PC Whoever designed ''dungeons'' POI deserves a raise

Are you out of your damn mind? Do you want to be toting ONE bucket of concrete from the cement mixer to the wall you're building? Do you want to be able to carry 10 rocks? Slots are the ONLY way encumbrance works in a building/looting game.
If the choice is slot-based, weight-based like Skyrim, or item count-based like Stranded Deep, then I choose slot-based. It is the lesser evil. Both those other games I mentioned I found the inventory managing mechanic very very frustrating.

 
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I've played reasonably far in both Navesgane and RWG and if your complaint is there are too many POIs, then Navesgane is the worst culprit. Gut feeling is 70 to 80% of all POIs are dungeons (at least in towns) in Navesgane, versus about 50% in my RWG.
That may be solved adding more "POIs dungeons" to the RWG, maybe even the community can create new and they add it to the game.

I really think that if I developed this game, I would have one or two people ONLY creating new POIs like those, and adding it to the game, constantly, without new alphas or something, because more POIs means more variety and more variety means ... oooooooh pleasure

 
That may be solved adding more "POIs dungeons" to the RWG, maybe even the community can create new and they add it to the game.
No thank you. 50% POIs being dungeons is plenty. LESS would be preferable.

 
Are you out of your damn mind? Do you want to be toting ONE bucket of concrete from the cement mixer to the wall you're building? Do you want to be able to carry 10 rocks? Slots are the ONLY way encumbrance works in a building/looting game.
Hey now, you guys are the one that want an encumbrance system so badly, because its realistic thst you get slowed down by holding lots of stuff. So a system that actualy does his instead of making basicly random slots and items causing 'encumbrance' that makes no sense.

Why exactly would a system like arks NOT work? Its makes encumbrance an actual bloody challange instead of tetris which is the whole reason for adding an encumbrance system... challange (for those that want it)

And yes im in favour of a encumbrance system, an optional one that people can choose to play with or not if they find the mechanic too punishing/unfun. Never said i would turn that option on but im fully behind it being there for people that want it but again, not forced.

We need more base game options so that modders can focus on making cool ♥♥♥♥ instead of fixing un fun mechanics (its also really hard to recommend a game to a friend and then go... yeah just downlosd these 300 mods before you play so you can see what this game is actually like.)

 
Apart form the POIs that are supposed to convey "story", I don't get why the crawler POIs aren't just procedureally generated.

EDIT: I haven't actually played A17 yet.

 
Apart form the POIs that are supposed to convey "story", I don't get why the crawler POIs aren't just procedureally generated.
EDIT: I haven't actually played A17 yet.
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Why are you posting then .... exactly???

 
How much do you think 1m³ of concrete weighs? Because that would not be a fun building game I can tell you that!

Yes it works in eco (where you can carry max 1-10 blocks) but that is because its a whole different game! In 7d2d everything building related would come to a halt.

 
How much do you think 1m³ of concrete weighs? Because that would not be a fun building game I can tell you that!
Yes it works in eco (where you can carry max 1-10 blocks) but that is because its a whole different game! In 7d2d everything building related would come to a halt.
Haha yeah I wonder just how many people here have actually worked with concrete.

I helped lay out a driveway when I was in my twenties and was in great shape [or so I thought].

I got humiliated by the workers who did that stuff every day.

I had NO IDEA they were in that good of shape.

Concrete is bloody heavy!

 
Weight could be done, but the question is wouldn't a proper weight system that's not tedious end up being similar to a slot system?

You could do a perk tree for weight of building related materials so things like concrete are easier and easier to carry as you level. Each level could reduce building material weight by a percentage so that you eventually could carry an enormous amount of it if desired.

No system in a game like this is going to be realistic. It just wouldn't be fun if it was. And I think by the time you actually made a weight system in the game - you'd eventually end up with mostly the same as we have now.

There would be a few positives with a weight system of course - like the current issue with a single feather in a slot encumbering you no longer being a problem. But, the obvious negatives are there as well. I'd say it's not really worth the trouble. I'd rather they focus on other things.

 
No system in a game like this is going to be realistic. It just wouldn't be fun if it was. And I think by the time you actually made a weight system in the game - you'd eventually end up with mostly the same as we have now.
Could have stopped right there. :smile-new:

 
There's no instructions or manual for this thread.

I can't find the constructive part and the clock on the front of it keeps blinking "12:00".

There's literally a dial-tone coming out of its speaker and someone apparently stuck a note that said "OUT OF ORDER" to its side, but the sticky stuff on the note was old so the note fell off and was on the floor upside-down. WHY the HELL can't they make decent sticky notes anymore?? I know you can buy the Super-Sticky Notes....but then what are the regular ones supposed to be for??

WTF???? How difficult can it be to get everything right!?? Why does everybody ruing my experience!! Everything sucks and they don't want to make it better. They deliberately did this AND they're not trying hard enough. Finks.

This used to be called Acute PMS...but now??...oh no...just try to say that and a white van will pull up in front of your house. I can still say it because my friend's initials ARE "PMS", but I have to be cautious. Always cautious....

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-Morloc

 
Weight could be done, but the question is wouldn't a proper weight system that's not tedious end up being similar to a slot system?
You could do a perk tree for weight of building related materials so things like concrete are easier and easier to carry as you level. Each level could reduce building material weight by a percentage so that you eventually could carry an enormous amount of it if desired.

No system in a game like this is going to be realistic. It just wouldn't be fun if it was. And I think by the time you actually made a weight system in the game - you'd eventually end up with mostly the same as we have now.

There would be a few positives with a weight system of course - like the current issue with a single feather in a slot encumbering you no longer being a problem. But, the obvious negatives are there as well. I'd say it's not really worth the trouble. I'd rather they focus on other things.
Balancing the weigth of items/how much you carry is a balance issue for sure... but the joy of that is we can have a slider with a multipler on it for how much the player can carry, want encumbrance but find 'realistc' setting unfun? Change a setting.

Its suprising how many people are going 'nooo that would be too much/not fun'. and the system we have now? Too much, not fun and not even configurable.

I would however not be in favor of perks affecting it (i dont like ANY of the perks that make game mechanics (food and drink, illness, health regen, jump height) a none factor, perks should be at the most a minor increase to an alreadly balanced system (read: balanced to be playable with no perks)

 
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Balancing the weigth of items/how much you carry is a balance issue for sure... but the joy of that is we can have a slider with a multipler on it for how much the player can carry, want encumbrance but find 'realistc' setting unfun? Change a setting.
If everything players debated about in this game turned in to a setting - there would be so many settings and options that the game would be near impossible to balance.

I love options too - who doesn't? But, certainly not while a game is actually being made. When you're listening to feedback on various balance-related problems - if you have dozens upon dozens of settings for every core mechanic - how are you going to properly evaluate where each person is coming from when there could be an enormous amount of combinations in how people are playing.

No method is perfect - but the best thing they can do is just develop towards their vision and in cases where what they put in is not liked by the majority then make changes and move forward.

After it's all said and done - maybe then we could have more options. If not - the 'xmls' are in all intents and purposes 'options' they just don't have a GUI associated with them. There are hundreds and hundreds of options in the xmls that require just a simple number change. If all those were in a GUI - everyone would be playing a vastly different game from each other and balance and feedback would be chaos.

 
If everything players debated about in this game turned in to a setting - there would be so many settings and options that the game would be near impossible to balance.
Yup ... this! ^

 
How much do you think 1m³ of concrete weighs? Because that would not be a fun building game I can tell you that!
Yes it works in eco (where you can carry max 1-10 blocks) but that is because its a whole different game! In 7d2d everything building related would come to a halt.
Doest have to be accurate to real life obviously. Each item adds percentage points, when u are over 100 percent u are encumbered. Its been done before.

 
If everything players debated about in this game turned in to a setting - there would be so many settings and options that the game would be near impossible to balance.
I love options too - who doesn't? But, certainly not while a game is actually being made. When you're listening to feedback on various balance-related problems - if you have dozens upon dozens of settings for every core mechanic - how are you going to properly evaluate where each person is coming from when there could be an enormous amount of combinations in how people are playing.

No method is perfect - but the best thing they can do is just develop towards their vision and in cases where what they put in is not liked by the majority then make changes and move forward.

After it's all said and done - maybe then we could have more options. If not - the 'xmls' are in all intents and purposes 'options' they just don't have a GUI associated with them. There are hundreds and hundreds of options in the xmls that require just a simple number change. If all those were in a GUI - everyone would be playing a vastly different game from each other and balance and feedback would be chaos.
Not really no, a log file (part of most bug reports) will show game settings. A GUI for editing rhe XML values is eaxctly what im asking for (this is almost the same as having the options in game) and would be simple as hell to create, half an hour in C# to make somthing that reads all the variables and outputs them.

Thats the advantage of a lot of options, they do not need to be balanced at all: they can be fun settings for making the game fun. Balancing the vanilla experiance is fine and there is no damn need to balance edge cases (if crafting timers were to go back to being an option (unlikely, the fun police decided a few alphas back that they dont care if you want them or not, its forced) does this need to be balanced? Not IMO its a QOL setting that does nothing to hinder the 'balance' of the default settings)

So basicly what you are saying is because some people dont like an option (log spikes, running zombies, crafting timers, whatever else TFP decide to remove) they should just mod the game or stop playing? Thats a good way to drive away customers.

 
Doest have to be accurate to real life obviously. Each item adds percentage points, when u are over 100 percent u are encumbered. Its been done before.
So..... you want selective realism then?

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