PC Has anyone actually made these?

As I have been told a lot:“its alpha! Its not supposed to be balanced!“

There are more things unbalanced then balanced in this game. Blunderbus, armortypes and melee weapons are only a small part of all the unbalanced stuff in this game.

You HAVE to wait till beta before you can talk further about this. :D
Lol yeah like 1 hit with a spiked club to the head=dead zombie, but it takes 2-3 pistol rounds to do the same. I'm just like.. what?

 
So cloth armor = Gamberson actually needs a buff and in this context needs a stronger armor rating then Leather. Yes, it sounds alien or strange in people their minds but its most miscast movie information that makes people think that Leather is so good.
Well, given that the art for the cloth armor is grandma's rug turned into a poncho and strapped down, I'm okay with leather > cloth.

 
The armor types and progression definitely needs some love. I occasionally find a use for scrap armor, but hide (not leather) armor... never.
See there is another [maybe worse] one.

If you're getting hides in the beginning, your saving them to make leather for one or two bellows to get forges up and running.

It isn't just a matter of usefulness, it's resource management.

The Armour system as it is right now stinks.

Whichever TFP members are looking at this and saying it's fine need to just play the game awhile.

In days 1 through 3 :

Duct tape is better saved for Minibike.

Leather is better saved for Bellows.

Hide armour is coooooooompleeeeeetely useless and should be removed.

There simply is no reason to craft it AT ALL.

Scrap armour is cool but needs to have duct tape removed from the recipe and no gates.

[Game play over realism is almost always better!]

In fact, remove gates from Scrap Armour completely.

Does anyone actually need to be taught how to tape metal to your body? Come on.

 
Well Hide Armor may become useful for a niche with their new cold/heat resistance system for armor.

The niche being that you want to start in a snow biome - or that you are stuck in a rly large snow biome thanks to the rng generator/spawn

 
Well Hide Armor may become useful for a niche with their new cold/heat resistance system for armor.The niche being that you want to start in a snow biome - or that you are stuck in a rly large snow biome thanks to the rng generator/spawn
I suppose there's always that... :apathy:

PS: Loving your avatar. That's really cute.

 
I think items like the blunderbuss might get some usage if you could loot them. While I wouldn't waste my time cobbling together some questionable antique weapon, I might use one for a time if I found it. I can't recall if hide and scrap armor was loot-able, but if it was better than what I had; sure, I'd throw it on. Gearing up to actually produce these things is another matter.

Another option for the blunderbuss to make it attractive, especially in the early game, would be to disconnect it from any skill. Everyone's "skill" in using the blunderbuss would be the same and while it wouldn't get better, it would be high. If this is already true, then the base ability to hit and do damage should be higher. Grab that old thing hanging over some mantle and wow!, this will keep me alive until I can find something better.

-Morloc

 
I think items like the blunderbuss might get some usage if you could loot them. While I wouldn't waste my time cobbling together some questionable antique weapon, I might use one for a time if I found it. I can't recall if hide and scrap armor was loot-able, but if it was better than what I had; sure, I'd throw it on. Gearing up to actually produce these things is another matter.
Another option for the blunderbuss to make it attractive, especially in the early game, would be to disconnect it from any skill. Everyone's "skill" in using the blunderbuss would be the same and while it wouldn't get better, it would be high. If this is already true, then the base ability to hit and do damage should be higher. Grab that old thing hanging over some mantle and wow!, this will keep me alive until I can find something better.

-Morloc
Completely agree with everything you said there.

 
I think the blunderbuss would be cool when

a) you get a meele attack instead of a zoom in on a right click (it looks like a club, right?)

b) it would not get you stuck in a autoreload after a shot

c) If it had a high knock down changse for sereral Zombies

 
I have made scrap armor because some new games I can't find a whole set of iron armor or steel armor schematics. the only thing I have never made is sod I don't use it

 
I think items like the blunderbuss might get some usage if you could loot them. While I wouldn't waste my time cobbling together some questionable antique weapon, I might use one for a time if I found it. I can't recall if hide and scrap armor was loot-able, but if it was better than what I had; sure, I'd throw it on. Gearing up to actually produce these things is another matter.
Another option for the blunderbuss to make it attractive, especially in the early game, would be to disconnect it from any skill. Everyone's "skill" in using the blunderbuss would be the same and while it wouldn't get better, it would be high. If this is already true, then the base ability to hit and do damage should be higher. Grab that old thing hanging over some mantle and wow!, this will keep me alive until I can find something better.

-Morloc
I frequently mod the blunderbuss to be craftable without the forge (scrap iron, springs, wood, maybe a mech part). It's really valuable as a dog/vulture protection device for the first week or so.

 
I think the blunderbuss would be cool when...

b) it would not get you stuck in a autoreload after a shot

...
Well this was something that was addressed in detail during and after the weapon quality rework. It isn't just something that limits the effectiveness of the blunderbuss. It also limits a lot of other weapons. The X-bow stands out like a sore thumb on this as well. The forced automatic reload is something most fps games have ditched about 10 years ago. We can only hope that the pimps will embrace the new modern ways eventually.

Weapons with long reload animations just need 2 basic features to make them viable.

A) The option swap them without a reload and

B) the oompf behind them to actually give the player a reason to use it

Just take the single shot shotgun from New Vegas as prime example (Yes I'm using new vegas as mod/pimp bait as it seems like one of the few references that usually is considers worth their time). It is an earlygame weapon. The DPS is horrible thanks to the long reload. It will never outperform other shutguns in pure overall performance. But the dmg output in that one shot stays relevant for the entire game, if you opt to carry one with you.

I suppose there's always that... :apathy:

PS: Loving your avatar. That's really cute.
off topic. The avatar is from Chi's Sweet Home. Short 3-5 min videos ... basically the creator just tries to kill you with laughing fit streaks ;p I recommend you try one of the older ones if you want to give it a try (the 2d drawn anime clips not the new 3d stuff)

 
Another gameplay system I virutally never use is the electricity system, I don't find much use for it, other than the blade fans and the shock poles for horde night, that is, if I even bother. Then again, in the base game, I never get far enough to where its mostly ferals. I tend to get bored once I unlock steel as there is really nothing else to keep going for.

As for the force auto reload of the crossbow: plan ahead. I'd rather it be auto reload as it would get annoying very quickly to keep having to hit R everytime I fire it once, unless they make it so left clicking also starts a reload if the weapon is empty, then again thats kinda the same thing as having to spam R.

 
Another gameplay system I virutally never use is the electricity system, I don't find much use for it, other than the blade fans and the shock poles for horde night, that is, if I even bother. Then again, in the base game, I never get far enough to where its mostly ferals. I tend to get bored once I unlock steel as there is really nothing else to keep going for.
+1 ...

Same for me, the content of electricity is nice but a lot of the game mechanics are simply missing. Electricity really need to be tied into:

* food spoiling + Fridges. Short duration anti spoiling.

* Food spoiling + Freezers. Long duration anti spoiling.

* Cooking more advanced meals with the oven.

* Underground digging is not possible without oxygen where you need air transportation ( and above ground air pipes / generators = gasses ).

* Batteries for your mining helmet / gun light ( subnautica did this very well )

* Batteries for maybe more advanced tools like drilles, screw machine, advanced workbenches like lates ( not sure this is written like this in English )

* Batteries for the nail gun...

Electricity has a lot of possibilities but unfortunately its so tied into defenses its use is limited. So much potential content beyond basic cave man tools

But those things are also more about realism and as we see with A16 / A17, a lot of changes are to move away from realism towards more cookie cut gameplay for XP/Perks, Dungeons, quests ...

 
... those things are also more about realism and as we see with A16 / A17, a lot of changes are to move away from realism towards more cookie cut gameplay for XP/Perks, Dungeons, quests ...
Cookie cutter?

Not sure I agree with that.

Been playing games for 35+ years and have masters degree in business.

After years of watching Developers as a businessman I can now confidently state that:

"Sacrificing game play for realism is almost always a bad idea."

Yes there are exceptions but this isn't that kind of game.

This one already has fictional elements [aka zombies aren't really real].

Sometimes the term cookie-cutter get overused.

There are formulas that work because after years of testing, we know what people like and enjoy.

There are also things to avoid, like adding unnecessary items/systems/etc to provide more realism.

Sometimes they don't make the game better, they just satisfy pedantic whims.... which doesn't sell.

Just an opinion. I respect that you feel a different way.

 
Last edited by a moderator:
Cookie cutter?
Coudln't disagree more strongly.

Been playing games for 35+ years and have masters degree in business.

After years of watching Developers as a businessman I can now confidently state that:

"Sacrificing game play for realism is almost always a bad idea."

Yes there are exceptions but this isn't that kind of game.

This one already has fictional elements [aka zombies aren't really real].

Sometimes the term cookie-cutter get overused and I feel like this was a good example.

There are formulas that work because after years of testing, we know what people like and enjoy.
Depends on the definition of realism ... We are not talking somebody learning how to become a electrician, mechanic, it specialist to build all the tools, now are we :)

The issue is more that people are tied into that things called dopamine receptors and they like instant gratification. See how loot boxes have turned games into more or less addictive gambling simulators. XP/Perks are simply a way to fast give people that rush.

Play some of the mods that have introduced food spoiling, there own take on food spoiling, steam powered electricity generation, more complex crafting and its actually those mods that are the more popular ones. Clearly showing their is a demand for the more complex gameplay.

7D2D is not a triple A game that focuses on that specific group of people, or it was not in the past. These recent changes make it feel they want to step away towards this more cookie cutter game play. Do not take my word for it. Here on this forum you do not see a lot of talk back from people mostly because you get creamed if you disagree with the direction 7D2D but if you watch a bunch of the youtube 7D2D players and the responses from people on the A17 changes... its a different ballgame.

We shall see where 7D2D is going to end up but from my book they are way too much trying to emulate triple A games like Fallout or mmorpg, what is cookie cutter to the bone. The problem is that 7D2D has no story line or triple a production. The game lives and dies by its story content or instant gratification and that is missing ( A17 is clearly the attempt to do this past part ).

Maybe my expectation are a lot higher then most people because A16 was more then stable to go to content creation and not reworking everything again ...

My personal expectation after 15 months of development was not some graphical improvements, dungeons, total reworked skills/perks but REAL actual content. Real new zombies, new animals, more content to find, electricity massively expanded to provide mid to late content ( they have the base structure of it in game!!! ), ... And here we are today, a lot of tricks to delay the early game play, removal of even more realistic elements and what else to show? People drooling over a jeep or a balloon. *sigh* ...

7D2D was a fun survival, crafting game with zombies. You had the ability to see a future with a even more expanded gameplay. But over time, more and more features are getting stripped for more typical cookie cutter gameplay with a focus (starting in A16) in A17, on dungeons, xp/perks, weapon modifiers, explore for the good loot, ... sounds familiar because that is almost exactly Fallout gameplay. But its a far step from the older 7D2D gameplay. So sorry but the cookie cutter comparison is dead on.

There are also things to avoid, like adding unnecessary items/systems/etc to provide more realism.

Sometimes they don't make the game better, they just satisfy pedantic whims.... which doesn't sell.
They had no problem selling between 2 to 5 million copies with the old system. So lets us not nitpick about what people like. There are different groups of people with different preferences. Up to now 7D2D focused more on niche market and did well in the sales. Because it was scratching a itch people had.

I know no matter what is say, we will not see eye to eye. I feel like i wast my time talking about this stuff because its clear TFPs have their own vision, a vision that simply has changed over the years and fits less and less in that niche market. Its their game, sure, but also their risk. A game build upon a niche community, is not so easy changeable.

I am sure people will play A17. I will play A17 but A16 was also the alpha i spend the fewest hours in compared to the older ones. But from my personal taste where A16 has gone, i know the game is changing into a gameplay style that i detest. And no offense but 15 months waiting for this *sigh* ...

Just an opinion. I respect that you feel a different way.
Np :smile-new:

 
7D2D was a fun survival, crafting game with zombies. You had the ability to see a future with a even more expanded gameplay. But over time, more and more features are getting stripped for more typical cookie cutter gameplay with a focus (starting in A16) in A17, on dungeons, xp/perks, weapon modifiers, explore for the good loot, ... sounds familiar because that is almost exactly Fallout gameplay. But its a far step from the older 7D2D gameplay. So sorry but the cookie cutter comparison is dead on.
In at least one case I'm absolutely on your side, the "dungeons" with the boss zombies. I hate that artificial arcade style feature with all my heart.

But survival gameplay or learning-by-doing are not really new concepts, the latter "is almost exactly Fallout gameplay", isn't it? You can slap on everything you don't like a "cookie cutter" label and view everything you like as fresh and inspiring. But for me the innovation in 7D2D is the (working) combination of so many genres, including "cookie cutter" RPG, "cookie cutter" voxel world, "cookie cutter" tower defense and "cookie cutter" survival.

How is "explore for the good loot" a new focus, wasn't that in the game since ages? And if not, what was there that was so much better?

I am sure people will play A17. I will play A17 but A16 was also the alpha i spend the fewest hours in compared to the older ones. But from my personal taste where A16 has gone, i know the game is changing into a gameplay style that i detest. And no offense but 15 months waiting for this *sigh* ...
One new thing about A17 you completely ignore: It promises to make modding so much better and more powerful that a lot more peoples tastes can be satisfied with mods than before. This is a direction that makes it possible to give new players what they want AND players like us who have in my opinion more than anything else played 7D2D to death.

If TFP had added a few new zombie skins, animals and more electricity I know for sure that 90% of all players would have run through the new content in less than a month and would be calling for more. A developer can never keep up with his players, only a mass of modders can keep up with content creation. And since the developer can't keep up, veteran players get bored or frustrated, but to a large part the problem is that the player changed and not the game. You can see that with any PvE game out there, I don't know of a single exception.

 
Last edited by a moderator:
Scrap leg armor solves the leg breaking ultra sneaky ninja crawler zombie problem. So ya I make it if I don't have anything better at the time. Usually not a full suit. That is a lot of resources I'd rather spend elsewhere, but leg early game it is great.

 
One new thing about A17 you completely ignore: It promises to make modding so much better and more powerful that a lot more peoples tastes can be satisfied with mods than before. This is a direction that makes it possible to give new players what they want AND players like us who have in my opinion more than anything else played 7D2D to death.

If TFP had added a few new zombie skins, animals and more electricity I know for sure that 90% of all players would have run through the new content in less than a month and would be calling for more. A developer can never keep up with his players, only a mass of modders can keep up with content creation. And since the developer can't keep up, veteran players get bored or frustrated, but to a large part the problem is that the player changed and not the game. You can see that with any PvE game out there, I don't know of a single exception.
Agreed!

I think the push for Support of the Modding community is going to become more and more prevalent in the gaming industry.

One of the criteria Critics use to judge established games is how healthy the online community is.

When that slows down the game is considered dead or dying.

Mods can greatly extend that time.

I read a funny statistic about how many adults play The Sims 4 with Sex mods. Apparently it's popular.

Doubt EA expected that!

TFP is definitely on the right track by supporting the Modding community.

One day some genius developer is going to start buying Mods from people and officially placing them in the game.

Paying Modders to come up with content you'd never have thought of otherwise..... just seems like good business sense.

Kind of like subcontracting.

 
One day some genius developer is going to start buying Mods from people and officially placing them in the game.

Paying Modders to come up with content you'd never have thought of otherwise..... just seems like good business sense.

Kind of like subcontracting.
Bethesda already tried this. But got heavy flak for it because

A) they wanted to sell the mods and keep about 75% of the money !

B) modders usually copy a lot from each other and nobody has any problems with that. But what happens when a modder uses work by others and now gets payed?

So they had to call it off again

 
Bethesda already tried this. But got heavy flak for it because
A) they wanted to sell the mods and keep about 75% of the money !

B) modders usually copy a lot from each other and nobody has any problems with that. But what happens when a modder uses work by others and now gets payed?

So they had to call it off again
Bethesda has made a lot of terrible mistakes in that sense and had paid for it.

Someone will do it right one day and set the standard.

 
Back
Top