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creating a more restrictive game was TFPs goal?
ok, well that validates even more so for not playing.
By the way, have you ever heard of the term 'the Sunken Cost Fallacy?' its similar to sticking to the plan but not exact. I think plans should always be up for change if its makes sense
Not necessarily more restrictive, but they wanted to restrict the ability to be a beast before first 7th night horde. When the system was LBD, I would literally be GG ready for hundreds of days by the end of day 4. Sticking with a plan, and not straying from a goal is an extreme positive, not a negative in my opinion. The game isn't ours to change, it's theirs. Accepting and moving on, and either continuing to play, or not, is up to you. As of right now, and since A17 I've only continued to play, because my children love the game, and I play with them.
That isn't to say I haven't or don't enjoy the game, it just means I have 2500 hours in it, and I've gotten my money's worth. I think if they have a plan, they should stick to their guns, and just do what they think is best. Many of us will accept it as gospel, regardless of what naysayers have to voice about it.
well two things.
1. that is not even on my list of concerns at all. I am not disapointed that I can not be a beast on the first horde, not even remotely on my mind of concerns like at all.
2. They ABSOLUTLY could have done that without making massive changes to the game very very easily just by change number values.
my concern is things like on day 1 I cant make a 'wooden bow'? oh that is fine I will just make my fort in the woods like I usually do..oh wait, to do that I have to commit points down a specific line? what th?
let me give you an example of a play thru I am doing right now on Alpha 12. I started by making a base immediately basically where I was standing. The next day I went exploring, I found one of my favorite prefab bases and I decided I am going to live there instead, I think thought to myself 'should I start my 7 day side base now immediately or maybe make a forge, ok I will make a forge, if I change my mind I can go back to the base building. No need to look up Perks, change thing around, make a diagram of what is where on the Perk sheet either.
What I had vision for the game (yeah I know I not write the specs just talking here). is that one could have multiple bases spread out all over the large map.
added to my other reply
there appears to be some contradiction out there.
One person will say 'the system is better because I do not have to spam craft to get good weapons' and another person says '7th day is too easy'.
well speaking personally as someone who did not do much spam crafting ever I can say with confidence that they only reason people are doing that to a level that its affecting their enjoyment is BECAUSE they want to be a beast by 7th day so according to them, the new system is easier in that respect.
contradiction no?
A19 starts with a lot more flexibility and choice than many previous versions. Most of the abilities/crafting-options that are locked are really easy to unlock now...you just don't get the very best versions right from the start. You also start the game with several bonus points as soon as you finish the simple tutorial quests, so you can immediately unlock whatever is most important to you.
There aren't any Level-locks anymore (nothing is gated behind your character's level) and only the very best weapons/tools/armor requires a schematic for crafting.
Remember having to make fertilizer ? So you want more yield from crops, and that means you have to make fertilizer.
Want to make it as efficient as you can ? You need a cement mixer now, and have not been able to craft one yet, since turds found in some toilets is needed to make it, and trying to find enough of that was a pain also.
So now you have some fertilizer made. Great, as now you can fertilize only a few blocks with all that fertilizer. Now you are stuck with that terrain and cannot move your farm like you can at any time with farm plots.
And for more yield now, you just need to take points in Living Off the Land.
And in the old system, if zeds attacked your base area where your farm just happened to be, and destroyed the soil blocks you worked so hard to fertilize, then you are back to square one with nothing and have to start back over again.
AND you have to hoe the ground also, keep the hoe repaired, find how to make the hoe or loot it in the first place, etc.
It was a pain in the you-know-what to farm back then. Now, it's a breeze. Sure , one can argue it was more immersive to actually have to fertilize soil and hoe the ground, but it was tedious and time consuming, and this is not a farming simulator.
Growing food in this type of game was never intended to be that tedious, as it is just something that the player needs to do to survive if they wish to grow their own food. Therefore, making it more simplified makes better sense.
EDIT............................
As far as the LBD system, that topic is over here already :
https://steamcommunity.com/app/251570/discussions/0/2957167122132940162/
You can make your fort in the woods and then later move into a prefab in A19. You can build up to cobblestone on Day1 which is plenty strong. You don't need a forge or tablesaw to be a good builder anymore, but you'll need a lot of supplies (or some luck) if you want to build with ReinforcedConcrete...which is good because it's really strong and having it given to you on Day1 would be overpowered.
BUT you CAN still get to ReinforcedConcrete on Day1 with some luck, because it isn't locked behind a level or skill or anything.
You can choose to make the forge right away now, or wait till later if there's something more important for your playstyle. OR you can wait until you find the forge book/recipe if you prefer.
The current menu shows you what you'll need to unlock an item or ability when you click it, and it'll take you right to that perk so you don't need to search. Some of the highest-tier items can only be crafted if you find recipes for them though.
A lot of the weapon/tool crafting limits are also in place to encourage players to go out and loot instead of staying at home/base all the time. You CAN still get really good at crafting while staying home, but the very best-tier and highest level weapons/armor can only be found...but you don't need those to fight effectively in the game.
I see your points, but then how did killing a bunch of zombies to become a better electrician or whatever not kill your immersion in A15/16? Because you still could. You could still level up, gain experience, earn skill points and assign them as desired.
I'm not saying they couldn't have improved it, since it was a hybrid of both. Maybe they could have tweaked & balanced it into something better, such as removing crafting from LBD so people weren't compelled to fill their inventory with junk over and over in order to make better junk. (I find it very difficult to believe people who say they never did that, unless they went through the game with lowest quality gear.)
But that isn't what we got, instead they gave us what we have now and I think it still works.
The whole game flowed better back then.
Now everything is the same every time.
But I definitely don't miss learn by doing. Not at all.
Yes, it's more realistic. But it's also a prime example of how realism in games can be bad. It creates wonky player behavior like crafting 1000 stone axes to get better at tool crafting. Of course, if you want to be really realistic, then crafting stone axes should only make you better at stone axes, and maybe give you a limited head start on learning to make other flaked stone tools. And it should take you 10 years of game time, crafting them 8 hours a day, to be able to craft quality 6 versions.
But regardless of whether you go insane with 1:1 realism like that, or a simplified version like we had where 1000 crafted stone axes let you craft any tool at Q6... It will always create spam crafting behavior. In fact, it's not even limited to crafting skills, it will cause players to spam whatever to get better at it.
This isn't "exploiting" the system, as some people have characterized it. It's doing what the system encourages you to do. This is how humans play games. We look at the rules and we do what makes you win. Someone spamming skills to get better at them isn't exploiting, they're playing the game as designed.
You can't get away from that, really, and it's not what TFP wanted to have players doing, so they changed systems.
And I don't miss it. Realism is a fail in this case, and RPG leveling is better gameplay.
Imagine
You craft Stone tools and LBD. YOu make arround 10 Stone tools until you can make lvl 3 Stone tools.
Then you need to find a Trainer or 3 "Tool Crafting" books to unlock the next stage
And now it repeats
Craft 10 Stone tools >3, find 3 Books
Craft 10 Iron tools <3, find 3 Books
Craft 10 Iron tools >3, find 3 Books
Craft 10 Steel tools <3, find 3 Books
Craft 10 Steel tools 3-5 finished
To craft a lvl 6 tool you need 5-10 of these books for each tool
The new skill system is something you have to plan out rather than constantly and naturally improving based on what you do.
The dungeon poi’s removed any real scavenging and looting. You used to search methodically for appropriate materials in an appropriate location. Now every house has a treasure room.
Too much gameplay is tied to the trader, true you don’t have to go but now you can’t use other weapons to fix your own, you either leave the dozens of spares or sell them.
Basically you used to play any way you wanted, now it’s designed to be played a specific way. Deviation from that results in frustration.