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Colin248

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Everything posted by Colin248

  1. yeh been giving the game a fair shake with the changes, see how the magazines work out. honestly i aint apposed to it since it helped tone down my progression, but its annoying to try and max out the other skills since i need to either: A: respec and go into them to find the magazines, or B: gain enough levels to even start in the other trees. its nice that progression is now more from exploring then leveling, but even still, frustrating in some aspects. firmly believe the forge shouldn't be magazine or skill gated. especily with how water is now, gota get a pot ASAP. however, right now im just lacking much of a end game, and wasteland realy helps with the blood moons later on. nothing like a zombie mixed super mutant horde to spice things up!
  2. gota ask man, hows progress with updateing wasteland? curious how your gona change up the base game with it, considering what TFP have decided to tweek.
  3. woo! new update! deffinatly be checking it out!
  4. thats... a fair point. @%$#. X3 and i suppose some locked doors is good to prevent the bandits swarming as soon as you arrive. altho, the police station POI with bandits, making a single hole means they all get stuck running at you. duno if thats something you want to peek at. 😧
  5. only reason i brought up the rad ghoul is, needing to destroy high hp blocks just to complete a quest sucked. especily since i only got a iron pick. i remember the intention behind the rad ghoul, tho im glad your going with a steadily ramping damage type, as apposed to, hes just spawned and your in the middle of the POI, guess you die. X3 tho the idea of rad blocks i greatly appreciate! such as radation barrels and the like. :3 as well as a new quest type, again, always neat when more is added this way. so... the way your POI is pathed, is that you start in the offices, then you head into the flooded basement, then come out the other side to the other group of bandits. wipe them out, then make your way to the kitchin but... i aint seen a clear path from there. so you return to the lobby with the big locked door, but theres no way to open it.... from this side. you gota head back to the offices, find the one door there thats locked, break it down, and then go that way to unlock the Lobby door from the other side. the flow of the POI is a little whacky, is what im trying to say. XD
  6. Thanks for the response! main issue i have with how they are balanced currently is that, when i was playing on survivor, super mutants took 2 full mags of assault rifle ammo to the face/chest and they wouldent die. back on normal difficulty they were still tough but nowere near as... troublesome. turning down the difficulty has made playing your mod alot more pleasent. hell, taking shots now isnt the end of everything if i got meds, were as before it was.... brutal. been playing your mod for a bit now, i think im mostly ok with the skill system now. however... some spitball ideas to getting more SPECIAL points. 1: completing magazines should give 1 point. i think this helps with progression as when you complete a magazine series you can improve yourself even if the mag group you find is the clothier one. (lets be fair, that ones useless for the most part aside from the double clothes pocket mod schematic.) 2: enough saved skill points lets you buy a SPECIAL point instead, from somewhere in the menu. this is more for late game once you maxed your current skills, but its still usefull. dont mean to harp on about the Skills system ya got, but i do think its the biggest thing i currently am at odds with. curiously, did you change the amount of EXP needed per level to assist this endeavour or it still at the games default ramping exp needed? also, when can we expect the super mutant and zed mixed hordes to come back? with next update? cos thats gona be exciteing other criticism i dont think i have... its just nice to get into gun fights and have a bla- OH! NUKA COLA CLEAR. that @%$#ing rad zombie in the cage. anything you can do to tweek that? also, a way to access the bottleing plant from a key would be nice, rather then needing to break down a door to get to the recipy room and bottler, to open it from the other side. (or a key somewhere to open that locked door in the offices would also be nice.)
  7. Hey, Bdub, quick question. so... i play on survival normaly, tis what i can rock with most of the time since it makes the leveling a little more generous (meaning, when i invest points into skills, its more worthwhile since, bows start to one tap zombies from stealth, rifles are more effective and can put up there weight with em too, it makes leveling more... worthwhile, is better to say). but on this difficulty, your foes are tanky as hell. did you balance the game around playing at the default difficulty? i need to restart the game i had going, but im curious what you would recomend playing on.
  8. Excellent! looking forward too it bud. However, i do have some criticism already about your skill system thats more substantive. now, in the trees there are skills that unlock various mods for weapons, melee and so on. these are.... realy dam worthless to invest valuable skills into. these skills should unlock the mods, but they need to do something more active. im unsure what, but just unlocking mod recepies isnt good enough. some possitives tho, i love how exploreing the world i can find notes that leads me to valuable POI's to explore. thats a real neat touch! also love the skill books that enhance armour and even gives that charisma perk. however, i do think that, the armourer perk could be made to improve the effectiveness of he heavy armours somehow. just to make that crafting skill not... worthless. you already made skills more valuable by level limiting such skills for the early game. you gota make sure they can be more worthwhile were you put em. luck skills, such as more dukes and more ammo for example need a bit more of a omph too them. perhaps the dukes skill could also add more cash, silver, gold and diamonds to the loot containers along side dukes. and the ammo skill could add more different ammo types into the piles. or does it do that already? im noticing, im swimming in large amounts of energy ammo, but not much of the other ammo types. ballanceing all the ammo types in game is no doubt gona be a challange. gona keep going and see what else i can pick up.
  9. Oh i just re read this, do you mean super mutants as themselfs assulting the base? that would be... realy dam neat! needing to have 2 trap set ups, one for zombie hordes and one for super mutants. that... ooo... whilst i like having both in the same horde, it could be overwhelming if theres a sudden torrent of gunfire being thrown at you. XD
  10. oh hell didnt know this was a thing! sheeet, does it work in multi? id imagine everyone needs the same songs in order to hear the same tracks, or is it based on the host? (somehow)
  11. thank goodness! and now that they shoot, cubby holes and various ways to take cover are gona be much more handy! also... wowies. 😧 thats a veeery limited amount of points. its not that people think they HAVE too, its that it should be a end game goal. even new vegas for example, has pleanty of options to increase your stats as you go through the game, your special points. the Clinic is just one option if you have the endurance to be augmented out the ass. X3 SO far im still in the early game of your mod. finaly got to level 10, going a little into bow skills as i think they can be usefull. however... the enemies added in this mod seam to be a tad too tanky on higher difficulties. also, i was walking home from a quest when a squito bit me and made my screen dark. horrifiying for sure as im running around without a idea of whats going on. but then i exploded. so that was.... uhm.... wierd. the death punishment i approve of, but it maaaaaay last just a smidge too long. a full week and it can stack? i am happy you discorage dieing, but considering ranged opponents can be waltzing around now, perhaps its too punishing. ive only died twice so far, but perhaps 3 days is more reasonable as apposed to 7. i know 7 fits the theme of 7 days to die, but... with no way to heal that death punishment, it can mount up im sure. in the end game im sure its fine, but hot dam. its making early game brutal along with the skill changes.
  12. 29 you mean right? 29 seams fine, enough to basicly max out 3 of the 7 trees, if you go hard into them. first looks at the skill system, i can understand peoples gripes with not being able to max certain skills before others. the level limit is quite a dampener. but, gona give it a fair shot, see how it fairs. altho, i have noticed the super mutants and zeds are now no longer chummy with each other. a shame cos, the fact super mutants would assault our base with the horde realy helped mix things up and make the 7 day hordes interesting again. 😧 is that no longer the case?
  13. i will give a session a playthrough as best i can, and give what feedback i can do. does grandpas forgetin elixer let you re allocate the said perk points btw?
  14. Oh you mistake my worry, the system itself i think is a decent idea. and i love the twists on the skills you have put in. (altho, with gameplay im sure them tier 10 perks need to be upped in value... some of them look @%$#ty XD) my only concern is longevity. the lack of being able to max out a character as a potential end game goal is something most people realy aspire too in the base game. its a neat goal to look forward too as you level up and become so strong. you sure you dont wana add Implants? something that can only be found in the highest tier chests, and at a very low rate? cos even that would fix my gripe that i basicly wont be able to play with all the skills. even when you find a implant, is it for a skill maxed already? well @%$#, give it to your team mates. and if you keep finding the luck boosting implant? well... tough luck on that part. 😧 Something that simple could fix my only current issue with the system.
  15. oh owch.... got any plans to change that? part of what makes the base game have a decent long life is being able to eventualy max all skills. (or if you cant cos theres a level cap, i aint reached it yet. XD most of my play sessions i do end up maxing out at least 3 or 4 of the skill tree base stats. )
  16. Hey Bdub! finaly returned to wasteland after ages away, after having a good go at the latest build of 7 days. my first impressioned made me crap myself, because i wasnt expecting to be shotgunned from a distance away XD or pistoled. i do think ranged enemies need louder footstep sounds or something to make the early game a bit more generous so far. tho i got a question about the... SPIFEL system. do you have a late game ability to gain full stats into each of the stats? from what ive picked up, the statues can give +1 to each stat if you manage to seek them out, but they are one use. is there any plans to max a character far down the line? Unrelated note, i look forward to tormenting my freinds with the ice cream truck music constantly :3
  17. i would like to point out, as a game designer, its up to you to figure out how to counter what players are going to do. otherwise the game becomes too easy. deep rocks my fave example of this. in the early days, bunkering was a tactic where you dug a tunnel to funnel the enemies into, so you could murderize everything that enters. its still effective, but the devs made various foes that can now dig. making it so you cant just dig a hole, seal it and stay safe. the devs saw the strat, and instead of removeing it, simply counterd it.
  18. again my frustration isnt towards realism. its more just with shotguns. in most games its the one thing you get right. X3 example: double barrel has 4 shots, but you reload 2 shells. thats... fine? its just the pump action that riles me up. loading two shells and its back to max, no matter its amount it just... graaagh i duno, its just so annoying. XD like, with pistols or, weapons with mags, the ammo count dont matter cos, suspension of disbelife. also i aint a gun nutt. but shottys are special. hell, the auto shotty is fine. its just the pumpy, that baby needs to feel like a proper pumpy.
  19. yeh i can see how that can be a issue, i was accounting for the animation for a 15 round shotgun. and i can figure it would be annoying to reload all 15 rounds... but come on man, part of what makes a pump action satisfying as hell is clearing a room, and then loading them shells ready for the next encounter. its why people use pumpies over automatics for gods sake. XD not everything is a numbers game. unfortunatly it seams the fun pimps disagree, what with there tierd system.
  20. my only gripe with the mechanic is that, instead of loading one after the other, it loads 2 and magicly 8 are in the chamber. now, could this be applied to the revolver when it doesnt have 6 rounds in it? sure, but its far less noticable comparitvly. even ark with its pump action, knows to load shell after shell till the max amount is loaded, and that games held together by paper mashay and silly straws. 😛 my issue isnt realism its... just how aggrivateing the animation is with how it works. XD
  21. So! i took a peek at the upcoming new alpha that was streamed the other day. managed to catch the host useing the pump action. thought the new model looked cool, a decent upgrade to the unity asset or what ever was before it. ....and then he reloaded 2 shells to have 8 in the chamber. im sorry but how many alphas we gone through now? i know this is petty and small considering the grand scale of things that are coming but are you seriously telling me its impossible to reload shell by shell due to development time? or some other Excuse that will be thrown my way to defend this lack of polish to the game for a single weapon? again, this is a tiny gripe, realy not anything big in the grand scheme. but hoooo boy does it grind my gears. XD
  22. im having ptsd. dear god @%$#ING NOOOOO CAZA@%$#YOUDORES! NOOOOOO! looking forward to suffering! XD
  23. hrm what about a random event at night? like... not every 7 days, and can only happen after 21 days, but random nights will start with like, a yelling and whooping sound from the distance. and then a horde of bandits try to @%$# up your base. got no clue if you can actuly do anything like that wiht the current tools available but, just a thought!
  24. thats fair bud. il keep on talking about the feedback and such. il take a firm stance on the mod situation, but i dont think your budgeing on that. 😛 that said, if your taking requests? i duno how you would do it, but adding a radio to the game with fallout 3/new vegas tracks would be neat. give the home a more freindly vibe.
  25. sounds good man. realy love this mod and how it works, and curious if theres anything i can do to help out other then playtest and report back issues.
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