Dimpy
Refugee
What about Frank and Patty?If anyone knows someone named Bob we can start the grill right now.
What about Frank and Patty?If anyone knows someone named Bob we can start the grill right now.
The thing is the difficulty rises, but i've never felt that it rises at the same pace as I do.Since I'm in this conversation now I might as well contribute.![]()
As a counterpoint to ktr, there is a potential problem with the challenge increasing at the same pace as the player. To quote the Red Queen from Alice in Wonderland, "Now, here, you see, it takes all the running you can do, to keep in the same place. If you want to get somewhere else, you must run at least twice as fast as that!" Sure you get all kinds of neat new toys and abilities and your weapons get stronger and you can mine faster and easier, but because the challenge increases at the same rate you need to employ all of those new abilities and numbers just to avoid losing ground. Powergaming - Min-maxing stats, exploiting the AI, managing your gamestage - becomes the only way to feel like you're getting stronger. Essentially, you stop playing in a natural, organic way and start looking at it like a video game.
More variety, which ktr suggested, is the best way to avoid this. Have big challenges the player can test their luck against, but also keep the smaller ones around so the player can feel like they're strong sometimes too. Older alphas had a bit of this, with certain areas having greater concentrations of zombies and higher spawn rates. Hoping the new random encounter system adds a bit of this back in.
a) There's a certain amount of video-gaming bs that just has to be there. I keep pointing out that combat can't ever be realistic, no game does joint and muscle mechanics, so far as I know the closest any game has ever gotten to wrong-footing opponents has been animation timing (well, there's one possible exception, if you want to see a "realistic" fighting simulator try to play toribash). So they try to recreate the _feel_ of things they can't actually model. Everybody just agrees that certain kinds of audiovisual distortions represent odors, certain other kinds of audiovisual distortions represent impact damage, numbers represent some kinds of pain and damage. Everybody agrees to utterly overlook balance and momentum. You're (we're) looking at almost all of it like a video game and are rarely even a little bit aware of it, because it has to be that way. We all help out by agreeing to buy in to the illusion, to live in it, because otherwise the fun is gone.Powergaming - Min-maxing stats, exploiting the AI, managing your gamestage - becomes the only way to feel like you're getting stronger. Essentially, you stop playing in a natural, organic way and start looking at it like a video game.
I don't disagree that it could be a problem for people or even in general! It's just one of those things I already expect a game to do, so its presence - in your face or hidden - never matters for me nor does it inform how I play the game. Whether or not the player feels effectively stronger certainly could be a problem. No one wants to feel like they're stuck on a treadmill vs. taking the journey they expected. Thankfully, 7d2d has never given me that feeling. In fact most of the challenges can be resolved through better gameplay as opposed to powergaming or the rest.Since I'm in this conversation now I might as well contribute.![]()
As a counterpoint to ktr, there is a potential problem with the challenge increasing at the same pace as the player. To quote the Red Queen from Alice in Wonderland, "Now, here, you see, it takes all the running you can do, to keep in the same place. If you want to get somewhere else, you must run at least twice as fast as that!" Sure you get all kinds of neat new toys and abilities and your weapons get stronger and you can mine faster and easier, but because the challenge increases at the same rate you need to employ all of those new abilities and numbers just to avoid losing ground. Powergaming - Min-maxing stats, exploiting the AI, managing your gamestage - becomes the only way to feel like you're getting stronger. Essentially, you stop playing in a natural, organic way and start looking at it like a video game.
More variety, which ktr suggested, is the best way to avoid this. Have big challenges the player can test their luck against, but also keep the smaller ones around so the player can feel like they're strong sometimes too. Older alphas had a bit of this, with certain areas having greater concentrations of zombies and higher spawn rates. Hoping the new random encounter system adds a bit of this back in.
It doesn't. It's nowhere near. It's not as bad as A16 where the zombie strength was always absolutely MILES behind the player's strength, but it's behind. No matter the difficulty the zombies are always on the losing side of balance.The thing is the difficulty rises, but i've never felt that it rises at the same pace as I do.
I think your posts would be much fairer if you'd qualify those: ~the only time A18 is remotely challenging for a player who''s got thousands of hours of experience with the game~. Please stop whining about how easy it is. If you wish TFP would add challenges for people who've got the equivallent of a solid year's full-time professional experience at the game, say so. It's a legitimate request. Maybe just say it once or twice and then let it rest?The only time A18 is remotely challenging
I never looked at it like this, but it makes a lot of sense. Maybe gamestage should not affect the sleeper spawns or loot, but the type of quests you get, and how bad horde night is. Maybe a high game stage should also summon bandit raids to where you sleeping bag is on the map, and if you are not there they just break in and steal stuff?The problem with gamestage is not that it is too difficult or too easy. It is that it is a direct reflection and result of player activity. Gamestage is supposed to be the state of the universe in which we live. It is the force that delivers the adversity that we overcome as well as the blessings we receive.
When the cosmic hand of fate can so directly be tied to player actions it causes weird incentives and strange metas that shouldn't really exist. The player has to believe that fate will happen the way it is supposed to happen whether that is by random chance, divine intervention, karma, or pre-destination etc.... In this way the universe feels as it should feel: following its course independent of the choices of the player.
The way the game is right now goes against normal causality and so it is jarring to those who notice it. You pick up your umbrella because it is raining. It isn't raining because you picked up your umbrella. But the game right now feels like the second causal flow.
Probability of meeting stronger enemies, coming up against tougher challenges, and getting better loot should all happen independently of what the player chooses to do. It is wrong that you know that by killing more zombies and mining more ore and upgrading more blocks you are going to get a tougher world and better loot as a direct consequence of that.
The algorithm needs to have some wax and wane to it, some randomness to it, be location based, and honestly...obfuscated from our view. Only then will we feel like we are a small part of the universe and that the actions we take can work to lift ourselves out of bad situations but not change the nature of the global reality of the universe itself.
Alternatively, they could go back to time based general ramping up of difficulty day by day like they used to which was simple but still better because we knew that the world would move on with or without us. This isn't ideal because it puts a contrived urgency on the player-- but at least we know that the nature of our world is not the consequence of our actions.
This is one of the great appeals of my 0XP mod. Gamestage is advanced daily and the player earns no xp for any actions. Skillpoints come after each day of survival and gamestage advances regardless of whether you sit in your base all day or go out and participate in the world. There is no disincentive that tempts players to avoid actions nor can the player artificially ramp up the gamestage by spamming crap. It is just the steady churn of the universe and it couldn't care less about you.
I have news for you. If you wish the 1000 plus hour players to stop giving any type of feedback then this forum may as well be dead.I think your posts would be much fairer if you'd qualify those: ~the only time A18 is remotely challenging for a player who''s got thousands of hours of experience with the game~. Please stop whining about how easy it is. If you wish TFP would add challenges for people who've got the equivallent of a solid year's full-time professional experience at the game, say so. It's a legitimate request. Maybe just say it once or twice and then let it rest?
So feedback from a player with 1000s of hours is not valid?I think your posts would be much fairer if you'd qualify those: ~the only time A18 is remotely challenging for a player who''s got thousands of hours of experience with the game~. Please stop whining about how easy it is. If you wish TFP would add challenges for people who've got the equivallent of a solid year's full-time professional experience at the game, say so. It's a legitimate request. Maybe just say it once or twice and then let it rest?
So feedback from a player with 1000s of hours is not valid?
Newsflash, I had 1000+ hours when I was playing A16 and it WAS challenging.
I think thats more the point. You keep saying it over and over and over again in almost every thread you visit. Thats not feedback anymore, thats on the border of whining imo.......Maybe just say it once or twice and then let it rest?.....
Yes?whining
I disagree with everyone and everything that has ever been said.....post count +1I wonder if anyone has noticed that all you guys ever do is argue so your post count goes up....
+2 on this topic.Personally, I don't think it needs to be explained at all to anyone. It is supposed to be a hidden force. There is already too much information about it and that is part of the problem. It is our own fault if we seek out how exactly it works and then meta off of it and then wonder why it feels so shallow.
Not trying to be argumentative but.....post count +1
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