PC is A17 removing the much beloved run and gun aspect?

I personally think that being able to run backwards at the speed we can in pre-A17 while shooting zombies is unrealistic and puts the game in a more arcadey feel than a survival horror feel.
I couldn't agree more. In fact, I doubt anyone complaining could run backwards across uneven terrain for very long, much less actually fight while doing so. Here's a suggestion, though, since this is a game: Bring back the ability to run backwards, but with a default 95% chance to fall down. This is checked every ten points or so of stamina used, and can be decreased by spending points on agility-type skills. If you fall down, you have a base 50% chance of being stunned. Too late for A17, obviously... but you can't get much more "immersive" than this.

 
I couldn't agree more. In fact, I doubt anyone complaining could run backwards across uneven terrain for very long, much less actually fight while doing so. Here's a suggestion, though, since this is a game: Bring back the ability to run backwards, but with a default 95% chance to fall down. This is checked every ten points or so of stamina used, and can be decreased by spending points on agility-type skills. If you fall down, you have a base 50% chance of being stunned. Too late for A17, obviously... but you can't get much more "immersive" than this.
Oops we got a realist on the loose!

Let me fix that for you:

I couldn't agree more. In fact, I doubt anyone complaining could run backwards across uneven terrain for very long, whilst carrying a motorcycle, 5 thousand tonnes of concrete blocks, 3 workbenches, a cement mixer and their new sofa, much less actually fight while doing so.

There ya, go, realistic right? as in sim..right?

WRONG argument.

 
The question is when to abandon realism for the sake of the game. As many have pointed out, one could not build effectively if one was bound to realistic carrying capacities, so realism should be broken in order that the building aspect can continue. In that sense, realism probably should be broken only when it truly hinders the game.

Does not being able to run backwards truly hinder the game? Obviously, people will answer that differently. Whose answer matters most? I'll bet you can guess...

 
Whose answer matters most? I'll bet you can guess...
I'd guess its..hmm..tough one, lemme see.

Not yours?

My point, is that you cannot use realism as an argument in this game.

Now developer vison? yes you could use that, its TFP's game so they can mix realism and gameplay however they want? sure, you could use that but what you cant do it take a personal subjective view of what constitutes realism and use THAT as a rebuttal, because that's just silly.

 
Last edited by a moderator:
you cannot use realism as an argument in this game.
Since I'm so ignorant, please explain (that is, present rational proof) why this is true.

Now developer vison? yes you could use that, its TFP's game so they can mix realism and gameplay however they want? sure, you could use that but what you cant do it take a personal subjective view of what constitutes realism and use THAT as a rebuttal, because that's just silly.
Who took "a personal subjective view of what constitutes realism" and used that as a rebuttal?

 
Oops we got a realist on the loose!
Let me fix that for you:

There ya, go, realistic right? as in sim..right?

WRONG argument.
I know you weren't talking to me but I wanted to take the opportunity to be crystal clear that I was not playing the realism card.

I was playing the arcade shooter card.

Running backwards and killing enemies is closer to a Serious Sam or Doom style of gameplay. That certainly is fun and losing that style is going to erase that fun. There is no argument about that. I guess the question is whether 7 Days to Die aims to deliver that kind of gameplay. Some will say it should because that is a fun playstyle and 7 Days is already a hybrid game in many ways so there's nothing wrong with a bit of arcade spice.

I don't know the answer. I also think it is fun to run backwards and kill enemies. I also feel very much it is definitely in the realm of "arcade shooter". On the other hand, I also do like the new greater risk imposed by being unable to run backwards and it makes you think about the danger factor more because you are more likely to die by being mobbed by runners than before. Running and gunning backwards reduces the survival horror aspect because you aren't afraid of things you can more easily dispatch. Some would say that having the feeling of survival horror is also fun and the type of fun they want to have when playing this particular game vs Serious Sam.

This is probably why it will require people to play it. To see if the new style of fun is enough or not and that can only be experienced first hand.

 
Last edited by a moderator:
I know you weren't talking to me but I wanted to take the opportunity to be crystal clear that I was not playing the realism card.
I was playing the arcade shooter card.

Running backwards and killing enemies is closer to a Serious Sam or Doom style of gameplay. That certainly is fun and losing that style is going to erase that fun. There is no argument about that. I guess the question is whether 7 Days to Die aims to deliver that kind of gameplay. Some will say it should because that is a fun playstyle and 7 Days is already a hybrid game in many ways so there's nothing wrong with a bit of arcade spice.

I don't know the answer. I also think it is fun to run backwards and kill enemies. I also feel very much it is definitely in the realm of "arcade shooter". On the other hand, I also do like the new greater risk imposed by being unable to run backwards and it makes you think about the danger factor more because you are more likely to die by being mobbed by runners than before. Running and gunning backwards reduces the survival horror aspect because you aren't afraid of things you can more easily dispatch. Some would say that having the feeling of survival horror is also fun and the type of fun they want to have when playing this particular game vs Serious Sam.

This is probably why it will require people to play it. To see if the new style of fun is enough or not and that can only be experienced first hand.
Roland I agree with you but need to see how it plays out, I do however find it tiring when people cherry pick one element of the game when it suits them to play the realism card and totally ignore other elements that are wildly unrealistic, I dont mind which one people like, they just need to be consistent in their approach.

 
I do however find it tiring when people cherry pick one element of the game when it suits them to play the realism card and totally ignore other elements that are wildly unrealistic, I dont mind which one people like, they just need to be consistent in their approach.
I know! Almost as bad as those people who make assertions unsupported by logic.

 
A couple points here:- You always are welcome to "do you." I'm suggesting that your life will be less stressful if you accept the facts of the matter. A person constantly trying to defy gravity through their own willpower can "do them," but it likely will result in much frustration on their part.
Voicing my opinion and arguing for it is not stressful and is not "defying gravity". It's a video game.

- "You do you and I do I" only works if it really is just the two of us. As it is, we're talking about a third party--TFP. TFP is going to do TFP. That's what you have to come to grips with. See my first point.
But I am talking about you and me. You "tend not to share [opinions on the changes that TFP makes] because of my viewpoint". That's you doing you. I share my opinions, and that me doing me. Devs gonna do devs. Nothing wrong with any of that, don't you agree.

As far as I am aware, Steam's definition of EA games is not a binding thing.
No. But I agree with their definition, which leads to me doing me. I am aware that the Joel does not have to listen to me. I'm only suggesting it. You seem to not like me suggesting it. So I aid you in understanding why I suggest it.

That's all, really.

(You keep saying "staff." Are you including the moderators in that? I mean, most of the devs are not on here arguing with the players. They pop in occasionally, but I don't see them going round with people like Roland does. For the life of me I don't know how Roland has the time for all of his posting, but that's a different matter.)
I include at least Roland, as he seems to have some of the developers' ears and can relay opinions. But there is a decent number of devs and the glorious Joel himself who interact on the forums.

There is, however, also the fact that moderators in general are fairly busy dealing with unflattering opinions, and they must be doing that because they are instructed to. So the company must be interested in what people say. And if they care what I have to say, how about they give me a chance to voice my opinion before they make a change?

I mean, really, if you think about it, there is nothing wrong with what I suggest. You're mostly working on details, definitions and whatnots. I've not seen one proper argument against it.

Let me get this straight: backward sprinting in itself is the fun thing? Not backward sprinting as part of "running and gunning" or "melee fighting"?
I think I had explained that already, but I don't mind to repeat myself: The fun is in the situation of fighting a horde of running zombies on the ground. That involves, but is not limited to running backwards. I often stop, when there is time, I often use terrain, when something is available. I use all kinds of weapon during the process, for fun and variety, including melee, including the sledge hammer. I also run towards running zombies thar run towards me, run through hordes and so on. But the key aspect is running backwards, have zombies chase me, and shoot them down with the pistol, ideally with headshots.

I have built myself arenas with structures that I designed for that playstyle. Ramps, little towers with ladders, that I can climb and then stand on top shooting zombies that follow. I simply erect a large number of 1x1x2 pillars to have some kind of maze that makes things more interesting. But have as well large open areas where I can just run backwards.

As I also mentioned, I have made a mod for that playstyle. Have screenshots:

20180906184001_1.jpg


The map.

https://picload.org/view/dlipcprw/20180906184351_1.jpg.html

Here you can see the number of zombies; it's maxed out:

20180906184452_1.jpg


Me on the ground with zombies chasing me.

The map is completely flat. That block in the center is creating heat that constantly summons screamers, that constantly summon zombies. There are downtimes, though, every other day the block is disabled, so the player has a bit of time to craft and also build defenses - the usual wandering hordes show up, though. After... a few weeks - the mod needs to be played with 10 minute days - all zombies that show up are running, dogs and wolves and bears show up, zombies use several ranged attacks. It's total mayhem, and it simple would not work as I play it if you can't run backwards anymore. Sure, you can focus on building and place a bunch of turrets, but.. That's not as exciting.

Of course this mod is not what the game tries to be, but I use the backpedaling in normal games as well, and me making that mod should illustrate that I am not at all exaggerating my love for that playstyle. And while we seem to be few, I am not the only one who does, I met people on servers who share that preference. The existence of this thread seems to prove that as well, though I think I did not see anybody stating exactly that they play that way. Except for Gazz, which is... curious.

Anyways. :-D

The thing with thought experiments is that they require a certain amount of imagination. You say, "Nothing (an absolute) can compensate," but it really should say, "Nothing I imagine can compensate." (Well, unless backward sprinting in itself is the thing that you will miss. The strawberry metaphor would make sense in that context. If, instead, we are talking about a fruit salad, of which strawberries were a part before they were replaced with other things, then you can't yet know whether the new composition will sufficiently compensate for the lack of strawberries.)
Edit: By the way, that article also mentions the limitations of thought experiments: "Thus thought experiments belong to a theoretical discipline, usually to theoretical physics, but often to theoretical philosophy. In any case, it must be distinguished from a real experiment, which belongs naturally to the experimental discipline and has 'the final decision on true or not true,' at least in physics."
Yes, backward sprinting AND shooting zombies is indeed the thing that I will miss. So I can be as certain that I will miss it, as I can be certain that it should not feel good to stick my hand into lava. A thought experiment is enough to convince me.

TFP: "We'd like to announce this great new feature we've been working on!"
- made up list of 50 moronic comments -

-Morloc
If that's how you view yourself and this community, you might at least be partially right.
 
modability of a feature is an ability largely independant on discussing a feature before implementation, i.e. if it is relatively easy it is (or should be done) anyway. If they don't have the time for this, how can they have time for discussing a feature in depth, as this costs time as well ?
A dev or a mod makes a post, brief desc of a planned feature, people discuss the pros and cons among themselves. Devs and mods can obviously parttake if they like and find the time (btw, most of us have a job too, and still we find time to write lengthy posts). Relatively few relevant leanings and opinions will crystallize after a while - SHAZAM - valuable input for the devs.

Hey. Make no mistake. I know it's not gonna happen. But it would be a good and reasonable thing and much better than the practise I'm criticising.

Yeates uses the word "speculate" in his definition of thought experiment (see your wikipedia link). And that is exactly the right word. You can speculate. We didn't leave the theoretical sphere, we just plucked some holes in a theory. The most famous thought experiment with a cat did not really give away any secrets of the physical world and it definitely didn't bolster the validity of quantum theory. It just showed to non-scientists how weird the consequences of quantum theory really are.
If I know that I won't have food tomorrow, is it mere speculation and actually uncertain, that I will be hungry?

On strawberrys:
thought experiment 1: You also get a mango to taste. And to your surprise you discover that mangos are the superior fruit by far. Sure you have lost strawberries, but since the game can only support one fruit, without that loss you would never have tasted mangos. Your situation now is better.

thought experiment 2: [something something] mango.
But what if I base my thought experiments on available facts instead of making up fantasy mangos..? And I already said that my playstyle is very rare.

A different interpretation would be that he is trying to sell the feature, even if he knows it won't be universally liked. But I don't know. It isn't really important to me because I prefer following MMs vision to following the vision of the loudest mob on the forum. Because it worked in the past and mob-rule is not democracy and a forum can only accuratly simulate a mob.
Am I that mob you talk about so much..? lol

I don't really know what you mean, and in my (and not only my) opinion, a "good" number of aspects of the game have been developed in the wrong direction. Vanilla has become nearly unplayable for me, and that is a recent development. When a new alpha came out, I used to play a long game on Navezgane, before I turned to modding. Not anymore. The lack of zombies for example. Go back to the old models and animations if the engine can't handle the new textures.

And in all clarity, you so summarily say "as if he was doing us a service" with zombie loot implying he didn't. Please don't just discount me and a lot of other people who specifically said they liked the change. While the backlash was certainly expected it was by no means a clear case. Someone made a poll shortly after the announcement expecting a landslide win for the unhappy and it amounted to a draw.
And that is the normal case: ANY change will bring out the people critical to it announcing their dissatisfaction. Most of the people that are indifferent or ok with a change will NOT post anything, unless the ruckus from critics gets too loud. As a developer you would be mad to listen to the critical voices because they are

1) not an indication of the views of the whole player base

2) more often than not highly emotionally fueled

3) based on thought experiments and incomplete information that really really can't replace the true test of a feature
If a person is indifferent or "ok with" the removal of an option, I don't count them as in favor of the removal. I only count people who are in favor of a removal (or change) if it actually improves their playing experience.

I have not seen anybody explain how removal of zombie loot or backward sprinting improves their playing experience. Roland, for example, just tried to make the case that you need to be afraid and whatnot, so backward sprinting is bad. But you don't need backward sprinting to fight a running horde. You can win by sprinting forward or circle strafing and using the appropriate weapon. You can also just run away, with beer, alcohole and coffee you have infinte stamina. You can jump on your mini bike and drive off. And since A16 you can sneak through the night, while seeing everything with nightvision goggles. Hm... Do you think Roland will notice if I just copypaste the rebuttal..? :-D

What about you? Can you argue for any of the removals? Another point is that noone asked for the changes. Noone ever complained about zombie loot, noone complained about backward sprinting. At least I have not seen it. That's just "another point", mind you. Not a prominent argument. More of an indication, that these two changes don't improve the game.

In regard to discussing plans, I am not advocating that the devs should make it a vote. I am advocating to gather feedback and input from the community BEFORE a change is applied to the game. From people who have strong opinions about the game, and who base their strong opinion on thousands of hours playing it. I mark this, as I refer to it from now on. You seem to misunderstand my suggestion to discuss planned features instead of defending them afterwards.

I'd also like to note that I find it quite a bit sad that you and Morloc and Jedo have so little faith in your ability to contribute something valuable to the game's development. Why is that so?

There is no "the players" as a homogenious block.
Yes there is, they just do not have a homogenious opinion.

Make a change and you make some player happy and some other unhappy. Inevitable.
Probably.

If we listened to blunt criticism on youtube, we would be Nazis now. What was your point? No really, youtube comment section is mob rule
Some youtube comment sections are terrible. Politics, feminism, religion. But the section on Joel's video is just fine. It's only blunt. No name calling, almost no profanity. People are only voicing their opinion. Also: See the bold comment. Over and over you make the mistake of implying I want a "mob" to make decisions. I want the devs to give the mob a chance to discuss planned features and provide feedback and opinions. That's very different.

Because they are confident their change is the right way. And only testing it can reveal the absolute and irrefutable truth. Not a cacophony of voices who are at their loudest when their emotions are blocking out any logic. Mob rule.
In reality, it is perfectly possible to make reasonable statements about changes that one has not yet actually tested, particularly when it's simple removals. Of course I will miss zombie loot, if I enjoyed looting zombies, of course I will miss sprinting backwards, if I enjoyed sprinting backwards. Of course I will miss 1 block ingress, if I enjoyed 1 block ingress. Of course I will miss the old chessboardish hub cities, if I enjoyed the old chessboardish hub cities. Your claim, that one cannot foreknow things, is plain wrong.

Plain wrong as well is your portrayal of people who voice criticism and dislike of certain features as some sort of mindless "mob". I am not a mindless mob, and my logic is not blocked out by emotions, even when emotions are present.

I don't think you bulit a strawman on purpose, but notice you did. I said it was inevitable that protests would happen. That doesn't mean that the mob doing the protests is anywhere near a significant number of players. And even if they were a significant number, there is a german proverb coined by a comedian: "People, eat ♥♥♥♥, millions of flies can't be wrong".
It's a bit of a strawman, but within good manners I think. There aren't any people who really argue for the changes, only people who don't care. But I retract the question, I admit it's more rethoric than an argument.

Still, a lot of people obviously dislike the change and explain why, and once again you declare them an unreasonable mob. That's rethoric outside good manners. I'm not an unreasonable mob.

This is wrong for a different reason: People who have played the game a thousand hours are not anymore a typical new player, with decidedly different tastes and abilities while vanilla has to target the new players.
Really? Can you give a couple of examples? I certainly got better at the game, got the timings right and such, but that did not take me long, and look at me, arguing against the removal of mechanics that make the game easier. My taste has not changed either, it was, btw, a taste I had acquired before 7dtd was ever developed. I also have played a lot with new players, some of which I bought the game for, some people I met on servers, so I kinda know what they like and dislike. One thing, for example, is the many skills and perks, requirements, how to unlock recipes.

Experienced players know the game inside out. They are a great source of feedback. "I mean", that's really a no-brainer, don't try too hard, man.

 
There ya, go, realistic right? as in sim..right?
WRONG argument.
Actually, no. There's realism that promotes tactical gameplay, and realism that cripples gameplay. Running backwards is an example of the former, restricting building inventories is the latter. If you had to to carry realistic amounts of building supplies, you'd have time for little else. OTOH, if you just can't exploit running backwards to avoid damage, you have to be smarter in how you expose yourself to risk.

TBH, if I was making a similar construction game, I would have a paged inventory system. The first page- personal inventory- would be accessible anytime and be weight and volume restricted. The second type- construction inventory- I would only permit access to near designated construction sites (via something like a claim block) or near vehicles capable of transporting large weights.

Balance is key to making a fun game that keeps interest... you don't want to make it too easy OR too hard. Example, back when I was hex-editing Baldur's Gate with the original TeamBG, I created a vampiric sword that (temporarily) increased the toon's HP, stamina, and level with each successful strike. But to balance that out, possessing the sword also drastically increased fatigue accumulation- so you either rested a lot... or killed a lot. And sometimes, it was difficult to be discriminatory on the latter.

 
You are quite often snarky, probably corrupted to the bone by all your powers. :-/ And - real talk - it simply adds to the overall atmosphere that criticism is beaten to crap by local staff.
I was quite often snarky before I had any powers. If I am corrupted by my power snark isn't the evidence...

And -real talk- the atmosphere is that no opinions get to sit in a vacuum. Point and counterpoint are allowed and when I get snarky it is because someone is saying something untruthful or being insulting and then my snark is all about what they said and not about them as a person.

All of your criticism is still here in this thread available to be read by all the lurking masses and they'll either shake their heads in disagreement or nod their heads in common vision with you. Wouldn't it be nice to be able to just say your piece and nobody who disagrees could say anything that might "beat it all to crap". You just line item countered what I posted. That's fine. Let people read both and decide who is more compelling.

Now, I'm local staff and despite being snarky about the claim that RPG elements for this game just barely got announced to the surprise of the whole community, I have not been stifling commentary one way or the other in this particular crusade of yours. I have given my opinion on the matter and the reasons behind it but I'm not banning or deleting anyone who is arguing against me. What other local staff are preventing criticism? What does it look like to you to be able to have criticism voiced without it being beaten all to crap by local staff? Are you saying that staff should stay out of conversations and just be lurkers and simply slap people on the wrist when they get out of hand using the infraction system but not post anything publicly?

 
Anyway, the code is in entityclasses.xml, right on top, where it says name="playerMale". Since the class, unlike zombies, does not have a speed-property (like "WanderSpeed" and such for zombies), I hightly doubt it's moddable. But maybe they'll have a heart and make it possible. And if not, I hope dll-modders will provide.
I found it and played around with it. The good news is there is a walkspeed entry with a value of 1.53. When I upped the value to 3 my walk speed was about the same as sprinting. I spawned in a zombie dog and was able to easily stay ahead of it just walking backwards.

So it seems it should be easily edited if you want to be able to be super agile as long as you don't care a whole bunch about relative speeds of moving on foot vs by vehicle etc. But if your main love is running and gunning it should be easy to alter the game that way. There was no way that I could see to separate forward walk speed and backward walk speed.

Huh....I guess I can use my powers for good sometimes....

 
Last edited by a moderator:
A dev or a mod makes a post, brief desc of a planned feature, people discuss the pros and cons among themselves. Devs and mods can obviously parttake if they like and find the time (btw, most of us have a job too, and still we find time to write lengthy posts). Relatively few relevant leanings and opinions will crystallize after a while - SHAZAM - valuable input for the devs.
When spamcrafting was removed a lot of people on the forum were sure they would miss the feature and argued they would have nothing to do at night. And maybe a few still do miss the feature, but on the whole most people found out that the game was better without it. And importantly the game was better, not the feature itself obviously. A game is always the sum of all features and you can't just look at a feature, you have to look at the whole game and how that feature influences the game and its balance.

Many players just look at a feature and their own personal use of it (instead of the whole game) and that narrow view is not how a game designer should look at a game. And in my opinion nothing valuable will come if you listen to a cacophony of hundreds of these narrow views, even when a few voices in there actually have a broader view.

But what if I base my thought experiments on available facts instead of making up fantasy mangos..? And I already said that my playstyle is very rare.

Am I that mob you talk about so much..? lol

I don't really know what you mean, and in my (and not only my) opinion, a "good" number of aspects of the game have been developed in the wrong direction. Vanilla has become nearly unplayable for me, and that is a recent development.
I'm exaggerating a bit here, but it sounds a lot like you seem to have lost the fun with the whole game, just a little part of it still holds your interest.

That means you are an outlier now and your opinion is even less worth to the developers. You have mostly tired of the game as a whole and/or it moved in a direction that doesn't interest you. Should the developer of a team shooter listen to an RPG-player? Should a mango distributor listen to a strawberry aficionado?

No you are not the mob, the mob signifies the mass of voices in the forum, everyone wanting to push the game into a different direction and making bold statements with incomplete information. Even if TFP wanted to share decision making with the community, the mob of voices in the forum is not able to represent the community as a single voice or lead to fair decision-making. If 5 people in the forum tell you A is bad and nobody says A is good you still don't know what the rest of the forum thinks, let alone the "community".

If a person is indifferent or "ok with" the removal of an option, I don't count them as in favor of the removal. I only count people who are in favor of a removal (or change) if it actually improves their playing experience.
Clarification: With the term "ok with" I meant people that were really positive about the change. So to make it very clear:

1) I am for reducing loot on zombies, absolutely positive. My two reasons: Reducing the loot grind, especially after horde night. And making stealth on par with shooting as a scavenger strategy.

2) Someone made a poll in which one choice was positive to the change, one was negative to the change and one was "reserving judgement until I have played it". This poll was a draw, with most people having voted for "reserving judgement" and a nearly equal number of people having voted for and against the change.

I have not seen anybody explain how removal of zombie loot or backward sprinting improves their playing experience.

....

What about you? Can you argue for any of the removals? Another point is that noone asked for the changes. Noone ever complained about zombie loot, noone complained about backward sprinting. At least I have not seen it. That's just "another point", mind you. Not a prominent argument. More of an indication, that these two changes don't improve the game.
But it happened, explanations were given, at least for the loot reduction. Naturally it is easy to miss the relevant discussion in a thread 2000 pages long.

See above, I listed my reasons and if you need longer explanations I can explain in detail. The developers had further reasons, a big one being performance and another one that zombies should not be seen as loot bringers.

That noone asked for the changes is, sorry to say that, a silly argument. Noone asked for removal of spamcrafting, and still it was done and it was good. Noone asked for mods instead of parts and still it was done. You seem to be slightly confusing here who leads the development and who follows that lead.

One could even say noone asked for a minecraft-survival-horror-tower-defense-shooter mix, and still it was implemented.

I am advocating to gather feedback and input from the community BEFORE a change is applied to the game. From people who have strong opinions about the game, and who base their strong opinion on thousands of hours playing it.[/b] I mark this, as I refer to it from now on. You seem to misunderstand my suggestion to discuss planned features instead of defending them afterwards.

I'd also like to note that I find it quite a bit sad that you and Morloc and Jedo have so little faith in your ability to contribute something valuable to the game's development. Why is that so?
Especially the people with strong opinions are not going to change them. When these opinions conform to the opinions of the developers, what does it help them? Nothing. If the opinions are contrary, what does that help them? Nothing, because it just means the vision of the developers differ from the vision this gamer with the strong opinion wants.

What I and Morloc and Jedo, you and even the "mob" can contribute? Apart from the bug hunt we will play the game from beginning to end, for hours. After actually playtesting the WHOLE game we can give our opinion what works and what not. And we can tell them how we played.

If for example 80% of all players stay on a roof at night doing nothing in A17 then they could decide to change something about that. Even if the players say they liked staying on the roof all night! But lets say now before A17 released dozens of players would say "Hey, from what I heard about A17 I'm sure I will stay on a roof all night and will be doing nothing." TFP would be mad to act on this. This is my point: Player's feedback before they played the game is worth nothing. What they do when they play the game for a while, that is valuable.

In reality, it is perfectly possible to make reasonable statements about changes that one has not yet actually tested, particularly when it's simple removals. Of course I will miss zombie loot, if I enjoyed looting zombies, of course I will miss sprinting backwards, if I enjoyed sprinting backwards. Of course I will miss 1 block ingress, if I enjoyed 1 block ingress. Of course I will miss the old chessboardish hub cities, if I enjoyed the old chessboardish hub cities. Your claim, that one cannot foreknow things, is plain wrong.
Is there one bit of useful information in all above? You used "of course" to denote something which is obvious. So no need to tell them, obvious is also obvious to them. But the interesting question is what will the mass of players do with the whole game if this or that small part is missing or added? No feature is an island (except for players who are only interested in one small feature instead of the whole game)

There aren't any people who really argue for the changes, only people who don't care.
I hope I could show you above that this is absolutely, definitely and glaringly wrong.

Still, a lot of people obviously dislike the change and explain why, and once again you declare them an unreasonable mob. That's rethoric outside good manners. I'm not an unreasonable mob.
Explain? The most often cited reason is "I like looting zombies". Now if that reason were enough, a game having just a large area full of lootable zombie corpses would have to be a massive success. And strangely for a few players it really is, the success of games like "Cookie Clicker" demonstrates that. But TFP does not want to produce a cookie clicker game and because of that reasons like "I like looting zombies" are nearly worthless to TFP, at least at this point in time, before anyone really has played the game.

Really? Can you give a couple of examples? I certainly got better at the game, got the timings right and such, but that did not take me long, and look at me, arguing against the removal of mechanics that make the game easier. My taste has not changed either, it was, btw, a taste I had acquired before 7dtd was ever developed. I also have played a lot with new players, some of which I bought the game for, some people I met on servers, so I kinda know what they like and dislike. One thing, for example, is the many skills and perks, requirements, how to unlock recipes.

Experienced players know the game inside out. They are a great source of feedback. "I mean", that's really a no-brainer, don't try too hard, man.
They are a great source if TFP needs information about how much iron you need in end game. They are a terrible source if TFP needs information about how a novice player would feel in the game at any time. I have hundreds of hours in the game. I never ever will feel like a novice again, the best I can do is trying to remember bits and pieces of playing a different version of this game a long time ago.

 
Last edited by a moderator:
Heh. Someone posted in the console section that he would never download an update if it removed spamcrafting... which would be part of the A16 package.

Don't know for sure about any whats and whens of a console update but I find it funny that some play this as a stone shovel crafting simulator.

 
Btw, since you're in the know... Well, though you probably don't know that one.. If you can still build ringworlds, with XML code like so:
The radiation zone still has the distance_from_center property but the other biomes do not. They have the properties of biome_generator_range and the snow, forest, and water also have terrain_generator_range which I believe has to do with elevation. Not sure whether this means you will be able to do concentric circles of doom or not. But I hope you will.

 
The radiation zone still has the distance_from_center property but the other biomes do not. They have the properties of biome_generator_range and the snow, forest, and water also have terrain_generator_range which I believe has to do with elevation. Not sure whether this means you will be able to do concentric circles of doom or not. But I hope you will.
Hmm

So if I set the world size to 50k whats to stop me setting the rad zone to be from 49k to 50k to ensure the rest of the map is normal biomes? sorry if this is a simplistic question but obviously have not seen the new A17 RGW xml yet.

ps. I found something really interesting with A16 that I only shared with a few people, if you created your map with, for example the default 10k then you got the normal rad border around it BUT if you then, later, edited the map size to be 15k, on the same live map, the game generates the additional 5k OUTSIDE the 10k rad border, what this means is you get a roughly 1/4k rad border at 10k which is possible to cross if you have high health and lots of first aid kits.

Some friends and I did this on a big pvp server and it really added a unique element to exploration and game dynamics as it took quite a while for people to discover it and even longer before people were able to get across.

A really interesting unintended consequence of the current build parameters

 
ps. I found something really interesting with A16 that I only shared with a few people, if you created your map with, for example the default 10k then you got the normal rad border around it BUT if you then, later, edited the map size to be 15k, on the same live map, the game generates the additional 5k OUTSIDE the 10k rad border, what this means is you get a roughly 1/4k rad border at 10k which is possible to cross if you have high health and lots of first aid kits.
Some friends and I did this on a big pvp server and it really added a unique element to exploration and game dynamics as it took quite a while for people to discover it and even longer before people were able to get across.

A really interesting unintended consequence of the current build parameters
I wonder whether Aldranon knows about this. I think he always was wanting something like that, and it does seem pretty cool.

 
You are quite often snarky, probably corrupted to the bone by all your powers. :-/ And - real talk - it simply adds to the overall atmosphere that criticism is beaten to crap by local staff.
I was quite often snarky before I had any powers. If I am corrupted by my power snark isn't the evidence...
And -real talk- the atmosphere is that no opinions get to sit in a vacuum. Point and counterpoint are allowed and when I get snarky it is because someone is saying something untruthful or being insulting and then my snark is all about what they said and not about them as a person.

All of your criticism is still here in this thread available to be read by all the lurking masses and they'll either shake their heads in disagreement or nod their heads in common vision with you. Wouldn't it be nice to be able to just say your piece and nobody who disagrees could say anything that might "beat it all to crap". You just line item countered what I posted. That's fine. Let people read both and decide who is more compelling.

Now, I'm local staff and despite being snarky about the claim that RPG elements for this game just barely got announced to the surprise of the whole community, I have not been stifling commentary one way or the other in this particular crusade of yours. I have given my opinion on the matter and the reasons behind it but I'm not banning or deleting anyone who is arguing against me. What other local staff are preventing criticism? What does it look like to you to be able to have criticism voiced without it being beaten all to crap by local staff? Are you saying that staff should stay out of conversations and just be lurkers and simply slap people on the wrist when they get out of hand using the infraction system but not post anything publicly?
I left my quote in: I'm saying that there is an overall atmosphere that criticism is beaten to crap by local staff. That's an unsubtle phrasing, obviously. I'm not saying that one cannot voice any criticism, but there is an atmosphere, that criticism is not actually welcome. The atmosphere is that criticism is some sort of contaminant. It has to be cleaned up quickly, with various methods. Snarky replies, playstyle shaming, threads are close, moved, edited. Criticism is policed.

Example? I note that, in 1 sentence, among many more, that deal with the thread topic, and a mod shows up and write a fairly lengthy post only about that 1 sentence, denying it is true. No "hm...", no "yeah, but...".

Instead "No!" If I was using unsubtle phrasing, I could say he's beatin my criticism to crap.

I found it and played around with it. The good news is there is a walkspeed entry with a value of 1.53. When I upped the value to 3 my walk speed was about the same as sprinting. I spawned in a zombie dog and was able to easily stay ahead of it just walking backwards.
So it seems it should be easily edited if you want to be able to be super agile as long as you don't care a whole bunch about relative speeds of moving on foot vs by vehicle etc. But if your main love is running and gunning it should be easy to alter the game that way. There was no way that I could see to separate forward walk speed and backward walk speed.

Huh....I guess I can use my powers for good sometimes....
Sounds basically good, thanks for looking, but if there is no seperate property for backward speed, it won't do the trick. I don't want to be twice as fast overall. Just not unreasonably slow moving backwards.

The radiation zone still has the distance_from_center property but the other biomes do not. They have the properties of biome_generator_range and the snow, forest, and water also have terrain_generator_range which I believe has to do with elevation. Not sure whether this means you will be able to do concentric circles of doom or not. But I hope you will.
Yes, it sounds much like it still works, it's normal that it's only there with the radiation zone, because that is the only biome that depends on distance in vanilla. It would even be excellent if the biomes would be built as squares instead of circles, because then you could control the cells much better - cells are squares in pre A17, so cells and rings mostly don't match. If they would in A17, you could at least make street material matching the biome. A feature that allows to design streets by biome (street in biome x looks so and so) would be great anyways.
Thanks again for looking.

 
Back
Top