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Hm, i don`t think you`re right. When you don`t trigger any scripts from the makers you can kill hordes with stealth without any problems. I play difficulty 7/8 and when i am in downtown with my medium bow on T5 in stealth on any roof i can shoot an insane amount of zeds without getting harmed in any way 😀 But yes, this isn`t too unrealistic indeed according to many zombie films and stories. Therefore i would wish the zombies in 7d would work a bit different. I played with ferral sense once, it`s fun but so intense that you aren`t doing anything else but killing zombies all the time and stealth gets completely worthless. If there would be a bar to adjust the ferral sense intensity, this would be great
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I agree mostly with your arguments. I am also not sure if the bandits will work in a way it will satisfy me. I also fear that they will just introduce them as a new stronger and special enemy type but i do not really think they will behave like real bandits would do. I hardly doubt that they will scavenge the towns or trading with you or other groups in an realistic manner. Interaction won`t be very immersive so just don`t try to do so. Focus on battling it would be fun just to encounter them, being annoyed an when they are too strong and established on one spot, it would be cool to hire your own bandits to do some gang fights with them, but please not as a main aspect of the game, it should be a side task. When you don`t want them it should be easy to dodge them. But yes, there are cooler things they could keep focus on. Meh.
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I ve also seen the video in another thread about T5 POIs in A21 and broken stealth. The point is... meanwhile it is valid to ask if "stealth" should really be a way to play in an horde survival crafting game. You take big advantage when you can play out your stealth ability but in fact - even though zombies shouldn`t be of any big intelligence - THEY should be in advantage, considering that they are hunting for your flesh and shouldn`t even have to really hear or see you. I wouldn`t be too sad if stealth would be removed from the game. Though mechanics for tricking zombies should be expansed. In close situation the amount of possibilities to really trick them is quite limited by now. Give player more chances to defend passively and kill stealth, i think that would be a fair solution. Just thinking of your favorite movies, player could tie them, really break their mouth so they can`t bite anymore and so they become a markable smaller hazard to the player. Would love that. split off their legs so they become crawlers or do some even harder knockbacks which stun them double or triple time, there are many ways to compensate lack of stealth
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If A POI Has Zombie Dogs, It Should Be Minimum Tier 2
Lokeus replied to Vaeliorin's topic in General Discussion
What are you all playing like? Heavy armor style? I very often play with light armor and so i am very mobile, when hearing dog, i spot as fast as i can high ground, jump on it = danger level 0. Learn acrobatics level 2 and jumping onto high ground for advantage against enemies, especially against animals will grow even bigger. Plus doggys are really really vulnerable. They only make bigger problems when being in a pack, for those reason i often got explosive arrows with me. Oh and speaking about the bow: when i seeing dog hut, i am looking for the dog from above and kill him in sneak mode, they aren`t positioned very smart very often, for obvious reasons. Of course they are able to suprise me sometimes too, but zombies do that too. Uhm... we didn`t speak of new shothole mechanic at doors. One more new penalty for animals. Don`t fear them much. Really. My cryptonite are dire wolfs and (1500 HP? on difficulty 7of8?) and saber tooth tigers in snow bioms. Moderate resistance plus very high speed plus very common spawn rate in this biome. When i see one he has to die asap. -
Agree. Think about sleepers which aren`t to identify too easy, maybe more similar to the corpses on the ground, without "breathing" animation when in "standby". According to this meshing up the textures much more so player never will be able to say if it is dead body or a sleeper. Use more locks: Locked wardrobes cannot be opened so stealthy player won`t be able to just open it and shoot at the sleeper while in sleep mode. Let him wake up and let them make suprise attacks while lock picking or destroying such places containing zombies. Falling down zombies are not too bad, they are already in the game and suprises me often enough, well done here. Think also about breaking out zombies which come out from blocks which are solid and no player expect any enemy inside, such like "trap blocks" like cabins or beds. Insert random triggers: After opening x loot chests spawn horde outside which will set course straight onto the house, also random events inside the POI could spawn and attract zombies outside. Stealthy players will cry a lot about these suggestions, but i think you can make a good overhaul for them too, to let them become invisible better while hiding in some wardrobe, maybe under a bed or things like this. But of course triggers and events are one thing in singeplayer and completely another one in multiplayer. Will be difficult to get it well balanced. Atm clearing a POI is just a bit to calcuable
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Thanks for your sight of view, i started playing 7d2d right after it was released on steam as early access title and followed up development for around... 2 years? There is a big gap in my 7d2d experience with other alpha versions 😄 But though it is still fun to think about the pros and cons of their changes on the learning system. Should be staying in the wilderness without cities and traders be a legit way to play successfully the game? Yes i think so, even though i am thinking that you really have to profit from the ruins of civilization to get real advantages against the zombies. Outside your survival will be very "back to the roots" like for almost all the time, so... i really don`t the the big problem to loot a small wilderness POI from time to time and make your progress this way. Maybe i needs a bit more of stuff like traps and things like that to withstand bigger zombie hordes out in the wild.. But a map only with wilderness POIs and without cities or traders could incredibly fun i guess. Also with the implemented things which A21 already gives you. But i really would like to see waterfalls, "real rivers" as barriage against zombies. Finding existing caves already is an implemented thing but could be done better i guess. IMO they don`t need to change from existing system to satisfy all kind of players, but they could have a bit more focus on better / more exciting wilderness exploration. Huge handmade POI areas for the wilderness could be a valid solution, just keeping away any dungeon system or hidden main loot, but only for carrying players attention to it. And as he explores he will have normal zombie encounters and also average loot piles, this would be a really cool thing, what are you thinking?
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Big water problem always thirsty
Lokeus replied to Water rarer than gold now's topic in General Discussion
Legit way to play but trying to become half-god as fast as possible was also an interesting challenge everytime, but got too repetetive by time. I think overall it is really better now and you did well by slowing down your pace in your game. Nice to know that you modded... 😏 I am thinking about playing around with loot stage or loot tables a bit. Do you got any hint for me to learn easy-first-try mods? -
Traders are boring now... super, super boring.
Lokeus replied to Thunder's topic in General Discussion
My latest experiences also says that looking through traders inventory can be a neat thing to do, there may be some fewer usable items, prior to books of course. I like this feeling too. There is this skill i don`t know the name in english, which improve the rarity of traders items. This can bring back some excitement to me i noticed, you also have to skill intelligence for it, guess this won`t be the thing i will do in every new run. What i also like is the quantity of different items is really wide, what i disliked is, many of them just stay even on traders day new selection. Also noticed: The one city i am playing at right now got 3 different traders in it!!! It is fun to give it a try for checking all of them on one day from time to time, just as before, but you don`t even have to travel to a completely another city. Have you experienced that too? This way you can link some interesting logistic tasks to your day. I like these minor changes which affects in a big change of your gameplay - when you are flexible and are willing to divorce from your old way of playing Also staying one or two days in the wilderness now can be fun and enjoyable. -
Traders are boring now... super, super boring.
Lokeus replied to Thunder's topic in General Discussion
Thinking about it... you are absolutely right. Trader was much fun before, but also pushed you a much forwards. So i guess they should add the option "Spawn Traders: ON/OFF" and turning back to old traders with exciting and expensive stuff which really hypes you. Also there a enough out there who don`t like the trader at all. TFP could just remove the trader and let the trader spot be an abandonded place to scavenge. And maybe use as a base -
What do you think about trying out so many perk systems by TFP? You are right, they seem to try and follow a specific agenda to find a neat final vanilla version which is satisfying not only for them. But to be honest, they are switching way too often for my taste. It seems that their vision changed too often in the past to me. Its not a shame to have Alpha 21 now and A22 in mind, but they could have progressed farther by now...
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I think his focus is on melee weapons, hearing that he is telling about medieval swords and maces. And here the game got a bunch of potential, think about his mentioned stuff, TFP could specialize it for attacking feets, so zeds would fall off. I didn`t dislike the spear in A20, it was quite unique and sometimes really enjoyed playing it. Alternate attack was a standalone feature and as this attack knocked back enemies you could easily pull it out when the zed was on the ground. But you do not use this attack when fighting against 3 or more zeds, throwing was a bad option then. I think balancing this system for only melee weapons is quite challenging and devs got no focus on it. When the Zeds are running (according to your settings) melee is no such a big issue anymore so it isn`t worth to set focus on it. But yes, a wide range of melee weapons, all with their own unique abilities would be awesome. 😁
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There will be 2 opinions about the survival aspect of this game for all time. And the only solution would be: Insert an option for "Survivalist mode" where just surviving is @%$#ing challenging, and in standard mode you do it on the fly. For standard game the point is: There is still much too much food and drinks and in A20 and also in A21 it is a problem for the first... 10 days? After that it is no big deal to feed yourself, only a question of "taking food and drinks with you" or do it in your base to save inventory space. For me... in a world like this it should be hard as @%$# to find a meal or drink that satisfy you by 100%. And i repeat myself but: This all is reasoned by nuclear incident so make it all radiated. Being radiated should be bad. And also make areas radiated, so you need to find armor to resist it, just my thoughts 🙃
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Second option is great. I think it would be cool if all radio stations have to be enpowered by the player before operating. By enpowering them you can ask for supplies and they will randomly ship them some days after your order in nearby location. Player should then test from time to time if he can contact once more and use count of the radio should be limited. When depleated it only does white noise when use and player have to find another radio. One step further: When contacting successful the player starts a small horde event where he has to defend the radio. Standard random horde, not the insane squad when breaking a police car in A21 >_< In general: TFP should definitely add a bunch of those random events to the world which the player could start, would bring more life to the big sandbox. Just drop off the idea with "story"
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Don`t know if this will work for you but ever tried to scale up mountains, lakes and rivers? When there is less space on the map the "cities" shrink to "towns". This was a good way to adjust town sizes in A20. Also you can try to make your own map with Teragon. It needs a bit of getting into the editor, but you will find forums with nice presets to do your own random maps.
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There are some tools in the web which can make your wishes possible. Just google for keyboard rebind tool, there is also one addition from microsoft theirself for windows, i think it is Microsoft Power Tools. With this i rebound the shortcuts in A.D. 1602 for fastening the game. it is hard coded on F4-F6 and now F6 is triggered when hitting space bar when i play the game. Sadly i have to switch the rebind before every playing, but works well for me.