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Maxley

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Everything posted by Maxley

  1. Maybe they could add some kind of decay animation, or have them disappear in a bloody puff of mist. Something other than having just pop out of existence
  2. @Roland has the wandering sleepers idea been scrapped? I was excited to see how zombies wandering around poi’s would provide a more unpredictable challenge.
  3. What is a block limit? I never heard about this? Forgive my ignorance
  4. I like the overgrown look. I don’t know how long after the apocalypse 7dtd takes place but I’d imagine after 10 years it would look somewhat like what you have made. Would be cool to see this in the base game
  5. That’s actually the top feature of alpha 22. The fun pumps have been planning out its implementation since the very beginning but they didn’t have skill set or the manpower to put it into the game in a way that fulfilled their desires. Now the time has come, the Yuka Battle Thong will bring a much needed layer of complexity and artistic amplification to this game.
  6. @Laz Man are there any new tiles coming with this alpha?
  7. Are they going redo the old tree models at some point? I like the newer snowy trees but a lot of the regular forest trees look very dated
  8. graphically the biggest issue for me would be all the old mismatched looking tree models and other foliage. I really like the newer snow pine models though and I hope they can redo all the other trees in this style.
  9. would it be possible to allow vehicles to flip over. I think it would improve the driving experience if you have to drive more skillfully in order to avoid flipping over. One thing I really enjoyed about driving a warthog in halo was when you made a ridiculous jump and you almost flip over but you just barely teeter back onto four wheels. And if you do flip over then it would just kick you out of the vehicle and you would have to pick it up and place it back down.
  10. A few ideas: you could make it so instead of removing armor mobility penalties it would increase your melee attack speed (or attack damage) by a small percent when you hit an enemy stacking up to 5 or so times, and each stack would only last like 3 seconds. Or you could just make it so your movement speed is increased by like 10 or 15% for a few seconds when getting hit or hitting an enemy.
  11. I feel that Urban Combat volume 6, which makes it so armor doesn't slow you down while in combat, is kind of over powered and makes wearing heavy armor the better choice since it just removes the only drawback to wearing heavy armor. Have you thought about re-balancing this? If not, its ok, its just something that always bothered me.
  12. Id like to create tiles as well as update my old pois so that they fit in the a tile. Is there a tutorial somewhere for this? I havent been able to find one yet although i probably didnt look long enough
  13. Yeah i agree with point 2. I feel like things like pallets, furniture, and some other specific blocks should fall unless they directly supported from below.
  14. It think it would be interesting if the pool that forms from cop spit did damage to players standing in it. That would make it so players would have to move around to avoid standing in acid puddles. The art and effects for the acid pool are so toxic looking i feel it is shame that it has no effect currently.
  15. I agree that the player should not be able to outrun nightmare speed zombies, at least not for very long. I definitely think some of the perks like Cardio and Sexual Tyrannosaurus are overpowered as well as getting 10 stamina back for every kill with a bat. But people wouldn't be happy if those were nerfed. I know this would never be implemented but what i feel would solve this problem is if there were an exhaustion meter which fills based on the players level of exertion. The more sprinting and power attacks a player does in a short time, the faster it fills. It might take a couple of minutes to fill fully. Once full, the players stamina regeneration is reduced significantly for a duration, maybe a couple of minutes until it goes back down to zero. EDIT: Actually there is another solution. They could add a zombie that spits slime at the player which slows the players movement speed for a duration. You would just have to be careful to dodge these projectiles but if u get hit it could allow the other zombies to catch you.
  16. Make it so when you hit the church bell it makes a ringing sound. This is vitally important to the immersion factor of the game.
  17. They said they need to implement some better terrain editing tools for the level designers to use before they really produce any caves. I dont know if thats actually going to happen but that is what they said.
  18. Some unique zombie ideas for to be adding greater diversity in zombie hazards -Zombie cop acid pool should deal damage to blocks and players over time. So if you stand in a puddle of zombie cop acid you will take damage per second. -Zombie exploder: a zombie whose only purpose is to run to the player and once within a couple of blocks range they self detonate, much like a cop except they explode even if you kill them before they reach you. They should have low hp but fast movement speed. -Zombie grabber: this zombie grabs hold of the player when it comes within melee range and immobilizes the player until the player kills them. So you would want to take these zombies out first when fighting. This might be tricky to make it look like you are being immobilized by this zombie since we play in first person mode. -Zombie cannibal: this zombie eats the corpses of dead zombies which causes it to heal and become stronger and faster. -Zombie tanky ass boy: this zombie cant be knocked down or stunned and has a good amount of hp. Might not be a good idea, but it would add some variety. -Zombie necromancer: screams or something and brings nearby zombies back to life (Only zombies who still have heads). These zombies should be a bit rare because fighting several of these at a time would be stupid. -Zombie antifa: incites nearby zombies to become temporarily feral (increased move and attack speed). -zombie creeper: just follows you around but only attacks when you go below 50% hit points. Is extremely fast. If possible has a lunge animation similar to the ghouls in fall out 4. Ill think of more ideas.
  19. They said in the dev stream that the desert would be i think 2x base gamestage, snow would be x2.5 or 3, and wasteland x3 or 4. I don't remember exact numbers.
  20. @Roland For the biome gamestage multiplier will there also be a flat bonus to biome gamestage as well. What i mean is, if you enter the wasteland on day 1 with gamestage 1, then the gamestage in the wasteland would only be 3 since it has 3x mutliplier. So i think it would make since to add a flat bonus like +15 or 20 gamestage and then add the multiplier. This way it would be a worthwhile challenge to enter other biomes on day 1. So if you have gamestage 1 and enter wasteland it would go like this: (Your gamestage x 3) + 15
  21. You’re not a hater. I know what you are saying. I too wish they would add new challenges for the mid and late game. Some new interesting zombies with mechanics that you need to be careful of or perhaps wandering hordes that increase in size as the game stage rises or a setting which increases zombie movement speed for every week you survive for example. I know they will add bandits at some point so that should help hopefully and they have mentioned “special infected”.
  22. It’s just a matter of balancing numbers. Perks can cost more with each level. Also there could be diminishing returns. Another way to help balance it out would be to double the number of levels for a perk but half each levels benefit. however, I get what @Gazz is saying when he says that without attribute requirements people would just chose the same thing they always do with each play through. I remember playing Oblivion and I always chose heavy armor, repair, blades, etc and pretty much never deviated since there was nothing to prevent or discourage me from doing so. So in the end, I guess someone (not me lol) will have to make mod and then I’ll see how it feels.
  23. Yes I think removing the attribute requirements for perks would provide a great deal of freedom. And as I said earlier attribute points, if they continue to exist, can serve as a secondary bonus that enhance the character for further customization.
  24. I think they should remove attribute point requirements for perks. Just let the player mix and match perks as they wish. Why do attribute points exist? To funnel players into predefined roles. I know you don't have to stick to these roles, you can put points into multiple skill trees, but it is much less efficient. Player choice should only be limited by the base cost of perks as well as the increasing cost of leveling a specific perk. Also, having perks assigned to attributes is highly limiting to developers if they plan on expanding the perk trees. You have to consider where each perk would logically fit instead of just being able to make an interesting perk and add it to the list. Why are chefs under strength? Why are javelins under perception? Having to consider these things is a waste of time. If attributes have any place in the game, they would be as a secondary bonus that aren't tied to any specific perk. Probably have a separate attribute skill point that you gain when leveling up. As Liesel Weppen said above, just have attribute points provide non specific bonuses, like +3% melee attack speed or +5 hit points.
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