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psycros

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  1. When I try to use the game's creative modes I am at a big disadvantage because I'm left-handed. I can't find any control mappings specifically for these modes so I assume that they rely on other action keys normally used for character menu, jump, etc. In normal game mode I can remap the NUMPAD ENTER key but in creative modes it pauses the game. I would really like to try my hand with the editors but I need the NUMPAD ENTER key for flying downwards. I imagine other left-handers have experienced similar issues. I hope the devs will consider adding a mapping just for the "pause game" function.
  2. I support this idea with a couple changes (and some related ideas). Instead of totally ditching the gyro provide a "Gyro Rarity" toggle for admins that gets rid of the ready-built components. Pre-built "accessories" , airframes and so on would be unbelievably rare in a post-apoc scenario so building them from scratch would be a virtual requirement. Also, if its not already the case, landing one on a building should draw every enemy within at least four floors..there's no such thing as a chopper stealth landing. Tiny helos are also fairly fragile and should take damage from any significant impact and offer almost NO protection to the pilot. As for the mobile base I'd make it a drivable army truck with just enough room for one or two crafting stations.
  3. a19 thoughts: GOOD * More weapon variety. * More types of POIs. * Not needing to waste points on science just to make ammo. MIXED * Zombie falling animations are neat and add realism although it seems impossible to hit them while their in that state. I've tried with multiple melee and ranged weapons. Same goes now for when their getting up from being knocked down..only headshots seem to connect. BAD * The zombie teleport has got to go. When they get up from being knocked down they routinely teleport a block or two either to one side or towards you. Also, does it really make sense that stuns, especially with big guns, make a zombie rapidly stumble towards you? If anything it should knock them back a step or slightly slow their progress. We have "zombie rage rush" now, after all. * 2014-era food and water consumption? No thanks. 7 Minutes to Starve is not a fun game. We need a happy medium. I'd suggest making the food more realistic. A can of pasta is a full meal for a healthy person. It should take the character from 0% (not quite starving) to at least 40% fullness with no points in Iron Gut. The rate of "calorie burn" should also be cut by about 25%. * Stamina was nerfed a bit too hard. Same goes for Sexual T-Rex, making it undesirable compared to gains from food. I would suggest making stamina just a little more forgiving as opposed to buffing Sexual T-Rex, which would make it virtually a mandatory perk. Or perhaps a slight improvement to both..? * New graphics are often bizarre. Strange textures with lots of stripes, colors look like every Photoshopped landscape scene on the Internet - like the world is on ecstasy or something. * Dogs were bulls**t before, now their ultra-bulls**t. Their hard to hit and seem more resistant to melee damage than any of the normal-sized biped zombies (i.e. those smaller than bikers). * Vultures busting into buildings destroys any suspension of disbelief..their not heavy enough to do that kind of damage. * Did the apocalypse start about two years before the zombies showed up? Because that's the only explanation I can imagine for all the stone weapons and tools. How about this instead: scrap weapons and tools that you build from common materials ala Fallout and similar games. This makes sense in a ruined technological world. Stone age crap doesn't. Its fine to leave it in there but it definately should not be the de facto starting point...its what you should be making only if you aren't able to scavenge from POIs. * I'm L31 and have yet to find a pump shotgun or schematic for one. Same goes for the four other people on our server. We've all found auto-shotguns although I think none are higher than T2.
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