Damolann
New member
Heh nice, an Airplane reference. Just watched that again two days ago...Also, his name is Shawn. Not Shirley....![]()
Heh nice, an Airplane reference. Just watched that again two days ago...Also, his name is Shawn. Not Shirley....![]()
Track down files of the Police Squad!Heh nice, an Airplane reference. Just watched that again two days ago...
As a single player in the current alpha I have to... "either craft it, buy it or find it."You could also have this little problem as a single player in A21. And there you don't have anyone who can supply you with better equipment. You have to either craft it, buy it or find it.
Balancing the game will not be easy. There are players who like to loot non-stop, but there are also players who like to build or spend time in the mine. The question that concerns me is, what is the player type that the balancing will be based on? How many days a week will I have to set aside my hammer and pickaxe to scavenge?
Your concern for A21 Magazine balancing will no doubt be handled like previous balancing concerns, take weapon parts as an example, with ajustments as needed. You need to loot x number of parts to craft a better weapon. Do you go looting for needed resources to craft that better weapon or do you finish the base because horde night is coming? How do you or anyone else handle this conumdrium currently?It's not always that simple. Maybe you not only need better equipment, but you also need to finish the new base because the next horde is coming in two days and you still need resources.
If you simply go on a magazine hunt, you might end up with a half-finished base and hardly any ammunition left. And in the worst case you are still missing some magazines to finally have the better weapon. That's why balancing becomes even more important in A21.
The same could be said about the current alpha. If I can't find the ... "required amount ofAnd that's exactly the point. You have to be able to make a real decision.
If it is not possible to find the required amount of magazines to upgrade my equipment in the remaining time, then it is better to continue building in the hope that the base will be finished and still hold with the existing equipment. There is then no real decision one could make.
I think the community has been very involved with the development of the game, and therefore it is their passion that has pushed the devs to be involved in the forums themselves, and listen to the thoughts of the player base that has been with them throughout the build of the game that we all love.
This interaction has yielded a better game in the long run.
This sentence was a reply to a post about how Learning by Loot in A21 affects co-op gameplay. When playing co-op you often have someone in the group crafting the gear for the other players.As a single player in the current alpha I have to... "either craft it, buy it or find it."
One would like to think that there are no "only looters" but unfortunately this is not so. Many new players play the game basically as a loot shooter. That's where my concerns come from. If the developers think that the majority plays that way anyway, they could adjust the balancing so that their progress is slowed down, which makes it even slower for everyone else.Your concern with how it will be balanced between 2 focused based groups is shortsighted imo. There are no just non stop looters nor just builders/miners (for SP). Non stop looters need to build/prepare for horde night survival. Builders/miners need weapons for horde night survival. Having magazines won't change that fact. As for which type of player balancing will be based on? The same as it's based on now.... Both.
No, in the current alpha version it is different than it will probably be in A21 based on the information we have. Whether I loot, mine resources or build, I get XP that results in skill points. I can then use these to unlock new recipes or to increase the quality of what I can craft. For example, if I build a base, I usually get enough skill points to get Advanced Engineering to level 3, which unlocks almost all traps.In the current alpha, wouldn't the same conclusion you stated apply? That there is no real decision one could make? Your focusing on making the addition of magazines the "bad guy" that every issue you are concerned about can be applied to the A20, A19, A18...ect.
Trust me, he reads most of what we post here and is happy, for how further the game goes, and how much we enjoy it.There was a time when Madmole would post on here almost every day. Answering questions, posting screenshots, occasionally arguing with someone who didn't like what they were hearing... it was awesome. And he kept at it for *years*, which you have to consider on top of everything else he was doing (the team was a good bit smaller then.) Say whatever else you will about him, the man is passionate about the game. I kinda miss those days, it hasn't been quite the same since A18ish. But it's completely understandable, he's got to be busier than ever with the company growing, future projects, life outside of games, etc.
Yeh I guess people have different experiences so balancing around everyone is tough! I always find, whether solo or in a group, I find enough looting, food from traders / vending machines / birds nests or wild animals to only ever really struggle for the first day or two. Usually swimming in cans and boiled meat after that! But yeh I appreciate it's not the same for everyone.
Edit: I'll also add, just to throw an extra point on the fire to be annoying, even though late game food offers some buffs there's only a few options worth taking and a lot of food ends up being redundant. Having a mechanic where food variety was important would help use more of the game's assets for longer. Just my $0.02.
Appreciate the thought out response!Personally I don't think adding proteins and carbs alone would make the game better (though I don't have actually played with such a system). Essentially it is just adding another simple bar to hunger and thirst to fill. More memorizing which food helps which bar. Potentially another inventory slot used up for your food/water as well.
The few options to take late game would be apparent very fast as well. I would assume most players would select a food with somewhat balanced carbs and proteins and just accept to overeat in one category to be able to take just one food with you. Others would just take two "specialist" food with them and always eat one of each. The determination what to use for food though would be still static, unchangeable and once done, worth no thought anymore.
It could be made more interesting by adding a dynamic mechanism like eating high carb food while being higher on carb than protein would even diminish the protein bar and vice versa. That would make it more important for the player to always eat food that mainly increases the lower of the two bars. And overating on one of the categories should result in some debuff or disadvantage.
Now you would actually need to think a second before you eat something. Anything less and you just adapt once and always make the same moves in the same static minigame.
And I can predict what TFP will be saying to that: Too late in development to replace a system they are satisfied with with another one. And that such a system would be perfect for a mod. (Though are they satisfied internally with the food system? I assume they are but I don't know for sure)
And I can predict what TFP will be saying to that: Too late in development to replace a system they are satisfied with with another one. And that such a system would be perfect for a mod. (Though are they satisfied internally with the food system? I assume they are but I don't know for sure)
This sentence was a reply to a post about how Learning by Loot in A21 affects co-op gameplay. When playing co-op you often have someone in the group crafting the gear for the other players.
One would like to think that there are no "only looters" but unfortunately this is not so. Many new players play the game basically as a loot shooter. That's where my concerns come from. If the developers think that the majority plays that way anyway, they could adjust the balancing so that their progress is slowed down, which makes it even slower for everyone else.
I understand why people play that way. Because it is possible and it is easy.
You can loot every item you can craft and often even in better quality. What you don't find you can buy from the trader or get as a quest reward.
And who needs to build a horde base if he just has to punch some holes in the ceiling of a POI to make it a "I'll shoot the zombies from above and throw some Molotov cocktails down" horde base ? Have you ever watched the current series on the Youtube Channel of JaWoodle ? His current horde base consists of 6 blocks and he had to remove a few blocks from the stairwell. That's all it took to convert the ruins of the Eye Kandy factory into a suitable horde base.
By the way, ammo and Molotov Cocktails are common quest rewards you get for T1 and T2 quests. You just need to spam them and you have everything you need for a horde night.
Many have also given up farming. On the one hand because it is too tedious for them to harvest and replant everything and on the other hand because it is not necessary. You can find plenty of cans and often enough in an airdrop a food package which is enough for a long time. And if you really have a shortage you only have to make a hunting trip to the snow biome.
No, in the current alpha version it is different than it will probably be in A21 based on the information we have. Whether I loot, mine resources or build, I get XP that results in skill points. I can then use these to unlock new recipes or to increase the quality of what I can craft. For example, if I build a base, I usually get enough skill points to get Advanced Engineering to level 3, which unlocks almost all traps.
In A21, the perks no longer unlock recipes and I either have to find the required magazines for the traps beforehand or I have to find them later. So building or mining doesn't do anything for me anymore in terms of what I can craft.
I'm not making anyone the bad guy here, I just wanted to remind the developers looting is not everybody's favorite activity. Players who like to build or spend time in the mine also loot, only they loot less and accordingly their progress in A21 will be slower. It just shouldn't be too slow.
Appreciate the thought out response!
Yeh it would have to be a total rework, with new mechanics, balancing, buffs and debuffs etc however as we've got new assets, animations, mechanics etc with the water rework, I just wondered whether it was on the table for food too.
That was all my question was really - are they happy with the food system for gold? Or are their discussions around making any significant changes?
I would say one quest per day would be fair if you can craft a crucible by day 60. I just assume here that you will find on average one Forge Ahead magazine per quest.What would you consider the lowest loot effort the devs have to consider for balancing?
One quest per day (considering that you can always take a lower than max quest and ulitmately can select between almost 25 quests to find one with "hardware store or similar" written all over it) ? A quest every two days? Every 3 days? Once a week?
But God Dammit I want @madmolehere to yell at me….Trust me, he reads most of what we post here and is happy, for how further the game goes, and how much we enjoy it.
@maxousara you don’t like the naked gun?Track down files of the Police Squad!
it is a tv series before the Naked Gun. Aged but still good stuff.
I would say one quest per day would be fair if you can craft a crucible by day 60. I just assume here that you will find on average one Forge Ahead magazine per quest.
As far as I know, the crucible is the last item to be unlocked in the Forge Ahead magazine. I don't know if the crucible is unlocked at 75 magazines or already at 60 or so, because there are no quality levels.
The Naked Gun is just the film version of the TV show Police Squad.But God Dammit I want @madmolehere to yell at me….
@maxousara you don’t like the naked gun?
You’re a monster.
I was poking him in the ribs, being intentionally dense, it's kinda obvious.He said DX12 compatibility was up to Unity. He never said that using more threads was up to Unity. He did say that it wasn't his first priority on how to spend his time because he would rather work on solutions that will improve performance for everyone rather than invest the type of time necessary to switch the game to using more threads. It's not even a decision he would make by himself. It would be up to the owners to allocate resources and time to doing that.
You said this while quoting him where he literally said that his focus is on improvements to help all rather than improvements to help the few of "us guys". He never said it couldn't be done. He was telling you he won't do it unless that is what he is directed to do by the owners.
The potato crew always gets it's due, it's the big rig crew that always gets the shaft.I totally get wanting to have the game run the best as it can on your big rig- but as part of the potato crew, I sure hope they work on optimizations that everyone can benefit from first, rather than making making us poor folks/cheapskates feel pushed toward getting a new CPU..
Roland may know more.
One unknown variable in this is though what the new meta will be for magazine shopping. Will the new "normal" be that everyone targets hardware shops (which would be rather bad for you as the game would be balanced accordingly) ? Or will Joe Random target gas stations, weapon and hardware shops with equal priority? Or maybe not target anything at all most of the time? My guess is that weapon shops will be the top priority for most players.
No, in the current alpha version it is different than it will probably be in A21 based on the information we have. Whether I loot, mine resources or build, I get XP that results in skill points. I can then use these to unlock new recipes or to increase the quality of what I can craft. For example, if I build a base, I usually get enough skill points to get Advanced Engineering to level 3, which unlocks almost all traps.
I own the dvd's for all of that. Police Squad was a pain getting because it was almost always out of stock a few years ago when I wanted it but eventually I got a copy.Track down files of the Police Squad!
it is a tv series before the Naked Gun. Aged but still good stuff.
My main concern is not that progress is slower. As long as I have the feeling that I can keep up with the gamestage, I'm happy.I can empathize as the old A20 crafting progression was certainly faster than what we now have in A21.
You can look at it this way or that it gives you the freedom not to have to loot a whole city just to be able to cook bacon and eggs. It is not surprising that one of the first points almost always goes into Master Chef.Personally speaking, the old method of recipe unlocks through perks felt more like a safety net alternative if RNG didn't bless the player.
Yes, and some players still tell stories about how they haven't found the book in a playthrough and they had to adapt. On the one hand, it's good that this can't happen anymore, but on the other hand, an important element for replayability is lost. You never know when you will find something important or not.Remember the old Forge Ahead book gate? Finding or not finding that book was way too important and impacted the player experience too severely.
I don't know if it's immersive that you just have to read a certain number of magazines to master a skill. In reality, it always takes a combination of knowledge and experience.Although crafting progression is slower in some cases, it should be alot smoother and immersive. I personally prefer scavenging the remnants of the world for knowledge of the past versus abstractly learning recipes by pumping skill points down a particular attribute tree. I am hopeful the majority will enjoy the change. For those skeptical, I hope they at least give it a try with an open mind.