A veteran players view on current vanilla (2024)

1 hour ago, Krougal said:

See now I hear this from a lot of other players, but I suck at abusing the trader as it seems I am always a day late and a dollar short for whatever I want to buy. I have trouble saving up enough to buy expensive items. I probably buy too many consumables and don't sell enough crap.

Now I feel the opposite about LP, I find it useful and I generally use it. I also hate the Bethsoft way (actually that orginated in Thief I think) and in Fallout4 I started using a mod to bypass it, I am so bored to tears with it. I mean the first time it is like "wow! this is cool!" and then the it gets to be old, by the time it gets to be ancient...well, you mod it away. I think the way 7DTD does it is adequate. I also see a big difference in how fast I go through picks with or without the skill.

Yeah, the weapons are a joke. A .22 LR would still rip through a zombies skull like butter. I use a headshot multiplier mod to deal with what I consider a bad design choice.

I actually sell very little to the trader, I get almost all of my dukes from just quest rewards. I only buy food/water if I am desperate, which does not happen often. In fact my food bar rarely goes below 60%. First trader tier complete reward I take is always the bicycle, as I usually do not have one till then, the 2nd time I take the 5000 dukes, which on top of the 2000-5000 the base tier up awards, thats a easy 7000-10000 dukes right there. If you save up from previous quests you can have 15k for a crucible by the time you unlock tier 3 quests, I usually unlock t3 quests on day 6, so by day 6 I can already craft the endgame material, its why the game needs a tier above steel badly, and this tier of material has to only be avail in like the wasteland, with some special requirements to harvest it so its properly progression gated. Darkness Falls does this, titanium, plutonium and uranium is used in the top tier items, it only is avail in the wasteland, but the wasteland has a radiation death cloud that kills you in seconds if you do not have 100% radiation resist (Hazmat suit, Mods on armor, or top tier Powered armor) Its even cheaper to buy the crucible if you happen to have barter perks/buff items. I play with a 60 slot backpack mod and a 15 slot toolbar mod mainly, and even a 60 slot inventory is still too small to carry much back to the trader to sell. I've never exploited the trader by selling like stones, or crafted items to them in mass quantities to make easy dukes. I mean 6000 iron which if you have a steel pickaxe does not take that long to mine even with 0 in motherload just 4/5 miner 69'er, sells for 1200 dukes. There is stuff you can make that sells for thousands a stack that often aren't hard to make, don't know what this item is in a22 but its prob one of them. It usuallly gets price nerfed once its found out which one it is, or the stack size gets massivly lower so its far less profitable, as traders can only have 3 copies of a item, or 3 stacks before they will outright refuse anymore till they restock and cycle it out.

I actually exploit the trader far less than I could be, since I do not buy most things they sell, as I said first thing I buy is a cooking pot, then a steel tool part, just a single one for a ql1 steel pickaxe later, other than that I buy the odd mod, or maybe food/drinks, and thats about it, isin't really anything else I buy. I don't buy books or magazines from the trader either, I only accept them as quest rewards or in loot. If I was to fully exploit traders I'd have far higher craft skills. But at the same time, this means I get bored faster, so I don't buy those magazines/books from traders to slow down the progression craft wise. Might have to change this rule though in a22/1.0 as traders no longer give gear for quests and in a21.2 thats where alot of my equipment came from was the trader quests. Now that its gone, and looting is garbage even in the desert (Still only find pipe weapons on day 9 in t3 poi's in the desert). Means I am not going to find any real upgrades there, I might be forced to start buying magazines off the trader. Which i've never done yet.

20 minutes ago, Krougal said:

It can be both I guess. Some parts might be too difficult, some too easy.

Of course a lot of it comes down to personal preferences.

Myself, I hate bullet sponges, which is why I tend to play on lower difficulties. I thought default was 100%/100%, I guess I do up it a notch or two, but then I use a headshot mod that makes most any headshot 1 shot, 1 kill even on higher difficulty. I know the engine will never support large hordes and so making individual zeds tougher is the only viable choice, but I don't like it. I like my slow shambling Romero/TWD zeds. Before someone says, but yeah what about "big daddy" all the movies done after Romero as homage to Romero did their own wacky things; they don't count to me.

Now my recent bout with insane/nightmare, yes, you can make the game pretty hard. Now granted the guy in the vids I been watching has perfect situation awareness and reflexes I guess, because I have never seen him get hit. Me, some of it is getting old and slow but I swear zeds spawn right behind me and the first time they make a sound being when they are already eating my face. It is not for lack of experience or skill on my part.

Naw that does happen, the zombies are coded to basically not spawn in the players view, so they often spawn to the side/behind you in the wild, and often close enough that by the time you realize one is there its already hit you as it spawned extremly close to you and didn't make a sound till it attacked, it happens to me all the time. Its really annoying too when you look around 360 degress see no zombie in sight/clip range, then second you turn back forward the way you were going you suddendly get hit when there was nothing there 5 seconds or less earlier. It just feels fake, kinda like the zombie rage system and how many cheapshots it allows the zombies to often land. Its worse with runners, as they often run INTO the player and glitch into you so you can't even hit them back. Its been something I been noticing once they allowed zombies to attack when moving, In old alpha's they had to stop every other animation before they could swing, this is not the case for the last few alpha's and it results in alot of cheap hits on the player some of them with the zombie having 0 attack animations as they don't play during the other animation, often happens when it stumbles towards you, it can hit you with 0 animation during the stumble, as its not programmed properly so it cannot start an attack animation while that one is playing. Darknes Falls has a mod as part of the overhaul that actually fixes this, and blocks zombies from attacking during their stumble animations since TFP seems to not wanna ever fix it. It looks a bit jank at times though, but it does help solve the cheapshot problem a bit.

Edited by Scyris(see edit history)

A veteran players view on current vanilla (2024)
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