HellishBanni
New member
Typically, I hate Cicadas. But on a nice summer night, I actually don't mind the noise nearly as much as I do in the day.Don't even get me started on Cicadas they are even worse.
Typically, I hate Cicadas. But on a nice summer night, I actually don't mind the noise nearly as much as I do in the day.Don't even get me started on Cicadas they are even worse.
Absolutely. But two things are preventing me from ranting on it.So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?
No-one afraid this will drastically shorten the life-span of a game?
Yeah I fully agree with you there. Even though I'm personally not such a big fan of modding, I will definitely try to adjust those values if they are added as such. I'm just thinking about the majority of the people who do not want/know how/are not interested in modding, how such a change will affect them. I'm worried most of them will burn through A17 rather quickly.Absolutely. But two things are preventing me from ranting on it.
1. I can (and definitely will) be modding that so it makes actual gameplay sense so its not a big deal to me. Im acting as if that particular change doesn't exist.
and
2. I've given up on thinking this game is ever intended to be a long term one with end game goals and achievements to work for. If anything modders are going to have to fill that role as is evident by the arcade like RPG system in place. So I'm sure getting a workbench on day one is all part of this new "we aren't an asian MMO" initiative they seem so worried about.
It would appear that the ones who kept saying things needed to be simpler and more beginner friendly were the ones who were taken into account with this entire new system. Modders have all the tools needed (hopefully) to bring the veteran players the long term gameplay that we have been looking for. So i'm over getting upset at anything found in the vanilla experience. The vanilla experience is one that will never be for me.
Now tell me I'm restricted to what I can do when it comes to modding, then we will revisit all of this.
Well, then you have all skills to build this crafting stations - but you still need:So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?
No-one afraid this will drastically shorten the life-span of a game?
EIther way, they're crunchy, bitter, and the legs get stuck in your teeth.Typically, I hate Cicadas. But on a nice summer night, I actually don't mind the noise nearly as much as I do in the day.
Believe you me I am VERy sympathetic to people who do not mod. I am thankful I love it so much, but I personally gave up fighting for anything I enjoy ever being a reality in vanilla. It has been made clear to me that my wants are definitely my own and that no one would ever buy any kind of game that I were to produce since my understanding of what the general public wants is out of touch with reality.Yeah I fully agree with you there. Even though I'm personally not such a big fan of modding, I will definitely try to adjust those values if they are added as such. I'm just thinking about the majority of the people who do not want/know how/are not interested in modding, how such a change will affect them. I'm worried most of them will burn through A17 rather quickly.
Nope, no matter what the developers will do... 7d2d Forever. :smile-new:So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?
No-one afraid this will drastically shorten the life-span of a game?
in a building you cant tell where the zombies are growling above or bottom or outsideNear or far is determined by volume. Does the not volume not decrease for you as you move away from the source?
Wow, didnt realize it was like that. Weapon Mods are the new shiny and end all be all. So an extended ammo clip will take 3 weeks in game and a quest with a miniboss - where as a workbench and forge will take a 5 minute tutorial.So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?
No-one afraid this will drastically shorten the life-span of a game?
Whatever happens, A17e is called experimental because it is an experiment and we are the guinea pigs. If we burn too quickly through the content, they will adjust the rules (while the forum riots). If we get too powerful too fast they will adjust the rules (while the forum riots).Yeah I fully agree with you there. Even though I'm personally not such a big fan of modding, I will definitely try to adjust those values if they are added as such. I'm just thinking about the majority of the people who do not want/know how/are not interested in modding, how such a change will affect them. I'm worried most of them will burn through A17 rather quickly.
Does it? on my co-op server in A16 we have forge and workbench in a few in-game days. It made playing a little more comfortable, but the "power" gates were always the minibike, granite and steel. Definitely not the forge and the workbench.So if I got this right; you need 1 skill-point to unlock the forge, and an additional 4 skill-points to unlock the working bench. You get 6 skill-points from completing the tutorial quests, right?
So, if I got this right, you can unlock both the forge and the working bench after completing the tutorial?
No-one afraid this will drastically shorten the life-span of a game?
do we still level up from mining and other activites other than killing zombies? since grinding was replaced with perks
I clearly remember Roland saying that nothing changed in this regard from A16. Can't find the actual post though. EDIT: But here is a new post from him mentioning XP from farming: https://7daystodie.com/forums/showthread.php?91876-New-perk-system&p=860108&viewfull=1#post860108Faatal or Roland,
Any changes to xp gaining in A17? Will people still be able to mine af and uplevel a lot? Will the current xp gaining framework be maintained in A17? Thanks in advance!
Yesterday was leg day. I had meetings screw me out of leg day. Then at 11pm I had that tough choice, I can make it right, or skip leg day. I made it right. Now today its not leg day, thank god I only got 5 hours sleep. Sometimes when your crunching your mind is just geared to think about work.THIS!!! MM, you HAVE to make this happen!
No we're not going to allow that. One perk or attribute you didn't want isn't going to be a big deal.Hi all,
I remember reading in this here thread that once purchased, perks will be set in stone and you'd have to make a new character and start over if you want to change something.
My question is: what if you mis-click for example? I know the obvious answer - "Don't mis-click!", but it happens, right?
Is a quest allowing you to regain(or unlearn) 1 perk point - which you can then spend on something else - a possibility? It's not re-speccing, but it would allow for some flexibility. Only if the system framework allows it, of course.
Hehe yeah you are right.. We are a rioting bunchWhatever happens, A17e is called experimental because it is an experiment and we are the guinea pigs. If we burn too quickly through the content, they will adjust the rules (while the forum riots). If we get too powerful too fast they will adjust the rules (while the forum riots).
While I have doubts that getting an attribute and perk to max as a level 10 character can really be balanced, another part of me thinks it might work out.
For example it might work if the advantages you get from abilities and perks are only a third or half of the real maximum and the other half is provided by your equipment. And if whatever ability you try to max out (for example defense, stealth, a specific weapon...) always needs 4 perks from at least 2 attribute trees to really be "complete" in that ability.
Only playing A17 will tell.
Does it? on my co-op server in A16 we have forge and workbench in a few in-game days. It made playing a little more comfortable, but the "power" gates were always the minibike, granite and steel. Definitely not the forge and the workbench.
Though minibike or granite seem not far away either in this perk tree, so there is a big question mark right there.