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Onarr

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Everything posted by Onarr

  1. I do not think you want this. Building plates in this way makes it that the plate actually takes up the inside slot, meaning you cannot put any furniture there. then you have this weird 1block space around the walls that do not allow anything there.
  2. I have to disagree. This of course is personal opinion, but I find agility severely lacking. PoIs are not well designed for stealth - closet zombies, neccessary jumps, trigger events etc. Agility weapons also appear harder to find. And finally it has no utility perks that would improve resource gain. Benefit I see is that it is most effective build for clearing high tier PoI. There it shines. I guess for higher difficulities as well. But honestly I have never went agility build from the get go. Which is shame, because pistols are my favorite weapon.
  3. It however is an interesting challenge to make the base both well defensible, effective and beautifull. The constraint forces me to be much more creative.
  4. @madmole I second this. The dynamite is awesome, but does not work well whan trying to mine horizontaly. You mine two deep hole and in perfect scenario you throw it far enough to create hole 3x3x3 (it works well vertically, as gravity pulls it to the bottom). But currently 80% of time it does not reach the end and it will instead explode doing damage in front of it. If it could work same as the charge it would be awesome, because it would be reliable. Or perhaps placing it and using remote to detonate.
  5. Damn I start to love junk sledges. Last horde night I made a little gatehouse, where I can shoot from the sides. The floor towards the garage door is electrified and right in front of the door I put the junk sledge. At the end of the night it got about 2-3 hits. Zombie runs in - gets electrified - headshoted. Those that make it get pushed back. If I get overwhelmed by numbers I toss grenade. Damn this is effective.
  6. Well I enjoy using dynamite. Yes you can just find vein and mine it, but I want my mine to be under my base, so when I return I can get into it. I enjoy building large mining complexes too, I just want to make sure that the ores actually do spawn.
  7. @madmole How it is with mining? I know that you can find veins easily when finding a ore at the surface. But what If I want a mine in my own base? Do I have to mine to bedrock how it used to be? Or can ore now be found only at the top layers?
  8. I would really like for locked slots to be available. The mod I used has it and I miss this function dearly.
  9. Good work on Bears. Those things are force to be reckoned with - fast, tanky and deadly. The other day I encountered one on day 13. I had a hunting rifle and double barrel shotgun and was feeling confident I can take it. I scored one sneak headshot from afar and managed to pull of 2 more before it cought up with me. I switched to shotty and emptied both chambers. Bear is alive. @%$*#!. At that point I have like 50HP, so I start running. Oh good I can still outrun him. I took a breather poped painkillers and reloaded my weapons. Hunting rifle, shotgun...Bear is still alive?! I completely panicked as I was mauled to death and quickly tried to switch to melee to at least die swinging. I missclicked and equiped timed charge. Suddenly the bear has C4 atached to his head and is beeping. He looks as suprised as me. Second later he does not look anything as his head is blown off. Oh ok, there is another bear over yonder....I wonder. Yep, it is confirmed, timed charges bear hunting is a thing. Now I combine it with my stun baton for maximal safety.
  10. Sorry but how am I supposed to react to such argument? No topic stays constantly on top, no matter how popular it is. Then new topic emerges, but it is already without prior builds. Purpose of sticky is to have all of it at one place. There is already sticky topic for seeds, why not builds?
  11. @madmole I really enjoy seeing other people builds, building techniques and defense designs. Would it be possible to create a sticky topic somewhere eg.: "Show us your builds" in General discussion. I kinda miss such a tread to gather inspiration for building new cool stuff and showing mine.
  12. On default I had problems with sudden walls and also with cities and towns not being connected
  13. Personally I see nerpolling as a problem. If it was removed I would be happy. That is, ladders are the way to get to high places innit? Are you playing nitrogen or default maps?
  14. Main problem in my eyes is, that double dipping is not enjoyable, but because its effective people will do it so they get more stuff. When you have looted your city already, many people will opt to double dip the close quest instead of going 1,5 miles for another. Its easier. This combined with absolutely atrocious roads that do (not) exist between cities and lack of gameplay on the "road," it is quite understandable. I would probably not remove double dipping until the random world gen is fixed so that roads can be traveled easily and there is event system that keeps player occupied. However yes, in the end I would remove such possibility.
  15. I dont know, for one iron spike I can kill a one or two ferals, it costs 4 forged iron and takes about 2 minutes to craft. It also has this ugly habit of exploding cops. With single pipe bomb I can kill 16 zeds. I would live spikes to work, so I can use that iron that mostly just lies in my chest.
  16. @madmole , is there any plan on making spikes, barbed wire and mines give XP for kills? Perhaps locked behind perk like INT does? I have some ideas for defence maximizing the effect of mines and pitfall traps.
  17. I wonder if the AI is going to be that advanced that they try to stay at certain range, take cover etc. Enemy AI especially in voxel world got to be tough to program. But it would be pretty sweet. I remember playing dying light for the first time and encountering "bandits" for the first time. I died like 5 times before I learned how to deal with them.
  18. You mean charging them with grandpas moonshine and painkillers in full steel armor?
  19. Well from my experience maximal falloff damage means min damage, like 30% not 0 damage. Could at least mods like shotgun choke increase the range by 5? And when we are on topic of shotguns, I do not really think they are in good place right now. Especially with their block damage. I have to be really pressed into corner to be willing to use them, because they just make every PoI into swiss cheese. You always risk destroying loot containers. I dont know, can anyone honestly say they like using shotguns how they are now? I got lucky last game and found schematic for combat shotgun. I was like: "Bingo!" I crafted Q2 on day 7. I used it like 10 times and soon completely stopped using it.
  20. how is doing damage wasting ammo? Not doing damage is wasting ammo, which is what happens now. Falloff damage is how it is done in majority FPS games, why not use a best practice that stood the test of time? Its also logical, so avarage player understands, that if he shoots from far away, it might not do as much dmg. Also when you need 2 headshots instead of normal 1 they will quickly catch on. Shotguns not doing damage after very short range is ridiculous.
  21. yeah ill be fine with Q6 combat shotgun 200HP and kickass armor. The shotgun doing no damage on range is stupid. Why not use falloff damage for it instead? 5m full dmg, 5-10m 75% dmg 10-15 50% dmg I almost never use my shotgun. Only for instances when I need to kill something from range. Even large lvl 5 PoI room I go in melee with moonshine. Thats why I was so suprised I spent almost half my ammo on trying to kill Princess from top of the hole. Like WTF? Until now I never realized I did no dmg at all. I just though they buffed her HP.
  22. Yeah but try to use this argument when you want to kill a bear. Oh it will come to you, no problem. Well thats the thing I would like to avoid you know? And as Str guy I do not have much ranged options.
  23. There is mod for that. https://7daystodiemods.com/backpack-buttons/
  24. Yes, that is the large issue of balancing it. Either you lower it so noobs are not too discouraged, or you increase it and say git gut scrub
  25. The main issues is, from my point of view, people do not really get hit. For the first 30 days, you encounter slow zombies and in small numbers. They are easily dispatched even with melee weapons and you only really get hit either if you are really careless, or few dogs / wolves get drop on you. Once you get hit, the effects do proc. I think its not the proc rate that needs increase, but zombies having higher uptime. On normal difficulty, looting is pretty boring until you start getting ferals. Perhaps upping zombie speed? or having more of them in PoIs would work better.
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