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Jost Amman

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Posts posted by Jost Amman

  1. 20 minutes ago, TSBX said:

    I remembered. I may not post in the Dev Diary a lot anymore, but I still read it. :)

    Out of everything that's been talked about so far, what are you guys looking forward to the most?

    Everything... but the water rework tickles my curiosity most of all.

     

    If done well, it could open a whole new "dimension" for gameplay (e.g.: actually being able to travel/use bodies of water, submerged POIs and such...). Of course I know I shouldn't expect much, but still, leaving behind the current "molasses water" is already great.

  2. 43 minutes ago, Andy Red said:

    Isn't the point to "survive"? And then to "thrive" in the post-apocalyptic expanse?
    It is an "open world" game afterall, it's not a quest-driven game. The main goal being able to survive the ever increasing difficulty Bloodmoons.

    Sorry for the "nitpicking", but Open World doesn't mean no goal, open world means the game is not linear, and you can go wherever you want whenever you want, that's all.

    You probably wanted to say that 7D2D is a Sandbox game.

  3. 4 hours ago, RCboy34 said:

    Flamethrowers!!!  (Also, possibly spreading fires to burnables, and a way to put them out?)

    Years ago, I asked @madmole about the possibility of a flamethrower turret... it was the alpha when they first introduced turrets, I think.

    I don't understand what the problem is with adding that type of turret to the game. It would be great!

    The ammo could be the gas tanks we use for vehicles, and the burning effect would be so cool to watch during a Blood Moon night! :flame::mad2:

  4. 1 hour ago, Diragor said:

    Yeah I understand it and I hate it xD thats why I asked if there is a chance to get a better stamina system than just the basic stuff. When your stamina is on 0 and you're still using it, it should burn up your food and water. that would be a great way of designing it

    No, seriously, 1.5K hours and you're still playing like this?? :suspicious:

     

    Most people who get killed by dogs/wolves are the ones who are always running around all the time: if you run all the time, you lose stamina left for the fight, PLUS you also have little to no time to hear the warning growl of the wolf/dog until you find yourself face to face with the animal.

     

    I'm really disappointed with you @Diragor!

    I expected more from you! :nono:

  5. 11 minutes ago, thecapotek said:

    The game is good and all, I keep playing it occasionally. What actually bothers me is that there's still no actual point to it.
    There's no consolidated storyline or quest system that leads up to something.
    I mean, I gather resources, weapons, food and all that, in order to achieve what, exactly?
    I'm not really up to speed with game updates and betas but there doesn't seem to be any actual work towards this direction. Not to mention the fact the game hasn't left Alpha stage despite being worked on for years and years. I'm not even trying to be hostile or anything, I enjoy the game as I said, I just think that sooner or later a game has to have an actual goal for the player to achieve.

    No, you're right... currently we have no real goal/story but the "goal" to stay alive.

     

    Problem is, the story is the last one that can be added, since you can only have a story after you add NPCs (not only traders), you can only have a story after you add Bandits (they're working on the first iteration right now) and finally you can add a story only after all the game mechanics are where the devs think they should be.

     

    An educated guess would be at least two more years of development before we can see any of that.

  6. 5 hours ago, Lord Morphleyes said:

    To wear it?  Maybe not, but how well did you 'wield' it?!   How long until one becomes familiar with the weak and strong points of their armor?  How many battles before the knowledge of what weapons and strikes are the most difficult for the armor to mitigate? How does one know how to parry the spear and turn into that scimitar without facing them in battle after long hard battle? How long does it take to one get the intimate knowledge of how their chainmail sounds when it has a hole? 

    Don't worry! All that work has already been done by the armor smith! :smash:

    Also, if you really were in a battle, you wouldn't have neither the time nor the attention to listen to the "sounds" your armor makes when braking down. :fencing:

     

    5 hours ago, Lord Morphleyes said:

    Cool, that you got to wear an actual chain mail jacket.  I would love to see how it really feels.  

    Nothing special. Feels like a thicker jacket that has not buttons! :madgrin:

     

    5 hours ago, Lord Morphleyes said:

    Just to be argumentative because its Friday Afternoon and I haven't had any beer yet:

    Here's one! :tea:

  7. 1 hour ago, meganoth said:

    I don't think this is perfect either. A player who is good at killing zombies before they hit him and good at avoiding hits is penalized for playing well. If he lets himself be hit itentionally to get that skill up that isn't organic gameplay anymore but meta-gaming for improvement.

     

    IMO the LBD way for armor would either give improvement for any close range fight with a zombie no matter the results or improvement only when you don't get damage in a close range fight.

    The reality though, which makes both you guys "wrong", is that no skill is needed to wear armor.

    As long as you button up correctly and don't put an arm where the leg should be, you're set.

     

    I would say that the only factor which could be considered experience with armor, is getting used to it.

    The first time I wore a hand-made, true-to-history, chain-mail jacket, I didn't need ANY time at all to get used.

     

    So, basically what I'm saying is they should completely remove certain skills from LBD systems and put the bonuses directly ON the object (in this case, the armor).

  8. 6 hours ago, Gamida said:

    For a very long time now whenever I do a quest to dig up something I always mark it on the map and check it later. I have found that after a while (maybe same thing as regular loot)

    it has respawned items. I have even checked holes others have dug and found some half decent stuff in their treasure chests so I also mark anyone elses I find.

    Was wondering if anyone else did this as I have mentioned on occasion to others on servers and they have no idea what I am going on about.

    Isn't that a bug actually?

    I think treasure chests shouldn't respawn stuff, it's immersion breaking and counter-intuitive IMO.

  9. 16 minutes ago, Matt115 said:

    I was not active for few days, just checking topics and...  i think there is nothing to talk anymore. Every "Longer" topic like Zombie kids, food spoilage , quests etc was so many times that there is nothing new to say about that. Bugs topics are just... bugs nothing to say. LBL was interesting topic but... everything was said about that too. So there is nothing new so....  this is so "dead season". Even i , i don't see even sense about talking about potential another TFP game etc.  This is soo frustrating. Just uhh... nothing new about 7dtd, no more room in hell 2 and sengoku dynasty.  I feel so empty now.... like skeleton

    Wait. You didn't hear the BIG news? :suspicious:

  10. 11 minutes ago, Telly G said:

    Killing the Duke would open up say, a deep underground massive labyrinthine late game bunker complex that stretches across the majority of the map with entrances in various places. This bunker has protective ownership by the Duke till his demise, same for his castle, at least until the quest to defeat him is active for the castle.

    How come all I can hear right now is LAG LAG LAG? :madgrin:

  11. 5 minutes ago, sillls said:

    I found this funny bug. Well I think it's a bug. 

    I put in a cellar door. If I open it and leave and come back the door will be closed. But if you open it will open and then slam shut. As if to say:

     

      Sure I will open for you- Just kidding! lol  

     

    Has anyone else seen this? 

    Known bug. Weird, I thought they already fixed it...

  12. 2 hours ago, meilodasreh said:

    I think the concept itself is cool, but I can't really see how it fits into a fully destructible world.

    -those could only be at places with e.g. high hp blocks around, so they can't just be bypassed very easily. Definitely something that has to be considered for the POI designers.

    -what happens if I destroy the blocks around the burning pipe end? Will there just be a flame still burning, coming out of nowhere, or will it burn at a new place?

    -fire would have to get a major damage impact when coming in touch, because if it behaves like now, well, you could just run through it, have a drink, and it's of no concern.

    -If they changed it for fire in general, then you could build a rather safe hordebase just with surrounding your walls with campfires.

    -And if they did change it only for the gas pipe fire...well, why would that one fire be so much more dangerous than any other fire?

     

     

    I'm curious how they figure it out, so that it doesn't come out weird or meaningless.

    I think if they use the same (new) mechanics they're adding for water, they can have flammable liquids run through pipe blocks and such.

  13. 5 hours ago, Crater Creator said:

    While I don't exactly interpret 90% infection as meaning that you are 10% human and 90% zombie, this could be a cool feature. As you get increasingly desperate and throw caution to the wind hunting for a cure, at least the zombies are a bit less sensing of your presence at higher levels of infection. I think it's cool for a game to adjust the blend of challenges like that, instead of merely tacking more onto the baseline.

    I agree that it would be fun to have infection work that way.

    But, to be honest, the way infection is handled in the game all points to this infection not being THE infection (IMO).

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