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mdf25

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mdf25 last won the day on December 13 2016

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About mdf25

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    Nomad
  • Birthday 04/23/1990

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  • Biography
    I'm a half-blind English guy who plays games and has a YouTube channel :)
  • Location
    Southampton
  • Interests
    Gaming, Metal music, Horror films

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  1. Sounds easy enough to mod in... i'll give it a go But I definitely think vanilla needs more love for INT players.
  2. I find that cloth armor works good enough at T6 to cover most needs and I mainly play melee. You can loot that pretty easily as you level. So until I start seeing Q6 iron armour I have no need to invest anything into armour skills. Then really it depends. I like to do Level 1: Advanced Engineering 1, Miner 69er 1, Sexual Tyrannosaurus 1, Animal Tracker 1 Level 2: Master Chef 1 Level 3: STR 2 Level 4: STR 3 Level 5: Sexual Tyrannosaurus 2 Level 6: Miner 69er 2 Level 7: Pummel Pete 1 Level 8: Healing Factor 1 Level 9: Living Off The Land 1 Level 10: FOR 2 Level 11: FOR 3 Level 12: FOR 4 Level 13: Living Off The Land 2 Level 14: Pain Toleramce 1 Level 15: INT 2 Level 16: INT 3 Level 17: INT 4 Level 18: Advanced Engineering 2 Level 19: Grease Monkey 1 Level 20: Rule 1: Cardio 1 So first 20 levels I look to get faster breakage of stuff, better iron tools and then a vehicle plus natural resist and crafting better stuff. I find less need to put points into weapon and armour skills right away but the pummel pete for baseball bats.
  3. The problem also comes wity the overuse of dungeon style POIs. In A16 the skyscrapers were the only dungeon ones whereas other POIs were meant to be broken into and not all had guaranteed loot crates at the end. I think what needs to happen to help bring back the fun factor, is to have non-dungeon versions of all the dungeon POIs apart from skyscrapers and factories, then spread it 80% normal 20% dungeon. Normal POIs have no loot crates at the end or maybe 1-2 dotted randomly throughout. No lights to guide, and less sleepers. Dungeons would then have more sleepers but guaranteed loot crates. To balance out the factory loot crate issue with low quality loot at the end, simply make 2 variants of loot crates, one guarsnteed to have better loot and those are only ever found at the end of long POIs
  4. Are you guys planning to add different walk type animations for zombies? How about attack animations, such as biting attacks in addition to their swinging attack? Could make getting an infection more plausible from a bite and would feel immersive seeing zeds try to bite you. Will ragdoll effects applied to your character keep the camera in 1st person in future alphas rather than revert it to 3rd person? Also will players be subject to falling over when trying to hop over fences like zombies? Will the punching buff that knocks zombies' teeth out be shown to do it in a future alpha? How about bleeding effects from knives and blunt trauma impacts from clubs and hammers? Would love to see lacerations and pulped zombie faces as you beat them senseless. Bullet holes too from shotgun shells... Are more block shapes being added in addition to the new assets shown in the dev diary? Some great ones I can think of are arch inner and outer corners to connect 2 perpendicular archway segments (a bit like what we have for ramps now) and also a pillar 100 type block that has been shifted across by half a block and cut vertically down the middle (so resembles a semicircular cross sectional prism) for aesthetics like inset logs into walls etc. Might be less relevant but... For the environment, will the modding community be able to add their own paint and terrain textures without direct altering of the atlas in a future alpha?
  5. Have you got a roadmap of which zeds are being worked on?
  6. I think fataal mentioned that a fix regarding the insane reach in SP and MP which was to do with animation and hits registering not syncing up quite right. So that should be better in A19.
  7. Technically 5 biomes are axed, since caves, hub cities, water and other forest variant were also biomes too I miss the plains though and hub cities. My take on your progression is that whilst I can see that as very much closer to a realistic way of survival, (in fact I like that it could even be made into a Backstreet Boys Reunion Tour) I could see that the early dogs and ferals could be a turn off for those just trying to learn the ropes unless they are nerfed in early days on HP and damage. The problem with having bandits in forested areas and assuming bandits have looted everything there already, if there is no loot in green areas then there would be less player incentive to visit since your only real reward is a green patch of land with high risk and low loot, unless bandit loot tables would be buffed a lot so you could get decked out after a couple of forts destroyed. You'd be better off in the biome you came from. I agree with you though this would be far more realistic and perhaps hardcore fans and experienced FPS players would really like this. But in order to cater to newer entries I think at the start there should be some guarantee that in first few days enemies in your starter waste biome can't spawn something in that you aren't prepped for, ie ranged bandit spawns 2 hours after you spawn in on day 1 and proceeds to maul you in 2 shots or a dog comes out of nowhere and mauls you as you try killing it with a crappy club only to die in 3 or 4 bites etc. Maybe gamestaged biome spawns could be a way to handle this so that only after a certain level the baddies get tougher but you are more than likely to have a weapon capable of handling them if used correctly.
  8. Whilst I think it does make sense from a realism standpoint, we have to remember that 7 Days is a survival game but not a complete simulation experience. So it would make sense that the biomes and what is found within them are staged in such a way to create player progression rather than to follow something more logical. You could argue that the bombs dropped in the waste areas were not high explosive nukes, but say toxin bombs with some top secret new toxin tested by government capable of causing mutation - thus killing and mutating creatures and plants, but damaging buildings less than say a full on nuclear strike. Could explain why buildings have intact loot. I think the problem with going into the bandits in pine forest idea would be that a player would not have any way to realistically establish themselves before getting killed by tough enemies or weather condition. You got zombie bears in burnt biomes, heat or cold in deserts and snow biomes, ferals in wasteland, or bandits in the forest biomes. A player stepping out of a desert dying of heat stroke to get shot to bits by a bandit in the forest might not be so fun, though could make interesting stories haha. I think it would turn newbies off quite a bit but if someone wanted to add this idea themselves, then you could [banned word] the game to do that. Having the forest as the easier biome is better in terms of game design imo because it caters to newbies and veterans. People who want it easier can build and live in forest but those seeking extra challenge can try burnt or wasteland living. It adds progression, slowly going to better areas for better loot as your character levels up which is good also.
  9. Steam name: MaxFox_Gaming / metal_max_90 https://steamcommunity.com/id/metal_max_90 Hours played: About 6500 Started on Alpha 13.2 Discord: @Max Fox Gaming#0401 Native Language: English
  10. I think it's still possible to have non random elements whilst still being random. Example: Every ranger station is the same as every other ranger station - but it still is random loot inside each onecwhich makes it feel more random. So a map having a hub city albeit different layouts and even location in the world is not too far fetched to still be considered random. It worked up to A15 and I think the main reason it was cut wasn't due to it not being fun or interesting, but because A16 introduced socket POI placement which likely screwed up the hub city code. Maybe allowing town generation to optionally be tied to biome placement via XML could be the answer so modders could add this back if hubs now fall outside TFP's visions. Example, the normal towns and cities could generate in all biomes but huge cities are for the city_wasteland biome only (which is indeed different tnan normal wasteland biomes) If wasteland is going to be improved in general though for endgame use I am all for that too
  11. Are there any plans to bring back hub cities? I really miss big cities being dangerous late game areas and perjaps it could be a cool spot for bandit camps. Amazing loot but high risks.
  12. I use DXTory. Never let me down I also record modding tutorials with OBS which is free and IMO better than bandicam.
  13. Something like... <removeattribute xpath="//item[not(contains(@name, 'Player'))]/drop[@name='resourceElectricParts']/../property[@name='Class' and @value='Light']" />
  14. mdf25

    FennecModlets for A18

    I'm updating with 18.3 now Should be live in the next few minutes.
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