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pregnable

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Posts posted by pregnable

  1. 6 hours ago, meganoth said:

    I remember talk about status effects too, but not about bleed. It was so zombies all have specific effects, not give effects all over the map.

     

    When comparing to club/sledge ALL other melee weapons look bad. This may even be intentional to make strength the novice perk tree in release version. If not the only sensible way out is to nerf club/sledge

     

     

    Yeah, although playing on insane/nightmare/64zeds/horde every night, the knife really shines. 

     

    In the harder modes,  you are more likely to actually let the bleed damage take effect to take advantage of the damage.  Plus the bone knife stamina is really cheap and there is a slow effect on bleed. 

     

    Although, later on, the sledge might really good in the harder modes as well.  I have been meaning to test it, heh. 

  2. 52 minutes ago, Roland said:

    The developers are aware of and impressed by Valheim. There is definitely some inspiration to be found there for them to possibly think about for a sequel-- but 7 Days to Die is what it is. It's practically done. There are some additional features still in the works including an over-arching goal regarding Noah vs the Duke. But no matter how cool Valheim is or what amazing innovative features emerge in the next few months in some other new release, it isn't going to affect this game very much. But Valheim definitely is inspirational in what it does well and any development studio should take notice and spend time talking about why it has skyrocketed like it has.

     

    Ya, we all know MM wants to go with less or no destructible ground, and more simple rust style building, while keeping the same options, for 7days 2. 

     

    That way, he can put more crap into the game and have the option for rust style pvp if he wants... or pvpve. 

  3. 33 minutes ago, Jost Amman said:

    That's not for those kind of weapons, it's a Club/Sledge thing AFAIK.

     

    Yeah, I am not sure.  I thought it worked when you get a physical melee kill with anything though. 

     

    I wonder if flurry of blows works with knife bleed damage.  Probably not.  That would be cool, although not as optimal in my build. 

     

    I might try and test it later if I get a chance. 

  4. Hi.  I believe that the SexRex stamina gain on killing blow currently is not working on bleed damage.  Ignore me if I am wrong lel. 

     

    Is this intended or could it be changed for A20?

     

    Just trying to plan out my build options for playing insane/nightmare run/64 zombies/horde every night/permadeath. 

     

    Currently doing fine on day 16, but after this run, I feel like my points in SexRex are probably better spent somewhere else.  If the stamina on killing blow worked with knife bleeding, I would have probably invested even more into it, and sooner. 

  5. Is there any chance that we will have a way to get quality 6 primitive weapons and tools, after we pass the game stage where they drop, in A20?

     

    Some of us like to stay primitive most of the game, and kinda lame when you miss your chance at a T6 stone axe. 

     

    I did actually find a T6 basic bow at a high gamestage, in a random backpack, in the current build, so maybe it is already in?  Dev?

  6. The thing says zombies can crawl through 1 meter holes.  Is that all zombies?  Cause I thought the crawlers already can. 

     

    Is there going to still be speed clothing, or a speed set? 

     

    Started playing this again while still playing cyberpunk.  Testing out insane, nightmare run speed at all times, horde every night and 64 zombies, but this time starting strength first.  Seems viable so far.  I am able to hold off the horde until I get into fortitude to where I can run all night and just melee or whatever I feel like to the horde. 

     

    Curious about my options in playing this way in alpha 20. 

     

    Oh, and what all does the drone do now?  The stun attack seemed interesting, but not sure if it is worth swapping out a melee turret.  Those are the tops. 

  7. Well obviously the top priority in alpha 20 should be toilet update. 

     

    I am sure you are already working on it and it is the real reason for improved water. 

     

    Listen, these vets want a REAL challenge and real SURVIVAL elements that allow the game to be their job... so you must make it so that players spend 50% of their game time using the toilet, at the very least. 

     

    Pee pee poo poo is serious business and should be taken seriously. 

     

    Proper toilets are the foundation of life and without it your society is exploded by bombs, just like in the fall of Rome, when their toilets stopped flushing and then bombs hit them and Joan of Arc died of radiation poisoning. 

  8. IMO that is a big part of the problem.

     

    There is so much vertical progression in the game that it would never pass muster in a PVP game.

     

    There is a damage factor of 5 between "no skill and crappy weapons" and "max skill and top weapons" and if you factor in armor and high wellness it's over 20.

     

    You can tell me about "player skill" whatever you want but if I do 20x as much relative damage then I'll win that "fight".

     

    If I was told to rebalance the game for PVP I would have to create a different balance.

     

    • You get XP for killing zombies but not for players. You get ego points for doing the latter...
       
       
    • All skills like Heavy Armor, Mining Tools, or Rifles go straight out the window.
      There will be no grinding skill.
       
       
    • You can buy perks from skill points but they dont have as much punch, either. No 2x damage modifier.
      Maybe +30% is manageable.
       
       
    • Weapons and parts retain QL but a QL 1 part does not have 40% but 66% of a QL 600 parts' stats.

    Much less "progression" and therefore a far more level playing field but you can still do all the things you do in the vanilla (PVE) game - with the exception of watching skill numbers go up.

     

     

    Actually, I would not mind seeing the vertical progression reduced in general. I do not really think the skills and quality need to make that big of a difference.

     

    You could try and balance perks to result in different play styles, instead of just making the player stronger.

     

    Since you can actually hide in this game, unlike rust, random respawns and land claims are probably good enough for it to function. Renewable resources would be a good idea too.

     

    A lot will probably depend on how NPCs and bandits work though. Will larger bases with loud turrets and defenses attract more hordes?

     

     

    If you are making different pvp modes, there are so many ways you could go with this game heh. You could totally recreate a game like Savage, or a MOBA, along with factions, and maybe even a zombie faction. There could be defended faction town starting points.

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