Jump to content

Maxley

Members
  • Posts

    85
  • Joined

  • Last visited

Posts posted by Maxley

  1. 29 minutes ago, HB_H4wk said:

    Yes Like what I've been working on. Can't wait to see everything that can change the look to after an apocalypse.

    7 Days to Die Screenshot 2023.04.15 - 18.14.58.99.png

    7 Days to Die Screenshot 2023.04.15 - 18.15.27.38.png

    7 Days to Die Screenshot 2023.04.15 - 18.15.48.70.png

     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

  2. 25 minutes ago, HB_H4wk said:

    @faatal Is there any possibility of a Yuka Battle Thong for male characters that wish to live in the desert biome?

     

    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. 

  3. 8 hours ago, Roland said:

     

    The artists are adding assets to the game as they finish them. If the artist decided to fix the buttons (if they AREN'T his own little joke after all) then it won't hold up A21 at all. Any art assets that are done in time will be added and any that aren't done in time will be added later. There are changes that do impact other systems but since the buttons don't actually work and are just for show there is no impact or delay at all. The vending machine got a face lift but it still works the same as it always has. It is a container with a menu that will let you spend dukes to get items inside that have no dynamic connection to what is seen through the glass as you walk up to it. You won't be inserting dukes and pushing buttons and watching your item spiral out to fall into the slot below.

     

     

      
    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 

  4. On 12/18/2022 at 1:23 PM, faatal said:

    No, but I may change that tomorrow.

    It is possible, but the particle alignment looks best on horizontal surfaces. There is currently an issue with particles sometimes colliding with moving colliders and stopping in the air.

    Yes, they were fine. The changes were to make the number of repair kits needed to be different and reasonable for each type of vehicle.


    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.

  5. 8 hours ago, Subquake said:

    I agree it's a bit OP, but I don't have a solution for that yet, something to think about for sure.

    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.

  6. 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.

  7. 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.

  8. On 12/13/2021 at 5:21 AM, just.dont said:

    And then, there are issues that's with us for a while now, but nothing was done about them in A20:

    1) Bloodmoon. For quite a while, TFP seems to find time and spend some effort to make certain static defense setups completely useless. Yet, ever since we got our current buff system, nobody at TFP pays attention to the fact that now you can *outrun* nightmare-speed zombies very reliably with a few buffs, and thus all you need for bloodmoon defense is a bunch of stimulants and enough explosives (and a decent gun, but that's secondary). I'm not sure why static defenses get all the TFP attention (even though many of them require considerable effort to build) while the issue of being able to defend a bloodmoon with just a couple of items and a lot of running in an empty field gets *no* attention.

     

    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.

  9. 10 hours ago, new7daylive said:

    havent had a chance to catch up on the dev streams.  Has there been any mentions about caves or other underground features being a part of the released game?

     

    Apologies if this has already been covered somewhere else recently.

     

    Thanks

    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.

  10. 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.

     

  11. 23 minutes ago, meganoth said:

    Where did you read the biome gamestage bonus would be a multiplier?

     

    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.

     

  12. @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

  13. On 6/2/2021 at 12:38 PM, saoron666 said:

    I did stop and play other games and come back hoping there is something NEW! NEW as in new areas, new tough mobs, bosses, vehicles etc..

    Last night i was playing this and my gf saw a zombie bear and she like OMG whats that?! i was so happy i thought its actually some nasty mutated mob that will kill both of us or we run away.. but was just the same old ass bear ... funny thing she's like oh its just a bear...

     

    thats what i am trying to say in this forum but they just dont get it.. they think im just @%$#ed or a hater lol the game needs some major tough special mobs. not just random mobs in the same mob group..

     

    same mob outside on the street is inside the buildings..  

    even if you start walking more in those shoes you will have to change them sooner or later..

    a little update wont make them new..

     

    not cause you polish that shoe that it will be as new.. so they need some major updates and implement BOSS's, tougher mobs, special mobs. which drop special loot also..

    it will give it that extra spice to it you know!

     

     

    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”.

  14. 23 hours ago, Roland said:

    That's great but then it brings in another problem that the economy was handling and that is rushing up the perk tiers on Day 1. It is way OP to be able to spend all four points in one perk on Day 1 like you described. There still needs to be a balancing cost associated with moving deep within perks so that the best rewards can't be accessed so early and then there is no challenge. I finally got to tier 4 on my blade perk on Day 30 and with a machete right now on Day 41 I am OP compared to the zombies. I tear them apart without effort. Now on Day 1 there would be no machete but I'm betting with the bleeds and the dismemberment probability even a bone shiv is going to be amazing-- which feels good at first and then quickly renders the game boring.

    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.

  15. 5 hours ago, Roland said:

     

    Well, you're not exactly being consistent with what you are saying. You started by saying that what you want is for an increase in agility to have an agility themed boost to ALL weapons and a strength themed boost to be given to ALL weapons whenever strength is increased-- instead of the handful of weapons that rest beneath those particular perk list headers.

     

    But then you go on to say things like a Sniper can't be good at cooking which really really makes it sound more like you want to be able to mix and match any and all perks equally. Your first suggestion of having the attribute bonuses affecting all weapons instead the few that are assigned to them would not solve the problem you later bring up about a sniper specialist not being able to cook very well.

     

    So excuse us for not exactly getting what you mean. 

     

     

    Another solution would be to remove the attribute gates from the perks so that any perk could be advanced irrespective of the attribute level. You could spend to move attributes up for those bonuses and/or you could spend to move perks up but the perks would not be dependent upon any particular level of attribute. That way you could mix and match any perk from anywhere that you would want to focus on. Removing the attribute requirements for perks would be a much easier mod to accomplish I think. You could probably change the value associated with the perks all to 1 so that once you put at least 1 point into an attribute all the perks under it would be available to advance all the way. So for two points you could advance blades and snipers or farming and snipers.

     

    That would solve the economic problem you hate but the attribute bonuses you dislike would still remain.

    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.

  16. 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.

×
×
  • Create New...