poi's have a radio tower, repair it?)

2. Rescue a stranded survivor... (they have the ai for the drone, couldn't they just fiddle with that a little bit)
3. Take out a bandit camp (that's interfering with the trader's business?)
4. Clear out an infested/abandoned trader base (for new a trader to make business there?)
5. Repair a water pumping station (Water is very IMPORTANT!!)

6. They could have bounties in the game (Find that target and eliminate him for your reward) 


These would be awesome. We did used to have bounties in the form of random notes you could find, though they were more along the lines of "Go here and kill X amount of Y zombie."

 
2. Rescue a stranded survivor... (they have the ai for the drone, couldn't they just fiddle with that a little bit)
Having someone follow you on foot might be more difficult to code... How about changing this to be a crashed drone?  It was delivering supplies between traders and failed/crashed somewhere. You'll need to find the drone, repair it and bring it back to the trader.

 
Reading what devs say doesn't make you more of an expert that every other gamer out there with similar experience.  I can say that I have over a decade more gaming time than that but it really doesn't matter.

Everyone here is talking about balance.  No one that I've noticed is saying they shouldn't balance the game.  They are offering possible ways to balance the game.  You don't like their suggestions and are repeating that the devs will balance it.  But what happens if the devs balance it in a way similar to what someone here suggested?  You're not going to be happy about that.  You are assuming that how the devs balance the game will be correct and that any suggestions from anyone else are wrong.  TFP has been very good at making decisions that many people disagree with, so assuming they'll balance in a way you like is probably not going to work out well for you.  :)


You seems to not understand a thing.

Developers already choiced a line of balancing with magazines.

Crafting system progression is overall in line with the difficulty progression of the game.

This is what they want for the game.

Now Developers will need to apply this same line of balance to all the other parts of the game traders, loot and quest rewards for fix the unbalanced situation which is breaking the progression and making game too easy breaking the difficulty progression.

 
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