PC When do you stop playing your world?

Usually happens before day 14 for me on 60 min days, by this time I am often high level, have near top tier gear, have 0 food or water problems, and at this point there just is not anything else for me to go out there to find, so I just quit. Bascially I like to collect gear, and its too easy to get nearly maxxed out in the game. The beginning of the game is honestly the best fun I have, before getting established having to hunt for stuff I need. Sometimes struggling with some things. I love the rng nature, one game I can get a chem lab up and running on day 1-3 due to getting lucky at trader or looting, other times I don't find one for weeks. I love the fact you can get almost all recipes as schematics, makes every game different due to the situations your in with what you have found. I also play 0 int builds, the only skill I get in intel is usually the forge skill which just requires the base int of 1 to get. I also never use placed junk turrets except on horde night as I feel they are overpowered and too exploitable, they are too useful for what they are and it ruins the game experence. IMO the player should have to stay within 1-2 meters of it, for it to fire, this would balance it, that and remove all knockdown it has.

The fact you keep fighting the same carbon copied zombies gets boring fast, i'd be nice of each model had different skins, just for more variety maybe diff stats too, since the stats are just xmls anyway. The new zombies in a19 look nice, but its still the same problem: same carbon copy zombies, it especially looks silly when you find a horde of them and they are all the same one. Only one this is kinda OK with is soldier and hazmat zombies.

I usually play a ton when a patch first hits, but shortly after I usually take a break from the game for months till another new alpha hits, as there just isin't enough content to keep me intersted for long periods.

I also play dead is dead, I die, I delete the save, sometimes the world too, so each game I start with a new char and sometimes a new randomgenned world to explore. You play the game much differently when you do not allow yourself to respawn, your MUCH more carefull. I feel insane difficulty is pointless if your going to let yourself respawn, its supposed to be a survival game, that said I haven't been brave enough to try dead is dead on insane difficulty yet, if I did, I still would not abuse the overpowered junk turrets, as they take away most of the little skill the combat needs if you use them. If I ran a server i'd comment junk turrets out of the game entirely myself.

 
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Level 150+ at D60? I'm assuming you have the xp cranked up?
At one point in time it was set to 150% because of the difficulty ranking.   And yes, it's possible to do that with a group, shared missions, 90 minute days, and XP boosting items during horde nights.

 
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Ramethzer0 said:
At one point in time it was set to 150% because of the difficulty ranking.   And yes, it's possible to do that with a group, shared missions, 90 minute days, and XP boosting items during horde nights.
Yes, imo xp from shared quests is seriously broken. It should split the base amount of xp between the players. Now it increases the base and then splits that, which results in your situation.

 
Yes, imo xp from shared quests is seriously broken. It should split the base amount of xp between the players. Now it increases the base and then splits that, which results in your situation.
imho the game is currently balanced for SP in some points and MP in other parts. But far from perfect in both. I doubt it is even possible to balance it for both without adding many different settings.

Shared z-kill XP in Multiplayer is some kind of overpowered, as the gamestage value is also added up from the top 5 players and with shared XP they level much faster. On the other hand multiplayer becomes difficult without shared XP, because most people take "roles" in multiplayer and some of them take roles that give you almost no further XP and because of that role they are also not good in fighting and the other players will kill most Zs even before that player has a chance to kill them. It's also anoying in MP without shared XP if one player almost shoots down a zombie and then another player gets all the XP because he just accidentially lucky shots the Z with his crappy bow.

Missions depend of the mission type. Devide the XP between all attending players sounds fine, as 3 players actually can do it quicker than just one. A fetch quest might be a little bit more difficult if you just go for finding the supplies quickly and not clear out the poi.

Burried supplies... hmmm, don't know. Maybe they should just be for the loot and give no further XP?

On the other hand, imho singleplayer is far to expensive. I tried it multiple times, and because you don't have other players with roles that add up, you need to do and skill everything on your own. I will never be a friend of playing 7d2d singleplayer.

 
Yes, imo xp from shared quests is seriously broken. It should split the base amount of xp between the players. Now it increases the base and then splits that, which results in your situation.
I'm not sure what you mean by that.  I guess I should clarify I've no particular issue with how my group plays, how fast we level, or when we stop. 

 
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I'm not sure what you mean by that.  I guess I should clarify I've no particular issue with how my group plays, how fast we level, or when we stop. 
Rough example with not looking up the actual numbers. By yourself you get 1000 xp for a certain action. With three people you get 4,000 split 3 ways. You get more xp per person for the same action.

 
Rough example with not looking up the actual numbers. By yourself you get 1000 xp for a certain action. With three people you get 4,000 split 3 ways. You get more xp per person for the same action.
I got that, but are you saying this is a problem?

 
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Deadalready said:
So I'm curious, when do you feel like you've "completed" a run?

At what point do you consider yourself "finished" with a save game/server/build/character?
I recommend no later than Monday June 29th.

 
Why would I say it is seriously broken if I didn't think it was a problem? Did you seriously just ask me that?
I sure did.  I am attempting to discern if the basis of that argument means if its a me problem or its a you problem.  I'm having fun with my game, so.. it's not a me problem.

 
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I sure did.  I am attempting to discern if the basis of that argument means if its a me problem or its a you problem.  I'm having fun with my game, so.. it's not a me problem.
Pretty obviously I am referring to my own opinion. Kinda hard for me to post your thoughts don't you think? Seriously dude, just think a second.

 
Pretty obviously I am referring to my own opinion. Kinda hard for me to post your thoughts don't you think? Seriously dude, just think a second.
*squint*   Uhhhhh, you kinda posted your complaint at me, using me an example of what you don't like.  I'm not sure what you're going for, but the more aggressive you get, the more I realize my hands can only hold so many tiny violins.

 
*squint*   Uhhhhh, you kinda posted your complaint at me, using me an example of what you don't like.  I'm not sure what you're going for, but the more aggressive you get, the more I realize my hands can only hold so many tiny violins.
Hmm, aggressive? I responded to your OP saying I assumed you has xp cranked up and that was why you were leveling so fast. No "complaint" about it, simply statement of fact. You said I was in fact right and you did have xp cranked up. The you start being unable to understand basic thiongs like what I post is naturally my own opinion... well duh. I'm done, you won't understand this post either evidently.

 
Clearly not.  Your complaints are about as qualified as the logical pathway you took to get there.  But sure, let's call that my fault.  💩

 
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