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Vedui

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About Vedui

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    Avid long time gamer.

    7DTD Let's Play - https://www.youtube.com/playlist?list=PL5Z54hiemOAusp5PsVfl8YmdGwQ8jcGaQ

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  1. Nice to see my video coming up as an explanation! There was a bunch of testing I did, including a follow up video trying to show and explain what I saw happening. People (on reddit, kind souls!) were able to replicate the 6x with even square full blocks. It's just a lot harder to set it up so the zombie glitches into it and does the extra damage, whereas some blocks (poles/plates) seem very prone to it. Centered poles for instance were a lot safer and much harder to glitch into. I can see why it's there, it's just "over-aggressive" and if toned down so it's less glitch-
  2. Yikes that is a lot of wires! Well done to get it all up! It's definitely possible to get it done, but at some point one has to ask the question "What is the reason we are so focused on the WIRING, as opposed to the functionality of the electrical items themselves?" ... and originally I thought there was mention of wiring so they could be cut in pvp, but that was years back and there's still no real way to cut wires, and even so most don't do pvp so it's a moot point. At that, wires just cease to be that useful, and one might as well just imagine we lay invisible cables through the
  3. Personally I'd probably just want to simplify, do away with wiring and instead work by configuration. Generators have a range of 50 blocks or some such and receiver devices configure which generator they are tapping from. Do away with tedious wiring and cables hanging everywhere, and just simplify. If you wanted to add on a power repeater block to extend the distance, but while it's cute and all to manually wire from point A to B to C to D to ...X, I'm not really sure it adds anything but unneeded complexity for the player.
  4. We do have "simple" and "harder" POI's but I agree biome addition to challenge ratings would make sense. We sort of have a harder time in wasteland already, but further ways to make it harder would be good, higher level zombies in dangerous areas and better loot. Still just the added wasteland stuff of always respawning zombies at night etc goes some distance to achieve this for now, so thanks for that!
  5. That is true. But if you're going to buy steel to craft, that's very close to simply just buying the weapon from the trader to begin with. So I think due to the need of steel, an increase in that being found would be helpful and not unbalancing. Just a bit more here and there would do it.
  6. I might be the odd man out, but I actually like the slower progression. I do think it needs some further updates to make it feel smoother. 1) More weapon parts. I end up day 7, and the only weapon I have I bought from trader. I can make a Q2 shotgun, Q2 stun baton, but I have no parts for either. 2) More steel. Right now a lot of crafted weapons/armor require steel, which is locked behind very rare finds (and rare wrenching specific items). Crucible is way further down the line. So by the time I find weapon/armor parts, I got the perks, but I don't have steel. Doin
  7. Yes, alpha ... 17 was it? Where they started adding way too many jump scare zombies. I get the feeling the new POI's in Alpha 19 they are trying to tone that down. It was fairly peculiar to always find zombies in wardrobes (which can't be open/closed), or up in ceilings (where there are false ceilings and no ladders and no access). Great for jump scares once in a blue moon. Pretty overdone when every single POI has it
  8. Yes, I do agree that tier 1 quests should be better located within a better range of the trader. Some are, but some send you to another town for no reason, which can be a bit of a run. However I doubt new players mind as such. If it's the first time they've done it, it'll seem natural. And they'll enjoy the scenery, exploration, or perhaps not even do them for a while as they dunno there are trader quests
  9. I would say TFP are doing a great job making them random. Imagine if all ponds had water in it, would get boring fast. Or all roads lead somewhere. Or don't dead end in a mountain. Or have 10 meter drops midway. It is truly random ... as when I cycled up a mountain only to crest it and ...plunge to my death some 50 meters down as a POI had been placed and carved out a perfect squad in the area. I would like them a bit less random perhaps In a18 I didn't see any skyscrapers in any RWG i generated, in a19 ... actually I'm not sure I've seen any either 😛
  10. So reading the question/poll, and then the text description itself there are some areas where they do not quite match. Yes, I would like a dynamic gamestage. We have one. It grows as player level does, and as you stay alive, and reduces as you die. It is a novel concept. I've never quite seen a game allow that. "Today let's go with gamestage 1." ... "Tomorrow I'll try gamestage 500" ... The game makes the general (correct) assumption that the longer you live, the more loot you accumulate, the better base you have. You simply can not make
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