guardianangelmp
New member
So that's where the snarkiness and barbed comments get built up from.Sure. Just become a high school math teacher like me and profit.
So that's where the snarkiness and barbed comments get built up from.Sure. Just become a high school math teacher like me and profit.
Oh god no. I don't want to see the complicated craft system come back just for that.Is crafting mid-combat crafting of bandages really important enough to return to a convoluted crafting system? If it were, wouldn't the easier solution be to make crafting a bandage take 10 seconds instead of 1 or 2 seconds as it is now. Or just make crafting impossible while in combat (a change that might be sensible anyway).
If you bleed and you need to craft the bandage first, you still will be down to 20 HPs before the bandage works and need lots of food you don't have at the start of the game. If that doesn't make you cautious enough to always have bandages around, nothing will.
Arrows: If you can run away to craft arrows you also can run away a little further until the zombies lose your scent and craft arrows with more leisure.
We have exactly that in A18, just less moldy (sorry for the pun).
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PS: I agree we get tier2 weapons too fast, the same goes for concrete. One possible adjustment: The difficulty factor should only influence zombie gamestage but not loot gamestage.
<triggered_effect trigger="onCombatEntered" action="AddBuff" buff="buffNoCombatCrafting"/>
You know you are mischaracterizing my 16k posts so you’re obviously on one of your anti-establishment missions you get going on whenever you pop in. The last couple times it has been Kub vs the Modding Establishment. I guess it’s back round to me now....
See, what you are sharing is your perspective. Aka your opinion.What I am talking about by truth is sharing my perspective as a witness to the dev chats and seeing the behind the scenes discussions about their plans and intentions. I’m sure it’s cathartic for people to speculate nefarious motives to the devs when they are angry about a change and when Inshare what is actually going on it makes them even more upset.
But how is that motivating? What motivates you? I mean, you're really doing all this work for free? On the official forum of a company that makes millions? I still find that hard to believe.But it is a diversion that is intrinsically motivating, obviously, since I’m still here doing it.
Yes yes. (lol)Now when it is just an opinion on the game itself and people’s preferences I don’t pretend to any greater wisdom or knowledge. I just give my own preference.
So take your example.
I agree with your preference that there needs to be a greater scarcity of guns and that the current state of the game is bad.
If you were to then go on to state that the devs are imbeciles for doing it this way and they obviously want this game to be a looter shooter, I would feel compelled to correct you on that with my insider knowledge that the way it is now is not the final version and changes are coming.
Now some people see my insider knowledge as > their outsider speculation and say “That’s awesome to know!” as you did about the guns. While others decide that they know better anyway and discount what I say as me just being the company man as you also did.
And then there are those special souls who cannot separate giving negative feedback from breaking forum etiquette rules and when we leave their feedback intact but give them infractions for breaking the rules they spasm into “They tried to shut me up but I’ll never back down” mode.
And then if they go ballistic and continue to break the rules and get banned then it is always “TFP banned me for criticizing their game” when they run to discord or steam or wherever they go next.
But, regardless ,since I’m your target for this visit I await your next salvo...
The treasure rooms are sooo terrible. I think they're inspired by Skyrim and such, but they simply don't work in 7dtd, because you don't have to go through the "dungeon" to get to them. "Dungeons" are great, but the loot should be distributed along the way. Ideally - and isn't it ironic, that NOW they removed zombie-loot! - as drops from the zombies, so you have leveled loot for when the zombies become stronger.Every POI now is loaded with loot. After a play through or 2 you know where every loot room is. This last play through I had 2 pistols and over 100 rounds before dark on the 1st day.
Oh yeah, the hub-city... Mmmhhh.. those were the days. When they had endless spawn, meaning you could never clear the city, the zombies would just keep coming. What an atmosphere that created, like you were in a metropolis overrun by zombies. How great it would be if we had stealth in such an environment.Turning the z's into bullet sponges via difficulty level seems like a cheap way to up difficulty. I would love for headshots to greatly increase damage done with body shots being all but useless. I really miss the days of the center city crawling with deadly z's and loaded with loot. Now its just 1st POI and you are good.
Drastically increase crafting time as soon as the player holds something. Decrease it when their hands are empty.But I do feel some tweaks need to be made so players can't just run away from combat, make what they need super fast and then re-engage. That new onCombatEntered trigger might be the solution... i'll have to play with it later.
Basically i'm thinking something like....
Then have a buff with say... 2 or 3 second duration that massively increases the craft time, and the buff stacks duration or the like... just as an example. Would be a bit complicated, but do-able.Code:<triggered_effect trigger="onCombatEntered" action="AddBuff" buff="buffNoCombatCrafting"/>
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I don't want a global increase though, because that'd just be frustrating for the player.Drastically increase crafting time as soon as the player holds something. Decrease it when their hands are empty.
How do you guys get a gun and 100 ammo in less than 30 minutes ? On MP we are struggling to find decent weapons early on and often have to fight with a wooden club first 2 days.Every POI now is loaded with loot. After a play through or 2 you know where every loot room is. This last play through I had 2 pistols and over 100 rounds before dark on the 1st day. Turning the z's into bullet sponges via difficulty level seems like a cheap way to up difficulty. I would love for headshots to greatly increase damage done with body shots being all but useless. I really miss the days of the center city crawling with deadly z's and loaded with loot. Now its just 1st POI and you are good.
THAT sounds really good : more z's in cities so not anymore looting building 1 while my friends kill building 2 !!Oh yeah, the hub-city... Mmmhhh.. those were the days. When they had endless spawn, meaning you could never clear the city, the zombies would just keep coming. What an atmosphere that created, like you were in a metropolis overrun by zombies. How great it would be if we had stealth in such an environment.
Zombies spawning outside buildings (spawned by the buildings, called the "static spawner") was generally a great mechanic, as you would have to fight your way into the buildings to begin with. It also was a great method to populated towns and cities. Instead of removing the static spawner, they should've just added a few sleepers that pop out of closets and such, not even one in every building, but truly jump scare material. One that would be hard to kill, at least every now and then. That would be so much better.
Ya think... havent played this for ages. Apart from mod fixes changes and prefabbing in the editor...many great games that have replayability and actual challenge and fear and real threats in game... this game is nothing of what it use to be. Not talking bout modding capabilities, prefab editor, new items and blocks either...Play something else its not rocket science
I think the base I'm making now is gonna be sick and very effective.I also think that the game is balanced for 8 zombies at a time.
You can build bases that can handle 64 zombies + demolishers without using exploits but you will have to spend a lot of resources on this type of base.
I have a dart trap funnel base that can handle 32 zombies at a time. But it consumes about 90000 iron per horde.
For me this is not a problem because I like to spend time in the mine but when you stream or make videos the work in the mine is not very exciting for the viewer.
I love watching your videos and the number of zombies during the horde doesn't matter to me.
Yes, that buff sounds nice. I would hope such a thing would be implemented low-level into vanilla though. It is save to say xml-buffs use a lot more cpu cycles than anything done in the libraries directly and this buff would be activated quite often. That idea should be posted in the A18 suggestions thread or the dev diary.Oh god no. I don't want to see the complicated craft system come back just for that.
But I do feel some tweaks need to be made so players can't just run away from combat, make what they need super fast and then re-engage. That new onCombatEntered trigger might be the solution... i'll have to play with it later.
Basically i'm thinking something like....
Then have a buff with say... 2 or 3 second duration that massively increases the craft time, and the buff stacks duration or the like... just as an example. Would be a bit complicated, but do-able.Code:<triggered_effect trigger="onCombatEntered" action="AddBuff" buff="buffNoCombatCrafting"/>
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Ok, that is different.The difference with the A18 system is you scrap a gun to get parts, then use that to make a new gun. In the earlier alphas (A12 and earlier) you had to find all the gun parts, and then decide if you wanted to save them to make a gun, or destroy them to make a mold, to make many guns.
Traders, lots of stacks in POIs, easy availability of better tools and workstations, a lot of reasons. I would think small changes in all areas probably would help a lot here.As for the cement, I do wonder if that's partially due to how easy it is to just loop around traders until you find the working workstations you need. The blockplaceholders could probably do with some tweaks.
Can you blame the players for wanting to play it safe after their bases in Alpha 17 took massive damage due to the zombies' increased block damage?I also think another reason is that the HP difference between upgraded cobblestone and unupgraded concrete is too big leading players to dismiss cobblestone as inadequate.
Anecdote about this: I know someone who upgraded some higher-up cobblestone to concrete because he feared cop spit. Cobblestone has a frightfully bad reputation.
If I have no need to use concrete sparingly I don't need bad experiences to always use the better material.Can you blame the players for wanting to play it safe after their bases in Alpha 17 took massive damage due to the zombies' increased block damage?
I was a volunteer moderator on the forums of a company that MakeS billions. I moderated in their game console forums. It was Xhausting sometimes, but I did it because I was engaged in the community, cared about the product, and wanted to contribute. The desire to be helpful without compensation is a difficult thing for many, many people to understand. You are not alone.But how is that motivating? What motivates you? I mean, you're really doing all this work for free? On the official forum of a company that makes millions? I still find that hard to believe.
But you might want to save it for later base. The first base is often only a temporary solution until you have the material for the final base.If I have no need to use concrete sparingly I don't need bad experiences to always use the better material.
That' s the group gamestage. The more players the higher the group gamestage. The 5 players with the highest gamestage are used to calculate the group gamestage. The details can be found in the gamestages.xml file.On the other hand my anecdote did end on a "promising" note: After he upgraded so many blocks I had made with cobblestone, our concrete supply did indeed run out before we were finished with the day 21 horde base  . And since a 4 player co-op does get lots of (concrete-worthy) glowies and even demos at day 21 it doesn't look as much out of balance as I thought.
I think you overestimate the meaning of having concrete to upgrade your base. The concrete does not make you invulnerable. It's a little more durable, but still the zombies can break through in no time thanks to their group bonus. I know that everything used to go a little slower, but there were not the same threats. The hordes in the early game have become much stronger compared to earlier Alphas.The problem might be more about multiplayer generally being just so much faster than singleplayer in everything.
To your point that I wasn't speaking to the actual criticism: I usually don't engage people on their direct criticism unless I disagree with it. I don't disagree that the game has become streamlined and that currently the balance is such that for experienced players it is very easy to get going and established. As an experienced player I don't like the middle steps of crafting being removed nor do I like the lighted path inside dungeons. I've stated that myself elsewhere many times which is why I haven't been disagreeing with that aspect of the criticism.snip
Most of things you mention are subjective and will vary from player to player and will honestly improve over time. MM, has already acknowledged that the single POI loot rooms probably should be redone (e.g. loot spread out throughout POI). Regarding zombie counts, I wouldnt be surprised if those increased as more optimizations are done as we get closer to gold release.Absolutely wrong i am afraid. Not exagerating anything. What the hell does unpredictability got to do with anything.
Maybe i dont like the easy ... oh wait i have already stated the issue with the game if you dont want to read and just throw in wong assumptions etc go for it lol... i am correct i stand by my statements.
Read the first post on the first page for starters. Nothing to do with blocks items etc. The long timers never got babied we got thrown in to chaos crafting on the run where you had to actually place the ingredients into the correct slot of the crafring grid was difficult. We didnt have assist recipes to know how to make things etc. We learnt it by playing and using our brains.
Again repeat i am not saying make it only so only long time players can play. Just remove the challenge and difficulty blockers such as the lamps pointing you which way to go in a dungeon poi.
Making zs a threat and scare factor again. Populate the cities on the st more. Plus other chest sheet assit stuff.
You kinda missed what i said so your statement is off by far. But they are not baseless claims and i not the only one saying it.I've almost played 7dtd for 650 hours and I can't say that the game is boring. I`d rather take a break from the title instead of making baseless claims that only produce additional sorrows. But with the experience gained, the 7dtd becomes more predictable and repetitive like any other game on the market. It's not a triple-A title (nowadays even those do suck), players hit many hours and game is rising in popularity. I don't find things overly complicated as a fun factor, especially while new players assisting me cleary struggle. Some of the aspects of the game have been simplified, and I take it for a good coin. There are mods to ramp-up difficulty level with other content, or people may simply edit XML files by themselves.