PC Problems with A17.2 that aren't on the 'known issues' list of the patch notes

True. Requiem is a great mod and improves most things in the game. Its economy is pretty strict too, which helps, for example, with spam/LBD crafting, but doesn't fix it. It's the combination of Requiem and Complete Crafting Overhaul that fixes it. The changes it makes simply do not allow you to spam craft with Requiem's economy - plus lower level recipes quickly lose their teaching value - which makes sense.
I would link my list of mods but it's been years and haven't kept it. There are plenty of other secondary mods that disable xp in some situations, add diminishing returns or multipliers depending on states, so that LBD feels as natural as possible. Anyway...
That addresses one area but many more issues with the LBD in Skyrim (after requiem as that dose a lot to fix spam crafting) were with your other skills. Adjusting the xp gains do not fix this - the problem is that any XP gain set around organic leveling broke the instant that you changed your play. For instance, there may be a sweet spot in leveling spellsword but that immediately becomes game breaking if you play a direct mage - the adjustment would be way to high for a focused character.

And bringing that to the thread - therin lies the problem with trying to implement a LBD into the vanilla game. ANYTHING you do to allow a LBD armor skill to scale naturally will break the instant players start hugging catus plants or use a stack of healing items and a let a zombie pound on you.

There are just to many ways to power level a LBD system that cause problems. And that is what the people complaining about the system as it stands now are actually complaining about - there is a specific manner that you can power level in and doing so is not fun. As a video on game design I watched stated:

"Given the opportunity, players will optimize the fun out of a game."

- cant find the original source of this though

I think this is a basic trueism in games. The developer needs to find a way to guide the player in a manner that does not lead to this. I have never seen a LBD system that is not rife with this problem in the general player base. It may work better for YOU but in a general sense most players will optimize the fun out of the system through obvious power leveling. Then those that specifically avoid this will end up annoyed at the inability to level those skills as they inevitably end up balanced for the general player base - not those that are using the system 'properly.'

The general EXP pool that we have now is MUCH less prone to that problem. Of course there are still people that will find that one thing that slightly outpaces all others in EXP gain but once balanced that is a very small portion of the player base and has far less impact on overall game play.

The system as it stands right now is not well balanced yet so the power leveling is much more noticeable but that will be flushed out in the end.

Ah, I do enjoy the occasional fps but I am much more of an rpg person. If I manage to ignore it is a fallout game, my nerd rage might subside! But they did piss on some of my best gaming memories with that dialogue system.
And there is why we disagree there.

It is interesting to see that 7 days to die can bring us both in considering as a FPS AND and RPG game it is pretty trash. I have never liked any voxel game either, minecraft was an utter bore. Hell, I don't even like most survival games. There is just something about this one that keeps me here and has for over 1000 hours.

 
That addresses one area but many more issues with the LBD in Skyrim (after requiem as that dose a lot to fix spam crafting) were with your other skills.
Of course, crafting was not the only thing that was problematic. As I said I did have a 300+ mod list I don't keep around anymore (because even if I replay that game most of them will be outdated), which did a great job at fixing these issues with the LBD. As with the next example.

Adjusting the xp gains do not fix this - the problem is that any XP gain set around organic leveling broke the instant that you changed your play. For instance, there may be a sweet spot in leveling spellsword but that immediately becomes game breaking if you play a direct mage - the adjustment would be way to high for a focused character.
Adjusting the xp gains would hardly do anything indeed. In your example, just changing the exponential increase of skills and making any skill harder to master, would do it. For example mastering a specific amount of magic trees should be as hard as making a good all-around spellsword character who has spread his skills into more trees.

There was a small mod about specilizations, which also went further than that. It tracked the total points among your skill trees (not all by default, but you could configure it) and changed their xp multipliers on the fly. Mod was also completely configurable.

And bringing that to the thread - therin lies the problem with trying to implement a LBD into the vanilla game. ANYTHING you do to allow a LBD armor skill to scale naturally will break the instant players start hugging catus plants or use a stack of healing items and a let a zombie pound on you.
There are just to many ways to power level a LBD system that cause problems.
It may work better for YOU but in a general sense most players will optimize the fun out of the system through obvious power leveling. Then those that specifically avoid this will end up annoyed at the inability to level those skills as they inevitably end up balanced for the general player base - not those that are using the system 'properly.'
I think that, when it comes to these things, something is impossible to fix/solve, only if someone hasn't yet thought of a solution (excluding engine and technical limitations).

In your example, a very obvious mistake was letting armor level up by all damage taken. Let's suppose that if we get this out of the way players will still be able to abuse armor/medicine powerleveling by abusing healing items and letting a controlled zombie pound on them.

The correct way to go about it imo is not "restricting the players from power leveling" but preventing them from doing so e.g. making it very counter-productive to do so.

A16 did nothing to achieve that - the opposite (only talking about your example, don't want to write an essay here).

-Medicine, for example, was useless because death was inconsequential/beneficial. If medicine was a more useful, valuable commodity players would not be able to abuse it in the first place.

-For the same reason (not caring about death), players did not care if they contracted diseases or had injuries. The diseases and injuries themselves were also things to laugh at.

-The character got skill level ups from "lower tier" healing items (and items in general) indefinitely.

-Time not being more of a precious resource.

Why wouldn't players hug a zombie to level their armor? There was no reason to NOT do it. If infection and death alone, were things to be feared and avoided at all costs nearly none would do it. Even at a hypothetical end-game, with the player being able be to craft all the healing items in the world - a single element can be used as a limiter. Death spiral training? - skill deterioration. You can always make adjust the value of an action. It's their world. The real questions for TFP are - are these worth doing? Do the above fit their vision?

And that is what the people complaining about the system as it stands now are actually complaining about - there is a specific manner that you can power level in and doing so is not fun.
Of course there are still people that will find that one thing that slightly outpaces all others in EXP gain but once balanced that is a very small portion of the player base and has far less impact on overall game play.
The system as it stands right now is not well balanced yet so the power leveling is much more noticeable but that will be flushed out in the end.
LBD as it was, with all the flaws it had, was "grindy" by all accounts. Fact. People did use to complain about its shortcomings.

Once A17 hit though, "grinding" complaints were popping up in this and other forums like mushrooms. But don't take my word for it, common sense can explain it.

A17 can be seen as even more grindy than A16, because while A16 compelled you to do various leveling activities (which could individually become terribly grindy), A17 compels players into a single activity (zombie killing at early game, mining at late game).

But like you said, if TFP balance a variety of activities xp-wise, this will not happen on this degree and A17 will be dramatically improved when it comes to leveling venues and "grindy" feel. Of course for that to happen, linearly increasing the current ways to get xp will not work - for example, mining xp which depends on block damage, changes dramatically throughout the course of the playthrough. The balance should be imo, in a general sense, determined by player invested time (perhaps including invested time to cover the cost of the activity) and nothing else.

As a video on game design I watched stated:

"Given the opportunity, players will optimize the fun out of a game."

- cant find the original source of this though

I think this is a basic trueism in games. The developer needs to find a way to guide the player in a manner that does not lead to this. I have never seen a LBD system that is not rife with this problem in the general player base.
If I had a nickel for everytime I said that or something similar in these forums :p

Careful when you say this publicly, lest people get triggered about others assuming to know what they like best to have fun! It's like a going to a good gourmet restaurant and ordering a popular course. Ketchup may be your favorite sauce but the chef won't provide you with ketchup, because you may think that ketchup makes everything better, but bathing everything in ketchup will destroy the recipe (I just like food similes).

Like you said the developer needs to find a way to guide the player - it is not the player's fault, (Roland), that he tries to level at any pace he may find more natural for him, since there are strong incentives for him to do so. The design must pace the player instead. Don't judge from experience, it is never enough, deconstruct the reasons why until you hit a wall.

The general EXP pool that we have now is MUCH less prone to that problem.
While this is true, what we disagree about, is whether the A16 system is salvageable. And we can't 100% prove by facts that this is or isn't the case in 7DTD. I am confident about it and believe there are infinite ways to achieve that simply because everything is fully malleable. Also, I would personally prefer a hypothetical flawless A16 system, than a flawless A17 system. That's why I discuss about it in the first place. However, I don't know if that is worth doing at this point.

It is interesting to see that 7 days to die can bring us both in considering as a FPS AND and RPG game it is pretty trash. I have never liked any voxel game either, minecraft was an utter bore. Hell, I don't even like most survival games. There is just something about this one that keeps me here and has for over 1000 hours.
Well, I am a huge survival game fan and I did run a minecraft server for quite a few years, with a ton of custom settings, custom terrain, LBD plugins etc :p It is pretty subpar as an FPS or an RPG though, yes. Imo the combat is its worst aspect (animations, hit detection etc). But it's a voxel game that doesn't look like a voxel game, plus its potential and its replayability are huge.

PS: Sorry for the wall, once again failed to be more succinct :D

 
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You mean LBG? Learn By Grinding? Please show me a design of LBD that isn't grinding and forcing players into artificial hoop jumping to be the best as fast as possible versus just enjoying the game.
Skyrim was OK at it, but once you reach 100 at your favorite hoop jumping you were not gaining any more skill doing what you LOVE to do, say chopping heads off with one handed swords. To level up, I have to turn to stuff my character isn't interested in, like conjuration to level any more.
You don't have a good handle on why a lot of people like this aspect of the game. It provides a reward (or weight) to all of your actions in a logical fashion where XP falls short. It doesn't make sense that I can spend points to get better at farming when I have never sown a seed. I only kill zombies. With LBD, it feels like your character is actually learning. Second life sort of roleplay.

The folks that want LBD are more interested in the perks and not the skills (which should obviously be rewarded by books/quests etc - but that's off topic for the moment). I do want to point out that you could have both systems at the same time btw. LBD could be building up a 100-point rank of the perk, and XP levels rewarding perk points. Probably have to fractionalize the points so you're not blowing a whole skill point on something that you have 47% of already unlocked, because you use your pistol a lot. Ya know, pretty much exactly what you had on A16.

 
And bringing that to the thread - therin lies the problem with trying to implement a LBD into the vanilla game. ANYTHING you do to allow a LBD armor skill to scale naturally will break the instant players start hugging catus plants or use a stack of healing items and a let a zombie pound on you.
Man, the whole cactus argument again >.> lol

Previous poster said it best and basically everything I would have said. There is more than one way to design LBD. And as he also said there are also ways to make people avoid abusing the system. Just because TFP failed to make a proper LBD in A16, doesn't mean it cannot be done. Impossible simply means that no one has done it yet. Does it take more creativity and effort than the A17 system? Definitely. I am sad they decided to give up on A16 and take the easy route, but I suppose I cannot blame them. After all, it sounds like they are on a time crunch to get the game released. I guess that's understandable. That's OK, someone will just have to pick up the slack and make a solid mod for it. I would make it myself, but I'm not good at making mods. Though if I ever get the motivation I might give it a shot.

 
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Probably have to fractionalize the points so you're not blowing a whole skill point on something that you have 47% of already unlocked, because you use your pistol a lot. Ya know, pretty much exactly what you had on A16.
I posted an idea the other week that addressed this problem.

My idea - skill points spent on a LBD skill are later refunded when the player levels up the skill past "level 100".

Example:

Player spends 50 points in skill. Player LBD'd 50 levels. It is now 100/100. Player now LBD's what would be 50 more levels (if he could get 50 more levels in it). Skill remains 100/100, but now player has been refunded 50 SP's to spend elsewhere.

Guess what this just did in one stroke of genius on my part (Yes, I have an ego :p )? It increases freedom (which people who are fans of A17 are in favor of) AND takes care of the problem of people feeling like they need to grind skills / removes "wasted" skill point problem also. I do feel like each SP should have awarded more than 1/100 level ups on a skill though to feel like it has an impact. Maybe 3-5 level ups per SP? With such a change, even some if one or two "annoying to grind" skills remained in the game, you could just spend 20 SP on it and call it a day (Hint, this is literally A17). Later, you'd even get refunded the SP back, depending how long you played.

 
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Man, the whole cactus argument again >.> lol
Previous poster said it best and basically everything I would have said. There is more than one way to design LBD. And as he also said there are also ways to make people avoid abusing the system. Just because TFP failed to make a proper LBD in A16, doesn't mean it cannot be done. Impossible simply means that no one has done it yet. Does it take more creativity and effort than the A17 system? Definitely. I am sad they decided to give up on A16 and take the easy route, but I suppose I cannot blame them. After all, it sounds like they are on a time crunch to get the game released. I guess that's understandable. That's OK, someone will just have to pick up the slack and make a solid mod for it. I would make it myself, but I'm not good at making mods. Though if I ever get the motivation I might give it a shot.
To be honest, if someone wants to stick a cactus up their butt until their armor skill is maxed out... then I think we should let them. Pretty funny stuff actually.

 
To be honest, if someone wants to stick a cactus up their butt until their armor skill is maxed out... then I think we should let them. Pretty funny stuff actually.
Please...no username origin stories!

 
Like you said the developer needs to find a way to guide the player - it is not the player's fault, (Roland), that he tries to level at any pace he may find more natural for him, since there are strong incentives for him to do so.
I’ll grant that the evidence seems to show that many players are apparently overwhelmed by incentives they cannot resist. I guess if my own internal incentives to play the game organically and think of leveling and xp as garnish rather than the main course I too would fall prey to these insidious forces built into the current design.

To all those addicted to xp gains I don’t blame you. It is the fault of the design. Truly those devs are Pimps...

 
I’ll grant that the evidence seems to show that many players are apparently overwhelmed by incentives they cannot resist. I guess if my own internal incentives to play the game organically and think of leveling and xp as garnish rather than the main course I too would fall prey to these insidious forces built into the current design.
To all those addicted to xp gains I don’t blame you. It is the fault of the design. Truly those devs are Pimps...
I really have no idea how your name got there in that quote, but is it so hard to believe that most people don't have the wisdom or the insight to think of the long-term consequences of sticking a cactus up their butt, if that momentarily rewards them?

 
drinking stamina buffs on a bicycle doesnt work as intended or is this correct? i drank 3 crystalise red stamina while cycling, no icon walked off the bicycle i got it. wasted 5 red drink to ffigure that one out but stil..

 
drinking stamina buffs on a bicycle doesnt work as intended or is this correct? i drank 3 crystalise red stamina while cycling, no icon walked off the bicycle i got it. wasted 5 red drink to ffigure that one out but stil..
This is one of the known issues.

Player can consume any consumable while mounted in vehicle but will not get the buff/debuff

 
The balance should be imo, in a general sense, determined by player invested time (perhaps including invested time to cover the cost of the activity) and nothing else.
Allow me to quote the most important sentence of your wall of text, for the lazy people :cocksure:

 
I really have no idea how your name got there in that quote, but is it so hard to believe that most people don't have the wisdom or the insight to think of the long-term consequences of sticking a cactus up their butt, if that momentarily rewards them?
No no. I really do agree with you. I was just being funny....not sarcastic. Better to laugh instead of cry...

I should probably now call my Dad and thank him for all that time he spent lecturing me about delayed gratification and putting the long term ahead of the short term. Might counteract some of that eye-rolling I’m sure I gave him....

 
After the update I changed the supply drop days. Upon restart we ended up with supply drop after supply drop after supply drop all at the same time. Our server was like Operation Market Garden with the amount to planes and drops going on at once.

I did not wipe the map before I made this change, anyone else experience this? I also changed the Horde night from every 7 days to 10 and I'm worried that our server will bug out at this as well.

 
I've had a cursory glance through this thread and can't see anything that covers it. I'd like people's opinion on this before considering it a bug.

So, since 17.2 I've had problems with zombies spawning; both sleepers and out in the open. I'm 5 days in and no problem up until now, however now no zombies are being spawned. I can resolve it by dropping back to the main menu and loading the save back in again but all that does is trigger the first set of zombies - for example I go to an untouched PoI and sleepers are there, go to the next untouched PoI and no sleepers are spawned.

Is anyone else suffering this specifically for 17.2?

Just to confirm, I am not using any god mode or similar console commands that can stop zombie spawning. The game settings are set to default.

Thanks in advance.

 
I've had a cursory glance through this thread and can't see anything that covers it. I'd like people's opinion on this before considering it a bug.
So, since 17.2 I've had problems with zombies spawning; both sleepers and out in the open. I'm 5 days in and no problem up until now, however now no zombies are being spawned. I can resolve it by dropping back to the main menu and loading the save back in again but all that does is trigger the first set of zombies - for example I go to an untouched PoI and sleepers are there, go to the next untouched PoI and no sleepers are spawned.

Is anyone else suffering this specifically for 17.2?

Just to confirm, I am not using any god mode or similar console commands that can stop zombie spawning. The game settings are set to default.

Thanks in advance.
I find the game to be super barren at the moment. It seems like you can maybe find one or two of the zombies here and there, but you have to go for a good long walk. Most of the zombies are sleepers. There was a thread a while back complaining about the lack of zombies out in the open and trying to brainstorm ways for TFP to have proper hordes on screen without it affecting performance. I can't remember the thread name though.

Edit to add:

I just saw you mentioned not even sleepers are spawning though. That doesn't sound right. I'm going to be honest when I saw the A17.2 patch notes still made no mention about the FOV slider, I rage quit and won't play until they add it back...so someone else who has actually played A17.2 will have to comment on whether that is normal.

 
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I just saw you mentioned not even sleepers are spawning though. That doesn't sound right. I'm going to be honest when I saw the A17.2 patch notes still made no mention about the FOV slider, I rage quit and won't play until they add it back...so someone else who has actually played A17.2 will have to comment on whether that is normal.
Thanks for the answer.

So I think it's a bug, although I'm not sure how much time I want to spend getting to the root of it. The "Silence of the Zombies", as nobody is calling it, started on my day 5 with nothing; no sleepers, no walkers. Quitting the save and reloading will allow the first "spawning" event to happen then no more after that. I did in the end reboot the whole PC which has resolved the problem (I've only played one more in game day so can't say if it's fixed completely).

Upon rebooting and loading in the save it looked like no sleeper zombies were being spawned at all. I ran, without a care in the world, right into the middle of a PoI and saw nobody, then... suddenly... they all sprung into action. This is normal behaviour to be fair, if you're quick you can catch them appearing on their spawn spot - or even run past them before they have spawned in. Of course in typical gaming fashion I had run into a PoI that spawned a bear (a normal one, not the Bear Den zombie bear) which trapped me in the room I'd run into.

 
I've had a cursory glance through this thread and can't see anything that covers it. I'd like people's opinion on this before considering it a bug.
So, since 17.2 I've had problems with zombies spawning; both sleepers and out in the open. I'm 5 days in and no problem up until now, however now no zombies are being spawned. I can resolve it by dropping back to the main menu and loading the save back in again but all that does is trigger the first set of zombies - for example I go to an untouched PoI and sleepers are there, go to the next untouched PoI and no sleepers are spawned.

Is anyone else suffering this specifically for 17.2?

Just to confirm, I am not using any god mode or similar console commands that can stop zombie spawning. The game settings are set to default.

Thanks in advance.
I had this, but it was back in 17.1. In fact this was the issue that caused me to restart a new run in 17.1 because normally when a new build comes out, I just hope for the best and stay with the same save. But my 17.1 save had no zombies in the world AT ALL. Even when we accepted and ran trader Clear quests, the POIs were empty of enemies. It's been fine since we restarted a new world and move to 17.2 though.

 
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