7 Days To Die Wildcard Wednesday - March 13, 2019 |
- Wildcard Wednesday - March 13, 2019
- Good luck supply drop landed on my base while I was clearing a POI :)
- 7 Days to Die meme, made by me. Who just loves screamers?
- Real life hidden stash [OC]
- Can we be honest about 7DTD?
- TIL: It is possible to spawn on a mine.
- Entrance to the new base my friends and I built
- Anyone else having terrible performance?
- Madmole shows off new RWG feature both forests and deserts
- Alpha 17.2 what is the best weapon you can build with mods? It can be melee or gun.
- Just jumped back in and 7days is using all the Ram
- bandits?
- So I haven't played since before A17 launched and might get back into it. What should I expect?
- Clay? ? ?
- I live stream on YouTube, yet no one watches?How do I Gain a following of people that watch and play this game? Tips? Advice? Anything.
- Check out our NEW random blood moon series. We have it set to 0 warning... should be a lovely surprise.
- R/idontupdatemygame
- STOP after 20 hours
Wildcard Wednesday - March 13, 2019 Posted: 13 Mar 2019 10:11 AM PDT Please use this thread to post anything you might have missed from the schedule below
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Good luck supply drop landed on my base while I was clearing a POI :) Posted: 13 Mar 2019 03:59 PM PDT
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7 Days to Die meme, made by me. Who just loves screamers? Posted: 13 Mar 2019 04:25 AM PDT
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Posted: 13 Mar 2019 10:35 AM PDT
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Posted: 13 Mar 2019 02:48 PM PDT First and foremost, I've been playing 7DTD since alpha 7, when the world didn't have seamless terrain yet and I've invested about 1000h into the game trough the updates. As it goes so often, a bug made me loose interest in my current playtrough. I've been reading trough the official forums, steam forum, and reddit today, but nowhere I'm able to find an opinion that isn't completly polarized one way or the other. Then I stumbled on this: https://www.reddit.com/r/7daystodie/comments/b0idga/stop_after_20_hours/ After seeing that post I now feel prompted to elaborate on the underlying point, because it's hard to get if you only watch the video. I'm doing it in a separate post for the sake of visibility. You see, this right here is a litteral bombshell: https://www.youtube.com/watch?v=0zXrfDwfqhU&t=4m32s "Its not that, its being realistic about the demographic audience. Most people have better things to do then play one game for thousands of hours. Most AAA games have about 6-10hours of play, so aiming for 20-30 with hobby potential is still a very admirable design goal. The fact people play it 5000 hours is just bonus. I'm happy if I buy a game I play for than 2 hours. If I can get 20-30 hours out of a game I'm super happy with it. We do want to create games that become a hobby, but we can't expect people to play for thousands of hours and people who have played it for thousands of hours can't expect us to keep making it fun for them. Then your on a slippery slope of adding late game crap 2% of players see. Its better to have less content that is super engaging for 20 hours than a ton of content that is meh or blocked. Like I have to wonder how many players actually legit got tek gear in Ark on vanilla servers lol. What a waste of time making all those models and code for that stuff nobody ever got to use it unless they cheated." It's an obvious misrepresentation of the actual playerbase, meaning the people who rack up the majority of playtime, and thus it's a very dishonest statement. Yes the price to playtime ratio is excellent but this is completly irrelevant, by that logic we'd all be playing some tetris or candy crush clone for free. When the Mad Pimps set out to create 7DTD in 2013, it was a game that combined existing game mechanics in an entirely revolutionnary manner. Even today in 2019, frankly there aren't a lot of games that do this to the same extent as 7DTD. SureTMP are constrained by economic factors, but how could they forget what set their game a part, and made them successfull in the first place? I think they haven't but more on the economic aspects later, I'm getting ahead of myself. So what is it with A17? There seems to be a lot of commotion about the perk system overhaul. In won't go in depth on that subject since a lot of it boils down to personal preference. One thing I rarely see cited are the merits of the new perk system: you still get experience for repeating tasks that are maxed out, and the huge discrepancy between skills that were easily cheesed and others that were borderline impossible to level organically has been resolved. These are definitly steps forward. But if you then go lock steel armor behind level 100, it becomes absolutely and unredeemably inconsistent with the rhetoric we witnessed above. Would it be OP to max decapitator at level 5? Probably, but at least the player would have personalisation options allowing him to level up along the path that causes the least resistance to that individual player. And remember you'd still be weighing out wether you want that OP melee buff, steel equip or just "moar stamina". Seems to me like a perfectly agreeable progression system that tenders to everybody's preferences and doesn't require thousands of hours of grind to achieve meaningfull progression. And this is why the video above is so perfect: it shows you that it's litterally impossible to achieve anything meaningful in the current version of the game within 20-30h. Furthermore the perk system is designed in a way that there is only "one correct way to do it", and if you don't max intelligence first, you are litterally wasting time, resulting in the side-effect that you will be using flawless quality equip for 95% of your playtrough. That dilutes the importance of item quality to almost complete pointlessnes. As to the rest of the current polemic: I do not share the sentiments about item parts quality and wellness. The current systems make perfect sense with how "dungeon-like" prefabs have become; which has been the most welcome and biggest addition to the game since animations. I do get the appeal of incentivising a perfectionist playstyle in a survival game though, but all in all I don't consider these overhauls steps back. You see, we can engage in overanalysing every aspect of the game, and in the process next to nobody will manage to paint a fair picture of the game. Like with the good old "performance thread" that regularly pops up. Yes the performance is tolerable, no the performance is far from being good. 70 fps under load, with rare short stutters, on a 2700x and 2080ti with high but not max settings, for a game from 2013? Tell me what the hell is the point in defending that fanboys? No really this gets on my nerves, these people should mount their crappy computer on a stick and use that contraption to carve "low expectations" into their yard. Anyway instead of loosing ourselves in passionate debates, we should look at the broader picture of what the game, and madmole personally in the above quote, have to tell us. How come all vehicles are now slower despite the fact that we were "gifted this new netcode"? Doesn't that look like TMP simply gave up on making it work more reliably so that you don't have higher chances of glitching the faster you go? And this comes back to what I said earlier: TMP are not too stupid to realise the implications of their design choices. So it is reasonable to assume that they are merely acting out of necessity. Early access is simply a flawed business model, because after the initial hype, it forces those indie studios to keep releasing "big small updates" that keep up interest and thus revenue; instead of allowing the studio to focus on a daring undertakings like it was supposed to be. We see it time and time again with these technologically ambitious early access titles. And it is because of this that we allways get these progression and balance overhauls: this way the people that are passionate about the game have to sink in more time to discover the new features, which expresses itself favorably in the statistics the devs have access to and try to better themselves in. What they fail to realize is that that's not how they will generate revenue. The casuals won't check in on the devlog to assess incremental changes in order to make up a buying decision. And every time you release such an update steam rating score will go down because formerly passionate people start changing their mind. Who wouldn't loose patience when the ever increasing grind allmost allways amounts in some game breaking bug. I'm sorry fellas, if you want this to be the commercial success you totally deserve it to be, you will have to go the extra mile. But that quote above shows us that they're either at a point where they're actively lying to consumers, either they have deluded themselves into believing these things in order to make it the difference between ambition and reality less hurtfull. I get that the technology will probably never be able to support hardcore PVP where we shoot eachother up with rocket launchers while buildings crumble and moving vehicles explode and zombies flood the streets... And you know what that's ok. But so what would be a realistic design goal that satisfies customers and sales numbers alike? A meaningful lategame that doesn't solely rely on progression, but rather incentivises cooperation. So heed my words: if bandits come and all they are, is zombies with guns, you will not generate that hype that might attract the masses of casuals you are dreaming of. On the other hand: if the game gets some notion of politics, like prefab ownerships, factions, tributes etc and some neat AI combattants to arbitrate that stuff and act as common foe, we might be looking at a true masterpiece of a game. Trust me, that's a game I'd easily sink twice as much time in, as I allready did for 7DTD so far, and if the passionate playerbase cannot lay down this game, that will generate attention on twitch and steam friend lists, and this is how you get rich TMP. Don't loose focus guys, you're so close. [link] [comments] | ||||||||||||||||
TIL: It is possible to spawn on a mine. Posted: 13 Mar 2019 01:35 AM PDT Most people that play this game have experienced a wasteland spawn at some point or another. Today, I started a new game and managed to spawn not only in the wasteland, but on top of a landmine. I can safely say that that was the quickest death I've ever managed, in all my 1000+ hours of playing 7DTD :D [link] [comments] | ||||||||||||||||
Entrance to the new base my friends and I built Posted: 13 Mar 2019 10:18 AM PDT
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Anyone else having terrible performance? Posted: 13 Mar 2019 09:45 PM PDT Since I've started on this update my performance had tanked. In POIs and towns my frames are soooo bad its unplayable. I've resorted to putting all settings on minimum just to make it prettu stable. Little skips here and there. But before the patch I ran this game no problem at all with moderate and better settings. My graphics card is a Nvidia GTX 950 [link] [comments] | ||||||||||||||||
Madmole shows off new RWG feature both forests and deserts Posted: 13 Mar 2019 03:48 PM PDT
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Alpha 17.2 what is the best weapon you can build with mods? It can be melee or gun. Posted: 13 Mar 2019 03:39 PM PDT | ||||||||||||||||
Just jumped back in and 7days is using all the Ram Posted: 13 Mar 2019 11:53 AM PDT We tried to just back into 7 days and at first were quite impressed with how smooth the game is running. When I tried to join my BF's game, it was using 97% of our Rams and shuts everything down. Has anyone else had this issue? Is there a known fix? Thanks! [link] [comments] | ||||||||||||||||
Posted: 13 Mar 2019 11:06 AM PDT im just curious, are they still planned? feels like a decade since they announced them. a17 is pretty damn nice tho [link] [comments] | ||||||||||||||||
So I haven't played since before A17 launched and might get back into it. What should I expect? Posted: 13 Mar 2019 06:14 AM PDT I absolutely loved A16 and played several hundred hours solo and with a friend, but I got discouraged by how different A17 is. I have been feeling the urge to play again. What can I expect as far as what's different? [link] [comments] | ||||||||||||||||
Posted: 13 Mar 2019 10:48 AM PDT Hey, I've been playing the game for a few years now - when I came back after months of the new update, the game has changed . . . for worse? I'm not sure yet. I know that starting off, the game gets a few free nut punches in before you're ready to get started. Onto the point of the post: Clay! We need it. But there doesn't seem to be patches of clay to harvest anymore . . . I looked it up online, and apparently now you just find grass / surface material and mine that for clay? But I get literally NOTHING from each scoop. It's unrealistic to ask me to spend an HOUR of REAL TIME to scoop up grass in my biome just to get 1K Clay. We use it for everything, so why not make it more available like the previous patch? I understand making the game harder, but this isn't harder mate. It's more frustrating, and grinding. [link] [comments] | ||||||||||||||||
Posted: 13 Mar 2019 01:22 PM PDT
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Posted: 13 Mar 2019 04:12 AM PDT
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Posted: 12 Mar 2019 10:44 PM PDT
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