Kubikus
New member
Even the comment, that people fear they have nothing to do at night, is not useless feedback, because it shows that the game does not offer something better to do than spamcrafting. It is also false to argue that all feedback from the community is useless, by cherry picking a comment that appears silly to the unenducated eye. There has been a large variety of comments about spamcrafting. I believe, I made some myself, and while I'm certainly an exceptionally interesting read, I'm not the only one.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.
I don't think most players look at the whole picture, they just look at a feature and their own personal use of it (without looking at 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.
"Accusing" people of being burned out when they criticise essential features of the game is another shaming tactic.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?
I give you an example. Once upon a time, if you chopped down a tree, you had to chop down the whole tree before you got anything. And what you got were logs. And you had to craft the logs to planks, and you could craft the planks to sticks. And you would need the different stages for different things. Planks for blocks, sticks for arrows. And such.
Then they "streamlined" the game. Now when you chop down a tree, you constantly get "wood" from it. An abstract idea of wood that is. It has no shape or anything, it's just "wood". You kinda chip away from the tree constantly, "wood" for "wood". For a block, you need so and so much "wood". For an arrow, I guess you need one "wood". For a stone axe, you need three or so. Three "wood". Ideas of wood. Abstract principles of the material "wood". You also need 5 "stone". A funny stone axe that is, made of five "stone" and three "wood".
Anyway.
The tree remains standing if at least one unit of "wood" remains. So you might have something that looks like a tree in front of you, but really, it is merely 1 arrow worth of "wood". Absurd, innit. Before, a tree (of course) also could be damaged to 1 remaining hitpoint, but if you hit the tree again, you would get all the logs, so it was just like it was almost cut through. Reasonable.
See, I don't like the new way. I like the old way better. In my modded game, I bring that back. But I also pick up the idea that you constantly get something from a tree while you're chopping it down, so you get "branches". Like branches would be falling down from the tree while you're chopping. A branch is good to make a stone axe or stone shovel or a stone spear. You can craft it into a stick too, that is good for an arrow and some other things. From the tree, if you have actually felled it, you get logs again, and to craft them into planks and then sticks, you need a "crude workbench" (which is just a log) and a tool. With a stoneaxe, though, you get less planks out of a log and less sticks out of a plank. You get more with a saw. A realistic approach, because I like realism.
Another large part is the skill system. I basically like a progression system, very much so, even, but I don't like the unimmersive spending of skillpoints and, particularly, the requirements, that block free progression. Sitting in a skill menu and planning what skills and perks to buy is terrible. I also don't like the elaborate gating system, that you cannot progress in skill so and so, if you do not have level so and so. So I reworked that as well.
Two examples of many. Does that sounds like or indicate that I lost fun with the whole game..? I don't think so. I think it sounds like I don't like the direction of the development. The dumbing down, so the game can be sold to each and every simpleton that's registered to Steam, and the attempts to control how people play. Let em play how they want, don't force them down routes.
Well, I have read the poll-thread... kinda "again", didn't really follow it, and I admit that there is that one reason to like the change, which is that people don't like to go from gore block to gore block, open the container, often to get nothing. While the change, if that is true, makes it so that only a very few zombies drop a bag, so you know something is in there, and - which is what I am not certain of, only read it in player comments - that these bags contain approximately as much loot as you would get from zombies before. So, if you would've looted 50 zombies in A16 and get so and so much loot, now you loot a very few bags and get the same.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.
If that is indeed the case, y'all do have an argument and I was underinformed. If, however, and your 2nd reason indicates that's the case, loot is simply severely reduced, y'all have no argument, because if y'all just dislike looting corpses and are fine with a severe reduction of loot, y'all could just not loot corpses, but let us, who like the looting, continue to loot. Cuz we would we have to miss out, because y'all can't control y'allselves.
Not sure if I understand you right. Stealth means avoiding zombies. So it means not killing them, thus not getting loot from them. And you dislike that people who kill zombies get.. more loot? Is it more? Probably, because zombie killers can also loot trashbags, so they have more loot sources. But... Firstly I don't see why you would care how much loot someone else is getting, why it could be important to you, that someone else is getting less loot, because you don't kill zombies, and 2ndly, can you loot trashbags and whatnot while others kill zombies. While they kill zombies, they can't loot trashbags. So, time management. And if they still kill zombies when zombie loot is reduced (if it is reduced) then your stealth playstyle has the advantage. You don't "waste" your time with killing zombies, but loot trashbags instead. I spend my time killing zombies, but get nothing.And making stealth on par with shooting as a scavenger strategy.
However, as I said, if the new mechanic will give me the same amount of loot, just compressed in less containers, your argument makes not only no sense anymore, I would even have a greater advantage, because I have to spend less time looting corpses.
Anyway. :-D
A simple "vote" doesn't matter, I need reasons. And plausible ones, not "I don't need it", no "it makes no sense", no "I don't like the grind". If your gripe with zombie loot can be solved by simply not looting zombies, you have no good reason to like the removal. Might sound harsh, but those are the rules.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.
Feel free to add more detail, I'm unsure what your reason is.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.
Isn't it kinda funny that I have forseen exactly this response and wrote a disclaimer, pointing out it's not an actual argument, but an additional indicator..? It does make me lol, so.. guess it is kinda funny.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.