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Сообщить о проблеме с переводом
Goal met. Like it or not, goal is met.
Not implimented.
I believe most everything here is met. The Acid Puking Hulk is the Fat Cop Zombie, btw.
All this has been done through at least the first iteration. Some of this is being improved. Some of this is complete.
Not only have they done the first iteration of this, but the absolute ****ing whining that's gone on about the skill trees and losing the crafting table has been EPIC.
I don't know about the 'play as a zombie thing.' I'll chock that down to 'not implimented.' Same with most of the multiplayer aspects like leader boards.
Of course, having been around gaming I would expect that to be the second to last thing done.
This will be the last thing done. It will, like with most games, probably not be done until after the game is done.
They have done this.
They have met this, though they are adding more stuff to the game.
They're working on this right now. We've had the first steps toward that with rain, snow and dust storms which are currenlty limied just visual effects.
They gave us bears. We have zombie dogs. People whine incessently about them. Ironic. I'll put this down as PARTIAL as I have no idea about the sound-track, though I do like the music we have.
Please note some of these are "Post Release." Still, we've seen progress on character customizastion tools. We've seen more armor (MacDyvers scrap armor). We've seen the bow added.
What we're waiting for are the NPCs, the voice acting and cars (but minibikes were delivered).
And, of course, we're waiting for the story.
All in all, most everything has been delivered. We see the blog where new things are being added and tested as well as old things being upgraded, such as world generation, zombies, zombie AI, more points of interest, etc., etc., etc.
And yet, somehow I read all these posts telling us that TFP is failing to deliver. And that they 'lack credibility.' And they're 'rip off' artists and 'con men.' You people are just plain full of ****.
There is a lack of credibility, but it isn't coming from TFP: And there is a lot of gullibility in this community to think that hachette job was anything but dishonest.
+1, though just off the top of my head without looking at the kickstarter goals again. You missed electricity. Makes me wonder if anything esle was left off...
Excellent, you know how to spell it correctly. Let me help you out with the definition, though:
"An ad hominem (Latin for "to the man" or "to the person"[1]), short for argumentum ad hominem, means responding to arguments by attacking a person's character, rather than addressing the content of their arguments." (Wiki : )
So let us see how this plays out: OP did attack the character of the lead developer of 7D2D - that WAS his arguement and he backed up what he said with citations to other sources.
YOU responded, not by attacking the OP's argument, supporting your position with logic and citations to sources that supported your view, but by attacking the OP / his character.
See the difference?
edit: the Urban Dictionary has a rather blunt definition / example - "Ad hominem (-) An attack upon an opponent in order to discredit their arguement or opinion. Ad hominems are used by immature and/or unintelligent people because they are unable to counter their opponent using logic and intelligence."
This roadmap is now gone which says alot about the credibility of the development team..Imagine buying a house and being told it will be completed in 4 months....2 years down the road and it's still not done and the builders are working on something else instead of what they promised....
Who could actually pull off a game of the originally stated complexity in less than a year, though? I don't think you can give an example of a game with the planned amount of content and features, with similar core content and team size/experience, as this, that got shipped after less than a year of dev time. Though of course now that I say that, I'll be proven wrong...
Anyways, it was unrealistic for TFP to set their time table so tight, but it's also unrealistic to believe that 10 guys (or whatever it is) can make a game in that amount of time when a AAA company couldn't. So I don't know if I can assign blame anywhere here.
And while other devs were like, 'Yeah, sure, f*ck you guys who paid us; let's go off and play Mario Cart, co-workers!' TFP (to me at least) seems to have said, 'Yeah, sorry about that, guys. We were wrong about the time line; but we're still making the game, and it's still gonna be awesome!' And then they went on to make a good game anyways.
Though that's all just my take on it.
Thank you for actually taking the time to try and logically address some of the concerns that have been voiced. However, I do think that you have overstated your position in your enthusiasm. Let us look at some of your conclusions:
"The World" - goal met? Actually work in progress, several biomes which were in the earlier versions have been removed for modification.
"Hundreds of great POI's" - goal met? Argueably, yes, since in an unlimited random world there will be hundreds of POI's. However, a good case can be made for work in progress, as the actual elements to create the POI's are very limited.
"Story" - not implemented. Yep.
"Basic Survival" - most everything implemented. Yes it has, except for tracking / domestication. Yet the Mole has mentioned on the blog, that "they don't want players to be able to this - become self sufficient through farming, etc."
"Day and Night game play" - most everything implemented. Yes, except for the small aspect of "hold up somewhere safe at night", hence several changes to the game to make certain NO place is safe.
"Looting, mining, crafting" - most everything implemented. Some items missing, but not major. 5 x 5 grid crafting system? Nope, going the way of the dodo bird.
"Relentless Enemies" - no disagreement. Relentless, to the point of obsession, enemies who are not just limited to a fat cop with projectile acid vomit, but run of the mill zombies who can claw through reinforced concrete. Does not get much more relentless than that.
"Block Physics and Stability" - this is where you start needing to hedge your statements - no longer "implemented" but implemented through "first reiteration". Which means what? Work in progress.
"Food and Water Purity Levels" - Complete or first reiteration? Water? 2 quality levels - deadly or good, does not matter if it comes out of a stagnant toilet or running water or pond. Improve cooking? Nope. Not even a first reiteration.
"Stealth and Distraction" - complete or first reiteration? Last I read, stealth system was buggy / broken. And when was the last time you found or crafted any *edit* 'deterrents or attractors' to exploit the zombies senses of smell, sight and hearing? Potentially the stone / arrow / bolt might qualify under hearing attractor - but it is of very limited use to confuse the zombie gps.
"XP and Skill Trees" - first reiteration and epic whining. Yes, we get XP. It gives us a leveled loot / crafting system. Skill Trees? Do you seriously consider RNG gated skill books (stated to be a "placeholder", not a first reiteration) to have fulfilled this?
"Solo, coop, multi-player" - out of all the examples you have given this is the one I would say is closest to being implemented. Balance issues are being addressed and will probably need tweaking for a long time.
"Creative user tools" - agree this is a late stage item, but they have released some .xml files, which has already allowed skilled modders to do a lot of work. Kudos for this.
Not going to go through every stretch goal addition listed. My thesis has always been these core features should be solid before anything else. This is what the zombie pimps stated were key aspects of the game even if they only hit the lowest funding goal.
(Except to note that you cannot expand XP / Skill Trees, when there are no skill trees to expand. Nor can you expand a story that does not exist.)
So out of all those features, only four to five (out of thirteen) are fully implemented, at best. Roughly 30% - 40% of the core features.
In development / work in progress / first reiteration are all ways of saying "not done yet." After 7 months of hard work, prior to Kickstarter and some 2 years, post-Kickstarter.
edit: to use actual language in Kickstarter vs. "distrator" - which is not even a word (noted by Dr. W. : )
traps like, say, not commenting your code?
am i wrong in suddenly realizing that memory leaks are very common in unity games?
it's not "dictating", it's pointing out a rookie mistake. there are very good reasons that software development follows the standards it does. this process has been used and refined for something close to six decades. i've learned my lessons through my mistakes letting me code myself into a corner, and had to do full project rewrites because of it.
if i was making rookie mistakes that could potentially eat up my profits, i'd be glad for someone to point them out.
you dont have any small stones or a crossbow/bow with appropriate ammunition?
you can throw stones or shoot arrows/bolts, where the projectile lands causes a sound that attracts zombies who detect it. it's a pretty nifty thing that's saved my bacon in 0,0 a few times, when zombies were too close to my position.
I still have to ask why? i always take into consideration of what my money spent is actually worth. so far 7dtd has covered that expense,,,
I probably am on the minority side of players that really think this post is frivolous.
i will leave it at that.
Nope, I totally believe this is an asinine post. I can say that when The Bitterness was in high school he, didn't get straight A's and that we should just assume from that that he's just a mediocre person who is never going to be good at anything. It's the same argument that he uses in his post and in truth, it has as little bearing on this title. I could care less what the lead dev did 20 years ago considering what he has done in the last year on this title. As far as I'm concerned, I have long since gotten my moneys worth from this purchase and that I still play it with my wife indicates that I'm getting an even better deal as more time passes. If the original poster didn't have some kind of "i hate madmole and you should too" aggenda, I would probably be willing to engage in this topic, but once it was clear that was all the OP was pushing, I didn't bother reading anymore. Every 90 or so posts, I skim the last couple to see what's being said and so far, it's pretty pointless still.
My bad. Trying to type from memory. I did not even spell "distractor" properly ; )
The original text was 'deterrents or attractors' to exploit the zombies senses of smell, sight and hearing. Potentially the stone / arrow / bolt might qualify under hearing attractor - but it is of very limited use (you can't do anything to cause zombies to avoid an area, or to attract them to a specific area, for instance to lead them into a pit trap, etc., aka all the ways Will Smith was able to outsmart his opponents in "I am Legend")
Will fix that, though. Thanks for pointing it out.
At the moment one of the best ways to direct them toward a pit with spikes is to use an exploit such as building a frame with a door in front of it. :-) Is it an exploit? an undocumented feature? or what was intended?
With less art you just need to stand on the other side of the pit and watch them fall in. ;-)
!. Overwhelming positive player feedback
2. The developers (including Madmole) of this game have listened and responed to player feedback throughout developement.
As a result there have been major improvments and additions which have altered and unfortunately slowed the production timeline.
I purchased three copies of this game for myself and two other family members at its current price ($25.00) and with over a combined 700hrs we still consider it one of the best game purchases we have ever made -even in its current state of developement. I couldn't care less about Madmoles credibility.