How are those end game loot again? I thought people consider end game motor and automatic weapon parts...That's not basic loot, at all. Matter of fact a lot of it is intended to be end game loot. So yea, gotta work for it.
How are those end game loot again? I thought people consider end game motor and automatic weapon parts...That's not basic loot, at all. Matter of fact a lot of it is intended to be end game loot. So yea, gotta work for it.
End game? Beakers and acid are what gates a chem station.. which is used to fuel your motor tools.How are those end game loot again?
I'm literally quoting a guy mentioning end game loot.End game? Beakers and acid are what gates a chem station.. which is used to fuel your motor tools.
Steel parts, not end game for tools, but still a gating item.
Schematics for tools.. that's the motor tools which you called end game ...?
snip...
Well everyone has an opinion I guess. The game is in alpha, players should point out what's wrong with the current system (again, opinions), your advice in essence goes against the very nature of a game in alpha to suit what is your apparent preference for play style.... I also wouldn't call them essential loot...
Use the creative menu ...
In some things, he has a point.
TFP applied a lot of quick fixes, that don't make a lot of sense.
Demolisher
Learn By Doing removal
Farming Plot block
These come to mind now, I am sure there are more, but these changes make no practical sense, but drastically changed the way the game can be played if you play vanilla.
Wow, the cognitive dissonance in this thread is really sad. We know for a fact this isn't balancing. They are truly responding to trends in the player base. That was the entire reason why they did away with the learn by doing mechanic. It wasn't that they couldn't balance it. It was entirely because they saw the player base taking advantage of it and couldn't be bothered to fix it. Now instead of a system that has basis in reality, your character magically learns things by spec'ing into them in a skill tree. You can make a million level 1 bows but until your character looks off into the distance and has a brain aneurism they won't make one at level 2.
The digging thing wasn't even the first adjustment to how players used underground bases. Players learned that long falls would kill the zombies. They then built drop bases that went to bedrock. The Fun Pimps then adjusted the system to only cripple zombies. This still helped people too much as a fall onto log spikes would eventually kill them. Then they removed log spikes because f the players who liked using them even as simply a way to slow the zombies. They also changed the way fall damage was calculated that made falls less useful. They still are but you have to make them fall several times so it's a moot point. My biggest issue with the digging is the moronic animation they went with. Tell me, when was the last time you dug a hole with your knees? Zombies look like a bunch of children throwing a tantrum.
If this was a matter of balancing though, other changes could have had the desired effect but with far less changes. Instead of magic brain aneurisms all they had to do was change the crafting time. If they gave crafting slightly higher xp and made crafting take far longer they could have stunted how much people could gain in a night of crafting and sitting in the corner. Nope too obvious a fix. Instead of making all zombies dig and also changing the AI so that they know about their damage bonus when all attacking the same block, they could have added a couple zombie types that may show up with general spawns that have digging specialties. This would allow even regular zombies to get to you but without the laser focused speed drilling. For real though, professional oil riggers and miners couldn't dig that fast if they were given the Super Digger. OK, maybe that's an exaggeration. Still, it was never about balancing. It was The Fun Pimps trying to show the player base that they were smarter than us.
Indeed, and you referred to "motor [parts]" as end game for "most people"; I did assume that means you agree. I described how a lot of those are linked to said motorized phase of the game, and steel parts being a gating item, as in not-exactly-basic either.I'm literally quoting a guy mentioning end game loot.
And remember, you're playing a game in Alpha development. This is the stage of development where core game features are designed and implemented. It is exactly where you expect major changes in core systems and gameplay across major builds. If you can't deal with that, then you need to learn how to stay away from Early Access.
If you're going to sit and complain about things changing, it's perfectly accurate.That's really the most tiresome argument I hear around here to shut down people's opinions. First of all the game was released nearly TEN years ago so instead of "we are going to completely scrap an entire system and redo it" you would think it would be all about refinement and balance at this point.
Second, since the game is in alpha players should be encouraged to speak their minds about changes and purposed changes, not shut down.
First of all you, are a moderator. So you get a view behind the curtain that a normal player don't get. We only get the outside perspective.Demolisher - How exactly is this a "quick fix"? I can even see it tying into the future story line and Bandit situation. It's also a direct replacement for the Behemoth, which was planned but didn't end up working out. A lot of thought and effort went into this. It wasn't just slapped in, and makes perfect sense.
Again from the outsider perspective, the transition was very quick. A16 had a hybrid system and after 16.4 also solved the spamcrafting problem, it seemed perfect.Learn By Doing removal - Nothing quick about this. It's removal began in a15, and finished in a17. And it's not like it was a "surprise!" change either. The developer has openly discussed it's removal, and the type of skill system that they wanted to replace it with since at least Alpha 9.
In the beginning, the farm plots were very expensive. It took a long time until you had enough rotten meat. Especially since the zombies no longer gave rotten meat. At that time I regularly visited the Doggos and Bear Den to take advantage of the respawn. When the roadkills were added, it got a little better.Farming Plot block - Now this one may be the only one here that was a "quick fix". It exists as a result of the new landscape mesh system not making the old style farm plots visible. A lot of work was done in properly balancing it with a number of other changes that also occurred in that build. To say it makes no practical sense only shows that you haven't actually done your research.
This has been discussed years ago when they implemented these changes. You just never agreed to it but then this is not your game and these topics were always split. But most people agree with TFPs. We could never do a poll since most players do not even read these posts. They are more confused than you or me about changes but they can still enjoy the game. Wait till bandits are in the game and you will really flip. I can predict they will be so not fair or balanced when first put into the game.That's really the most tiresome argument I hear around here to shut down people's opinions. First of all the game was released nearly TEN years ago so instead of "we are going to completely scrap an entire system and redo it" you would think it would be all about refinement and balance at this point.
Second, since the game is in alpha players should be encouraged to speak their minds about changes and purposed changes, not shut down.
Did you not actually read WHY they were put in? Because the new ground system will not support directly farming there... READ!and farmplots... are alright. In an apocalyptic wasteland, the ground might be irradiated. Fair enough. But now they are no longer the limiting factor, so why do they still exist/are mandatory for farming?
Im not certain what you mean by “quick fix” but none of those three things were quick. The Demolisher was a new boss enemy that was added to create new challenges. It wasn’t added to fix anything. Maybe you don’t like what it does or how it was implemented but it wasn’t something thrown in quick and without thought and planning. There was quite a bit of work involved comparable to any of the new zombie models added to the game.Marinxar said:In some things, he has a point.
TFP applied a lot of quick fixes, that don't make a lot of sense.
Demolisher
Learn By Doing removal
Farming Plot block
These come to mind now, I am sure there are more, but these changes make no practical sense, but drastically changed the way the game can be played if you play vanilla.
DiegoLBC1 said:Well... I like to play SP and MP, alone or with friends. In each case it is "a different game", because of different settings, mods and so on.
I'm always adapting, I don't feel forced to play in any specific way. If I don't like a game mode on some server I just don't play there anymore. I'm currently downgraded to A19, because me and my friends wants to do the final battle on a server, before they upgrade to A20, but I played/tested the A20, it's more challenging and "difficult", so I changed my focus on the game. "Goodbye" to battling zombies like a crazy, "hello" to stealth and change course.