PC I hate the shringking circle around the burried treasure

Yeah, I don’t know. Maybe at some point they will alter it along with the exclamation mark rally points. Until then I do have to admit that the functionality of it is a welcome addition to digging quests. It really does make them more fun and less tedious even if aesthetically it ruins the immersion factor. 
 

As for the rest of the on-screen icons all they need to do is allow interaction functionality when F7 is pressed and that would be perfect for playing cinematically.  If they added that then I wouldn’t car if they added another dozen bars and indicators to the screen. 

 
How hard is this. You approach form one of the cardinal directions until it says "Nearby" and then you step 10 meters forward, then dig down 2 blocks.  This is already too easy!

 
I usually nail it within 5 or 6 blocks. Sounds like you do as well. Since this isn't an issue for you, well...

I am having a hard time understanding how this honestly affects you in any measurable way. lol

 
I hate the whole look of the new icons. A circle just appearing in the world? Why would you ruin an immersive game with arcade like way markers? I just hope there is either an option to switch to a not so bright and ugly way or it can be modded out.
Absolutely agree. This looks primitive, immersion-breaking and just fits more arcade type of games, instead of exploration games like 7d.

Interesting. For so long Pimps were against on screen indicators like food and water, I remember MM specifically speaking on immersion and less screen clutter.

Do you have any insight as to why they always feel the need to be so extreme in their decisions? A middle ground approach would have been welcome, but it seems like they have two modes, off and beast mode lol. Its all or nothing and it isn't just the ui but also subtle other changes since 16. Remember we didnt have lots of ui elements at one point now they all seemed to have returned with a vengeance and then some.
That's interesting. Do you imply that devs are actually salty, and do this and 3d markers to spite their fanbase? This... actually is quite possible scenario.

 
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I would redesign that whole digging quest anyways.

Make the quest mark the exact spot for the chest (marker on the ground), but place the chest deeper. The deeper, the higher the difficulty is.

When the player opens the chest, spawn more zombies than currently.

This will make the player think about how to escape more (build a ladder) or better ramp out.

This quest-design would remove the need for awkward onscreen markers, and also the tedious digging around (not fun).

It would be more about planning how to defend against zombies that will spawn.

 
coming next in this progression...

Trader: I need you to find this chest. Here's the chest, now give it back to me for rewards.

 
I would redesign that whole digging quest anyways.

Make the quest mark the exact spot for the chest (marker on the ground), but place the chest deeper. The deeper, the higher the difficulty is.

When the player opens the chest, spawn more zombies than currently.

This will make the player think about how to escape more (build a ladder) or better ramp out.

This quest-design would remove the need for awkward onscreen markers, and also the tedious digging around (not fun).

It would be more about planning how to defend against zombies that will spawn.
I bet that could be easily modded in at least to try it out if the values for depth and radius of the area are exposed. I like it!

update: I checked and while the radius of the search area can be adjusted, the depth of the chest cannot. I asked Prime about it and he liked the concept but couldn’t make any promises. 

 
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They also could bind the new feature to a special goggle or other accessory or make a new mod for it. Therefore no xml editing would be required, just an ingame choice to wear/use it or not.

 
Well then let´s add the damage numbers flying trough the air also? Ofc there is other things on screen, would be pretty hard to play without any information. And i actually don´t mind better indicators, just a lot more decent maybe? 

But apparently it can be turned off? A 3 hour video is a bit too long for me right now.
Got your back

7d2dtheMMORPG.jpg

 
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Where can I get Recount for 7D2D?  :p

Onto the topic at hand, my kneejerk reaction was "geez, this is gonna make buried treasure quests easy mode"...then yesterday I proceeded to dig out craters in search of some I was after for quests.  Think I'm looking forward to the change.  Other than T1/2 quests, outside of the occasional treasure maps, I don't see this being the doom and gloom as some of the reactions in stream chat made it out to be.

 
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Interesting. For so long Pimps were against on screen indicators like food and water, I remember MM specifically speaking on immersion and less screen clutter.

Do you have any insight as to why they always feel the need to be so extreme in their decisions? A middle ground approach would have been welcome, but it seems like they have two modes, off and beast mode lol. Its all or nothing and it isn't just the ui but also subtle other changes since 16. Remember we didnt have lots of ui elements at one point now they all seemed to have returned with a vengeance and then some.
If you watched the first stream, Rick Huenink took responsibility for the absence of food and water indicators.  He said he'd been pushing back on it, and that the issue for him wasn't that you shouldn't see that data on the HUD, but rather if it could be done in a minimalist way.  He openly admitted he was wrong on this one, and once he saw it he was happy with how it is/will be now in A19.

 
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