PC Alpha 21 Discussion Overflow

I'm hopeful there's a logical, targettable loot container for decent water filter drop chances.
Well, in the real world, when I need a water filter, I go to the hardware store. The waterworks would also be a good place to look for a filter.

Or houses with swimming pools would also be a logical place for a filter.

 
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Frankly it's probably better to remove the duct tape requirement from explosive missiles as part of the new water paradigm.  Otherwise you're trying to balance water to make it at the desired level of scarcity for two groups of people who have insanely different water requirements.  Everyone using water at roughly comparable rates (hydration and repair kits mostly) except for dedicated archers who use about six times as much is very, very hard to balance.  The most likely outcome is regular explosive bolt/arrow use becomes unviable, and that would be a shame.


Or even just change the ratio of duct tape for the arrows you craft.  Right now it costs 1 duct tape per exploding arrow or 60 for a bundle of 75.  What impact would making the ratio of say 1 duct tape for 10 exploding arrows and 6 when you generate a bundle of 75?

 
Well : theorizing is good because well some decision are just bad before even testing.  Well everything depends on idea. Some of them are worthy to check some of them sounds too bad


Would you call a decision to include a satirical nerd-armor a bad idea? 😎

Because he is right. And wrong in this same time. looting is too central to the game now - because is not rewarding anymore.

Then: oh maybe in this backpack is pistol... oo nice AK.  I will check this cabin. Yep few junks maybe next time will be better

Now: i have this and this gamestage so i will get again another hunting rifle. whatever. Why i should check X if i know what i will probably get?


In reality: Then (A15): "I will not check this cabin and that town house, there is nothing interesting I can find there." . I remember very well that ALL normal town houses very simply ignored as soon as you left early game. There never was anything valuable in there anymore. 

Now: "Okay, I won't find a much better weapon, but I still need a better leg armor. And where is that damn silencer mod?"

Plus

 then : i found iron! okay now i will mine a lot to make steel items

now: now i have iron... yeah at least i can make door because making tools is pointless now because i have steel parts only to find not craftable. so why i would sit in mine if i can do traders quest


Strangely my group blasts through forged iron and forged steel as fast as we can produce them, and surely not because we can or can not build steel tools. I suspect that you play this game just as a shooter and do only minimal building. Naturally you don't need much raw materials in this case.

 
I consider them very low value/not worth getting.. I usually fill them out when I am getting towards level 250+ and have nothing else to spend on

the stun baton might be good now with the tech junkies books/electrocutioner?? idk

If robotic turrets didn't set off demolishers I would consider turrets alot more.


I use both of those perks heavily when I run a build that leans heavily towards the Int tree

The turrets are used all the time (except for when a demolisher shows up, but then I just pick it up - very rarely do they set one off before I can do that).  So having the bonuses for reload  speed, fire rate, damage output, and extra ammo is very helpful.  Also having the ability to put down two active turrets at the same time is just amazing.  I still use the turrets when I don't spec into the Int side, and the loss of those benefits is very noticeable.

And since I am using the stun baton as my primary weapon on an Int build, having double an additional 50% the damage at max perk is nothing to sneeze about.

Sorry, I got block damage mixed up with entity damage.  It's the attribute levels that eventually lead up to double the damage (headshot), not the the perks.

 
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A friend of mine is heavily critizising the direction of 7D2D because he feels that (random) looting is just too central to the game now. The disadvantage being that the player ultimately has no meaningful decisions anymore. He has to take what he finds.


I am not a big fan myself of the looting priority or trader missions (and their expansive stock of weapons) so I can understand where your friend is coming from.

It's hard to strike a balance with all the various elements, but a couple of changes can swing it to the other side.  If you remove the ability to repair items and lower the probability of finding equipment (weapons, armor, tools), then crafting becomes more important.  Since I just also started throwing out empty jars, murky water becomes a valuable resource as I have to choose between drinks or glue to make items.  So if I find that Q2 wrench that is in decent shape, I will use it (even though I can craft a Q3 wrench) so that I can save my resources to build an iron fireaxe since my current one is almost broke and haven't found anything to replace it yet.

There are some other modifications I made that also influence this behavior - removing quest rewards from the trader (only dukes and exp now) and limiting the gear offered by the traders to Q6 only and at higher prices.

Now this is not to say that the developers should implement these ideas, I am sure they already get enough of that 😉  They have a vision and a goal for the game which they should be constantly striving for.  I am grateful that they made it easy to mod the game so for those of us that want to make small changes in the vanilla experience to those that want to make complete overhauls, we can do that.

Now one of these days I will get around of working on custom icons (instead of just using the existing ones and tinting them) and tackling the localization file (foodRawSnakeMeat and canFoodHeated just doesn't sound as nice as Chicken Soup and Fish tacos in game  😉 )

 
even though it might be annoying for those who were at the team meetings.
I’m not annoyed in the least by the brainstorming of alternative ideas. I haven’t chided anyone for coming up with alt scenarios or poo-pooed ideas (other than disagreeing that simply changing stack sizes would have the same effect)

What annoys me is the speculation about the motives behind the changes and the assumptions of thoughtlessness and laziness just because they disagree. Some personality types automatically assume the worst in other people and can’t imagine any other explanation than that the devs are either lazy, inept, dishonest, and/or hateful of the fans. 

 
So is the water change in the right place here? Anyways, i actually don´t mind water beeing more scarce at all. I like that idea. However this might be not the best way to do this.

The dew collector should be easy to made, it´s just a bit of plastic and some sticks either made of wood or metal. That would mean you can easily have a ton of them and basically have no water issues at all. It wouldn´t make any sense to make it a late game item or hard to make, that would be bad gamedesign. 

Strangely my group blasts through forged iron and forged steel as fast as we can produce them, and surely not because we can or can not build steel tools. I suspect that you play this game just as a shooter and do only minimal building. Naturally you don't need much raw materials in this case.


Yeah, i know that to well. Having at least 3 forges just for iron is normal. And they run 24/7. That´s what happens if you need a garage for every vehicle that is in bdubs vehicle mod. 😛

 
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As Roland said a long time ago, find a few jars and thirst in the first few days is already a non-problem.
Being able to utilize murky water in the first few days requires a cooking pot and since jars no longer appear in the loot table the only jars you'd be finding would be coming from drinks you looted or purchased. If the loot frequency on drinks is set to allow you to survive, even if just barely, then your hydration problems are solved the moment you get that cooking pot anyway, and at no point is the player motivated to save those jars, after all they're an annoying item that does not stack. The mechanic only comes into play under extreme conditions.
 

But this game has a lot of mechanisms without guarantees
It's not that it's not a guaranteed outcome, but that it's extremely unlikely that anyone is going to able to achieve those production levels and for the average player that might maybe build two dew collectors it won't even be considered as an option. This cuts off an already underutilized and very fun playstyle.

We did a user stream a while back where we invited a bunch of people to play 20 minutes days on a prefab that I built, and just before horde night everyone was given a compound bow and a stack of exploding arrows. The reactions were unanimous to the effect of, "holy crap these are so good, I've never even tried them." Even though they've been in the game forever and the average playtime for those people was around 1000-2000 hours they'd never even discovered them. Two dew collectors as they presently stand wouldn't produce enough glue to create a single stack of them. That math is unavoidable.
 

Sure, but the first few days WILL be an emergency situation (if Roland account of his play is to be believed).
Again, after you've acquired a cooking pot the value of those water sources becomes meaningless. You'd just stop using them once you could make drinks.
 

Should the modders opinion get no scrutiny?
No, but neither should their opinions be dismissed out of hand. I personally disagree with both of them on more issues than I can list, but I do consider what they say from the perspective that they spend a lot of time thinking about this game. It's simple respect for others, no adulation required.
 

Yes. It would have been much better in my opinion if some dev or Roland had immediately posted a summary of how such a change was decided and especially what the reasons were for it.
It would've made for better informed commentary, but it wouldn't have changed my reasoning much. 

 

 
So is the water change in the right place here? Anyways, i actually don´t mind water beeing more scarce at all. I like that idea. However this might be not the best way to do this.

The dew collector should be easy to made, it´s just a bit of plastic and some sticks either made of wood or metal. That would mean you can easily have a ton of them and basically have no water issues at all. It wouldn´t make any sense to make it a late game item or hard to make, that would be bad gamedesign. 
Maybe I'm not following you, but I'm pretty sure it's been revealed that dew collectors require a filter (which is not craftable) that can only be obtained through trader stock, reward or rare loot drop. Seems like that might make it just hard enough to make getting water hard at the beginning, but it doesn't restrict it to late-game.

 
Meh. More random looter shooter stuff. Great. They really try hard to make it survival and not survival at the same time.

And now we do need to use the traders no matter what. No more no trader playtroughs. That sucks. Did they do this because a lot of people do not use the quest system, because they are so OP and greatly shorten the playtime with all that extra XP and cash? 

Well, i accepted the fact that i am not gonna be happy without mods anymore.

 
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Being able to utilize murky water in the first few days requires a cooking pot and since jars no longer appear in the loot table the only jars you'd be finding would be coming from drinks you looted or purchased. If the loot frequency on drinks is set to allow you to survive, even if just barely, then your hydration problems are solved the moment you get that cooking pot anyway, and at no point is the player motivated to save those jars, after all they're an annoying item that does not stack. The mechanic only comes into play under extreme conditions.


The changes in A21 will not necessarily solve your hydration problems the moment you get a cooking pot. Because you want to use some water you loot for production of food and glue you will have a motive for drinking from sewers and the like. The difference is that the only way to scale up the water production are dew collectors and those are not mass producable.

In your scheme the only limit is how much inventory management grind the player is prepared to do. Find or craft 3 jars and you have enough water for yourself for a day. Find or craft another 3 jars and you immediately doubled your production capacity per run to the water source.

What I specifically dislike about your solution is that the limiting factor is how much grind the user accepts. That is similar to the problem the LBD-stone axe-crafting had in A15.

It's not that it's not a guaranteed outcome, but that it's extremely unlikely that anyone is going to able to achieve those production levels and for the average player that might maybe build two dew collectors it won't even be considered as an option. This cuts off an already underutilized and very fun playstyle.


You don't know that yet. You are talking about 2 dew collectors but it is totally unknown how many dew collectors a player can build say on day 20 on average. 

We did a user stream a while back where we invited a bunch of people to play 20 minutes days on a prefab that I built, and just before horde night everyone was given a compound bow and a stack of exploding arrows. The reactions were unanimous to the effect of, "holy crap these are so good, I've never even tried them." Even though they've been in the game forever and the average playtime for those people was around 1000-2000 hours they'd never even discovered them. Two dew collectors as they presently stand wouldn't produce enough glue to create a single stack of them. That math is unavoidable.


I get the impression you are arguing here again that telemetry data alone can't tell TFP how many dew collectors are needed. But why are you still arguing about this? Nobody was disagreeing with you on this.

When I was talking about feedback, naturally written feedback from players here in the forum should be taken into account. But that must come from a position of knowledge, for example how many dew collectors a player normally can build in a game. The math you do with 2 collectors is unavoidable BUT probably useless.

Again, after you've acquired a cooking pot the value of those water sources becomes meaningless. You'd just stop using them once you could make drinks.


Not having played it I can only guess. But I assume dew collectors will be scarce in the beginning, so if we talk about possesing 1 dew collector on day 3 and 4 people on the server I would say we still have a lot of water to buy at premium from a trader.

And my group actually buys other stuff from the trader, including books, mods and yes, even a weapon sometimes. A jar of red tea according to xml costs 48*3 = 146 dukes at the trader or vending machine. That is nearly half of what one tier1 quest gives you as monetary reward. Do 2 quests and with the reward money alone you can't even afford food and drink for the day. Let alone save money for that Urban Combat book the trader has on display.

No, but neither should their opinions be dismissed out of hand.


Which is why I was asking if anybody was really dismissing them out of hand without bringing arguments. Do you have some examples? In your words it sounded like a witch hunt and many people were involved (you used the plural after all). I can only remember one person got somewhat into a heated discussion with them with a back and forth about who said what and what it meant, but even that person was bringing arguments (I just checked). Something between them as long as they don't violate forum rules.

I personally disagree with both of them on more issues than I can list, but I do consider what they say from the perspective that they spend a lot of time thinking about this game. It's simple respect for others, no adulation required.
 

It would've made for better informed commentary, but it wouldn't have changed my reasoning much.


I prefer better commentary to accusations of "making changes without any reason" or wild speculations on what the reasons were (not refering to you here, but a few posters have done this)

 
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how about some clever cookie makes us all a mod that will emulate the water change in the current game. it would only take a few hours to then go in and get an idea of how it affected each of our game play styles, a pseudo test as it were.

i think it was @roland a few (no a crap ton) of pages back said something along those lines... i am too dumb to work it out, but i will bet there are heaps of you who could and i personally would try it as i prefer the early game over the late and restart often playing different builds

 
how about some clever cookie makes us all a mod that will emulate the water change in the current game. it would only take a few hours to then go in and get an idea of how it affected each of our game play styles, a pseudo test as it were.

i think it was @roland a few (no a crap ton) of pages back said something along those lines... i am too dumb to work it out, but i will bet there are heaps of you who could and i personally would try it as i prefer the early game over the late and restart often playing different builds


I think that was actually me talking about simulating it in A20.  However, there is a lot of things going on with this change that has an impact that we simply don't know yet - crafting magazines instead of perk / schematics, changes in the loot tables and what you get when you loot something, changes to the traders.  There are so many changes (big and small) coming in A21 that just creating something to generate 3 bottles of water a day won't give a person a sense of the changes coming.   Heck, you would even have to simulate drinking from water sources in the world.

On my next playthrough, I am going to pull empty jars from the loot tables / items / recipes (along with empty cans), but all that is going to do is to simulate the new conditions under A20 rules, not under A21. - relying on murky water I find while looting and drinks from the trader.

I can make up a modlet to do it (with obviously a placeholder for the dew collector, I am not going to model it), but it won't be a true representation of what is happening on A21.  And the concern I have is that people are going to assume what they experience with that modlet is A21 which it will not be.

Roland is actually playing with the A21 changes now as being one of the testers for it.

 
Would you call a decision to include a satirical nerd-armor a bad idea? 😎

In reality: Then (A15): "I will not check this cabin and that town house, there is nothing interesting I can find there." . I remember very well that ALL normal town houses very simply ignored as soon as you left early game. There never was anything valuable in there anymore. 

Now: "Okay, I won't find a much better weapon, but I still need a better leg armor. And where is that damn silencer mod?"

Strangely my group blasts through forged iron and forged steel as fast as we can produce them, and surely not because we can or can not build steel tools. I suspect that you play this game just as a shooter and do only minimal building. Naturally you don't need much raw materials in this case.
1. Yes it's very very bad idea. This is bad as hornet 🤪

2. Well that's a point - i know they spend a lot of time making houses but... that's a point. There is no reason to get into every house. Why? because most people ( well at least i think that - i don't live in USA) don't keep anything in great number in houses except early stage things like - knifes, food water, cash medicine etc.  So that's why the most important places are - shops ( smaller are safer), gas stations, abadoned military truck etc. even things like hospitals could be just dead trap. So at least POI's interesting should be : houses --> small shops --biger shops--> outpost ---> bases, hospitals, etc. Yes i know about tiers but... now there it's no chance to find wight radomly at first day so this such less risky and emotional. my friend had aversion for 7dtd because he radomly get wight in digged mine. good times. 

3.  Well this depends what do you mean minimal buliding. i never do anything just for " this looks good"  - i do thing to be "effective" : few block of walls usually (5 block high) tons of spikes,  small base  just simple stone/cement walls - workstations, camp fire etc. and electrical traps etc but this depends on day. I don't care too much how this looks -well this have to be safehouse not home right?

 
Meh. More random looter shooter stuff. Great. They really try hard to make it survival and not survival at the same time.

And now we do need to use the traders no matter what. No more no trader playtroughs. That sucks. Did they do this because a lot of people do not use the quest system, because they are so OP and greatly shorten the playtime with all that extra XP and cash? 

Well, i accepted the fact that i am not gonna be happy without mods anymore.
Re-read what I said (and keep in mind, I'm just sharing what I thought I read in previous posts) From my understanding, the filter is NOT only available through traders. It can also be found in loot. So a "no trader" playthrough will still be very much possible.

It's also funny to me that some people look down on the use of mods. You seem almost disappointed that you have to use them to play the way you want. Why is this a bad thing? Wouldn't it be worse if TFP made modding impossible?

 
I don´t look down on mods. In fact i play modded only for quite a while now. It´s just sad that i need them to enjoy the game. I would like a vanilla game that i can enjoy aswell.

And you said it would be a rare loot drop. Wich basically means you will need the trader. This would be horrible in MP Coop, you can´t have someone farming/building/cooking because that person won´t get a lot of water. Another step into forcing everyone into scavenging along with the learning by looting change. 

Well let´s see when it drops. But i fear that you are right, as they never liked when someone could stay at home. But they totally oversee the fact that people who do building/mining/farming/cooking exclusivly have no interest in the game anymore if they are forced to go out. And that will stop the whole group from playing in our case.

Ah well, ARK 2 is coming, Conan exiles get´s a huge update, Nightingale is coming this year. PZ is constantly updating. I am good with games luckily.

 
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I feel silly admitting that the notion of being unable to fill a container with water from a lake/river has kind of shaken me.

But, rather than spend a bunch of time railing against it on the boards I've mostly just been thinking, "okay, I must play differently than most and differently than TFP imagines." I'm scratching my head as to what the intended play is. My guess, based on A20, is that you do the starter quest, you run quests for the trader, you make a horde base and deal with hordes, slowly grow more powerful, repeat until bored.

My style has been, complete the starter quest, focus on food/water/cookpot/padded armor, then I'm in a position to find a higher purpose, like complete quests, explore the world, or work with other players towards some goal. In reflection, I'm basically following Maslow's Hierarchy of Needs, though admittedly the game doesn't penalize me for not having shelter, partly because I don't need to sleep and partly because being too hot/cold costs me more food/water.

Could it be that when survival is only expressed in terms of food and water, making either more scarce is the only option for tweaking that aspect of the game?

(Is it weird to anyone else that a new character without shoes moves so well through the wilderness? Just me? Okay, thought so.)

So, while I've always preferred to play with a Vanilla configuration, maybe that's changing. Gadz, this feels like soul-searching in some way.

 
What i don´t like is the RNG. This shouldn´t be a loot shooter, wich this change and learning by looting definitly will make it feel like even more than already now.  RNG shouldn´t influence how well i am able to survive. Nothing against making food and water scarce, it´s actually welcome.

 
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The changes in A21 will not necessarily solve your hydration problems the moment you get a cooking pot. Because you want to use some water you loot for production of food and glue you will have a motive for drinking from sewers and the like.
There's really no need to craft early game or cook anything that requires water. You can go an entire 60 hours without having to do either. 
 

In your scheme the only limit is how much inventory management grind the player is prepared to do.
Well sure, except that you're neglecting that there is no incentive for the player to do that before having a cooking pot, and if you're already looting 3 bottles of murky water a day for free, then there's just no point in making that special trip to get those 3 bottles of water. 

But let's say you've collected 2-3 full storage boxes of jars, have the 4x4, and a fully modded Q6 drone to carry them all to the water source. Your combined inventory space is 172 spaces if you leave a space to stack into, that's a hard limit. The soft limits are that even if you drink 3 drinks a day it'll take you 57 days to collect that many, you need to already have the 4x4, a fully modded Q6 drone, and neglecting travel time it'll still take you 3 real time minutes or a full game hour to accomplish. All for approximately half of what you need for those 4 stacks of bolts. And remember, once you convert to glue, the jars vanish, so you'd have to wait another 60 days before repeating it.
 

You don't know that yet. You are talking about 2 dew collectors but it is totally unknown how many dew collectors a player can build say on day 20 on average. 
No, but I can estimate given that one source of the required filter coming from traders will most likely be as a quest tier reward that isn't repeatable, it's a "rare drop" and as such will both be cost prohibitive and infrequent in trader inventories. 
 

When I was talking about feedback, naturally written feedback from players here in the forum should be taken into account.
No disagreement there.
 

The math you do with 2 collectors is unavoidable BUT probably useless.
Sure, they could change trader density or make the filter a common repeatable quest reward, but they're not going to. What they're more likely to do is adjust the output of the dew collectors and/or make them modable and/or drop them into traders inventory more frequently late game and/or make filters craftable and/or add a skill to the intellect tree to allow higher production from them. 

The math isn't useless if we assume that what's been reported so far is true, and there is no reason to believe that it isn't.
 

And my group actually buys other stuff from the trader
Craft turret ammo (a little harder now with cans removed), sell polymers, leather and stacks of paper for early cash. 
 

Which is why I was asking if anybody was really dismissing them out of hand without bringing arguments. Do you have some examples?
No, and I'd never specifically name any names, but since I do follow those people in other places, I know that it was enough to terminate the conversation for them regardless of whether it was within the forum rules.
 

I prefer better commentary to accusations of "making changes without any reason" or wild speculations on what the reasons were (not refering to you here, but a few posters have done this)
I have most certainly speculated on the reasons for these changes, and I'm not really ashamed of doing so either. I have gone as far as to suggest that it was in many ways a solution looking for a problem. 

If we start with the premise that drinks are too easy to come by in the early game a lot of the changes make sense. Remove boiled water from the loot table, now you're stuck drinking murky until you get that cooking pot or buying from the trader. That pretty much solved the whole thing right there for the early game.

But then you get that cooking pot and the jars you collected, so we remove jars from the loot table too and now the player is limited to the jars that have been returned from drinking until they get a forge, and then just make jars uncraftable and the player is still limited to gaining jars at 3 per day and any jars used to create food or glue are not returned and you end up with the exact same water budget as the dew collector is presently advertised. All with a few xml edits and at no point was it necessary to remove water collection or add a new asset.

Someone wanted to add the dew collector, and I suppose it could fairly be argued that it was to introduce scalability, but it wouldn't necessitate removing water collection to achieve that, except that fewer people might opt to test the new gadget if that 3 per day budget was already adequate.

 

 
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For the environmental hazards we should be able to interact with these hazards not only as a level obstacle but as a gameplay feature that is more dynamic and manipulatable. You should be able to turn the valve back on if you think that zombies will be running through the doorway that the flames would be blocking off. If you find a red pipe you should be able to shoot it and make a hazard yourself. These are just an example but I think applying intractability to a lot of deco would play to this games sandbox strengths. I mean heck lights can't even be shot out for stealth gameplay. You have to destroy the whole lamp to shut it off. Light switch, one tap and that's all I'm going to say.  
That would be great. But I already see some issues for the devs. To ensure the gas leak is coming from "somewhere" you'd need to be sure that the pipe you're shooting is connected to some source. Otherwise, you can have a single "pipe block" that can become a hazard even without being connected to a source of gas.

As you can see, this can easily become a can of worms... how would you solve this issue?

 
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