PC Weekend Arguments

Have cars get stuck and start to slip when running over a zed. Hit a stack of Zeds and you're practically done for.
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this is what a competent solution to the problem of transport looks like on a Bloody Night.

...and there is no magic like magnetic storms.

 
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Have cars get stuck and start to slip when running over a zed. Hit a stack of Zeds and you're practically done for.
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in the continuation - as a solution with a gyrocopter:

- on a Bloody night, the vultures do not vomit to the pilot, but simply throw themselves on the main rotor of the gyrocopter like a kamikaze, after which it falls.

 
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Why bother?
Who cares if someone runs, swims, digs or otherwise avoids horde night?

Let's stop trying to micromanage other people's play style and let them do WTF ever they want to do with their game.

Let them play however they want.
Again, i want challenges on horde night while driving for MY enjoyment. I dont care AT ALL how it affects you or anyone else. You might think u are the center of the universe and you may think people care about how u play. Newsflash, you and your play style, or anyone elses play style are not important to me in the slightest bit.

 
People like me are not caring about what other people do.What we want is for us to have challenges to face if we try to do such things, because that's how we want to play our game.

There are 1,726 different settings to make your game easier. There are zero settings to give us our game.
Mod it!

 
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Again, i want challenges on horde night while driving for MY enjoyment. I dont care AT ALL how it affects you or anyone else. You might think u are the center of the universe and you may think people care about how u play. Newsflash, you and your play style, or anyone elses play style are not important to me in the slightest bit.
Then mod it!

 
A possible balance for bloodmoon in the future releases may be. Don't disable the basic entity spawners on that night. Instead in spawning.xml add a line for "bloodmoon spawn group time="bloodmoon_night" that pulls from the bloodmoon level in entitygroups.xml, this would allow for the horde to come from everywhere, continuously until dawn. since they would be keyed on the players, no matter where you go in the 7dtd world you activate the spawners in that area continuously.

example: <spawn maxcount="20" respawndelay=".0016" time="Bloodmoon_Night" entitygroup="Bloodmoon_Horde" /> Then associate that line with the gamestage to change the spawn in the world that night.

 
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If we need to...as a last resort.

But for now we are having a discussion on balance that the developer, himself, is engaged in. Stating reasons why proposed balancing moves are not a good idea and what might be better is a productive response. Casting people as villains who want to ruin the fun of others is less productive.

A well produced game is balanced so that players don’t have to pretend glaring loopholes don’t exist. It’s interesting that even the opposing camp doesn’t disagree that there is a balancing problem but they want us all to just pretend it doesn’t exist and they do this on behalf of some population they are not even members of. The loudest objections are coming from people who don’t run away from the horde themselves—or claim not to.

It’s just non-forum-using friends and relatives they’re looking out for?

Personally, I am for having to drive skillfully to not hit zombies all night and I love Guppy’s proposal of loss of traction/ chance to wipe out increasing with each zombie hit— on any day. That sounds like a fun alternative to base defending that I would probably try so as to mix things up and have a more diverse playing experience.

 
Personally, I am for having to drive skillfully to not hit zombies all night and I love Guppy’s proposal of loss of traction/ chance to wipe out increasing with each zombie hit— on any day. That sounds like a fun alternative to base defending that I would probably try so as to mix things up and have a more diverse playing experience.
Ideas like this align well with the game. I seem to prefer the ideas that keep the zombies as the main threat.

The other more fantastical ideas are fun to read and imagine, but they seem out of place to me in this world.

In older zombie movies, you would sometimes see people driving through hordes of zombies like hot knives through butter. More recently I have watched scenes that are quite a bit more realistic. Zombie guts blocking the radiator, limbs jammed up in the wheel wells, wheels spinning on a mass of mushy gore, or simply the vehicle become overwhelmed by too many bodies and cannot push through anymore. In this world it seems feasible that I could hit a zombie and get slowed down enough to not be able to steer clear of the next one. I might even decide to hop off/out before too many hone in on the action.

There is this one episode of Fear the Walking Dead that demonstrates even being on a boat isn't totally safe from similar disasters. I think it was a hand or an arm that got sucked up into the boat's intake after driving over a floater and stalled the engines... until it was found and pulled out of the pipes. I don't remember the exact details, but I always thought it was awesome that someone thought of that happening.

 
It's also funny that additional unbalanced loopholes are thrown out there as some sort of reason to not fix the one that is being discussed. These examples don't make me want to give up on fixing the loophole. They just add on to the to do list. ;)

Rooftops of buildings were mentioned..

Vultures nesting on rooftops would be one way to make things interesting as well as the return of a vertical wall climbing zombie. Unless you prepare that rooftop ahead of time you will be fighting off climbers who can follow you up there.

Treading water was mentioned..

I like the idea of a water based enemy or just make it so zombie dogs can swim. Someone (Odetta?) mentioned that changing wood blocks to be able to be placed and to float on water would be a great way to give wood building a place in the world. Then, no treading would be required. Players could build a floating base with hopefully some appropriate threats to it that could be defended against.

Logging off is always mentioned..

Who cares? We are looking to add fun for those of us who stay to play the game.

 
I love Guppy’s proposal of loss of traction/ chance to wipe out increasing with each zombie hit— on any day. That sounds like a fun alternative to base defending that I would probably try so as to mix things up and have a more diverse playing experience.
I play Zombie Driver HD when I'm super lazy and don't want to go upstairs (it's one of the few games that works well on controller so I can just use my steam box thingie ma bob on the big tv), and that's the basic gist... you can shoot at them of course, but running them over is more fun, until you run over too many... then they beat your car to ♥♥♥♥ and you die. Good times.

At any rate, if it was actually dangerous to drive during horde night it would solve the alleged "problem" of people playing how they want, and making the people who hole up in a spike field jealous. We can't have that!

 
I gotta say, I like the idea of running over zombies giving trouble to the vehicle, maybe even have it so the fat zombies possibly explode on impact dealing more damage to the car than traction loss?

As far as balancing goes, I think a lot of things in the game are fairly balanced right now but i could toss out a few things i have been thinking about.

1. Scrapping Batteries - I know they are lead batteries and we get lead but what if there was a chance upon scrapping them we gained acid as well since that stuff is a pain to find?

2. Acid - Like my above question what about crafting it? Like take 10 Polymer, 10 Lead, Plant Fiber and 1 Bottle of Water in the Chem station, that could work.

3. What about a different bullet tip - Kinda like how we have the steel casings for the bullets now (Which is awesome by the way) why not something similar for the bullet tips?

4. Mining - I know the mining is pretty perfect right now, but what if you guys added that there is a very small percentage that hitting normal rock, not boulders can give some added resources like say maybe 5% chance or something.

Those are my thoughts anyways, i hope some of them sound good for the future of the game.

 
It's also funny that additional unbalanced loopholes are thrown out there as some sort of reason to not fix the one that is being discussed. These examples don't make me want to give up on fixing the loophole. They just add on to the to do list. ;)

Rooftops of buildings were mentioned..

Vultures nesting on rooftops would be one way to make things interesting as well as the return of a vertical wall climbing zombie. Unless you prepare that rooftop ahead of time you will be fighting off climbers who can follow you up there.

Treading water was mentioned..

I like the idea of a water based enemy or just make it so zombie dogs can swim. Someone (Odetta?) mentioned that changing wood blocks to be able to be placed and to float on water would be a great way to give wood building a place in the world. Then, no treading would be required. Players could build a floating base with hopefully some appropriate threats to it that could be defended against.

Logging off is always mentioned..

Who cares? We are looking to add fun for those of us who stay to play the game.
In addition to the vultures, my opinion is that for vehicle based escapes, water escapes, roof escapes, have the game simply spawn vultures. Considering that vultures can spit and essentially dive bomb you. There is no escape from them, sure one could use an AK to shoot them out of the sky. Anecdote, I remember when vultures were introduced in A16, and I had been wounded, now obviously there was no swimmer perk but, being in the water I would argue is more of a disadvantage than what others believe. Also, cop spit can still hit you in water.

Cop and vulture bile should also cause more damage to vehicles and other metal materials.

 
1. Scrapping Batteries - I know they are lead batteries and we get lead but what if there was a chance upon scrapping them we gained acid as well since that stuff is a pain to find?
The problem here seems to be a technical limitation. Currently it seems that you can only get a resource if you scrap something. This is not only the case for batteries but also for other things.

2. Acid - Like my above question what about crafting it? Like take 10 Polymer, 10 Lead, Plant Fiber and 1 Bottle of Water in the Chem station, that could work.
In my single player game I find sufficient amounts of acid for my needs. I don't know what the situation is with multiplayer games. I can imagine that there is a shortage because every player wants to have a vehicle.

3. What about a different bullet tip - Kinda like how we have the steel casings for the bullets now (Which is awesome by the way) why not something similar for the bullet tips?
In A18, hollow point projectiles are to be added. Possibly also other types of ammunition.

 
Yeah i hear ya, maybe they could make a workbench style table to allow you to deconstruct stuff and obtain various resources, I am playing on single player and I am more wanting acid for military fiber, multiplayer i imagine it is a real pain on highly active servers, im glad to hear that different tips are being added, will make for more ways to play, I can't wait for the baseball bat i heard was being added, im also hoping for more pistols, I would even be ok with a flintlock simply for fun lol

 
So many hours with my wife and family playing this game. I'd encourage peeps to grab some of those early alphas from steam and keep them just in case you can't get them next year or two.

Not the same game for me. I loved where it was going..hate where it went. Appreciate all the effort and dedication...just not for me. Got a gazillion times my money's worth..best value for a game ever. Thank you so much TFP..from the bottom of my heart..you made one of the most addictive and hopeful games I've ever played.

 
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In addition to the vultures, my opinion is that for vehicle based escapes, water escapes, roof escapes, have the game simply spawn vultures. Considering that vultures can spit and essentially dive bomb you. There is no escape from them, sure one could use an AK to shoot them out of the sky. Anecdote, I remember when vultures were introduced in A16, and I had been wounded, now obviously there was no swimmer perk but, being in the water I would argue is more of a disadvantage than what others believe. Also, cop spit can still hit you in water.
Cop and vulture bile should also cause more damage to vehicles and other metal materials.
I think this is a great idea. Increasing acid damage to vehicles + writing some basic path projection so they lead their shots, forcing one to drive unpredictably and evasively so they don’t get melted by the cops and vultures, sounds awesome. Acid resistant mods would be cool.

 
It's also funny that additional unbalanced loopholes are thrown out there as some sort of reason to not fix the one that is being discussed. These examples don't make me want to give up on fixing the loophole. They just add on to the to do list. ;)
Yes some people have claimed that closing off loopholes compromises their freedom, will make the game lose customers, will bring about the apocalypse etc etc. No use analyzing why these "reasons" are false. They simply want to keep using these loopholes because they have gotten used to them and can't imagine themselves adapting.

When people say that just quote MM.

Its an ongoing effort to remove loopholes.

Logging off is always mentioned..

Who cares? We are looking to add fun for those of us who stay to play the game.
Exactly. Being able to stop playing doesn't mean the game should stop being consistent. Games are balanced around themselves, not external factors like the ability of the player to go to the WC, write a console command or choose a menu option. It's like saying players have the ability to turn god mode on, so why do we have health in the game?

 
Great while it lasted! Amazing even, at times. So many hours with my wife and family playing this game. I'd encourage peeps to grab some of those early alphas from steam and keep them just in case you can't get them next year or two.
Not the same game for me. I loved where it was going..hate where it went. Appreciate all the effort and dedication...just not for me. Got a gazillion times my money's worth..best value for a game ever. Thank you so much TFP..from the bottom of my heart..you made one of the most addictive and hopeful games I've ever played. Everyone has to move on..sometime.
Well...it's not done.

Hope you'll check out future builds just to see...unless you need the space on your hard drive or something...

 
I thought you referred to blood moons.
Wandering horde size it tricky on servers, only 64 zeds are allowed at once for performance reasons, so if wandering hordes were too big POIs would be free to loot with no zombies.
I tested a lot wandering horde sizes to find out sweet spot for my server and found that around 130 is fine, never had any issues with no spawning zombies in POIs even while all biome spawns were multiplied by 10 so there were "wandering hordes" everywhere. But when I set hordes to 300+ the problem was that zombies got completely confused and stopped attacking players, they were uninterested in us.

Still, seeing 150 zombies coming your way and breaking through everything, also jumping over traders fence is a spectacular sight, so when you say that players can stay safe inside traders place during BM, I say - not on my server, they WILL jump over fence very easily and stay inside those walls up until player decides to leave.

Increasing biome spawns also resulted funny stuff as for some reason zombies love to hang around traders entrances, every time someone wanted to trade he had to run past 40-60 zombies and quickly close the door, obviously leaving the place was never done by using gates, only jumping from wall ;)

Please, if you make another zombie game, make sure you can have 300+ zombie hordes, it completely changes the game, thanks!

 
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