PC Steam reviews - I kinda figured

If you're playing SP and have maxed day length, and you don't want to feel pressured to hunt zombies just to get better at mining, building, crafting, or be capable of making stations to advance
If you loot you're going to be killing a lot of zombies, you don't have to hunt them. A _lot_ of zombies. It kinda has to be that way, anyplace not defended by scary lots has already been pretty well picked over anyway, and you just realized you're about the last of them, there's just you and the zombies now. You're not a weakling any more. Besides, the set-piece loot targets are a lot of the fun in the game anyway, and there's some awfully sweet loot and surprises in the hard ones.

Am I alone in being bemused at someone playing a zombie apocalypse game wanting to not "feel pressured" to loot or kill zombies? If you don't want to loot and kill zombies, but instead just want to ~mine ... and craft ...~, there is already a game out there made for that.

 
The XP slider just slows the game down for those who have more time to play, and speeds it up if they think early game feels too grindy.
What balance issues? Its up to the player to make good perk choices for their play style. If you go all into INT for a super nerd crafter build and don't choose any ranged or melee perks, then its on you to deal with that. You can be a jack of all trades, or pure melee/tank, or nerd or stealth assassin, whatever you like. Its player choice. I've played games where I made unbalanced builds and paid the price. Don't jump off a cliff, dude, its bad for your ankles. So is making totally lopsided builds because your too impatient and think you need INT10 and all crafting perks ASAP.

There is nothing derogatory about the word casual. All it implies is that you have less time to invest into a play through than someone else. Get off your high horse, your the one being offensive here.
Im not being offensive.

And you do realise that what you wrote can litteraly be re-wrote as: i want players that can craft advanced materials to face the same combat challanges as someone who invests into more health, damage, stamina.

Its litteraly punishing people with tougher zombies for not choosing to spend points in melee skills. They are facing tougher enemies with weaker player stats and getting a more difficult experience because they dont take perks related to combat.

So sure you can 'choose' to make the game harder on yourself if you want to be able to craft XYZ recipe, or you can choose to make the game eaiser by taking the melee perks.

Lopsided much?

Also your damn right im impatient: im dont have the patience to sit through your crappy 70 level grind to make a steel fireaxe, let alone doing it in every single new game of 7days i play.

Ask yourself this: Should the game be significantly harder for crafters/builders vs 'nomads'? because thats the reality of what these 'choices' boil down to right now.

Even bloody runescape makes a distinction between combat and none combat skills. 7D2D right now: you leveled up cooking so your desrve to fight tougher zombies.

 
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We're looking options like xp slider, zombie block damage, Blood moon frequency: every day, every 3 days every 7 days, every two weeks, every month, random, never. I think never would be good for the adventuring types who like to explore, and good for pvp, and for casuals who just like to build and don't want their stuff getting wrecked.
Thank you for considering these options. Even if they don't pan out in the end, it's nice to know they were looked at. ;)

 
What balance issues? Its up to the player to make good perk choices for their play style. If you go all into INT for a super nerd crafter build and don't choose any ranged or melee perks, then its on you to deal with that. You can be a jack of all trades, or pure melee/tank, or nerd or stealth assassin, whatever you like. Its player choice. I've played games where I made unbalanced builds and paid the price. Don't jump off a cliff, dude, its bad for your ankles. So is making totally lopsided builds because your too impatient and think you need INT10 and all crafting perks ASAP.
I haven't gotten far in A17 but I take it from your statement that it is not currently possible to max out your character by the end? You must either be a jack of all trades or specialist?

If that is the case, not really a big deal if you are going to play in a group, but for solo, not ideal. I imagine that is why in Roland's poll, being able to max out your character was the clearest winner, with only 14.26% of players wanting the lower cap.

Maybe a good idea to allow a higher cap for single player at least?

 
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Why can't you get out there and tank with all the heavy armor perks and a sledge or fireaxe? You only take 10% damage. I fell out of my base a few times before release and just back pedaled and axed in the face and wiped out a whole blood moon horde that way. I'm playing a legit long term game so I will be tweaking things as I go, but so far I haven't seen anything too punishing. If you took some grandpa's moonshine, I think you could do some mass damage with melee on a blood moon. I think we stop regen if you hit something, so as long as you keep hitting it, it should die. But I've never faced on yet, so they could be OP, I have no idea.
It could be just as simple as that I suck. I've also never heard of Grandpa's moonshine.

The issue was swing speed and stamina. I'm using a sledgehammer and was getting hit way more than I could deal out. I would die long before I could even knock one of them down. And I had about six on me at the time.

I switched to a machete having the same perks in it, and fared even worse.

These are most definitely balance issues, and I know they will be tweaked as builts progressed, but the overall issue was that neither melee nor base sufficed, and preparing for both takes the entire week.

That is a week I'm not off discovering new areas or things like Grandpa's moonshine. :-)

Grind grind grind build build build.

 
* Unchanged content = nothing new for 16 months waiting. So its wast of time for people, where they might actually have had new content.
NOTHING new? Really. Sure there are things that remained unchanged but to say there is nothing new sure seems like a glass half empty kind of view.

* See old posts during A16 regarding features that have not made a return.
And they may never return. The game is in development, things come and go. "Some" people are still upset about Sticks being removed :)

* Gyro is a gimmick at best ( its a jeep with a Y axis and more gravity applied ).
It is still new content but by your logic the jeep is just a mini bike that can carry two people -- oh snap that's new content

* POIs are not new content, its reworked content for a lot of time.
I really have to disagree. I spend a ton of time working through them and quite enjoy it. So for me it's absolutely new content as I did very little of it in comparison previously. And I'm finding NEW ones I haven't been in all the time.

How do you like the new skyscrapers? O that is right, they are gone.
They are not gone for sure in Nav. and I have seen some (albeit fewer than before) in Random Gen. But again this has been acknowledged as NOT intended and is being worked on.

 
The whole point of everyone in here who is posting in favor of the old system, is that sure, you can choose other builds and perks to make a completely different character, but that they do not make you viable to survive horde night. There is a very specific combination of perks and skills you absolutely need in order to survive horde nights. Anything less is likely going to cause you to die, and not in a fun way.

 
I read in another thread they are looking into changing the regen the rad zombies have. There's supposedly a mod you can add to a weapon that stops them from regen'ing but I haven't seen one yet.
I found one and put it on my compound bow and didn't notice that it helped (of course I'm not completely sure how it works) and had to switch to the shotgun to kill it.

 
Intresting that a moderator is of this opinon when the developers are not. Wev already been told that we will be going 'full release' missing features and with apparently no 'real' beta.
I think you mean “interesting” differently than how it is normally used because what could be less boring than pondering and discussing my personal enjoyment of early access vs the dev’s desire to wrap this game up and start on their next one? But if that floats your boat by all means let’s talk about this “scandal”....

 
@meganoth nope not talking about myself here. The mods here do represent TFP and should act like it. And it doesn´t matter that they are not employed by TFP, they still represent them.
And what do they do? Answering in a way that would get a user at least a warning. If you can´t take on with customers in a polite way no matter what happens you maybe shouldn´t be a mod.
(Had to search a bit to guess the post of mine you were replying to, it helps to quote at least the part you are replying to)

I have been in many forums and in every one at least the volunteer moderators could post their opinion as a normal forum user, but had the separate function of enforcing forum rules. Naturally this is a problem if the moderators themselves violate the rules and I also have seen moderators lose their "job" over this.

I'm quite sure you won't get any volunteer moderators if you don't allow them to speak their opinions too, thats one point where you definitely expect too much. But I expect other moderators or a developer to step in if a moderator violates rules.

Now THIS forum has very lax rules. People can put a lot of "emotions" into their posts before a moderator really steps in. Show me the post where a moderator would have deserved a warning (and which rule it violates!!). You can also PM me if you don't want to make a thread out of it and we'll discuss it privately.

But don't expect me to agree that moderators should be moderated by special rules. The only special rule a moderator has is to NOT misuse his powers. Apart from that he is bound by the same forum rules as everyone else.

 
The XP slider just slows the game down for those who have more time to play, and speeds it up if they think early game feels too grindy.
What balance issues? Its up to the player to make good perk choices for their play style. If you go all into INT for a super nerd crafter build and don't choose any ranged or melee perks, then its on you to deal with that. You can be a jack of all trades, or pure melee/tank, or nerd or stealth assassin, whatever you like. Its player choice. I've played games where I made unbalanced builds and paid the price. Don't jump off a cliff, dude, its bad for your ankles. So is making totally lopsided builds because your too impatient and think you need INT10 and all crafting perks ASAP.

There is nothing derogatory about the word casual. All it implies is that you have less time to invest into a play through than someone else. Get off your high horse, your the one being offensive here.
About balancing, SMG should get some love: Perception 7, Boom Headshot 3, lvl 6 fully modded SMG and I still need 12 ~ 14 rounds to kill a radiated fat lady. Btw, I'd love to get effective exploding bolts and pipe bombs again, because relying on 7.62/9mm isn't a good idea: we need better crowd control besides molotovs.

 
Why can't you get out there and tank with all the heavy armor perks and a sledge or fireaxe? You only take 10% damage. I fell out of my base a few times before release and just back pedaled and axed in the face and wiped out a whole blood moon horde that way. I'm playing a legit long term game so I will be tweaking things as I go, but so far I haven't seen anything too punishing. If you took some grandpa's moonshine, I think you could do some mass damage with melee on a blood moon. I think we stop regen if you hit something, so as long as you keep hitting it, it should die. But I've never faced on yet, so they could be OP, I have no idea.
This has long since been a problem with pretty much every game that has items that buff a player... Having them at all makes things a pain in the ass for the development team in making people happy. You basically get two situations.

1. Without the items which buff a character, the character is notably nerfed by itself. Perhaps functional, but players can feel how nerfed they are without, Grandpa's Moonshine or whatever buff from whatever item. Players can end up frustrated because for whatever reason, and in a RNG based game it's really only worse, because they can't find that item to buff themselves or the items required to craft that item.

2. With a plentiful supply of items or minimal effects (both basically play out the same way), a player can end up wondering why they just don't have those buffs as base stats and skip the extra grindiness or hassle of collecting those buffing items.

Which usually ends up where most games don't really put too much emphasis on buffs from items. Or when they do, they back pedal. If you look at the majority of the games out there, buffs from items "can" be used, but it's so optional that many go without the potions/super food/etc. Min Maxers and Collectors will still go out of their way, happily so, to get those buffs just the same. Which then usually means they need 2-4 items buffing them to have notable gains.

Kinda wish you guys would have stuck with a more KISS approach and avoided the Item/Buff Trend. Buffs are great and can come from a variety of things. Better they be situational as opposed to mandatory or near mandatory.

 
We're looking options like xp slider, zombie block damage, Blood moon frequency: every day, every 3 days every 7 days, every two weeks, every month, random, never. I think never would be good for the adventuring types who like to explore, and good for pvp, and for casuals who just like to build and don't want their stuff getting wrecked.
Thanks ! Really. Not for me, cause like a lot of players I appreciate the game as it is or can take the time to modify some values in xml, but for the good health of this forum. I come here to read ideas, stories, and feel good vibrations. We need to get rid of whiners and terrible players that can't handle the basis of a survival game and the process of game development.

 
Im not being offensive.
And you do realise that what you wrote can litteraly be re-wrote as: i want players that can craft advanced materials to face the same combat challanges as someone who invests into more health, damage, stamina.

Its litteraly punishing people with tougher zombies for not choosing to spend points in melee skills. They are facing tougher enemies with weaker player stats and getting a more difficult experience because they dont take perks related to combat.

So sure you can 'choose' to make the game harder on yourself if you want to be able to craft XYZ recipe, or you can choose to make the game eaiser by taking the melee perks.

Lopsided much?

Also your damn right im impatient: im dont have the patience to sit through your crappy 70 level grind to make a steel fireaxe, let alone doing it in every single new game of 7days i play.

Ask yourself this: Should the game be significantly harder for crafters/builders vs 'nomads'? because thats the reality of what these 'choices' boil down to right now.

Even bloody runescape makes a distinction between combat and none combat skills. 7D2D right now: you leveled up cooking so your desrve to fight tougher zombies.
In real life and in the game, if you suck at something you suck at it. Don't like it? Train and get better. Its not good to cater to someone's flaws.

By your logic if I don't buy barter perks I should just get a better deal because its not fair Rekt is bending me over.

By your logic if I buy all melee perks, hell I should just be able to craft high tech weapons and armor because TFP is discriminating against stupid bruisers.

And clearly by your logic or lack thereof, you think that high INT characters should get pushover zombies to fight?

The game is not significantly harder for crafters/builders. You don't have to fight zombies. You can outrun any zombie in the game. Fighting them is a choice. Just like building INT 10 recipes is your choice. Combat players can't craft get the best gear. Go craft a chainsaw you don't need to be great at melee to saw zeds up. Craft traps and pipe bombs. There are ample tools for the crafter to succeed.

I like the game to represent that life and choices do have consequences. Don't like sucking at life? Study and train to improve. A fully modded gun does plenty of damage with no perks. Eugene in TWD finally learned how to fight, his brains weren't enough to keep on surviving. I have significant crafting abilities at game stage 105, and I also have significant melee ability. I don't understand the problem. Get on your vehicle and drive off if you can't win a fight.

 
I just want everyone to know that if you put the phrase “come across as” in front of every insult, it will not fool us moderators.....
Did or did not madmole just describe everyone who doesnt want thier base wrecked by the blood moon horde as 'casual'?

Given that wanting that or not has nothing to do with ammount of time a person has to play I can only assume he meant it as an insult.

My intention was not to insult him: it was to point out that maybe his wording could be a little better (and a little less of a veiled insult).

 
This has long since been a problem with pretty much every game that has items that buff a player... Having them at all makes things a pain in the ass for the development team in making people happy. You basically get two situations.
1. Without the items which buff a character, the character is notably nerfed by itself. Perhaps functional, but players can feel how nerfed they are without, Grandpa's Moonshine or whatever buff from whatever item. Players can end up frustrated because for whatever reason, and in a RNG based game it's really only worse, because they can't find that item to buff themselves or the items required to craft that item.

2. With a plentiful supply of items or minimal effects (both basically play out the same way), a player can end up wondering why they just don't have those buffs as base stats and skip the extra grindiness or hassle of collecting those buffing items.

Which usually ends up where most games don't really put too much emphasis on buffs from items. Or when they do, they back pedal. If you look at the majority of the games out there, buffs from items "can" be used, but it's so optional that many go without the potions/super food/etc. Min Maxers and Collectors will still go out of their way, happily so, to get those buffs just the same. Which then usually means they need 2-4 items buffing them to have notable gains.

Kinda wish you guys would have stuck with a more KISS approach and avoided the Item/Buff Trend. Buffs are great and can come from a variety of things. Better they be situational as opposed to mandatory or near mandatory.
Agreed. Buffs/Perks should be just that, a buff/perk, not a necessity.

 
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