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Old Crow

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Posts posted by Old Crow

  1. 4 minutes ago, Uncle Al said:

    It's more than just an increased spawn count, though. Was mention that the zombies in an infestation are 'faster and harder to kill' so it appears there's a few difficulty tweaks to what you're facing.

     

    Yeah but.. that's it. It's just a harder Clear type quest. There's really nothing new in it.

  2. 53 minutes ago, Crypted said:

    To me I like progression In 7 Days To Die because I don't want to go from a stone tool to a steel tool in less than five days, It just makes the game get boring faster. I can definitely see why some people would want to do that because of the bloodmoons and big bases and all. 

     

    Some of this should be mitigated with the new learning system in A21, but there's still always looting such items as well. One thing you can do is keep yourself out of higher level biomes for a longer period of time, or restrict yourself to looting only certain types of containers until you reach self-set levels.

    21 hours ago, bobrpggamer said:

    Yeah I forgot the Iron and duct tape to fix all of your tools with repair kits. I am OK with using stone tools for a while but wrenches and hammers are the best things to have early on, and I think they drop fairly early in loot. Clicking the stone axe to repair and too build is kind of irritating I agree.

     

    As far a Salvage Operations, It took me quite a while save radiators and headlights and not to sell them for a few bucks. I even used to scrap radiators and batteries, I did not know you could smelt directly, which was a waste of lead and brass.

     

    For building a large base you need forges (a lot of them), cement mixers and workbenches. Without being able to get these from perks, I do not know how long it will be to find them in loot. Which is why I wish to keep the perks & skills the way they are.

     

    You won't have to find the workstations in A21 though, you'll just need to find enough magazines in the appropriate trees in order to build them.

  3. It's only worth it at all IF you max it out, and even then the chances of harvesting a seed from your crops still seems lower. It requires a LOT of work to get a suitable garden going, almost as if TFP doesn't really want players to do any farming. Even maxed out, I end up spending a LOT of my yield making more seeds just to make sure I'll have a good supply of produce for my group's meals.

  4. 1 hour ago, Kazgrel said:

    I take it the armor overhaul or however it's framed that showcased a bunch of different armor/outfit sets in that first set of A21 dev streams way back when (almost 2 years ago now) is on the back burner for now?  Given the wording of the OP, sounds like we're getting updated art for the iron and military sets for A21.

     

    Have to say I wasn't a fan of some of the concepts (namely the int armor set) but some of them were pretty good (the maurader or w/e set that had a big barter bonus as a final set bonus).  Fan of the whole set bonus idea altho keeping the sets "balanced" could be a fun endeavor (the magazine sets send their regards).

     

    Yeah, the armor/clothing overhaul is on the backburner. I know a lot of people didn't care for it, so they may be looking at a better way of doing it, if they still decide to.

     

    Personally, I didn't care for the ones presented, since they did not at all work with my own preferred playstyle. But that's just my own personal opinion. I'm not against sets and set bonuses as an idea.

  5. 8 hours ago, meganoth said:

    What will be the banger of the final beta that leads to the release? You guessed it, there probably won't be any.

     

    This is not a service game. TFP's job ist not to create entertainment with the alphas. They don't need to check which mods are available to avoid duplicating them.

     

    I personally like the change to how crafting recipes are learned. It is not a redesign of the perk system, it only changes the craft progression so it finally works like a smooth progression. Yes, the new method has drawbacks as well, but the old way was definitely broken.

     

     

     

     

    Won't be a banger, or won't be a beta?

  6. Unrelated to the current convo about bandits, but I have a theory regarding the new trader compounds.

     

    I believe they may be related to each trader's specialties (despite Rekt's not working properly currently). Trader Rekt received a new compound resembling a small farm in A20, and his specialty is supposed to be seeds and food. Bob's new compound in A21 is a salvage yard - his specialty is tools.

     

    If I'm right (and this is just a theory/guess), Jen may receive a new compound resembling some sort of clinic or medical station, Hugh may receive something like an old gun store, and Joel.. I'm not sure.

  7. On 3/20/2023 at 11:49 AM, meganoth said:

    There are 5. One of each type (though minibike and motorbike could be called the same type). A tank would be overpowered. A truck would be useless as many players don't even use the additional inventory space of the 4x4 and prefer the motorbike for its better off-road handling. A boat may be in the future after water got an overhaul

     

    What else would you propose that would really provide new capabilities? TFP does not like to put in lots of identical things into the game that only look different. It is a design principle. You may not like it, but then there's modding for that.

     

     

     

     

    For me personally it's more about variety. I love bdubz vehicle mod for that. I don't have to build the same bicycle, minibike, motorcycle, 4x4, or gyro over and over. I can build a humvee, or a golfcart, or whatever.

    Also kind of funny that the motorcycle is better at offroading than the 4x4 is... you'd think an offroad vehicle would be better and driving offroad.

  8. 5 hours ago, gunner1912 said:

    are there any plans to advance farming for the path to gold. i.e. new crops, recipes, animal husbandry and different types of plots or fertilizers?

     

    I think they have farming where they want it. I'd personally like to see the crop to seed ration be a little more reasonable - it shouldn't take 5 crops to make a single seed.

  9. I'd love to see a system like the Left 4 Dead games, where it randomizes the zombies looks-wise. I don't know how well that works with the engine TFP is using though.

  10. 21 minutes ago, Roland said:

    Personally, I think they could get rid of the loot room and just have that stuff scattered around the POI so that those who fully explore get everything. The true "loot room" is the quest reward when you return to the trader. Why do we need the loot room treasure AND the trader reward treasure anyway? That combo usually leads to the player getting well beyond the difficulty curve of the game anyway.

     

    If the containers are scattered around, those spawn points CAN be easily randomized so there isn't just two or three possibilities. I know the loot rooms were originally conceived as the treasure room for a dungeon but there's really no need. The trader reward is plenty especially if there is a nice crate of goodies still present in the POI but just in a random location.

     

    Y'know.. it's not often we agree on something. I like the idea of loot containers scattered around the POI rather than one big loot room at the end.

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