V3.0.0 b259 EXP Update

I've suggested to TFP that they change all settings and descriptions to give numerical values to make everything transparent to what they do and by how much numerically. "very high" means the number is higher than default, but by how much? Not a clue, because using words to describe numbers is extremely vague.
Very high loot stage = easier, very high game stage = harder
 
I've suggested to TFP that they change all settings and descriptions to give numerical values to make everything transparent to what they do and by how much numerically. "very high" means the number is higher than default, but by how much? Not a clue, because using words to describe numbers is extremely vague.
Very high loot stage = easier, very high game stage = harder
You can probably get somewhat of an idea when you check the log because it prints the changed sandbox options with their internal value and display value:

It says stuff like:

Option RangedDamage: 10/200% (default: 7/100%)
Option IncomingDamage: 3/50% (default: 7/100%)
Option AISmellMode: 1/Walk (default: 3/Run)

So it's saying:

Option (Name): internalValue/displayValue (default: internalValue/displayValue)
 
They're 10 hours in by that time. Their loss ;)
yeah, they leave the BS review after being 10 hours in, so its TFP loss too. Horrible reviews affects their sales,
Ugh. Now they are considering removing more things to pander to the casual newbie crowd? Is this BI's influence? Either way, it's a sad state we are in when we can't have even the smallest chance of difficulty in the game. You want to make it so these players can't be killed? Add a game option to remove those from those POI. Leave them in for everyone else. It can even be enabled by default so people aren't surprised if that is really that big of a problem. Otherwise, let people grow a backbone and deal with a very rare potential surprise death due to those bears and dire wolves. If they can't handle that and rage quit, then so be it. There really aren't that many players who would do that. Maybe if it kept happening, but with the rarity of these, it wouldn't. I've quit games that were excessively difficult to where you have to keep doing the same thing repeatedly until you figure out just the right way to do something to manage to defeat the enemy. But that isn't the issue here.

#BringBackTheBear :D


Did they remove that, too? Why? That's not a low tier POI. That bear should be in that garage. Stop cheapening the game.

Looks like we'll need someone to add the original POIs (with bears and dire wolves) back to the game in a POI pack so we can use those and delete these kindergarten versions.
I play on permadeath insane nightmare speed 24/7 (as of this latest update it will be nighttime 24/7), I love difficulty more than the average player. However, you don't need the bear to have difficulty. If you want difficulty, that's what the 150 customizable settings are for.
 
what a weird scenario to build up...about a mythical gamer...who doesn't know that the survival genre is meant to have hard parts?

when people complain about this game...do the majority complain about it being too hard? too many bears or dire wolves?

this conversation does have me hankering to turn off POI level indicator. I miss randomly looting, not knowing how dangerous a situation you are walking into, the FAFO was real.
 
For the POIs that are now being considered too abrasive for new players. Why not just clone
them put a tag in the xml so that if a person picks default, the game spawns the non confrontational,
version, and any other choice spawns the real POIs. Expand the following thought for any item, entity,
other poi, parts, colors, cloud formations, particles, or any other nit that can be thought of and picked.

Take advantage of the Mechanic just added, it is a perfect candidate, They would look the same, just
have Laz replace the Bear with a chicken, so they would feel right at home. Options, are better than
turning it into the softer side of Sears version. 13 years of singular choices vs the 3.0 options has proven
this in volumes.

Pros: it would be a lot faster for conversions, The mechanic is already in place to facilitate it, it would be
seamless integration, The poi size in folder unless you had to change everyone would be less than 1g
extra storage. And thus we can just crack on. Cons: people will then find something else to "*" about.
 
For the POIs that are now being considered too abrasive for new players. Why not just clone
them put a tag in the xml so that if a person picks default, the game spawns the non confrontational,
version, and any other choice spawns the real POIs. Expand the following thought for any item, entity,
other poi, parts, colors, cloud formations, particles, or any other nit that can be thought of and picked.

Take advantage of the Mechanic just added, it is a perfect candidate, They would look the same, just
have Laz replace the Bear with a chicken, so they would feel right at home. Options, are better than
turning it into the softer side of Sears version. 13 years of singular choices vs the 3.0 options has proven
this in volumes.

Pros: it would be a lot faster for conversions, The mechanic is already in place to facilitate it, it would be
seamless integration, The poi size in folder unless you had to change everyone would be less than 1g
extra storage. And thus we can just crack on. Cons: people will then find something else to "*" about.
OR... they could just put a giant Teddy Bear in its place, so the newblings won't be scared and will cuddled and protected as they deserve... :sneaky:
 
OR... they could just put a giant Teddy Bear in its place, so the newblings won't be scared and will cuddled and protected as they deserve... :sneaky:
To pick up on this, I suggest to add a special bear that either runs away or does nothing unless the player gets to close to it or attacks it. That would still preserve some uniqueness of the POI without being too mean to new players.
 
To pick up on this, I suggest to add a special bear that either runs away or does nothing unless the player gets to close to it or attacks it. That would still preserve some uniqueness of the POI without being too mean to new players.
In general that would work, like in the open. But if it is the poi that I am thinking of,
that has the steps to the open basement, and the sort of dual cutout cave. The loot
area, is only a little larger than the bear, with only 1 exit, which is squeezing passed
the player. If that happens to be one of the first pois that they come across, that
would send a negative message. I was thinking more of a neutral one.

Because in that situation, instead of posting and being upset here, they will mass post,
to get views, then a meme, making fun of TFP similar to what has happened in the past.
Which will then ■■■■ one or more people off behind the curtain, then merry go round
and round again.

To expand on the other suggestion that I posted: to preserve feels. "If possible just make
a specific type of sleeper spawn volume. That has a tag; for all of the volumes presently
that are too abrasive, have Laz just replace it with the tagged one, that is controlled by
default selection. it is behind the scenes, TFP has total control, except if modded, nominal
amount of extra data size. All systems intact. Feelings and company reputation preserved.
Balanced and showing no extra favor one way or the other.

If TFP wants to stay true to form, Put the chicken or bunny in there or a deer, those are the
only timids. Then using the new sign tech. Have a sign, that says Next time there will be a
bear. Signed The Duke. So it does not become an expectation, instantly explains that
selecting differently will have different spawn results. Forewarned is Forearmed, and knowing
is half the battle.
 
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I agree that a Tier 1 shouldn't have a zombie bear in it, but this isn't a Tier 1; it's a Tier 0. It's just a remnant POI, not questable. Stuff like this adds flavor and 'lore' to the world. What's your best argument against something like this?
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This part, "Siphoning Strikes and Bar Brawling Vol 5 will no longer work without food or water"

My interpretation of this is if you're starving or dehydrated, like have zero as your food and/or water value, it won't work. Edit: If you're hungry or thirsty in 7DTD (not necessarily at zero health/water), you no longer get the 0.01/sec natural healing. I think they're saying if either of those debuffs are present, and the default regen/healing is not active, you'll not get the healing from either of those effects.

I don't think they're saying it now works like Healing Factor where it will convert your food and water into extra healing.

Maybe I'm wrong?
Not the person you were asking, but my best argument against the bear in a Tier 0 POI is that the tier of a POI is a general expression of its difficulty, so putting something like that inside of a POI that the rest of the game tells you to expect to be "so easy we can't even put a quest in it" is going to feel unfair.

I'm not saying that unfairness or surprise aren't on the table, as they definitely should be, but because of the way the game presents POI difficulty, that bear is unfair in a misleading way. It's not an unfair surprise in the way that a floor caving in and dropping you into a room where you have to fight for your life is a little unfair, but beatable, and you feel victorious if you make it. It's an unfair surprise that, by the time you find it, is simply not survivable if you're too low-level or under-geared.

IMO the bear should stay, but the POI should either be reworked into Tier 2 questable at minimum OR remnants should be able to be higher than tier 0 but unquestable. So Kodiak could be a Tier 2 (Remnant) POI to indicate that there is some element of difficulty but that it is not a questable POI, may or may not have good loot/harvestables, and does not have linear progression or an end loot container. Maybe indicate that a POI is a Remnant by replacing the usual skulls with broken ones. This opens up more "Remnant with a twist" options later down the road while allowing Remnants to feel fair.

If this feels too much like holding the player's hand, well, it's just a clarification of the already-existing skull rating system, on by default, that indicates to a player that the POI they are stepping into might be more difficult than they expect. Anyone who doesn't like that can turn it off in the sandbox settings.

Similarly, things like the Dire Wolf in the Animal Hoarder POI should continue to be a possible spawn, but if they aren't already, they should be gated behind a minimum gamestage. Honestly, if it's something that a player of the appropriate level for taking quests of that tier couldn't reasonably be expected to overcome without cheesing it, it shouldn't be in the POI, but I don't hate the idea of "upping the ante" in lower-level POIs for players whose gamestage is clearly well-above the expected level for that POI.
 
It's an unfair surprise that, by the time you find it, is simply not survivable if you're too low-level or under-geared.
Hmm; haven't killed that teddy for a long while, but I seem to think that it wasn't even an aggressive spawn. You'd see it before it agroes and might even need to actively poke it to get mauled. Whether it's like that or not, would that be fair enough for you, a simple "just don't poke the bear"?
 
Hmm; haven't killed that teddy for a long while, but I seem to think that it wasn't even an aggressive spawn. You'd see it before it agroes and might even need to actively poke it to get mauled. Whether it's like that or not, would that be fair enough for you, a simple "just don't poke the bear"?
Honestly? I'm pretty sure the POI was actually a tiered POI the last time I even saw it in the game. I feel like the bear is aggressive at least if you wake it up, but I don't really know for sure.
 
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