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Jihh

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  1. I mean, if it actually wasn't a huge deal there would be absolutely no point for Unity doing that. We can safely assume that they expect to increase their profits by a lot or else they wouldn't risk all that bad press. While you are correct that at first sight it looks to be a low price, the "bruh chill, we have reliable methods at hand, so just wait for the bill and all will be fine" (not an actual quote) attitude doesn't seem very trustworthy. So I completely understand that game devs don't chill despite $0.20 being such a low price. Most if not all game devs probably prefer to know costs before shipping their games, not afterwards.
  2. While I'm on the side of "if TFP says you can't money with mods, then you can't", simply because they have legally (at least in many countries) the upper hand and it's industry standard anyway (so it's not like they are THE evil company we should take down), I feel like most arguments on why after market products in that market have different laws than in many other markets aren't really convincing so far. But I also don't think we need to provide good arguments. If the law gives them the upper hand in that market than that's how it is, plain and simple. Of course you don't have to like it and you can campaign against it, boycott companies which use those laws, tell developers your opinion and so on and maybe in the long term it will change. But until then they still have the upper hand and can just issue a DMCA takedown, wether you like it or not. I guess my point is: If you keep coming up with unconvincing and irrelevant arguments (like the number of employees), you just make the argument of the other side look strong, even though they are as irrelevant, because differences between different industries can be adjusted in one or the other direction.
  3. With default setting it's usually 3n+1, so every three days starting from day 4. Also it's always at noon.
  4. My bad, I should've been more precise. They aren't allowed to directly make money, which is also quite common practice. Due to how Twitch integration works, they do make money, right? So what changed that MM now makes money, or did it always? What exactly was changed? So the way Twitch handles things is the reason MM makes money? I don't feel like a compromise is a reasonable expectation then, because TFP can't change how Twitch works.
  5. I survived my first horde night unharmed. But it was more luck than skill. It's difficult to explain my (really bad) setup. It was basically a spiral staircase with a door on top and a way to shoot whatever is behind it. But because there wasn't enough space behind the door the zeds tried to stack up and jump on my floor. With their occasional hits they destroyed the blocks that lead to my position before other zombies managed to destroy the door, because I repaired it occasionally. Thus they left me with nothing to do but shoot them from a safe position.
  6. I don't know @%$# about those mods, twitch integration, overlays and whatever was mentioned here as well, so I won't pretend I do and am thankful for corrections. (Actually I even hate when streamers use integrations, because then it doesn't feel like they are playing the game as I do, with all the effects, random zeds and random loot they get every few seconds) But I like to understand what's going on, because I'm curious. So that's what I understand. Please correct me, if I'm wrong or confirm if I understand it right: TFP doesn't allow mod developers to sell their mods, which is completely normal in the business. TFP welcomes mod developers and supports them by releasing the game in a way that makes mod development easy (no reverse engineering necessary). TFP at first doesn't provide Twitch integration, because of other features being more important. MM devs release MM which provides Twitch integration, which is completely fine so far. TFP later puts Twitch integration into the game, because they now have the time to do so. Both integrations exist side by side and everything is fine. Now Twitch changes their handling with Twitch integration by forcing streamers to use a certain overlay and giving 20% of payments to the developer of the integration. The result is that MM now generates money for their developers independently on if it was their intent or not. Thus the mod now breaks EULA. TFP now informs the MM devs about that fact and asks them to do anything about it. TFP then waits several days for any action, but the MM devs don't comply. Therefor TFP takes action by taking down infringing streams (only those who actively advertise MM) and releasing a statement on their website about it, where they also warn other streamers who use MM, but don't actively advertise it, to stop using it, or they will be taken down as well. Did I get the events and timeline right? If so, then I don't understand what the problem is. What do people expect TFP should do differently? They encourage modders to do their thing. There are boundaries and those are clear. MM devs, wether intentionally or not, ignored them and TFP told them about it. They didn't react, so TFP had to act, that's how it works. Everyone who don't directly profit from it (streamers who use MM, but don't advertise it) now have the chance to drop it, if they don't want any consequences. Also since TFP provides Twitch integration as well they can just use that for future content creation.
  7. I disagree. At least as long as mods drop on the same gamestage as T0 gear. I mean it would be pretty frustrating to find some nice mods and not being able to use them for quite some time. If you are still at 2 slot items and find 3 mods than you have to prioritize, make decisions. That's interesting. But not being able to use it at all isn't.
  8. I wanted that. Actually in another thread (with the poll about the progression systems) I made a comment that I find it quite difficult to compare those systems, because the tier progression is (was) pretty flawed due to power balance and mod slots. For some alphas now I always progressed through tier 1 and then always skipped each tier until their level 5/6 items, because level 1-4 were weaker than level 5-6 from the previous tier. As long as that isn't fixed (and I hope this patch did a good first step, I'll have to try it first) every progression system feels flawed, because there isn't a smooth progression. So I'm very happy about that change. Imho that's one of the best and most important changes in terms of progression they did in a long time. I don't agree at all. While I also dislike that level 6 items aren't craftable (at least I dislike it in the current and past states of the game), I think it's less of a problem now than before. Before we had a progression gap from one tier level 5+ to the next tier level 5+, so level 6 items from lower tiers were used for quite some time. With the change those level 6 items aren't as important anymore, because you'll be able to craft the level 1 item from the higher tier and it's actually better. Of course that means that making level 6 items from lower tiers craftable would make the progression even smoother, and maybe that change will follow, but at least there isn't such a huge gap anymore. It's just a small one that doesn't hurt anyone. Level 6 on the highest tier is another story imho. At least with how the game works now I think it should be craftable, but let's see if them being non craftable will make sense in the future. I was waiting for that change since they made the change from all items having 6 mod slots to the amount of mod slots being dependent on the item quality. It never made sense to me, because of the progression gaps it created. I just weren't vocal about it, because I'm not that active in this forum and am usually rather chilled and wait for what's coming.
  9. So then the change works as intented. At least from what I've heard. They wanted to make glue more scarce in early game. Once you have multiple due collectors you will be able to craft plenty of glue again.
  10. You could just make some tea from the water you find. Goldenrods are everywhere to make tea. So whenever you are thirsty, go to a lake and drink until full and if you happen to get ill, drink some tea afterwards. I've never done it that way, because thirst never was an issue in that game, but in theory it should work and it's even easier to do than a pill solution, because those pills would be somewhat rare, but water and goldenrods aren't. So even with a pill as a solution you would need to loot or do quests. Do you enter towns, or do you stay completely out in the wild? I'm asking, because you wouldn't even need to do quests or clear complete building for some water. Tons of buildings have multiple toilets and sinks on ground level. You just need to open the door, kill the zombies on ground level, loot kitchens and bathrooms. That's like five minutes work for two days worth of water. Then either do multiple buildings that day or one every other day. I get that due to your playstyle you don't made the experience on how easy it is to get water, but I @%$# you not, it's actually that easy to stay hydrated.
  11. I agree that they are forcing us to play a certain way in some regards. Like questing being the most efficient way to play and some stuff (like solar panels) being trader exclusive. I dislike that trader oriented gameplay, because it doesn't make sense in my opinion. If there were enough costumer for that many traders to live of off their business, then were are all those people? Also before A17 I always played with loot respawn off, so I'll have to explore the whole map sooner or later. But with quests resetting POI there is no point in turning loot respawn off anymore and thus I only visit nearby towns for their traders and when I need something specific. Also I don't think zombies digging down is a good way of making people go outside. I rather have pull factors than push factors. Magazines actually do a way better job here. They make me want to go outside. That said I stopped doing underground bases long before that change, so I didn't even need the change, but I'm still of the opinion that pull factors are a better way. But I absolutely disagree that the water change is forcing us to play a certain way. As I already explained that's just common survival mechanics in a survival game. Food and water shouldn't be a no brainer from the very first minute of playing, but they still are, as long as you do a bare minimum of tasks that can easily be done on the side. Of course, if people completely disregard the survival aspect of the game, there is a change they will have a shortage of water and food, but that should be expected in a survival game. I mean what's next? People saying that zombies are too strong, because they don't like killing them? Are TFP forcing us to play a certain way (killing zombies) by placing them everywhere? I know my last sentences can sound a bit harsh, but as I explained in my previous comments, I do realize that people play differently and I do think that's fine. I just don't think that including survival aspects in a survival game is a bad thing and TFP really are giving us a slack in terms of food and water. Even lighthearted games like Raft need you to invest more time in actual survival.
  12. I completely understand that you like to play in a very casual way that doesn't include caring for progress, but rather is oriented on exploring whatever comes your way. That's certainly a cool way to play, I do the same on the new Zelda game. While that actually works well to a certain degree in 7 Days to die, we have to keep in mind that it's a survival game. With the survival genre come survival aspects like scarcity of important stuff. Usually those games provide enough ways to overcome those scarcities, but it almost always takes some work. That's what we have with water now. In the past there wasn't any scarcity with water at all and thus it lacked the survival aspect. Now getting water is still so easy that you can be done with it after just 2-3 days. Therefor it shouldn't have a huge impact on your overall playing experience, but requires you to actually do a little bit of survival at the start of the game before you completely change a exploring playstile.
  13. You got me wrong. I know which one I need to use in game, I just couldn't name them here in my comment, because I didn't know the english name.
  14. As I said, of course you can play the game a way that thirst gets a problem, but as I also explained it's just two days of "work" (and that includes the first day where you spend most oft the time to get situated at a nice spot) to never have to worry about thirst again. And while I don't want to tell anyone how to play the game, it's still a survival game and thus sometimes you have to spend some time to survive. So I don't think investing two days to get your water problem fixed for the whole playthrough really isn't asked too much. I still didn't tell the OP what to do, but asked what way of playing lead to their problem, so I could maybe come up with a compromise that doesn't change their way of playing too much while still providing enough water to drink. Also since everyone needs a pot sooner or later everyone is doing some looting anyway, right?
  15. Yeah, that's my first thought. I sadly don't know the english names of the skills, but I'd add two more points, so they'll also get more magazines for wrenches and vehicles. While we are at it, I just realized that lucky looter took a hit in multiplayer games. Before you could let the lucky looter do all the looting and everyone benefited from it. But now everyone has to loot, so everyone get their magazines. I mean you can't expect from the lucky looter of the group to put points in every weapen someone in the team uses.
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