While that might be interesting, for my intents and purposes, I would settle for being able to turn off their ability to dig.Royal Deluxe made a mod a while ago that adds a completely zombie-proof block. Maybe that would help?
Thank you. I agree, they are trying way to hard to make it look like every other FPS/battle royal game that is the flavor of the week for the local middle school crowd.That's not true for me, I watched A14 on YouTube and was so fascinated by the mechanics that when A15 came out I bought the game. It was BECAUSE of the mining, crafting and building. The zombies are just a side event to add a challenge.
A17 is too much of killing and shooting. I got to level 40 and was as good as invulnerable and bored, nothing left to do, too much dukes I didn't need anymore, nothing to loot as it is not relevant what you find. I also loved the gunparts and so on. If I want a shooting game I look for a FPS game, that's not why I bought 7d2d.
Just my experience and opinion.
edit: And yes the graphics have improved, the mod slots, improved vultures and quests are a nice addition. Hope to see game mechanics back in future updates.
Can we get rid of those retarded magazines? Maybe shift back toward learn by doing a little more to make it less about the XP grind?Book and perk localization is 99% done. There's some new functionality we're waiting on but most of the content is coming online. We're progressing nicely.
I agree, it is not about hate by any stretch.Haters...
It is not hate mr. Mole, it all comes with love even if the wrapping could be better at times.
I sincerely hope that you do not take the feedback you get from us as hate and negativity all the time. It might come off as harsh at times, I agree but again, it is all from the love for the game.
You see, you and your crew are doing something unique, something unheard of, something exceptional...allowing us to be right up here with you (almost) every step of the way.
I for one heart you all for it, but I can also see that it touches something within us, the feeling of “ownership” to what we are a part of and that is what creates the wrapping we deliver the feedback in.
I rarely make claims but I do feel I can claim this. No other game developer have created their game as openly and close to their community as TFP have done with 7 Days and I thank you for it.
I think madmole already said the magazines were getting removed/repurposed. Learn by Doing was already rejected by the devs in this thread multiple times. Weird to want to make it less about the XP grind but more about the LBD grind, which, in effect, is a slower grindCan we get rid of those retarded magazines? Maybe shift back toward learn by doing a little more to make it less about the XP grind?
The difference is that the LBD grind is much more tied to what you do.I think madmole already said the magazines were getting removed/repurposed. Learn by Doing was already rejected by the devs in this thread multiple times. Weird to want to make it less about the XP grind but more about the LBD grind, which, in effect, is a slower grind![]()
There is a difference between difficulty and challenging.How so? In 17.0 everyone was crying how hard the game is, what has changed?
Nah, not really before they introduced that zombie kill exp. At least it was terribly inefficient. And I insist on my belief that the main advantage of A16 LBD was not having a global exp system.Im A16 I could max mining without ever digging a hole or using any mining tool...just sayin. Level up, put points in mining and miner 69er... wasnt that hard.
Stating the obvious but spam crafting != LBDI personally am glad that spam crafting to learn by doing is a thing of the past. To me having to make a zillion stone axes or grass shirts to level up a skill was stupid and boring.
no idea why ppl still equate those two things.Stating the obvious but spam crafting != LBDIf memory serves, they had removed spam crafting before LBD anyway, after A15.
no idea why ppl still equate those two things.while I personally had no problem with it since it was player choice, I understand that it wasn'T for everyone.
But they removed it in a16 and it was great.
And I even liked that you could buy some stuff with xp.
It was a good balance.
"You want to effectively dig your mote but don't want to spend hours leveling it? Put your xp into it that you could spend on perks that are way more efficient. Your choice!"
Now its: "Kill 50 zombies to get that skill! Kill another 70 to get the next. Kill another 120 to finally get that car that you... oh you aren't lvl 50 yet. Kill another 400 zombies to get that then."
Zombie kill XP imo was one of the worst decisions ever been taken for the game. It has created all sorts of "negative synergies".no idea why ppl still equate those two things.while I personally had no problem with it since it was player choice, I understand that it wasn'T for everyone.
But they removed it in a16 and it was great.
And I even liked that you could buy some stuff with xp.
It was a good balance.
"You want to effectively dig your mote but don't want to spend hours leveling it? Put your xp into it that you could spend on perks that are way more efficient. Your choice!"
Now its: "Kill 50 zombies to get that skill! Kill another 70 to get the next. Kill another 120 to finally get that car that you... oh you aren't lvl 50 yet. Kill another 400 zombies to get that then."
Diminishing benefits may have helped in the long run, but the start of the game would still have been the same. You have a number of recipes that add to ability X, you craft each of them until the benefit gets too low.As for spam crafting, I am a firm believer that it could work. If they increased its cost - made it have recipe-specific diminishing benefits etc, everyone would be happy and none would be "inclined to use it" and ruin their experience.
It severely limits player choice. Do anything fun get xp, buy what you want with that xp, not be locked into repetitive grindy actions that force you to do stupid things like get stabbed to improve your armor ability.The difference is that the LBD grind is much more tied to what you do.
I quit reading at LBD. I do think we're addressing most of the big complaints and with the huge perk reorganize no play there will be 5 major archetypes and dozens of hybrid classes.There is a difference between difficulty and challenging.
Zombies used to be erratic like.... well... zombies.
A mindless horde that used large numbers to overwhelm defenses.
You build fortifications and then defend them from the mindless horde = FUN!
Now they are too smart for their own good.
There is no reason to build walls because they would simply shred any wall you put in front of them, so now we build mazes instead of walls, or just kite them.
Instead of an epic siege to test your base design.... we have Monkeys vs Bloons.
While that maybe entertaining in the short run, it gets old. Fast.
Combine that with the new XP grind system and the game has lost much of its appeal.
Horde night is just a conga line of XP being delivered to my front door like pizza
No fun, no challenge, just a mindless shooting gallery.
Seriously, I never really noticed or cared about what "level" my character was in A16 and I LOVED it that way.
My progress was based on actually playing the game... exploring... finding the books I needed... finding the resources I needed...
trying to get something built before the end of the week.
It was not perfect, but it was a highly enjoyable sandbox experience.
Learn by doing was FAR superior, it was interesting, it made SENSE.
If I wanted to get better and mining to buy the next perk, I had to go do some mining.
Now I can max out my mining skills without ever digging a hole.
If I wanted to get better with a shotgun, I actually had to USE a shotgun.
Now I can max out my shotgun skills without even owning a shotgun.
It was far more entertaining/immersive/fun in A16.4, I could play for hundreds of hours on the same map, exploring and building... there was always something to do, some defenses that needed improvement, books to find, a better engine/batter/whatever for the minibike, a real reason to explore.
Between the AI changes (minimal base building) and the perk/progression (grind XP)
changes, what is the point of the game now?
Since A17 I find myself constantly starting new maps instead of spending hundreds of hours on building bases with my friends because the game play is stale, generic, predictable, i.e., boring as ♥♥♥♥.
As much as I like all the new vehicles and content... I would rather just have my little minibike and a fun sandboxy game to play, than a linear, boring, wannabe RPG that is stuck so hard to the rails that every single play through is completely identical. A17 has ZERO replay value.
True, when saying everyone would be happy I mostly mean that those who do want to use it and enjoy it will be happy, those who are inclined to use it but don't enjoy it won't be inclined anymore and those who want to ignore it will just ignore it without feeling gimped.Diminishing benefits may have helped in the long run, but the start of the game would still have been the same. You have a number of recipes that add to ability X, you craft each of them until the benefit gets too low.
If I remember correctly Roland always gave the reason that you could get XP parallel to other XP generating activities that really put a nail in the coffin of craft XP. That reason would also still be valid even with diminishing returns.
Now craft grind is a mechanism that works perfectly well in MMOs all over the world and especially in the asia grinders. For the right players it will be a godsend. For some others something they can largely ignore. I just don't agree with "everyone will be happy". THAT never happens.
.....That is not a bug, but non functional entity. There is huge difference. Bugs are like misspell, or something not working as expected. RWG is rewritten for a18, so no in bug status for a17x
Meh, more payers means more people scaving. The problem is not that those resources are shared but rather if you are being economical with those resources or not. Go around blasting everything, you are going to have a tape and bullet problem. Use stone arrows and clubs, bones will never be an issue.It makes a difference whether you are a single player or a group. You have to keep in mind that these players have to share the resources.
Since zombies are no longer a source of bones, you have to be very methodical to get enough bones / glue / tape for a larger group. This includes utilizing the respawn and visiting POIs once a week that are known to contain a larger number of animals. For example the Doggos and "Carl's Corns and Bob's Boars".
But we are not looking for what you are NOT going to say but rather what you actually saidI'm not going to say no.
Good news. I still think Roland's idea on XP is the way to go - zeds should not be a resource.We have focus groups testing this so it will be better in A18.
And awesome it was. I would not have expected visuals like that to work in this game.Probably why it's a mod and not vanilla. Couple that with the medieval mod or fantasy mod and you have a whole NEW game.
Post was intended to celebrate the awesomeness of 7days modability, no need to bunch your underwear that tightly.
Given that folks like me keep modding it back in, and we're often complimented on the fact that it's back, I think we can say that there are players out there who enjoy it.LBD is D. E. A. D.
End of story. It's not coming back. Why are we still reading LBDgate posts....
+1 for modders.Given that folks like me keep modding it back in, and we're often complimented on the fact that it's back, I think we can say that there are players out there who enjoy it.
I'm not asking TFP to bring it back, even though I feel it was a poor decision... Skyrim had it, as an example, and the only time I ever felt I needed to GRIND it in that game was literally the armor/weapon crafting.
But it would be nice if TFP finished hooking up the code so skills were more than just a category sub-heading so we don't have to rely on cvars... which cause server issues... and DLL patches just to get it working.
I could not give you more of a standing ovation on this. There was no need for them to remove the coding to begin with. Keep it as an option for modders, With things being so mod friendly now why would you kill a tool we could have used to enhance the gameplay.Given that folks like me keep modding it back in, and we're often complimented on the fact that it's back, I think we can say that there are players out there who enjoy it.
I'm not asking TFP to bring it back, even though I feel it was a poor decision... Skyrim had it, as an example, and the only time I ever felt I needed to GRIND it in that game was literally the armor/weapon crafting.
But it would be nice if TFP finished hooking up the code so skills were more than just a category sub-heading so we don't have to rely on cvars... which cause server issues... and DLL patches just to get it working.