PC Traders and quests need to be nerfed

And there is already a mod for those who want to have it. Unless there is a huge run on this mod, I assume that the desire for item degradation among the player base is not that big.


There won't be a run for a "debuff" mod, sure. But the reason for TFP to implement it would not be because of popularity but because of balancing the game.

I would assume a mod to make water scarce in A20 would have been only installed by a few die-hards as well. It is one thing to say you want more survival and another thing to actually then install a mod to add it.

For a similar reason many players want a real dead-is-dead option instead of just simulating it themselves because they don't trust their own resolve.

No, I am actually chained up to a chair and there is this big burly guy with a livestock prodder behind me motivating me to keep working on mods.  These posts are them being "nice" to me and giving me breaks  😏


Wait, @SnowDog1942 is at **your** place?

 
So I would expect both of us to try it out before reaching a final opinion 😉.

I mean, wouldn't it be nice to actually have an advantage if you should find a shovel 3 qualities higher? Instead of like it is now where there are about 2-3 shovel qualities (over all tiers) that make a difference and everything inbetween doesn't matter at all?
Oh hey, something we agree on the first pass. The testing part that is.

The shovels, weeeelll. ;) There's 18 tiers of shovel in this game. I like the idea in principle, absolutely but .. I don't think I like shoveling quite that much :D

As in: having 18 noticeable steps in shovels would make for quite the gap between day 1 Buried Supplies and the Final Form For Forge Filling Funsies - if the last upgrade still needs to feel like an upgrade, at least the second to last can't be one-shotting Topsoil. Or there would need to be some sort of gun-safes-for-shovels, big HP blocks you'd want to repeatedly be working on. Return of the zombie corpses, just with 2500 HP?

If you'd go for random-but-noticeable, the amount of swings-on-average would still need to go down by a half per swing, at least. That'd put a q1 stone shovel in the vicinity of 9-10 swings on Topsoil. It's not That far off atm, but it sounds a little high. That's just for the base shovel, Miner69er would be bypassing tiers and if left as such, the shovels would again cap before the last upgrades. Don't know if that would be a problem, but at least in principle that would mean the tool-specialist not getting anything from the upgrades or the skill, whichever they want to whine about... :)

 
so shovels......

Just a random thought from my brain - why not have distinctions between the quality levels, not simply an universal increase on all characteristics.....

maybe something like Q1 - baseline, Q2 - buff to block damage, Q3 - same damage as Q2 but a buff to durability and stamina usage, Q4 - same as Q3 but buffed block damage, Q5 - same as Q4 but with buffs to durability and stamina usage, Q6 - buff to all critical attributes

So pulling out the logic from my brain:

  • Q1 - you learn to make a basic shovel
  • Q2 - you improve on the blade design, lowering effort to damage blocks
  • Q3 - you improve on the overall design, making it lighter and stronger
  • Q4 - more improvements on blade design
  • Q5 - more improvements to weight and usage
  • Q6 - this is a shovel crafted by a shovel master
Just something I thought of while you guys were discussing shovels

 
Not a bad idea as such, couple caveats pop to mind though:

1) I'd likely end up skipping tiers based on that. With your draft set, I'd practically never craft the Q2->Q3 upgrade.

2) If implemented, crafting would kinda require showing the stat changes somehow. Of course having them anyway would be nice, but it's not really necessary for the current progress.

Making each step a mandatory intermediary for crafting would of course solve both of those - as in crafting a Q2 would consume a Q1 + mats. Kinda like it does already with the multiples of mats... you just don't craft the previous one now.

 
theFlu said:
Hmm, at the current stage, you get a forge by day .. 2? I don't think I use _a_ bulk of stone arrows in the current meta, soo; yeah, there's something to fix there. But unless the tech tree speed is absolutely borked atm, the fix is mostly to remove the bulk option... :)


I actually create an ammo crafting quest where you could unlock bulk arrow crafting by Day 1 if you collected enough feathers.  Even if I was to get a forge early on, the other changes make iron more valuable to save for forged iron rather than going into arrow head production right away.  I think I used stone arrows up to Day 8 before, once I had enough scrap iron that I could start producing iron arrows in bulk (and unlocked the bulk crafting recipe for them).

For A21, I am going to create an ammo crafting magazine series and tie the arrows, bolts, and firearm ammo to it (and removing the unlocks from the perk books).

Wait, @SnowDog1942 is at **your** place?


I don't think it is him.  This guys just gets off on causing pain to others, SnowDog gets off in a completely different manner  😏

 
Making each step a mandatory intermediary for crafting would of course solve both of those - as in crafting a Q2 would consume a Q1 + mats. Kinda like it does already with the multiples of mats... you just don't craft the previous one now.


I thought about that (even including it in my mod) but wasn't sure if I can specify a quality level of an item to consume.  Also, would bloat out the recipe file if you have to have a unique recipe for each quality level now (compared to the current structure where you can just passively increase the resource count as quality goes up).

 
Even then players would want some of their equipment to fight bandits to come from looting or crafting and not all from the trader. The solution can be to reign in the trader OR to speed up looting and crafting.

But we haven't even reached the "you said this 5 posts earlier" phase !!!  😁
Traders do need to be decentralized. More npcs should give quests, more shops should be available, non-important ones, with respawnable random npcs that give and maintain quests even after death because they will respawn close by in the worst case attack/raid. THEN, we can talk about the balancing. Right now, they are good for what they are, a bit OP without a reputation system and faction shenanigans, but ok. I do understand the need to do something. I'll still vote for waiting right now. Gameplay is still in flux as we said, and late game hasn't even been touched, as we understand. It's all Rolands fault, a Math teacher can't be a PHD in International Diplomacy, yet that part of his AI works too good, so it must be broken.

 
I actually just finished my degree in International Diplomacy. My thesis was on how Poutine maintains the peace on the USA northern border. You may refer to me henceforth as Doctor Roland or Professor Roland.

Traders still have development work to be done on them and I have no doubt we will hear forum rants in the future about why traders were overhauled again when nobody asked for that to happen and that the changes erased whole swaths of the community's preferred playstyles....

If there's one thing you can bank on it is the livid reaction of somebody to any change. (Trust me, I'm a doctor!)

 
And there is already a mod for those who want to have it. Unless there is a huge run on this mod, I assume that the desire for item degradation among the player base is not that big.


I can pretty much guarantee that if item degradation is ever added to this game it would only be as an option that players who want it can enable. Maybe TFP will do it from the start for their next game but this one is almost done and they already had it implemented at one point and intentionally chose to cut it. Finally, as you point out, it is a majorly divisive feature. I won't say which side is the majority but let's pretend it is roughly 50-50 but also very polarizing about how people feel about it. There's not much "meh" regarding it. It tends to be either love or hate and that's risky to add when your game is sitting in the top 10 every weekend and courting 100k players for the first time ever-- and degradation isn't part of the game.

Degradation is better as an official option or an unofficial mod, imo.

 
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Oh hey, something we agree on the first pass. The testing part that is.

The shovels, weeeelll. ;) There's 18 tiers of shovel in this game. I like the idea in principle, absolutely but .. I don't think I like shoveling quite that much :D

As in: having 18 noticeable steps in shovels would make for quite the gap between day 1 Buried Supplies and the Final Form For Forge Filling Funsies - if the last upgrade still needs to feel like an upgrade, at least the second to last can't be one-shotting Topsoil. Or there would need to be some sort of gun-safes-for-shovels, big HP blocks you'd want to repeatedly be working on. Return of the zombie corpses, just with 2500 HP?

If you'd go for random-but-noticeable, the amount of swings-on-average would still need to go down by a half per swing, at least. That'd put a q1 stone shovel in the vicinity of 9-10 swings on Topsoil. It's not That far off atm, but it sounds a little high. That's just for the base shovel, Miner69er would be bypassing tiers and if left as such, the shovels would again cap before the last upgrades. Don't know if that would be a problem, but at least in principle that would mean the tool-specialist not getting anything from the upgrades or the skill, whichever they want to whine about... :)


I used shovels as an example, but the same happens with pickaxe and mining blocks and that is where it would be more important. You also don't think you like mining that much? I know players who do.

I never said that the 18 steps would need to be immediately noticable and I don't want to extend minimum and maximum damage of the current tools. Since the random damage on top would be plus or minus, even if you are generally one-shotting blocks you might still get blocks where you need two hits because you rolled a big minus value with your first hit. And then another step might get you to less or even no two-shotting. And even if the highest levels with full miner69er don't make much difference anymore, many levels inbetween would.

Likely a player would notice when the "switching point" is near between 3-hitting and 2-hitting a block, or 2-hitting and 1-hitting a block. Because at that time he would notice a few blocks needing less hits. And once he switches to a pickaxe one or two quality steps higher he would notice that blocks are now more frequently needing fewer hits.

Even if that effect is small he would probably realize that every quality step means less 3-hitting and more 2-hitting. And generally that every step helps now being faster at mining

 
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I used shovels as an example, but the same happens with pickaxe and mining blocks and that is where it would be more important. You also don't think you like mining that much? I know players who do.
Apologies for the confusion, I misread "shovels" when I should've read "picks".

Picks are in a lot better place as is; there's plenty of 7k5 and 10k metal blocks to beat thru at the end of POIs, any slight increase in damage shows every time I complete one. I have absolutely no need for variance in them to show them improving, my most common use case shows it just fine :)

The surface mines are trivial to find from the map, and the rare mineral needs for early game are met with so few swings that I usually won't mine "properly" in early game. That means I practically won't mine with the same Tier of picks twice, much less consecutive qualities - so even if made granular, I wouldn't ever notice it in mining. I'd be using some high tier tools for any amount of heavy mining as it'll be late in the game by then.

Having random amount of swings would plague me in Every session of mining. On every block.

The only place I'd have any feel for more granularity in picks, would be a dwarf playthru; I haven't dared try one yet, as I expect it to suck with the changes. Plus my stealthless Agi playthru is going fine still .. :)

 
Apologies for the confusion, I misread "shovels" when I should've read "picks".


No. I talked about shovels as an example, because it was an easier case and would be noticed by players more easily. But after you told me you don't really use the shovel much and don't care I brought up the other example, which is a bit more complex because there are more blocks (as you correctly noted). Now you made it again clear you don't really need the pickaxe either, except for hitting some steel blocks late game.

I probably should mention I am discussing balancing of the game in general, not you or me specifically.

I assume there are players like me around who actually use a pickaxe and shovels in early and midgame for resource blocks, quests and mining, they might or might not be interested in the mod.

And since I did not remember exactly, I checked out the useful range of shovels. Until quality 4 iron a non-miner (someone with 1 point in miner69 and a fully modded shovel, including grave digger) would not be able to one-shot resource blocks in POIs, the first one-shot shovel is the quality 5 iron shovel. This means without changing average damage someone would probably see a difference up to q6 iron or q1 steel.

 
not you or me specifically.
I talk about me as an example, as I know of nothing else. I can't say I know even that all too well, but we use what we have. For what comparison I can see, I don't differ that much from the couple youtubers I follow (Kage848, JaWoodle), that's about it. My point was not to tell you I don't use either, I wouldn't have bothered. The shovel comment was a joke: "shoveling that much" = you'd have to make the first tiers of shovel take 19 hits on topsoil to reduce the number of swings by one per "tier of shovel". Nineteen! That makes digging for the 50 needed for the forge sound like a chore already.

I don't expect the game to be balanced around me; but I'm basically doing what TFP has designed for the current meta, questing. For reference, and the inevitable arguments of speed running from the other mod: I'm a few hours before the d35 horde, default 60 min days. My first trader is on T6 quests, I don't think I completed that tier yet. My second trader is on the last T3:s by now. I've lived in Pine Forest and the Desert, quested wherever the closest ones happen to be, mostly Pine & Desert. So, it's been rather chill. Warrior diff.

I'm carrying around a Q6 Steel Pickaxe, a Q6 Auger (not using it, wanted it to be better, but it isn't) and a Q6 Stone Axe. I've looted a Q1 Steel Axe, but I didn't even look at the stats - it would take roughly as much time to open the loot crates and you can't upgrade with it. Two slow swings vs three (or four?) quick ones.

Picks: I have mined for a bit (15 blocks?) of nitrate to make a few growth beds, and about two blocks of coal to purify water. I've beat open numerous end loot chests: 7 quests per tier, ~5 tiers of locked ones = about 35 of them. And quite a few doors, for proper sealing of the mystical traps. And whatever safes I've been bothered about.

Shoveled something like 50 blocks for clay, dug up a couple <Name>'s Treasure Maps. Haven't bothered with the random pallets in POIs, the traders sell cobble for free.

Can't make concrete yet, haven't made a mixer. I could, but I haven't needed any, standing on a random 3-high fence has basically sufficed for the first 4 hordes (3m parkour and an SMG ftw). I did make a safe zone on it, and an electric fence to stunlock things if need be, but they aren't really necessary. As such, I haven't had any need to mine for stone, or sand (I think sand is still faster to make from stone, but still).

I honestly don't know why I should've mined any more than I have, and I'm already in the BIS items. But to take it as "I don't use either" is a little misleading. Mislead? With the current meta, I don't think I'm Meant to use them, but I still do, some.

That all said; I did try to talk about the balancing of shovels from the PoV of someone who'd use every rank. It would make logical sense, but wouldn't really fit the game IMO. You'd have to make the starter shovels real weak. Picks work better as is, but I already said all that.. I dunno man, do you disagree with something in my assessment, or did you just decide I haven't seen a pick and thus have no idea what I'm talking about?

 
talk about me as an example, as I know of nothing else. I can't say I know even that all too well, but we use what we have. For what comparison I can see, I don't differ that much from the couple youtubers I follow (Kage848, JaWoodle), that's about it. My point was not to tell you I don't use either, I wouldn't have bothered. The shovel comment was a joke: "shoveling that much" = you'd have to make the first tiers of shovel take 19 hits on topsoil to reduce the number of swings by one per "tier of shovel". Nineteen! That makes digging for the 50 needed for the forge sound like a chore already.


I just reread that post again to be sure: It postulates that you need to make each quality step down would need either one more swing or half of that at least to be noticable. I explained why I disagree. Will there be people who don't notice it? Probably. You probably among them as you use the shovel for about 50 clay as you say. But I am sure there will be lots of people noticing it around prominent points where for example two hits turn into one hit slowly. And that "slowly" might be 4 to 6 quality levels.

honestly don't know why I should've mined any more than I have, and I'm already in the BIS items. But to take it as "I don't use either" is a little misleading. Mislead?


I said "... you don't really use the shovel". I am not an english native speaker, but I am fairly sure that sentence means "using a shovel very seldom" not "you don't ever use a shovel".

Now my gaming group is actually shoveling those resource blocks in POIs, and our miner is shoveling for clay from time to time. And naturally the pickaxe is much in use for mining. We collect a lot of resources because we don't build some minimal piece of structure like you. But we also don't build as big as some of the bases that were posted here in the forum. And I would say even those are dwarfed by whatever RipClaw builds. Now that makes you and RipClaw the extremes and my group somewhere in the middle, though we don't know the distribution of players in each group. But ...

With the current meta, I don't think I'm Meant to use them, but I still do, some.


I know that Madmole is somewhere near my group, at least when he showed the bases of his playthroughs. If he didn't completely change his taste and still is the one to define the meta, then you likely misinterpreted the meta.  

TFP updated the game from some 100 block shapes (?) in A16 to now 1000 or 2000. They surely did all this work just to give you a glimpse of a really big useless menue while you select the shape for the horde fence, right?

I dunno man, do you disagree with something in my assessment, or did you just decide I haven't seen a pick and thus have no idea what I'm talking about?


Yes, I definitely disagree. I don't think you are a typical case. You are a veteran player and probably a very good shooter player and you have already optimized your game down to essentials. Many players of 7D2D are not, and they probably don't just use a horde fence for the first 4 horde nights.

I asked a friend how kage and jawoodle play, and he told me jawoodle is a talented builder building complex and interesting stuff (though he uses the POI designer or creative menu for building, so he saves himself the resource gathering). That doesn't sound like someone who would use a minimal base on horde night. And how he plays on video definitely doesn't sound like how a normal player would play 7D2D either.

 
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I asked a friend how kage and jawoodle play, and he told me jawoodle is a talented builder building complex and interesting stuff (though he uses the POI designer or creative menu for building, so he saves himself the resource gathering). That doesn't sound like someone who would use a minimal base on horde night. And how he plays on video definitely doesn't sound like how a normal player would play 7D2D either.
Jawoodle? Your friend obviously only watches his jawoodle park (creative mode world where he tries things out).

In his playthroughs, he strives for minimal work and maximum efficiency, at least for early and midgame. I don't remember how long into the game he used his firehouse base, but it was at least through midgame and was less than 10 blocks. Often he starts building his horde base about 5pm on horde night and hopes it works.

His most recent horde base was less than 10 blocks added to the red and white very high tower thing.... which collapsed (before midnight i believe). He had put down hay bales in case he needed to escape, so luckily he didn't die. He hopped onto a nearby wall and managed to not die by fighting from there for the rest of the night, which is great since he plays permadeath.

He has some great ideas... and some really bad ones. He is a creative builder for sure, but he rarely builds complex things in his playthroughs. Creative and interesting, while using minimal materials for early and mid game. Late game, he may build something a bit more complex, like the crawling base he built in the wastelands. That one still wasn't large or super complex. It was just built so all the zombies were forced to crawl towards him, making it easy to get headshots.

Kage builds larger and more complex though. But Josh... ANYONE could copy a lot of his horde base designs from memory without referring to his videos.

 
I said "... you don't really use the shovel". I am not an english native speaker, but I am fairly sure that sentence means "using a shovel very seldom" not "you don't ever use a shovel".
That's fair, I Have read you stronger than you meant. Sorry! :)

But there's also this bit of misunderstanding:

It postulates that you need to make each quality step down would need either one more swing or half of that at least to be noticable. I explained why I disagree.
Not quite; my point of going for the "massive" improvement, was just to explore the limit of the idea "Every quality has immediate feedback". You didn't say you'd want the improvement to be that high, but I went there to find the limit, to think how that would look like. Nineteen swings for a dirt block sounds boring enough to turn anyone away, so we shouldn't go There.

Is there a better middle ground between that place and the current? I dunno, in the current one I will indeed shovel with about 3 different shovels during a playthrough. Would I want to use them more often? Mining /  underground fortress -runs are fun, but those are pickaxes. Shovels? For when I need massive amounts of clay for .. some reason. Wtb a reason!

Even if such a reason was given in the meta (you Need to build your own base AND trader Doesn't sell enough cobble OR you Need plenty of forged iron and thus need clay for the forge, for examples), and I ended up using shovels a lot.. I'm fine skipping qualities. Especially when they're absolutely free for the most part; when you get your gear from questing, you don't need to make the forged iron for them, and thus a "lucky" quest will cut your iron and clay mining times by 20 mins each. Win-win, or lose-lose..? :)

If they disattached crafting progress from questing, and somehow made us make our own shovels; then for sure it'd be not just nice, but also required to have shovels improve every other rank. Otherwise we wouldn't spend the effort to make the upgrades. As long as they're freely granted by questing at rapidly increasing qualities, I can't say I'm too bothered.

TFP updated the game from some 100 block shapes (?) in A16 to now 1000 or 2000. They surely did all this work just to give you a glimpse of a really big useless menue while you select the shape for the horde fence, right?
Well, of course not. But they aren't giving us a reason, or even the ability to sit still building. You have a builder in your group, who is able to do that only because he has a group providing for him. He wouldn't get tools without you feeding him books. He wouldn't get water without you feeding him dukes. He wouldn't eat without you looting cabinets for books. So there's at least a minimum of questing to be done in the meta, it's practically mandatory. And as it is so much faster for improvements.. the meta points strongly to "quest until you Can build". And then you're building mostly for fun, the hordes are made impotent essentially by a couple Electric Fences. (Which you have to buy, or loot 30 books for)

They may Want the meta to be something different, but it is what it is. Atm it's questing. If your group manages to play different, great. Solos don't have the option.

As a miner, I'd be going nuts with random blocks remaining at 1-5 HP after two swings. I talked about breaking safes.. why do I do That when there's lockpicks, one might ask. Because the lockpick mechanic is infuriating. Stare at a counter for 20 secs, completely randomly breaking lockpicks; randomly enough to go "back" in progress several times, so there's actually No progress until it opens. Nothing you can do to do better, just keep listening to the error messages. I'll just save the inventory slot and a bit of my sanity by beating on it for 60 secs, at least I know it'll end. Random is fine, but some implementations ... no. (This isn't me randomly @%$#ing about lockpicking, this is me drawing the picture "I really don't like things being annoyingly random")

Have you tried making a good looking underground fortress? Even something simple, one with straight walls, with something like 15 wide 10 high 40 long, hollowed out area for horde fighting? Straight "cut stone" ramps for access, which need to be smooth so you don't bounce your way along them all the time? Trying to keep that in line, with blocks taking random amounts of swings to remove... ouch. Goes from relaxing to nerve-wrecking, every misplaced hit mean you'll have to swap to a repair tool and cobble up the dented stone wall. If I hate the randomness of 20 sec safes .. spending hours straight for tunneling with randomness.. I'd hate it.

Kage builds larger and more complex though. But Josh...
This. Kage occasionally builds something big and standalone, but mostly uses simple (if a little overbuilt) killing corridor stuff. Woodle's 49 or 70 day playthroughs, he usually slaps down a few block to make a corridor with a melee position and at the end of the season makes some kind of a bigger thing. This is also what I usually do; play until the character is strong enough to bother building something big, then build something big, or restart. No point in making something big early when you can make it fifteen times faster after a few dozen quests.

 
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If they disattached crafting progress from questing, and somehow made us make our own shovels; then for sure it'd be not just nice, but also required to have shovels improve every other rank. Otherwise we wouldn't spend the effort to make the upgrades. As long as they're freely granted by questing at rapidly increasing qualities, I can't say I'm too bothered.


I'll just compare it to the frequency of updating your stone axe. I know that our group generally updates every single step of our stone axes because the steps matter and naturally it is cheap. After that at least my motivation is much reduced, I might update, but only from habit. If part of that is the cost, that part is something TFP has to tune since they want to make crafting more relevant. But if I don't gain anything, why even bother, even if I use that tool extensively ?

Well, of course not. But they aren't giving us a reason, or even the ability to sit still building. You have a builder in your group, who is able to do that only because he has a group providing for him. He wouldn't get tools without you feeding him books. He wouldn't get water without you feeding him dukes. He wouldn't eat without you looting cabinets for books. So there's at least a minimum of questing to be done in the meta, it's practically mandatory. And as it is so much faster for improvements.. the meta points strongly to "quest until you Can build". And then you're building mostly for fun, the hordes are made impotent essentially by a couple Electric Fences. (Which you have to buy, or loot 30 books for)


We have two people who usually build, and one of them is me. And I do either quest with them or quest at the same times as they do.

When we build or repair the base, either me or the other builder (or both) has a plan and the other two non-builders help out with tasks where they don't need much to know about the plan (destroying blocks that are in the way, smoothing, distributing spike traps). I usually use a POI as basis and inspiration and so there is much redecorating and adapting to do. The other often creates a concrete/steel fortress for late game on an open field. Or one of us builders actually invests a few days or nights building while the other do quest or get oil shale from the desert or visit new traders or ...

You see, the builder(s) in our group are not really builders who build because they don't want to quest. There is no builder that is dependant on the others getting tools and food for him. It happens that I play FOR and am the designated farmer or I play STR and am the miner (in the night only then), and on top I build the horde base, at least partly and with help.

We also usually build incrementally. Our current horde base directly before the 3rd or 4th horde is a building with a path on ground floor where we can shoot from 2nd floor, then they go up the stairs and we have a "shooting gallery" there (and even limited possibility for melee combat) with us on the same floor. Then we also have the third floor where we can shoot at them from above into the shooting gallery as well and where we can retreat in case of trouble. And we have the fourth floor, as another retreat which actually was used already because of a building mistake that made the zombies reach third floor.

At the moment I am installing the first electrical traps, turrets against the vultures and dart traps. In two weeks I'll probably add more electrical traps and also on the task list is giving the zombies eventually access to part of third floor and fighting them from another sectioned off part of third floor. We always have different horde bases, we don't usually just build the same base again, it isn't something we want to have out of the way as fast as possible, we don't just copy a super-optimized base from the internet.

This incremental building means I am on average 1 days per week building, just like our miner is doing part-time mining only a 1-2 nights a week. We all do quests together, we all are sometimes miner or farmer depending on attribute on top of following the normal "game loop". You say: "So there's at least a minimum of questing to be done in the meta". A minimum? We are currently doing ~2 tier4 POIs on normal days, every one of us, and not because of anything forcing us to do it.

And this is even more the case in my single player game. There I'll have to make do with much less material. So I ALWAYS use a POI as basis for the whole game, and again, incrementally build it up. Naturally I am also the one getting the materials from mining, POI resource blocks and even buying it when I can, all on top of questing. But since my progress is usually much slower than in multiplayer I also have a lot more time to do this.

Have you tried making a good looking underground fortress? Even something simple, one with straight walls, with something like 15 wide 10 high 40 long, hollowed out area for horde fighting? Straight "cut stone" ramps for access, which need to be smooth so you don't bounce your way along them all the time? Trying to keep that in line, with blocks taking random amounts of swings to remove... ouch. Goes from relaxing to nerve-wrecking, every misplaced hit mean you'll have to swap to a repair tool and cobble up the dented stone wall. If I hate the randomness of 20 sec safes .. spending hours straight for tunneling with randomness.. I'd hate it.


I made 2 underground crafting bases and I think 3 underground horde bases, all different. When we made the hole to bedrock usually everyone helps. Four people, one or two with more than 1 point in miner69 get this done in a few days. Often without ramps, we want them to have fall-damage.

And as I said I don't know whether variable swing per block would be getting on my nerves, that is one thing to be tested.  I am not building for beauty so replacing a dirt block with a cobblestone block does not disturb me at all

Forgot to ask in the previous, have you asked this guy what he would think of random swings per block?


No, (apart from the fact that our miner is not always the same person) but what would his answer be worth without him trying it out?

 
Talking about traders, would it be possible to remove a trader from the list.

Now i am getting the same trader 2 to 3 times in the list.

And no option to remove them from the list.

 
what would his answer be worth without him trying it out?
Exactly as much as our discussion of it? :) Just curious. Heavy-duty miners often enjoy the deterministic drone work. Survivorship bias, maybe.

I said I don't mine a lot; that meant I don't mine a lot in the current meta. In LBD times it was fun just tunnelratting, watching the damage per swing roll up bit by bit. And the tools used to drop in damage once they got damaged enough; I would repair as soon as the swings per block would increase. Both were fun mechanics, or at least not annoying. No, actually fun: the breaking would give me an active decision to make, do I keep going or repair. If I'm annoyed, I can make it go away by throwing away a bit of oil and assorted other mats. But I didn't have to.

How about that for a compromise; let's not make the damage random, lets make it linearly dependent on the repair status (% of current durability). As higher tiers get more durability, the damage drop slows down, so each tier IS a notable upgrade - even if it didn't get any extra damage at baseline? You'll do plenty more damage per repair, or if you're keen on sticking to certain amount of swings per block, you'll save a lot of kits.

It sounds like a group game works quite different from solo; and I'm not surprised. The rare times I've played with a friend in the latest patches, setting up some sort of a base has been a priority. Just for the box-sorting hell if nothing else. And the hordes scale much differently for groups, I just defended a single electric fence against a d35 horde.. went fine until the third surprise demo got triggered by my penetrating .44s, took out the ele pole and most of the ramp it was laid across (box factory, the fallen roof that goes to the first floor, just an electric line across the ramp, no blocks added, no walls or nothing of that sort). My mistake was not checking my game stage, I didn't expect demos yet, would've set up a better shooting position for them.

So for the rest of the horde I spent couple in-game hours just parkouring around the Box Factory, killing things for fun. I did have a SMG-turret at the pre-existing jail door to fall back to if I was getting overwhelmed, but the thought never even crossed my mind until the morning chime.

But that's day 35.. if you guys are running two quests a day as 4(?), you're seeing first demos on .. d14? Not 7 already, I hope :) Makes for quite a bit of difference in approach.

I am not building for beauty so replacing a dirt block with a cobblestone block does not disturb me at all
What kind of a dwarf are you mate?!? In my neck of the woods, them's fighting words. I wouldn't replace a stone block with a cube, practically ever, and only if I can't make the right type, would I use a wrong type of terrain. My reference to cobble was that you can repair stone terrain using cobblestone. This of course is more for when I'm planning to live in what I'm digging; with mines I might be less strict about being perfect, but the dents still bug me.. :)

And ok, your miner is mining for one day a week. Yeah, the game absolutely allows for that inside the slack of the meta. I'd still say "I don't mine a lot" with those numbers.. :) Then again, single player, one day a week wouldn't accomplish much in the early weeks (before the upgrades are essentially over). Maybe a good ditch, maybe some small crafting/storage area underground.

 
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