View Poll Results: Which do think is most exciting for future mods (both are coming for A17)

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  • POI Editor and huge block id limit increase

    86 65.65%
  • Moddable dialog trees and quest objectives

    45 34.35%
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Thread: Which is the more important main feature of the game VI

  1. #31
    Guppycurian Forum Whore Guppycur's Avatar
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    Yeh what triggers it is the question... Be kinda cool to make it command driven, but I have to get with people smarter than me first. =)

  2. #32
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Guppycur View Post
    Yeh what triggers it is the question... Be kinda cool to make it command driven, but I have to get with people smarter than me first. =)
    none of those around here then....

  3. #33
    Colony Founder StompyNZ's Avatar
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    to me neither option is top of my list for what is exciting coming in a17 for mods ;p

    Of the two definately dialog trees since it means less work making workarounds for a lack of npc interactions.

    Im kinda looking forward to the in game editor tho, because then I can finally work out what I need to build into my web based game world editor

  4. #34
    Nomad A Nice Cup of Tea's Avatar
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    Once again, I find myself voting against an option I don't want rather than voting for an option I do want.

    I don't want more dialog trees and quest objectives from NPCs, because I don't want NPC interaction to be a bigger part of the game than it already is. In fact I'd prefer it if there were no traders and the only interaction you have with any other living people was fighting off bandits.

    So I voted for the other option - an option about which I have no strong feelings one way or the other.

  5. #35
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    Quote Originally Posted by Guppycur View Post
    Yeh what triggers it is the question... Be kinda cool to make it command driven, but I have to get with people smarter than me first. =)
    For a humorous mod I would suggest making it the opener on horde night. Before the first zombies attack, they do the war dance.

    Or the PC can get some hallucigenous drug out of cacti and when he drinks that, zombies do the dance. May even appease some people who want realism in their game (if they experimented with drugs in real life and saw red elephants)

  6. #36
    Community Moderator Crater Creator's Avatar
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    Quote Originally Posted by Maharin View Post
    The POI editor will undoubtedly lead to a HUGE variety of POIs being created and shared but there is already quit a variety so I see it as less impactful at this point.
    I guess I'm confused. Are modders not already using the in-game editor? Will the first option offer modders more than this already does?
    https://7daystodie.com/forums/showth...Tools)-dll-mod

    It's cool that it'll be built-in without having to install the .dll. But it seems to me that, to the type of person that's amenable to modding, that extra step wouldn't be a big barrier. In other words, I figured most people that wanted to make things with the in-game prefab editor were already doing so.

  7. #37
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    I feel the same as A Nice Cup of Tea. This is a survival game. We already have way too many traders in it. It doesn't really feel like an apocalypse anymore.

  8. #38
    Super Moderator Roland's Avatar
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    Quote Originally Posted by A Nice Cup of Tea View Post
    Once again, I find myself voting against an option I don't want rather than voting for an option I do want.

    I don't want more dialog trees and quest objectives from NPCs, because I don't want NPC interaction to be a bigger part of the game than it already is. In fact I'd prefer it if there were no traders and the only interaction you have with any other living people was fighting off bandits.

    So I voted for the other option - an option about which I have no strong feelings one way or the other.
    Quote Originally Posted by kevink27 View Post
    I feel the same as A Nice Cup of Tea. This is a survival game. We already have way too many traders in it. It doesn't really feel like an apocalypse anymore.
    Well both are coming despite what we vote for so voting against one by choosing another that you don't care about has zero impact. Probably would have been better to just not vote at all so that the amount of interest generated by the poll would have appeared less than it does. I'm not sure why you feel that a survival game can only be so one-dimensional that there can only ever be hostile lifeforms alive. You truly feel that in such an apocalyptic world there wouldn't be any other human being who could have survived that might want some help or would interact with you in any other way other than kill kill kill? For sake of conversation, I'd like to hear your reasoning that not one single other human sentient could possibly survive as you did but all they want to do is be a bandit because if they did want to be something other than that we would not be playing a survival game.

  9. #39
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    I am not totally against having npcs. I just believe there should a lot less. In many of my games I could visit 3 traders on the same day (I play long days). I pretty much imagine an actual apocalypse would be every man for themselves. Anyone you meet you would be highly wary of.

  10. #40
    Super Moderator Roland's Avatar
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    Quote Originally Posted by kevink27 View Post
    I am not totally against having npcs. I just believe there should a lot less. In many of my games I could visit 3 traders on the same day (I play long days). I pretty much imagine an actual apocalypse would be every man for themselves. Anyone you meet you would be highly wary of.
    Well maybe they'll eventually make it so that there is always a slight chance of getting attacked by a trader so that you feel that wariness. I agree that knowing 100% that a trader is going to always be just a trader and is never going to try and get the drop on you means there is no feeling of fear or hesitancy in talking to them.

    BTW, It would be real nice I imagine in an actual apocalypse to be able to stretch out the daylight time to extraordinary lengths to get everything you want to get done in plenty of time....

  11. #41
    Community Moderator Crater Creator's Avatar
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    Quote Originally Posted by Roland View Post
    Well maybe they'll eventually make it so that there is always a slight chance of getting attacked by a trader so that you feel that wariness. I agree that knowing 100% that a trader is going to always be just a trader and is never going to try and get the drop on you means there is no feeling of fear or hesitancy in talking to them.
    That does sound cool. I can imagine creeping up to the walled settlement, not knowing if it's just a friendly trader, or hostile with sentries tracking my moves from the guard towers. That'd beat what I do now: kick in the door without a care in the world, and throw shiny things at Mr. Pottymouth until he tells me to go away.

    BTW, It would be real nice I imagine in an actual apocalypse to be able to stretch out the daylight time to extraordinary lengths to get everything you want to get done in plenty of time....
    That'd be swell with or without the apocalypse! Remember to set your clocks forward this weekend, folks!

  12. #42
    Colony Founder Vedui's Avatar
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    I think the new POI editor will be great! A way to easily integrate POI's created into the game would also be even better, such as direct importing in the game client, so that you don't necessarily need access to all game files through a separate editor in order to do that.

    Being able to simply designate an area, and "import" the POI would be a wonderful thing, and apologies if that's something which already would work. Even better And of course the opposite, being able to "clip" a part of the world into a POI file separately, so you could export/save it between worlds.

    /V - Base Designs - CapOne's Magnificent Mansion!

  13. #43
    Tracker jdifran's Avatar
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    Quote Originally Posted by Roland View Post
    Well maybe they'll eventually make it so that there is always a slight chance of getting attacked by a trader so that you feel that wariness. I agree that knowing 100% that a trader is going to always be just a trader and is never going to try and get the drop on you means there is no feeling of fear or hesitancy in talking to them.
    Another option could be to have several factions, with traders allied with one faction. Depending on your relationship with any given faction, you may get better prices or you may get the door slammed in your face. Or shot at from a distance, I suppose.

  14. #44
    Leader Tin's Avatar
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    Quote Originally Posted by Crater Creator View Post
    I guess I'm confused. Are modders not already using the in-game editor? Will the first option offer modders more than this already does?
    https://7daystodie.com/forums/showth...Tools)-dll-mod

    It's cool that it'll be built-in without having to install the .dll. But it seems to me that, to the type of person that's amenable to modding, that extra step wouldn't be a big barrier. In other words, I figured most people that wanted to make things with the in-game prefab editor were already doing so.
    I think you'll find a lot of ppl are using Pille's prefab editor over the one that requires the .dll hack. Since you already need to go the extra step anyhow. Might as well get and use the better one atm.

  15. #45
    Guppycurian Forum Whore Guppycur's Avatar
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    Having played this game with bandits in buildings, I can say there is no better rush. They're pretty sucky outside, but when you get them inside they add an intense element that zombies just don't provide.

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