PC Dew collector nerf in New update?

I would NOT play D&D with any of the Fun Pimp devs. I would certainly NOT let them DM at my table.


Don't blame you I wouldn't either with how its either TFP's way or @%$# off. I'm just glad 7dtd is as modable as it is, as we can fix stupid stuff like this with mods. I am sure someone will make a no-heat from dew collectors modlet eventually. I mean they make them for the forge etc.

 
But the problem is that those who are using a lot of them will have to use workarounds - even if they are easy, like having auto-turrets around the base to snipe the screamers before they can scream - for no real value, imo.
The disadvantage of the auto turrets is that they draw a lot of power and they seem to react not only to screamers or zombies in general but also to animals. In previous Alphas, my auto turrets often killed wolves. I don't know how they react to rabbits, chickens or deer.

Do solar panels still cause lags or has this been fixed?

 
Don't blame you I wouldn't either with how its either TFP's way or @%$# off. I'm just glad 7dtd is as modable as it is, as we can fix stupid stuff like this with mods. I am sure someone will make a no-heat from dew collectors modlet eventually. I mean they make them for the forge etc.


The problem is, they seem to rely too much on "Oh don't like it? Use a mod." Why should we have to?

 
The problem is, they seem to rely too much on "Oh don't like it? Use a mod." Why should we have to?


Yeah I know. Anyway, here's a mod to get rid of the heat generation on dew collectors, as the modder says it makes no logical sense why they have it in in the first place. Forge, workbench, camp fire, cement mixer these make sense generating heatmap, but the dew collector? that makes no logical sense at all.

https://www.nexusmods.com/7daystodie/mods/3102

 
The disadvantage of the auto turrets is that they draw a lot of power and they seem to react not only to screamers or zombies in general but also to animals. In previous Alphas, my auto turrets often killed wolves. I don't know how they react to rabbits, chickens or deer.

Do solar panels still cause lags or has this been fixed?
Gas generators, fuel sounds like it has gotten harder to come by and those do generate a fair bit of heat (based on output iirc). Solar panels did too, at a lower rate I think, back in 18 and iirc that got nixed.  Though they may have snuck it back in.

 
Yet again - just another pathetic knee-jerk TFP response to problems of their own making.

There doesn't seem to be much thought or planning as to any of the effects of the systems that they introduce these days - it's just throw it at the wall - see what

sticks and if players start to make use of any mechanic find a way to hit it with the most utterly dumb nerf bat you can find.

The result? More knock on effects that require more idiotic "fixes"

I loved this game - I still do - but now I only love the A20-modded-to-hell version to fix all the mechanics that my group hate.

I don't really know what's wrong over at TFP - but something certainly is - I don't know if it's laziness, incompetence, bad planning, mis management or just a good old case of "weve already got the money so we just don't care" - maybe a combination of all of them.

As for thier attitude towards anyone who doesn't like it - well I think we've all seen quite clearly how that goes.

Good luck with your next game TFP - because if this is how you treat your audience I'd be surprised if anyone touches it with a barge pole.

 
There are so many ways to deal with screamers:

1) Surround your base with 1-2 rows of spike traps, look over them and repair from time to time.

2) Make a bigger base and distribute the heat generating items over the range that heat is generated

3) Create multiple farms or separate your farms from the main base

The mechanic of "heat generation" is similar to activity measurement in other games, it simply is an abstration of how you are active in that area. And zombies visiting you in a zombie game should not be a surprise to you. Zombies are not Zombies-for-hire, you can't say "Hey, the next hour doesn't suit me, please come back another time, or wait, I'll visit you in that POI in a few hours". They game never worked that way and will never in vanilla.

 
There are so many ways to deal with screamers:

1) Surround your base with 1-2 rows of spike traps, look over them and repair from time to time.

2) Make a bigger base and distribute the heat generating items over the range that heat is generated

3) Create multiple farms or separate your farms from the main base

The mechanic of "heat generation" is similar to activity measurement in other games, it simply is an abstration of how you are active in that area. And zombies visiting you in a zombie game should not be a surprise to you. Zombies are not Zombies-for-hire, you can't say "Hey, the next hour doesn't suit me, please come back another time, or wait, I'll visit you in that POI in a few hours". They game never worked that way and will never in vanilla.


Sorry meganoth but I really don't think that's the point.

I don't think the issue here is with screamers or with heat generation.

I think the issue that people have with this is that it's yet another sledgehammer nerf bat dumb fix.

TFP make introduce dew collectors for water.

Players make multiple dew collectors to solve the water problem.

TFP increase heat on collector to "solve" the problem.

Which it doesn't.

It's like the flame traps they introduced.

TFP make flame hazards.

Players use flame hazards to kill zombies.

TFP nerf flame damage to zombies (what are they - made of asbestos now?)

As I've posted time and time again there just seems to be no thought put into this whatsoever.

It's idiotic - so I'm not surprised that people find fault with it.

Maybe, just maybe they might do something about it if people stop defending their stupid decesions.

But I doubt it.

 
I could understand if there's an advanced Dew Collector/Moisture Farm Condenser (thank you, Tatooine) that uses electricity but generates more water. That might even make sense and be progression into the late game as an item you could build anywhere.

...but a piece of plastic that just catches ambient moisture, uses no electricity, and has no heat source?

This seems to just be them trying to force the "You WILL raid, you WILL quest, and you WILL like it!" on people against their will, which is just stupid. Let people play the damn game the way they want. That was the beauty of this game when I first picked it up a decade-ish ago. You could kind of do what you wanted and play how you wanted. You could loot and raid, or you could bunker up and craft. I was worried when they added Trader quests that they were going to eventually push down this route of it not merely being the optimal way to progress your character (it is) but eventually be the REQUIRED way to progress your character. When they made the zombies able to chew through concrete, steel, and ore with ease, it as already leaning that way. When they made the best items only available by looting and not by crafting (even low tier equipment), it was leaning that way.

But the water and farming and especially skillbook changes seem to be designed just to stick it to people that like the crafting and building aspects of the game to force them into engaging with the questing/looting content, where before players could choose how they wanted to play. Since someone mentioned D&D, it'd be like if the GM insisted everyone play a character that uses magic - or that doesn't - or something instead of letting the players express themselves the way they choose to play the game.

 
I don't get the backlash to this honestly. Yes if you have a big base you will have zombies and screamers show up, that's like, the whole point of the game
The question is how often the screamers spawn. Once an hour, I can live with that, but at the moment it looks like they are spawning every couple of minutes.

3 dew collectors are currently equivalent to a forge in terms of heat generation. I have 12 dew collectors and currently have 2 forges and a chemistry station running.

That may seem like a lot to some, but I've had bases with up to 10 forges and 4 chemistry stations running.

 
Caught three coming at the base, two of them walking together. Killed all 3, went into craft and more showed up.

Before this new experimental I was doing ok in A21. Now? I run in to throw something onto crafting table and then run out and get far from my base, killing a screamer or two on the way.

They also heavily interfere on questing tier 4/5, which was bad but manageable, but now that I can't stay at my base anymore is too much. Will be sitting this one out until fixed.

 
I'm going to roll with the "extra water dimension"... 
Probably a good pick, those guys should have plenty of extra jars already from tossing all that water.. (the office chairs "are" leather, but you get more via scrapping vs wrenching, the mechanical part involved scraps into leather I guess .. )

Overall, the change is likely nothing more sinister than just "let's add heat to all workstations". Won't really change a thing, or at best require you to drop a couple tactical spikes a couple days earlier in the playthrough. Not a big deal, but makes little sense as "activity"..

 
Yeah another weird thing in A21. I don´t mind the screamers. We are used to it as we have workstations running constantly and also use quite some torches usually. But dew calling in screamers? Really? That´s some advanced magic stuff going on here.

At this point, why not regulary send screamers no matter what. That would at least not be as weird as wetness calling them in somehow.

 
I don't get the backlash to this honestly. Yes if you have a big base you will have zombies and screamers show up, that's like, the whole point of the game


I personally don´t mind the screamers. I can deal with them. It´s the fact that things getting wet call them. That´s some advanced magic right here.

At this point they could simply show up regulary no matter if you generate heat or not. That would be way better than water drops calling them....

 
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