Chuck

then I will share your outrage
Calm as a cucumber. Why would I be outraged? I rarely ever fire it up. And you can excuse the basic framework not being in place before an entire game was built on top of it. I don't care. They put those two in there as fast as they could and it has nothing to do with the fact that the game is unfinished and everything to do with the crunch we've being seeing of late to get it ready for sale.
 
I can genuinely say that I have never, at any point, had either a Chuck nor Frostclaw in water.
... however that is because there's not many POIs with a large water area and I RWG my worlds with fewer rivers and lakes- kinda because water is underdeveloped, so I'd usually prefer to not interact with it much because it's such a drag, maaaan. As with all things, because I'm not passionately invested in games or entertainment ever since reality betrayed my hype with Mechwarrior Online, if they improve it, genuinely sweet, if they don't, I'll live. Would certainly like there to be more to do with water - even just a dumb-basic dinghy as simple as Minecraft's - but it's not a deal-breaker or a camelian spine-snapper. I'd love moats and water as an effective form of defense, I'll live and enjoy the game without it.


Something I didn't see mentioned here regarding Chuckclaw's stone superpowers, though, is his ability to magically conjure boulders from nothing; I don't particularly care one way or the other about ladder-climbing animations (player-side, at least; zombie ones would be neat), but I had a ladders-involved funnel base I had to butcher into an aesthetic travesty in 2.3 because the Frostclaws would be halfway up the ladder and Conjure Rock eight blocks off the ground and hit me straight in the nose or mangle my very important electric fence mesh.

Reduced accuracy on the throw (all zombies are pinpoint long-distance snipers, it's weird) or some sort of 'on soft terrain'/+'not underwater' condition would be nice.
 
Calm as a cucumber. Why would I be outraged? I rarely ever fire it u
If you say so. Your word choices didn’t come across that way but I'll take your word for it, of course. Maybe disapproving rather than outrage would be the better description. But it’s all just text communication so it’s hard to know your disposition.
They put those two in there as fast as they could and it has nothing to do with the fact that the game is unfinished and everything to do with the crunch we've being seeing of late to get it ready for sale.
What are you saying here? You think they rushed 2.0 and 2.x updates under the pressure of the impending sale to Behavior? Or do you mean something else?
 
If you say so. Your word choices didn’t come across that way but I'll take your word for it, of course. Maybe disapproving rather than outrage would be the better description. But it’s all just text communication so it’s hard to know your disposition.

What are you saying here? You think they rushed 2.0 and 2.x updates under the pressure of the impending sale to Behavior? Or do you mean something else?
I feel your response might not be the most appropriate.

As a community moderator, you represent TFP and its public image.


The points raised in this thread are sincere player feedback about rushed development, unrealistic physics, and unpolished content. Even when players sound critical or disappointed, as long as there is no personal attack, this kind of feedback is meaningful and helpful for making the game better.

Although I know you are doing this for charity, many uninformed players will still take your comments as an official response from TFP, which is inevitable.
 
Oh good. I hate competitions for levels of propriety. Let someone else get the badge for most appropriate and I’ll settle for somewhat appropriate. 😉
You know I didn't mean any harm; I'm just saying that your response represents the will of TFP, and some obviously biased comments could lead to confrontation. :giggle:
 
No, he just like throwing things at you like the ■■■■■■■ he is.
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I prefer the doggy paddle glide. Could you imagine having to watch your character methodically climb up and down a ladder step by step whenever you needed to use one in a dangerous situation?
I could imagine it, yes. It's not like it wouldn't be the same speed.
 
You think they rushed 2.0 and 2.x updates under the pressure of the impending sale to Behavior? Or do you mean something else?
Not necessarily "the sale to BHVR," specifically, but I think it obvious it's been in the process of being primed for a while as a kind of presentation showcase. Deals such as the one struck with BHVR don't happen overnight, just as BGS didn't monetize it's entire back catalog on a whim. That last was more than likely ZeniMax's decision. BGS was just tasked with doing it because ZeniMax was in negotiations with Microsoft at the time and likely wanted to do everything in its power to make the deal look sweeter to Microsoft.

Development certainly sped up after the console re-sync and publication of the roadmap, almost as though corporate entities (i.e. entities other than TFP) were nervous it was still in alpha and not exactly chomping at the bit to work with TFP, perhaps especially Playstation as Playstation doesn't have an alpha program. What kind of hoops did TFP have to jump through to get it synced with the old console version when Playstation has no alpha program? I can only imagine (in my worst nightmares) and can only wonder if the publication of the roadmap was a stipulation of console support, but also don't think there's any point in speculating about it. End users can only see so much and nothing at all of what occurs behind closed doors.

What we can see is that development was pretty laid back until 1.0; TFP had a business model with as much old school charm as the game; etc. Then, suddenly, the crunch was on. TFP was obviously looking for revenue streams with the advent of Blood Moons, etc. I don't think there's any question the clothing/armor system was changed to accommodate the "recurring revenue" expectations of suits in a proof of concept kind of way. I don't think what TFP wants for the game is necessarily what all entities involved with its publication at this point will want and vice versa, iow. Not all decisions going forward are going to be theirs.
 
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What we can see is that development was pretty laid back until 1.0;

From my perspective there hasn't really been much of change pre 1.0 to post 1.0. I follow the team chats and the workflow logs, and everyone seems pretty chill and laid back as much as they ever did. The only time that could come close to a rush to deliver were the updates following the town hall meeting where TFP really wanted to get the changes out as fast as possible. But even then there was no pressure to crunch or work weekends....etc. There was not a ready-or-not mandated release date-- or at least for what was included in each update.

Development has sped up in the last few years mainly because they grew the team and partnered with other studios to outsource tasks that those studios had more experience doing--porting the console editions for example.

As you say, deals like these are not overnight and neither do buyers just look at the last year or so of development to see if a game is prettier than it used to be. I think they looked at TFP's financials and saw a strong profitible studio they could add to their company that wouldn't be a drain but an actual contributor to the whole. I think they looked at how 7 Days to Die continues to be an evergreen title, almost always in the top 100 most popular games on Steam and still selling well despite being in development for 13 years now. I think they looked at the potential of future titles that TFP most certainly revealed to them and all of that is what made TFP an attractive purchase. TFP didn't need to do some rushed aesthetic and superficial upgrades to 7 Days to Die last minute to try and impress the buyer.

I know you often like to throw away Occam's razor and go with the Schick Extreme 4-blade razor of corporate and political conspiracy theories instead. Blue Mame won't like me saying that to a customer so let me end with this: I 100% agree with you that water should affect Chuck's ability to throw boulders and that the whole feature seems unpolished and unfinished because of that, and that often the animation does look like Chuck is conjuring a boulder out of air. I definitely think it warrants a bug report. Your sincere feedback is important and in no way do I want to minimize the importance of making sure TFP knows the deficiencies you mentioned regarding Chuck and most likely the Rancher.
 
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