Lax
Survivor
Probably the most important statement made in this whole discussion....I have fun playing...
Probably the most important statement made in this whole discussion....I have fun playing...
I also vaguely remember them saying something along those lines... but since armor sets have been added and there's no armor hot swapping feature, we should do well to remind them (maybe in a different topic).Perhaps this has already been mentioned (I didn't go back and read everything)... But a while ago, Joel (I think?) mentioned that they were thinking about adding hot-swappable armor sets to the game.
The way the design "suggests" that, is purely UI-tedium. The armor bonus mechanic has an optimum at some level of swapping, and the counterbalance is your tolerance of inventory bull■■■■. The rest is sandboxing; you Can do things, but that's not from the design, that's from you creating your own rules.There’s another way to play that the design suggests and that is to play as a character that is strong in looting ability.
I got the idea, but I don't see the point of requiring the swapping at that stage. It'd be like having to swap between the biome survival gears by clicking them vs now when you don't have to.So, not only you can create custom set combinations, but you'll only get the bonus of the specific gear level you can craft (or loot/buy).
Stop playing the game, instead of trying to get it improved? How about you just don't read the forum if you can't deal with opinions?if you are not having fun then stop playing and stop trying to get the game changed
what i find the most min/max thing is the forgetting elixer. with this there is no consequence for where you put your points as you level up. spend a few dukes and reset all you stats. wonder whos going to bite on that one !
You are only seeing it from your perspective of using the UI to swap outfits as the situation dictates for maximum bonuses. That is not the perspective I was posting. The perspective I was posting was that you keep and wear one set of armor for an entire playthrough. That has zero UI-tedium. It's almost like choosing your profession except that you do it as you play instead of before you start playing. Then you stick to that.The way the design "suggests" that, is purely UI-tedium. The armor bonus mechanic has an optimum at some level of swapping, and the counterbalance is your tolerance of inventory bull■■■■. The rest is sandboxing; you Can do things, but that's not from the design, that's from you creating your own rules.
I do care how it actually plays too; and how it actually plays is weird. You'll ignore most armor sets entirely, use one of three actual options and supplement with two extra pieces. Basically regardless of your build. The design leads to that, and it feels like a waste of armor sets.
I stopped using the Elixer as well, I think it makes the game too easy and removes replay value because it goes from "picking a build" and more to like progressing through the builds within a playthrough because one is obviously way better at the start and then half those perks are useless by the end.I agree with you there tbh, I used the elixer a lot myself and if we get the option in sandbox i might disable it. I was thinking of starting a new game to try another weapon but then i was like, wait i can just respec and try it right now! and then afterwards i didn't feel like starting a new one anymorewaiting for 3.0
Well, it is what I've been posting about, the mechanics of the game. You can roleplay on pen and paper; you don't need a $40 product for that. I'm not talking about roleplay, I'm talking about the mechanics.You are only seeing it from your perspective of using the UI to swap outfits as the situation dictates for maximum bonuses. That is not the perspective I was posting.
I stopped using the Elixer as well, I think it makes the game too easy and removes replay value because it goes from "picking a build" and more to like progressing through the builds within a playthrough because one is obviously way better at the start and then half those perks are useless by the end.
Well, it is what I've been posting about, the mechanics of the game. You can roleplay on pen and paper; you don't need a $40 product for that. I'm not talking about roleplay, I'm talking about the mechanics.
I'm NOT talking about roleplay, I'm talking about mechanics. The mechanics that are too cumbersome for YOU to utilize; you agree that the mechanic is balanced around tedium.
WHY are you force-feeding me your roleplay?
I've said few words of the way I play; and only for being prompted. Has nothing to do with the design flaw in the game.Seems like you're force-feeding yourself a way of playing that brings you misery....
Interpretation? There are 4 lights. Is it an interpretation that there are 4 lights?Any interpretation that this mechanic means a player is supposed to undress and redress before and after every different action is just that: an interpretation and belief about how to play the mechanic.
There are 4 lights. The design is separate from the intent of the design, is separate from my reaction to the design, is separate to the way I play.
There are 4 lights.
That's probably honest; heck I might agree with you. Why didn't you lead with that instead of trying to make me close my eyes and imagine that the game is better than it is?I just don't want another armor overhaul because the way it is now is great and there are so many other systems I want them to prioritize.
Technically true, but I think it's fair to expect a game designer to force hard, meaningful choices without requiring the players to formulate their own 'house rules' to ensure choices are both meaningful and hard.I'm talking about the mechanic of the game-- that being armor pieces that grant specific bonuses for specific activities and players can wear those pieces and gain access to those bonuses while they wear them. That is the mechanic. Period. Any interpretation that this mechanic means a player is supposed to undress and redress before and after every different action is just that: an interpretation and belief about how to play the mechanic. You believe that the mechanic dictates the player should swap clothes to maintain the most efficient buffs for everything all the time but don't like it because that requires too much UI icon swapping. I believe the mechanic allows for several playstyles of which yours is just one and mine is just one.
The current approach massively encourages armour swapping
Second the move of off-topic to new post.
And .. fixing this issue (in a smart way) would not diminish the experience for the people who don't care. At least not necessarily. And also kinda by definition... they don't careAnd there's nothing wrong with playing smarter not harder, in every sport or hobby allot of people strive to be the best they can be.
If it makes it clearer I'm happier to use 'grants mechanical advantage' as distinct from 'encourages'.for you. The way your brain works. I feel zero pressure to swap. I feel zero pressure to wear a complete set and often wear a mixed set for most of the game based on what I find.
You are presenting the idea that the mechanic encourages armor swapping as a foregone conclusion for everybody (I guess assuming everybody thinks like you do). I assure you that I am not spending any mental energy holding myself back from swapping into a new armor piece for that extra boos before I do something. Most of the time I don't even think about what I'm wearing.
I'm not the only one which means that the massive temptation to swap armor pieces comes from within your own self rather than from the design. If it came from the design it would affect everyone.
I've never heard of or met anyone who genuinely goes into 7DTD to roleplay using a specific armour set. It's even hard to believe seeing you write about it.If it were actually true that the mechanic dictated the style of play you describe for yourself, then everyone would do it. But that isn't the case. And contrary to your opinion, there are people who don't do it for reasons other than avoiding the tedious UI icon swapping mini-game.