Kinyajuu (one of the devs) explained this a few pages back:why the return to the patchwork terrain?.
i can not see, how it is punishment to solo player. i play solo. attribute system needs perhaps little balance, that's it. maybe not to go over 3 points per attribute, like 1/1/1/2/2/2/3/3/3/3. it is up to you, how you decide to build your character and where to spend points. since there is no lvl gate to attributes, you can spend pints where ever you want. xp gaining will be balanced too, that has been sayd by insiders. keep playing and all be alright at the end, i hopeThe way I see it, the biggest problem in the new B231/233 system is: heavily in favor of multiplayer; single player gets an unnecessary punishment. Progression from a sp standpoint is very slow now and I dare to say some people will leave the game if changes are not implemented. I always thought grinding in A17 is harder than A16, but still challenge accepted. However, the new skill system will hit the sp game very hard. By lvl 70 just to keep my favorites perks and ranks, I need at least 21 extra skill points. TFP needs to implement a middle ground solution or new system may kill sp game.
I so agree, I loved B119, it exceeded my expectations. Now we find 233 going way too far backwards. Nerfed XP, nerfed RWG even spawned in the middle of a city for the first time ever. Found my trader in a wierd mishmash of burnt/desert overlaid with snow. Still, I guess its a WIP. I trust TFP are aware and will sort it out. Hopefully Kinya will be released from other priorities to give RWG some much needed attention. The B119 RWG was much better IMO. But then, I must say it is still the best version of 7 Days to Die yet, at least since A8 (lol). Keep doing what you do do best, Pimps. Love your work.I just don't have it in me anymore Roland. Writing is definitely on the wall here. I WAS optimistic but I am not any longer. The praise you say I will heap is already in that second to last paragraph. But maybe that's the issue here? You guys maybe think long time fans will just always be here. We will always adapt. I can tell you that isnt always the case.
A lot of people say growing is best for the future of this game, attract new people etc. But I think what gets forgotten is the long time players. The people who will be here when the Pimps aren't. The modders who will ensure that 6 years after development moves on WE are still making new content and fueling players to keep playing and therefore keep introducing new players to a dormant game. What happens when THOSE players become jaded?
And to put an exclamation point on my last post, I think it would benefit you and the Pimps well to look at other forms of feedback. A great case in point is the new random gen. Once again we are back to the ugly mish mash of biomes with no rhyme or reason from 16 (see a trend here with everything being reverted back to A16 standards).
You will notice that there are a lot of posts detailing how much they HATE this RWG. See here is where you guys are truly mucking this up. Knee jerk reactions. Now maybe this was the plan all along, and if so then it was INCREDIBLY short sighted to get players used to a nice neat map and then throw this back at them. Much like the backtracking going on with perks and zombies etc I think moves are being made before players are even given a chance to get used to a new way of doing things.
Seriously, look at this Alpha in its current state. The ONLY thing left that makes it any different than 16 at this point is the POIs and the AI. You have either reverted things BACK to A16, OR yanked out content from A16 meaning...its somehow LESS than A16 was. What??
No Roland there won't be a post where i heap praise on this Alpha because quite frankly it took my praise in week one and tossed it aside. I have no more praise to give. And that saddens me MOST of all.
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How embarrassingly awful. After weeks of getting realistic looking roads and towns we are back to this garbage. Whatever.
thanks for posting this, it's one of the important messages that get lost in this loooooong threadKinyajuu (one of the devs) explained this a few pages back:
https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=908665&viewfull=1#post908665
tl;dr - the new A17 RWG needs a lot of work, so they temporarily "rolled back" to the A16 RWG. They will fix this, but only after other, more pressing bugs/issues are worked out.
Sure, and sorry about my overly-blunt post. I'm a little irritated with the tone of this forum also. Not that my irritation really matters.Can you point me in the right direction? I don't know if you can tell but I'm a little wet around the ears here.
Most of the time I just see two separate parties argue something with increasing frustration here lol
(in response to a post about needing better loot for higher-level POIs)
Everyone wants to get to that point.
Problem so far: We did not have any kind of rare and amazing loot to put in these places.
That is going to change.
This one was just yesterday, I think. Very helpful and the only time I've seen kinyajuu post, personally.(In response to a post about POI zombies being very good at appearing out of nowhere)
Zombies spawn 6m before you enter a sleeper volume. The POI designers have put them in all kinds of hiding places like ceilings, cabinets, behind TVs or crouching in corners where they are hard to see. It is easy to think you cleared a room, but have not.
To those going on about RWG right now, have patience. I work on gameplay systems too so I can't just spend hours upon hours on RWG right now. It's functional, the biome generator is running from xml again, now I need the time to clean it up. It's not a matter of not knowing what to do or what would look best. It never is. It's a matter of having the time to do it.
With the way RWG was created this release I'll be able to work on it without breaking worlds that players already have. With that though do realize, if there is a crafting bug, I have to work on it, not RWG. If there is a problem with buffs or effects or animations or progression, I have to work on those, not RWG. See where I'm going here? My time is at a premium and RWG will get it's love, just not right at this exact moment. There are bigger fish to fry than tweaking RWG to "perfection" right now.
When it comes to RWG, have faith. I have things in the fire, I just don't have time to finish them up prior to the holidays so I put in what I had ready to go and put the biome stuff back to the old a16 version until I get the new cellular automata (self sorting) biome code in place. Then snow and desert will never touch
and it's output looks very similar to that blobby image above that someone posted (already tested in a test project).
A f@@king Men @roland.Are you kidding me? It’s a mistake you big moron. They’ve already stated they went too far and will be pulling it back. How about approaching the experimental builds you voluntarily downloaded with a degree of restraint and give the developers the benefit of the doubt? The harvest numbers are also off as well as the xp gains. So cool it.
Experimentation is going on here.
Na uh. We can counts real good. I did multificajun in school.Lol yeh. That's reserved for Canadians.
And people from Florida.
Thanks. Yes, it would be too easy, but I'll play like B221, i.e., lvl gates. It means I can only have forge lvl 20, steel lvl 60 and so on. This way I can make some good progress and not being punished by the new B231/233 system.You'll find the progression.xml file in : (your disk)\Program Files\steamapps\common\7 Days To Die\Data\Config
Look at the first attribute (Perception) :
You just have to modify the end of each line to have "reqGenericPoints01". But the game will become very easy after that. The ideal, in my opinion, is to keep the value "02" from the fourth line to the last.Code:[size=1]<attribute name="attPerception" name_key="attPerceptionName" desc_key="attPerceptionDesc" icon="ui_game_symbol_stealth"> <level_requirements level="1"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements> <level_requirements level="2"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements> <level_requirements level="3"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements> <level_requirements level="4"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements> <level_requirements level="5"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements> <level_requirements level="6"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements> <level_requirements level="7"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements> <level_requirements level="8"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints04"/></level_requirements> <level_requirements level="9"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints05"/></level_requirements> <level_requirements level="10"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqGenericPoints06"/></level_requirements>[/size]
You have to make this changes for the following 4 attributes.
I think the points required are really made for cooperation. In solo it's a lot less interesting, especially when you play with a high difficulty.
Thank you for all the help and time you have shared. I just recently found out I walked into a minefield lolSure, and sorry about my overly-blunt post. I'm a little irritated with the tone of this forum also. Not that my irritation really matters.
...
I'm new to the world editor, so I don't know the names of all these things (and I'm at work). Press ESC, click the second tab in the panel to the right (called "Level 1" something), then there is an option near the top that says something like "highlight trader teleport." It makes all the traders highlighted with purple boxes. Very easy to spot from a distance.![]()
Thanks, I did not know about that one. I really wish there was some documentation on the map previewer.
*raises hand to offer services to write up documentation stuffs, wikis and other information cos I have no life/am sucker for punishment/need yet more reasons to play 7 Days to Die*so do we![]()
I do notice a lot of posts saying they HATE this RWG. But those posts are worthless for feedback because the current implementation is not intended as the new direction. The pregenerated maps is brand new and Kinyajuu is trying to get RWG back up to par using this new feature. Personally, I wouldn't be surprised if when he's done there won't be an option to choose North to South static snow to desert style maps or full patchwork random biome style maps. Probably a good question to ask and see what response we might get rather than ranting about backtracking.
Oh your poor misguided fool...You seem to be one of the few who's responses I see are genuine. Thank you for all your time and effort.
pffft!and aussies
lmao<snip><responding to 8bitKroniks comment to Roland>
Oh your poor misguided fool...
Roland can bring out these pearls of wisdom, but for the most part he's not called "Trolland" for no reason.
IKR!!!lmao-perfect- LilMissNorti! I'd even go so far as to imagine Roland reading 8bits post and immediately making a note, while grinning a shark toothed grin
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Ha!! Yes indeedyIKR!!!
Maybe this is why his profile pics are so stoic...I cannot but help picture any smile now not being one like 'Bruce' in Finding Nemo.