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Grue

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Grue last won the day on January 30 2023

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About Grue

  • Birthday April 1

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    Part ocular bat, part unusual hoon, and part man)
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  1. Or make that variability part of the game settings instead of taking that control away from the players...
  2. By the way, what happens to the Military Stealth Boots? Are they still only available through crafting from that one book? Did they get taken out of the game? I always liked those because they were crafting only, if you wanted them you had to actually work for them, not just get lucky while rooting through a dumpster.
  3. That is a very, very narrow interpretation of a tower defense game and it is also a poor excuse to justify bad design choices. Like @Vedui said pre-A17 defenses had to be layered and cover more than one angle of attack like -gasp- an actual tower defense scenario. Now players are forced to use some variation of a cattle chute design to manage the flow of zombies. Even the youtube videos are boring now. Instead of running around and actively defending, people just stand in one place and shoot at the conga line. Active defense was the fun part! Actually having to move around and fight from all sides and rushing to repair a breach in the defenses between waves only to realize they are attacking the south wall now instead? What you guys seem to be missing is that for a lot of people the building and maintaining their base IS the game and that is way more "tower defense" than -waves vaguely- whatever it is you guys are currently trying to do. Do you really think that!? I think anyone who does a lot of building would agree the AI changes made base building almost comically easy. You can AFK a max zombies day 7000 horde with the current AI. Actually it is not even base building anymore. It is crowd control. The zombies are so amped up you can't afford to let them touch any surface for more than 10 seconds, so all the designs just run them through some variation of a cattle chute. A16 hordes were much more fun and challenging. At least the buildings had different sides. Now it is completely linear. You have the cattle chute and you stand in one spot and shoot/swing your weapon in one direction until they quit coming. Once you build your base which is always a variation of the same basic design now, horde nights are literally boring. The time crunch of getting your base repaired between attacks is was a major factor in playing the game, that created a need for resource management, time management, shoring up weak spots, planning additional defenses... Now you dust off your horde base once a week, run a bunch of zombies through and forget about it until next week. Maintenance is down to 5 minutes touching up chipped paint and topping off ammo. Is that really the plan? Almost as if players have been pushed, and pushed, and pushed into a more loot-centric Murder Hobo playstyle that requires cramming as much as possible into your pockets as you locust from one POI to the next. First, thank you for a well reasoned response. For the record, I am firmly in the zombies should act like zombies camp. They should not be laser guided structural engineers. But it is not a completely black or white, zero sum game as you put it. If you recall from A16, yes zombies would come from different directions and kind of randomly "test" your defenses. They would get stuck on spikes, beat on the closest wall. Typical zombie behavior. But what happened if they breached the wall or broke your door? Now that there was a path, all the ones nearby would go for it and pour through. Now, as a defender, you have a problem. My point is, the pathing was already there, A17 just cranked that pathing up to 11 and gave them the magical ability to target the weakest wall from orbit. Now, if you recall, A17 also drastically increased block damage at the same time. Which in combination effectively turned the zombies into guided ordinance that would find and exploit the weakest part of your defenses faster than you could say "Oh @%$#!" This completely negated about 75% of static defenses, spikes, moats etc. are nearly useless and the only good wall, is no wall at all because they would just drill through anything you put in front of them in 10 seconds flat. This essentially forced players to to channel them down a path or they will make their own. It went from defending your base, to defending a single linear path. Oh and A17 also took away barbed wire.... which let's face it, was a total @%$# move. Which brings us to Tower Defense Since people keep randomly invoking the concept of Tower Defense (as if emulating @%$#ty browser games is some kind of holy grail to be aspired to), I will put it in those terms. I would submit, that having to defend your entire base, which often includes literal towers, from attacks coming from all sides is more like defending a tower, than exploiting obnoxiously linear pathing to kill a conga line of zombies. Yes, some pathing is necessary, but we are way up in the "too much of a good thing" territory in terms of the AI pathing, especially if you give them the ability to flawlessly detect and hone in on the path of least resistance.
  4. I completely agree, they have it reversed. The crafted items should be superior to loot because it requires a lot more effort/resources to craft something vs ninja-looting skyscrapers. For what it is worth, I have a small mod that adds the +1 crafting back on the nerdy glasses, but only when you are also under the influence of the Nerd Tots.
  5. Lol, my sentiments exactly! With crafting tiers locked behind looting dozens of magazines, AND capping it at Blues... It seems like good odds that you will loot a tier 6 of any given item long before you will ever be able to craft a tier 5 of the same item. Which would make the whole collection of magazines and item crafting itself an exercise in futility. It feels like the player agency/control inherent to being able to craft the things you want/need is taking a back seat to an RNG grindfest.
  6. You heard it here first folks, someone accidentally found "useful stuff" missed by the dev team. As this exploit might inadvertently lead to viable gameplay, Looting is officially OP! Next patch will completely remove the loot tables and replace everything with magazines. Remember it only takes ten "How to Eat" magazines to unlock the ability to digest higher tiered foods like Snowberries and Yucca fruit.
  7. It is a moot point now, but since you asked. I suggested it would be better to simply keep water collection the way it currently is. You listed all the other less preferable ways to obtain water and then acted like that addressed my concern, which it didn't. That gave the impression that you either completely missed the point or were deliberately talking around it. We would not need to loot water, if we could collect water as we always have. We would not need to buy water, if we could collect water as we always have. We would not need a dew catcher, if we could collect water as we always have. Thus none of those solutions are appreciably better than simply maintaining the status quo. Or to put it another way, the changes appear contrived, add needless complexity, and do not appreciably improve the game.
  8. Now that you mention it, I have hated the zombie AI since A17. Please bring back the zombies that actually act like zombies instead of the conga line of structural engineers who magically detect and path to the weakest block. It was far less predicable and exploitable when the zombies would just swarm in waves and start beating on random parts of your walls. Now all horde bases are basically identical because the zombies are too "smart" for their own good. I'm sure Crater will get right on that. Actually it is far worse than that. Instead one schematic you need, the thing you want is locked behind collecting a dozen magazines. And it will be the same dozen magazines every time you play. No more "Jackpot!" moments from getting lucky with a forge schematic on day 1, Or debating spending points to get the recipe you need vs waiting for the next trade day to try to buy one. The RNG for schematics may have been fickle at times, but it also made every play though unique. And for most things there was a fall back of spending points to get what you could not find.
  9. Granted it's probably not the majority of people, but neither is it an edge case for people who play in groups to divide their labor, for example on a community server supporting a streamer. Or even solo gamers who want to play a low-loot, self-sufficient type of game. My point is to shine a light on the fact that not everyone plays the game as a roving murder-hobo rummaging through one POI after another. If they keep chasing that lowest common denominator, it becomes recursive, and everyone plays that way because it is the only way left to play. It would be nice if the devs would kindly take their thumb off the scales to force gameplay in that direction. And you are right, one would hope that a good group would help out the support people back home building things and making the hobo stew for everyone. I recommend a google search to help clear up the historical reference. https://gprivate.com/62uqp That generalization is patently false. Just off the top of my head: Green Hell, rainforest. The Long Dark, surrounded by snow. Raft, literally floating in water. I am not the least bit angry, Roland. If anything, I am just sick and tired of disappointment. We are a decade into "early access", that excuse ran its course long ago. Besides, playtesting implies they actually listen to the feedback from us peasants at some point in the development process, which all too often does not appear to be the case. Most of the time when I see someone try to give feedback, people like you (often specifically you) shout us down to defend whatever the newest questionable mechanic is as if your life depends on it. Thank you for finally addressing my concern.
  10. Water: Point 1: Your alternatives to being able to collect water from the environment is basically the equivalent to saying "Let them Eat Cake". You can loot or buy any resource, but that is a good excuse to remove chopping wood and mining from the game? Obviously not. Point 2: Even if the goal is to remove all "containers", that does not necessitate removal of the ability to collect surface water. Balance: Point 3: Basically all you are saying is here "Too late now! Lay back and take it, it will be over soon." Point 4: If the game is so bloody broken that your best solution is to "tuRn oN GoD MOdE", then what does that say about the balance of the game? You really mean to tell me that I am the only one who likes building bases? Or mining? Or crafting? Someone has to stay home to build, at the very least, a functional horde base for the group. Or is base building "not the norm" in your opinion? Do you just run from one POI to the next looting piles of garbage with no place to store any of it?
  11. I see you are not a fan of thinking ahead to avoid mistakes. Have you heard the saying, "An ounce of prevention is worth a pound of cure" or perhaps, "Measure twice, cut once"? The time to correct course is before the mistake is made. It is far better to give the feedback at the concept stage than to wait for them to @%$# things up then complain about it after the damage is done. By then, they will have already wasted the dev time on their new anti-features so they are more likely to fall victim to the sunk cost fallacy and run with it, than they are to correct the completely foreseeable problem(s) they should have avoided in the first place. The choice to go to the nearest pond/river/swimming pool to collect as much dirty water as I need. Yes, it still needs to be boiled for food/drinks, but I should still be able to go get it in virtually unlimited quantities outside of a desert biome. I keep hearing people say some variation of it being for game balance. That's fine, but if the implementation is anything like the A20 farming nerf, hard pass. They made farming such a low-yield, pain-in-the-ass, time sink that it is practically not worth the effort to farm anymore. Adding more pointless grind and wasting my time does not make for better gameplay. As it stands, it sounds like this water nerf is just adding a pointless resource bottleneck and wasting my time for no good reason. So let's assume, as Aldranon suggested, that the river water is contaminated with cesium for the sake of storyline and balance, what then? For things like glue, that should not matter, we should be able to collect and use dirty water in bulk for that as we always have. For food and drinks, logically more processing would be needed to clean the water and make it potable. Filtering, boiling etc. That makes room for a water purifier to be added in late game to handle filtering/decontaminating large quantities of dirty water. In the mean time, there is the dew catcher comes in to provide a more limited amount of clean drinking water with minimal processing needed. Low quantity/higher quality that is the trade off. The goal being to make the dew catcher they want to add an optional extra instead of a forced bottleneck. Ironically, my playstyle is about doing very minimal looting. The bulk of my time is spent mining, crafting, and base building. I would rather craft a new tool than go loot one. Under the current system, if there is something you want right away, a crucible for example, spend points on it. If you rather wait try your luck at finding a working crucible or crucible schematic by looting appropriate POIs, more power to you. With the proposed changes, instead of needing to learn/buy/loot a single schematic, it now appears the crafting is going to be locked behind looting a bunch of magazines. All that does is add more grind and I don't see how locking both the schematics and item quality behind a paywall of a magazines is going to make the game better in any appreciable way. But that is almost beside the point. I am still a bit wary of "overhauls" because the A17 skill overhaul was a steaming pile of dog @%$# and it took them literally years to make it viable again. To put it plainly, the value of the proposed changes does not seem to outweigh the risk that they will @%$# it up from a basic risk/reward perspective. Once bitten, twice shy. Water is daily necessary on a survival level, by comparison using a forge is a luxury. Your character won't die for lack of a forge.
  12. And yet you still managed not to address the points made in the argument. Thanks for your non-contribution.
  13. You know what would be real simple? Taking a jar down to a @%$#ing stream. That is simple. Yes, Green Hell has dew catchers, that does not mean 7d2d needs to do it too. Even if you just "want to use this cool dew catcher model someone made", then by all means add it to the game, but it certainly doesn't make any sense to get rid of stone age concept of collecting river water to force players to use the new dew catcher, does it? For one thing, Green Hell has dry seasons, 7d2d does not. And even in the dry season players could simply build near a source of water, and thus not need one. It comes down to player choice. The way this mechanic is proposed to function takes more player choice away from the game than it adds. Honestly it is not even the addition dew catchers that @%$#es me off, it is removing the concept of "things that hold water" (i.e., jars) to force me to use a dew catcher that literally outputs jars of water that makes no @%$#ing sense whatsoever. Players should at the very least be able to ignore that dew catchers exist if they do not want to use them, and have them as an option in a desert biome where they logically might some have a use for it. Please stop railroading players with mechanics that should be at the very most, optional. Which brings me to the skill system. The current skill with experience points and collectible schematics strikes a reasonable balance, no need to waste dev time reinventing the wheel for this ridiculously convoluted magazine-based education system which forces people to waste time collecting McGuffins. Players want to play in a sandbox, not a cattle chute
  14. Quite frankly, they need to stop @%$#ing with core mechanics and focus on actual content. A21 is shaping up to be another steaming pile of @%$# like A17 was.
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