PC Alpha 21 Discussion Overflow

Well I expect limited "escorting" missions, with npcs having some teleporting capabilities if they get stuck for a while. That would count as a " follower" wouldn't it?
I hope not 

Matt says no.
Well thx Roland for remember about me. I don't have nothing new to say for some time - new iron armor looks too good to complain and start topic about aestatic and hm... universal enough so i don't have any new theories about armors. Well i started to play with my friend in deep rocks  galactic - and there are M.U.L.L robots  - this is voxel game too so their patchfinding is only good because this robots can go everywhere even on wall. So i don't see option to add escorting mission into 7dtd. I mean now - if this idea was said during A12 i would support this idea because... 7dtd's map was much simpler. Well just let them finish this game as fast as they can. This will be best option for everyone

 
Furthermore, the change is purely for crafting. Many of the things you can craft you can also find in loot or can purchase from the trader.
Actually, everything you can craft you can also find or buy from the trader. As far as I know, there is nothing important that you can only get by crafting it. On the contrary, there are things that you can only find or buy but not craft.

So even if you are unable to craft something until you find enough magazines, you are not completely blocked from those items.
Although sometimes frustrating, it makes a game more interesting when you reach a dead end and have to find a way around it. There are veteran players who still tell stories about the time when they couldn't find the Forge Ahead book.
 

 
Some people actually like mechanics in their games.
fallout_4_cosplay_by_niamash-d9yryza.jpg


Indeed!

-Arch Necromancer Morloc

 
Although sometimes frustrating, it makes a game more interesting when you reach a dead end and have to find a way around it. There are veteran players who still tell stories about the time when they couldn't find the Forge Ahead book.
 
Being limited does makes the challenge and is more or less the whole point of motivation, especially in survival/sandbox games.

If you had everything you want in a sufficient amount right from the beginning, there would be no challenge, and it would become rather boring really fast,

especially in said sandbox games.

It would be like godmode, or in this case, creative mode.

...I don't like creative mode though, because my creativity is so limited 😀

 
I like the idea in concept, but having your weapons break and become unrepairable mid-blood moon would be very frustrating.  We have have pretty high zombie count set on our blood moons and I usually have to repair my M60 six or seven times a blood moon.  Having to carry tons of extras of the same weapon wouldn't be too fun.


I did this to my game and I have found it to very fun to play.  It is all about planning ahead of time.  Setting up some boxes ahead of time with backup weapons and then making sure I have enough on hand for the blood moon changes up the gameplay.  I am approaching Day 28 so I am now in the process of crafting backup weapons and prepping my base for the horde coming, which means I hope I have enough materials and parts on hand to get everything done in time  😁

 
Does anyone else find themselves often startled by the "trader open" alert?

I don't know if it's the volume or what but when I stand outside a trader at 5:50am and wait for them to open something about the noise always seems to catch me off guard and make me jump a bit.

 
I really hope that the armor system has 6 or 7 slots cos 4 is just too low compared to the 12 now.

Something like head, shoulders, arms, legs, feet, and chest (maybe underarmor)

It would also fit nicer with the perk magazines being around that much for full sets. 
Sorry. 4. But we get 5 times the "enchantments". Before it was cigar, glasses and... running shoes? Now every piece has 2-4 effects PLUS full armour bonus. As of cosmetic reasons... mmm you can paint them? They can always make more, which they said it's a maybe. A maybe for TFP is a YES if their vision fits. That's the cool thing about this studio.

Edit: Just wait until "Shapespeare" finishes with his current task and all of a sudden we get 1300 new armour sets, even for misfits,lol.

 
Last edited by a moderator:
Sorry. 4. But we get 5 times the "enchantments". Before it was cigar, glasses and... running shoes? Now every piece has 2-4 effects PLUS full armour bonus. As of cosmetic reasons... mmm you can paint them? They can always make more, which they said it's a maybe. A maybe for TFP is a YES if their vision fits. That's the cool thing about this studio.

Edit: Just wait until "Shapespeare" finishes with his current task and all of a sudden we get 1300 new armour sets, even for misfits,lol.
unless the dyeing system is overhauled to not just be a full color tint for a more ARK style of doing it with individual color regions that take coloring better then who cares that we can tint it green like we already can?. 6 armor slots is pretty standard in tons and tons of RPG games. (slot 7 could be back now that I think of it)

 
Last edited by a moderator:
Mucho Texto


I think the heart of the issue here is that 7dtd's mid to late game (everything after the first week or two) is kind of non existent apart from stronger zombie variants appearing in hordes. There's not much reason to not just start a new game to redo the early game after a month in game which is an issue.  

The LBL system just needs like 1 or 2 things added to it to make it so much more appealing. Yes, yes, I know you get more of what you spec into, but that doesn't address the multiplayer question. Instead of scrapping into paper schematics and perk/skill magazines should scrap into a resource that you can use to make things you're missing or want to specifically spec into without relying on RNG. The core of this idea is from the Undead Legacy mod overhaul's research workbenches.

 
I think the heart of the issue here is that 7dtd's mid to late game (everything after the first week or two) is kind of non existent apart from stronger zombie variants appearing in hordes. There's not much reason to not just start a new game to redo the early game after a month in game which is an issue.  

The LBL system just needs like 1 or 2 things added to it to make it so much more appealing. Yes, yes, I know you get more of what you spec into, but that doesn't address the multiplayer question.


What multiplayer question is there? Co-op players will advance faster since they loot more and can share the magazines they find that others need but they don't.

Instead of scrapping into paper schematics and perk/skill magazines should scrap into a resource that you can use to make things you're missing or want to specifically spec into without relying on RNG. The core of this idea is from the Undead Legacy mod overhaul's research workbenches.

 
What multiplayer question is there? Co-op players will advance faster since they loot more and can share the magazines they find that others need but they don't.
The multiplayer question is not everything in multiplayer is co-op looting so how does the dedicated builder get better tools to gather resources for the base if the others do not have mining tools specced?

I have seen this be brought up repeatedly when you n the others seem to miss the point that it's still entirely RNG based, even if you can weight it in certain directions.

Ppl divide themselves into roles in multiplayer and Ive seen more than one ppl say they have a dedicated POI looter or two in their small group on the server. I really don't understand the pushback against being able to recycle unwanted progression books into a resource to get what you want more at certainly a higher rate like 2 recycled to 1 handmade + resources like paper and whatever else needed.

 
I really don't understand the pushback against being able to recycle unwanted progression books into a resource to get what you want more at certainly a higher rate like 2 recycled to 1 handmade + resources like paper and whatever else needed.


Not sure if a research/scrap system is needed.  Maybe something that can be considered after its first iteration to the public.

When I read about the new crafting magazine system, I originally thought of a similar system that you mentioned.  Then I realized that there are already plenty of sources for magazines (e.g. POIs, Trader stock, quest rewards). 

All a research/scrap option is a simplified linear recycler that speed ups the progression of learning magazines vs engaging in the existing avenues for finding the ones you want.

 
The multiplayer question is not everything in multiplayer is co-op looting so how does the dedicated builder get better tools to gather resources for the base if the others do not have mining tools specced?
You don't just find the magazines you specialise in, but other magazines as well. For example, working stiff crates should have an higher chance of dropping harvesting tools magazines.

 
The multiplayer question is not everything in multiplayer is co-op looting so how does the dedicated builder get better tools to gather resources for the base if the others do not have mining tools specced?

I have seen this be brought up repeatedly when you n the others seem to miss the point that it's still entirely RNG based, even if you can weight it in certain directions.

Ppl divide themselves into roles in multiplayer and Ive seen more than one ppl say they have a dedicated POI looter or two in their small group on the server. I really don't understand the pushback against being able to recycle unwanted progression books into a resource to get what you want more at certainly a higher rate like 2 recycled to 1 handmade + resources like paper and whatever else needed.


What Ripclaw said. And there is the trader as an alternative source for tools.

There is a possibility that players who want to stay home may have trouble getting enough higher-quality traps if they need masses of them. But when they need something just once or twice (like tools, workstations and generators for example) the traders are a relatively safe source. 

 
I find it highly concerning that we are now butchering the skill system and most importantly, the crafting, even further, in a futile attempt to make the game "longer". It is nothing but artificial content creation, and nothing substantial.


This. Exactly this. This is what I've been saying.

Your point is absolutely salient; yet, as you can see by the public responses, there are players who have an almost pathological appreciation of any change and cannot or will not see the bad in it.

This player base is composed of people who act like this is North Korea, or some hideous shadow of 1984, in that no matter the change the developers must be praised for it and any dissent must be quelled.

This game; I repeat, had and has since shed incredible and unique systems within the larger context which distinguished it from many other games and really made it an utter joy to play.

It seems as we near the closure of the game that it's been roughly tied together and not properly concluded.

It is sad to say, but in relation to all prior systems, I hope they facilitate a proper workshop integration, and it will be interesting on the zombie front if they open up the ability for players to create zombies on par with the development team so the disjunct in aesthetics isn't too stark. It seems; especially in relation to zombies and vehicles; that mods are the only way forward in really finishing the game the way it should be.

 
Your point is absolutely salient; yet, as you can see by the public responses, there are players who have an almost pathological appreciation of any change and cannot or will not see the bad in it.

This player base is composed of people who act like this is North Korea, or some hideous shadow of 1984, in that no matter the change the developers must be praised for it and any dissent must be quelled.


The proposed changes to the crafting system to address the shortcomings of the crafting system are absolutely salient; yet, as you can see by the public responses, there are players who have an almost pathological bias against any change and cannot or will not see the good in it or wait to see how its implemented before criticizing it.

This player base is composed of people who act like this is North Korea, or some hideous shadow of 1984, in that no matter the change the developers must be criticized for it and any dissent must ridiculed as the actions of a sycophant.

 
Instead of scrapping into paper schematics and perk/skill magazines should scrap into a resource that you can use to make things you're missing or want to specifically spec into without relying on RNG.
See, you say mid to late game is an issue, which I partially agree with. But then you want this system so that you'll be able to get every magazine/schematic you need even faster by being able to specifically craft the ones you need. Which would mean you wouldn't even have the ongoing hunt for those needed books later into the game. Seems backwards to me. RNG drives the game. While I admit there needs to be more to drive the later part of the game, taking out the loot hunt part of late game is not the answer.

 
Back
Top