so basically bread crumbs - a feature that has been planned/discussed like 10 alphas agoOn the digging z's:
I think a 'scent trail' would be quite a bit more fun. And realistic![]()
Rather than the two extremes; simple, 'can't dig' of A16, & current go to directly above player, dig straight down of A17.
Scent trail could allow you to build the old hatch out in the middle of nowhere protecting your mineshaft. Z's path to hatch and break through. Come down access shaft, at bottom, or whereever, you've built a defensive spot, or 2 or 3. The pathing would/could keep the z's on that course, providing player with the opportunity to defend, or retreat.
As it is currently you can achieve basically the same thing, but it takes a lot more work. If you're building a large underground bunker you can just dig out 3 more blocks for a 'catch basin' that the z's will fall into, then in that large 'attic' over your base, just have a spot they can path to, then defend from there.
For the mine access inside of base, a scent trail could/would lead the z's to breach the base defenses first. Consider that you may well be out of hearing range. So you'd likely need/want to rig up an alarm system so you'd know you needed to haul butt to defend.
Certainly I've no idea how feasible it is, but it seems to me like it could be more fun & more realistic at the same time.
It’s almost like those 20K people haven’t been reading the forums or something...The game is doing great over 20k people playing every day since 17 was launched. I'm sure TFP are quite happy with that stat.![]()
I read the forum and play on a daily basis ... on A16.4.It’s almost like those 20K people haven’t been reading the forums or something...![]()
Similar, play on a daily basis (as does the missus) but in a A17 modded that for us puts the fun back into the game vs the grind / fun sapping vanilla incarnation.I read the forum and play on a daily basis ... on A16.4.So, just 19.999 possible A17 players ^^
Makes one wonder if theres a way to see how many people actually are playing A17 :numbness:
50k people are playing atlas... must be a really good game then!It’s almost like those 20K people haven’t been reading the forums or something...![]()
Some are looking at this as the glass being half full and the others as it being half empty but I would have expected with a year+ of additional sales and a sale a month ago when a17 went into experimental coupled with a huge sale now and the glass is still sitting at around half and that would probably give me some pause.50k people are playing atlas... must be a really good game then!
Its on sale so a lot of new players who dont know that the game was better
A lot of casuals might enjoy it for a few hours
Streamers of the new alpha attract new players.
Peak players are STILL 4k below A16, but its rising so lets see how this alpha will fair in 2-3 weeks once tiredness sets in and steamsales are over.
Also:
roland IS there a way to check what version players are playing and if they play how much they play on average?
Because i think those numbers are mostly new guys, testing out the game and then leaving.
Another factor could be that some of the playerbase has moved on to other games in the nearly two years it has taken to release this update to the public.Some are looking at this as the glass being half full and the others as it being half empty but I would have expected with a year+ of additional sales and a sale a month ago when a17 went into experimental coupled with a huge sale now and the glass is still sitting at around half and that would probably give me some pause.
Hi Joel, don't write much here, more on Steam but I follow your comments now and then to keep updated...Its a fictional game. Who says the virus or radiation can't make their bones stronger? And its proven on myth busters that a crowd of people can easily push down a big barn door where one guy can't no matter how hard he pushes. Everyone signed up for a tower defense crafting game, not hide behind your walls and laugh at them pounding on the door. Of course we can try to add options to help, but there is block damage 200%. We can bump that to 1000% for the people who want to sit behind their walls all night I guess. It takes away the thrill if you ask me.
Im not one to come in and criticize anyone's opinion but that would be a horrible idea, would be the definition of unbalanced and would throw the entire AI system completely off center.Hi Joel, don't write much here, more on Steam but I follow your comments now and then to keep updated...
Just a suggestion: IMO builder-type people would only be frustrated to use a 1000% block damage setting, since it would also get 10 times more time to tear down something with (e.g.) a pickaxe.
If TFP could do it, it would be wonderful to have a separate setting for block resistance against zombies AND block resistance against player damage. I don't know if this can be added to the game the way it works now... but it would be the perfect solution and in line with what the builder players are really craving for.
I agree.IMO A16 was liked and you should build on that instead of scrap it all and go into new direction - almost completely change the whole genre of a game.
I admit I was a bit abrupt in my response. Apologies for that. I won't argue that block damage overall needs a look at for sure. And builders are definitely at a disadvantage this Alpha. As a mod developer desiring to be more in the future I look at everything from a different perspective,How is that a bad suggestion jax? Seperateing block durabilty gives more options and allows people to have blocks that aernt destoried in seconds by unbalanced zombies without it taking 20x the time to mine a block as the player.
Not sure telling that person to play creative is that helpful when what they are asking for isnt even that far out there, with a17s balance...lots of people are probably modding block damage back down to sane levels anyway.
The problem with your argument is that this is their game. Sure they can be cool and allow tons of options but they have 100 percent right to say "No i don't want a player to hide underground, if you don't like that YOU go play something else or design your own game".I agree. 7D2D is rated one of the best voxel games of all time on various lists throughout the internet. I imagine many people have discovered 7D because they were searching for a good voxel game. A17 basically nullifies both underground mining and underground base building, and for what? What is the payoff here? I don't see it. They bottleneck players into killing zombies with poor battle mechanics. Tail wagging the dog: "A minor or secondary part of something controlling or dominating the whole or the main part"
If someone dislikes the digging aspect and dislikes being able to hide in a bunker or impenetrable fortress, and places more value into shooting zombies, then there are a ton of non-voxel zombie games which do that better than 7D.
Why do the devs want to work against someone enjoying paramount features of the game? If I stay below ground or in a fortress doing other things then I miss out on xp and loot. That's a choice I have to make. Ultimately I'm playing it the way I want to play it.
Zombie block damage and player block damage are not a band aid setting, they are a setting that allows mutliple people to tweak the game to thier preferences.I admit I was a bit abrupt in my response. Apologies for that. I won't argue that block damage overall needs a look at for sure. And builders are definitely at a disadvantage this Alpha. As a mod developer desiring to be more in the future I look at everything from a different perspective,
Like what would I design for a game, what are the pros and cons etc. The key thing you said was "with a17s balance" and that is the true issue. I would never offer a band aid setting that could potentially be abused. Let's face it if I spent a year implementing new ai in my zombies I wouldn't want my customers being able to flip a switch and have them be unable to reach a player, while the player could one shot the same material.
What I would do i better balance the blocks overall on both sides, save the base wrecking zombies for higher gamestages and offer stone tool mods that could be earned to help builders with their projects. Settings are great but the problem is more long term and requires overall attention.
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The problem with your argument is that this is their game. Sure they can be cool and allow tons of options but they have 100 percent right to say "No i don't want a player to hide underground, if you don't like that YOU go play something else or design your own game".
Is it right? I don't know. As a mod developer you better believe the mod I put out is the one i WANT people to play as is. I can't stop them from modding it themselves but i sure as hell can decide WHAT is in my mod and WHAT the rules are. I can take feedback into account but ultimately you have NO say in what my mod becomes.
Well that applies on basically every post and argument on this forum, except the "I luv everything you do" posts.The problem with your argument is that this is their game. Sure they can be cool and allow tons of options but they have 100 percent right to say "No i don't want a player to hide underground, if you don't like that YOU go play something else or design your own game".
Is it right? I don't know. As a mod developer you better believe the mod I put out is the one i WANT people to play as is. I can't stop them from modding it themselves but i sure as hell can decide WHAT is in my mod and WHAT the rules are. I can take feedback into account but ultimately you have NO say in what my mod becomes.
I read both of these reviews and I have to concede. Some good points in both. There's also a lot of pointless stuff too. When I decide whether to buy a game or not the last thing I'm worried about it a mod on their forums being snarky lol.The two top voted reviews on steam:
"I have spent several days contemplating whether to write this or not. My only hesitation has been that i don't want to contribute to the loss of subscribers for the EXCELLENT modders in this community. I have no loyalty or confidence remaining for the game itself anymore however. Their pushing this mess out to stable just to get it out of their hair before the holidays was the final straw for me. Their lack of professionalism is something i haven't seen in any game before.
I have close to a thousand hours in the game over the past couple of years and that is primarily due to those excellent modders i mentioned. The game had tremendous possibility but was not fleshed out. That's understandable. It's an early release (or at least that was the excuse i gave myself for it) but it's been in early release for years and it has seemed more and more as though the developers are depending heavily on the modders to make it into a decent game.
Then i decided to sign up on the official forums so i could see what was going on with the experimental A17 and maybe get more involved. What an eye opener. I had already suspected there was a lack of judgment and professionalism within the company and the forums just proved it.
The community manager comes across as a school yard bully who mocks and shoots down anyone who questions the confusing decisions being made by the developers. He doesn't moderate. He dictates. I witnessed him shredding one of the most highly respected modders in the community in a post he wrote specifically for that purpose-prompting more people to jump on his band wagon and join in. Then he continued justifying his doing that in posts spanning several pages-personally attacking the modder (who in NO way-responded in kind) and also mocking anyone who called him out on doing it-going so far as to brag that he has never once been reprimanded for his behavior and he can do/say whatever he wants.
So in essence-a moderator who, rather than moderating-CAUSED bashing and drama by his supporters. There were several "getting out the popcorn" comments. So you get the impression the entire community is muzzled by an ego maniacal community manager who mocks into silence anyone that questions the decisions being made even when those people are their most loyal supporters/the modders who quite literally MAKE this game( Apparently for the purpose of providing self aggrandizing entertainment at the expense of those who genuinely care about the games success.)
Then you have the devs making radical changes that don't go in the patch notes and making odd knee jerk seeming decisions that look for all the world like they were done out of spite. They completely crucified the random gen for maps-making them nearly unplayable. Not a word was said about it. So you had people spending hours trying to fix it-just to have one of the devs post an impatient sounding, snarky post on the forums to all of those "going on" about the maps-that he had basically just patched a "make do" thing together so it would sorta work before the holidays and would get around to fixing it after they were over. No apologies for not putting that in the patch notes. No awareness that they are wasting peoples time. Just more lack of professional ettiquette and bad judgment calls. That is the condition the maps were left in when they pushed it to stable.
I can't even imagine what is going on in the company that they are letting this kind of stuff slide. To allow the person who represents them to the public-behave in the way I witnessed does not inspire confidence in their ability to make good decisions.
What started out as a very promising vision for a unique game that covered many different playstyles has become something that has lost most of what made it compelling. Add to that-the mess that things are in and the behavior of their staff and i just can't recommend that anyone put time into it at this point. It will result in mostly frustration.
Maybe if they do some internal reorganizing and put in place people who legitimately care about the well being of the game and it's community and aren't just on their own personal ego trip-it could turn into the amazing game it promised to be. But for now-the ONLY reason you might want to is because of the skills and dedication of the modders."
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368 people found this review helpful
" Man I used to love this game, but the devs in trying to outplay the players took all the sand out of the sanfbox. It plays like some lame MMO now and it's super repetitive, hardly any freedom, and the early game is just punishingly tedious. Theres hardly any replay value left here for me as every game play out the same: Farm zombies to level up. Used to be you actually used your skills and found books to learn recipes, now it's just kill kill kill.
My favorite part of this game used to be building cool looking bases that were still functional, but now only a handful of methods work and most involve exploiting the ai. The zombies got insane damage against structures this last update so builders like me got screwed.
The stamina system is overly punishing like seriously you will eat a whole deers worth of food in a day easily, you can't do much of anything without constantly having to stop to catch your breath it's crazy.
This was a game where I used to love exploring to see what was over the next hill, now I just clear every building trying to find more zombie to crush for XP. Looting is pointless because stuff that should be rare like guns are super common, so the only point to go in a building is to kill more zombies.
Its a shame too because the few good things that came with the update are sandbagged by bizarre decisions, The vehicles were great additions but the cut the maps in half so whats the point? All of the new buildings and POI's are awesome, but they are literally packed with zombies and not in a good way. For instance there might be 6 zombies in a normal room, 2 in the open but the rest are cheesily stand ontop of rafters in the ceiling or packed in closets. The jumpscare works the first time but afterwards you come to expect these ninja zombies everywhere.
All in all for over a year of time put into this update it's super dissappointing, it honestly feels like more was taken out of the game than added."
286 people found this review helpful
Intresting, if mods/developers are rude or snarky that massive red flag for buying a product for me. Pointed several people away from 7days for just that reason.I read both of these reviews and I have to concede. Some good points in both. There's also a lot of pointless stuff too. When I decide whether to buy a game or not the last thing I'm worried about it a mod on their forums being snarky lol.
But some good points there and some constructive criticisms I agree with. I hope the fun pimps read these and think hard about them. Whether they agree or not though is up to them. It is their game at the end of the day.
Couldn't agree with this more since its exactly how I feel. The fun and sandbox feel was taken away.The two top voted reviews on steam (since A17 launch):
" Man I used to love this game, but the devs in trying to outplay the players took all the sand out of the sanfbox. It plays like some lame MMO now and it's super repetitive, hardly any freedom, and the early game is just punishingly tedious. Theres hardly any replay value left here for me as every game play out the same: Farm zombies to level up. Used to be you actually used your skills and found books to learn recipes, now it's just kill kill kill.
My favorite part of this game used to be building cool looking bases that were still functional, but now only a handful of methods work and most involve exploiting the ai. The zombies got insane damage against structures this last update so builders like me got screwed.
The stamina system is overly punishing like seriously you will eat a whole deers worth of food in a day easily, you can't do much of anything without constantly having to stop to catch your breath it's crazy.
This was a game where I used to love exploring to see what was over the next hill, now I just clear every building trying to find more zombie to crush for XP. Looting is pointless because stuff that should be rare like guns are super common, so the only point to go in a building is to kill more zombies.
Its a shame too because the few good things that came with the update are sandbagged by bizarre decisions, The vehicles were great additions but the cut the maps in half so whats the point? All of the new buildings and POI's are awesome, but they are literally packed with zombies and not in a good way. For instance there might be 6 zombies in a normal room, 2 in the open but the rest are cheesily stand ontop of rafters in the ceiling or packed in closets. The jumpscare works the first time but afterwards you come to expect these ninja zombies everywhere.
All in all for over a year of time put into this update it's super dissappointing, it honestly feels like more was taken out of the game than added."
286 people found this review helpful
*edit* none of the top voted positive reviews are for A17. Not ONE.