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  1. Hello. Ive spent quite few hours with 3 of my mates roaming on rented server. Latency has been so far perfect and 3 of us have PING below 14ms! No problem in hitting the zombies whatsoever. Gameplay so far is amazing. Blood Moons are pretty fun to play and everyone looks forward to participate in them. Huge excitement overall. There is one thing that honestly throws me of balance and some of my mates. In most of tripe A titles (I know 7dtd is a kickstarter game in constant development) canceled reload animation has not been entirely repeated after switching weapons back. It would be nice to divide eg. Blunderbuss animation into three stages like placing ammo, pushing whats in the barrel further, turning that valve or whatever that is. Now even if I accidently use a scroll wheel while reloading eg. by switching to fists, then player is forced to go through entire reload animation from the beginning after switching back. Usually in most top notch games any interrupted reload animation is divided into releasing the mag, placing new one, pushing some valve. So consequently even emergency use of pistol wont force entire reload anim on previously used primary weapon. Dont make me wrong, weapons reload process is fast but the game is loosing on momentum and might feel clunky for more demanding and broader audience. Cheap way to fix canceled animation/action issue is to count reload action as completed by reaching at least 50% of total animation while interrupting/switching to something else and back. Idk how to explain this in details but there is a room for improvement. Another thing that makes me wonder is scoping/zooming in/out and its performence. Now if I click once the weapon zooms in, after clicking back zooms out. If I click and hold right click the weapon zooms in, then i release the key and scope zooms out. The problem is that its hard for me to quick scope or cancel zoom ins/outs in desireable timing as in many other games. Guys please add option for scope to hold the key or just 1 right click to scope propperly. Im not a big fun of current hybrid-like system. Kudos for devs when it comes to smoothing animations. When I first picked up AK and saw drawing weapon anim I was hooked.
  2. I don't necessarily think heavy and light armour should be in separate trees. Weat I would change personally is to rename perks into Strenght, Resistance, Survival, Mechanical and Engineering skills etc. Separately develop white weaponry and firearms of any sort regardless of the main framework like right now. Flatten damage and so on dealt with progression of the character and only headshot bonuses should work against undead etc. if the system doesn't work like that already. Quality of items could only determine number of mods to be possibly attached and item potential depletion. No need for more randomness on my side, keep it simple as they say.
  3. I must admit that A19 feels solid after reaching day 62 in private online game with 3 other mates. Progression system feels polished and balanced. Every Blood Moon brings chills and excitement. Many random actions seem to be priceless and epic - partial collapse of the main base or sudden death due to unintended consumption of glass by unaware companion.
  4. In a survival game You always run... thats a part of a survival scheme.
  5. Many good ideas presented here. The most intriguing for me is the plasma/tesla baton - I really like the drawings. Players were asking for a flame thrower for ages to be somehow implemented. Only weapon that comes to my mind for intelligence class is a railgun. Powerful single shot weapon, with a significant delays between shots (recharges), with limmited 5 mag size and expensive ammo, low duralibility, difficult in handling. Weapon powerful enough to drop a bear by one shot or any feral zombie. At the end juicy sound of the charge and supersonic projectile shredding anything on its way...
  6. Great idea for out of ammo scenarios. Some attack or additional key for hitting the enemies with the butt of the weapon.
  7. May I ask what is this layout/mod that Youre running?
  8. I would fully support this idea only if traders would be able to repair the tools for You as well... for the coin or bartered items/resources.
  9. Constant rebalancing the game is the part of every alpha. I wish only the game stage would have been locked/determined by more dangerous/hazardous zones or biomes. Eneimies/traps/hazard/materials to be breached. More complex and dangerous areas with better loot that would actually encourage players to level up/grab some gear before visiting them. Just syncronizing the loot exclusively with progression of a player may not necessarily feel right.
  10. You cant satisfy everyone as they say.... I wish more options could have been available for tweaking, so modding the game wouldnt be that much necessary. Making polished/smooth animations is a must. Finally fixing framerate and optimization for multicore/threaded CPUs. Devs should derive a little bit from other mods for the game or incorporate solutions from SMX mod etc. which is a very popular mod. Balancing and progession system is the next thing I could think of now.
  11. -NPCs as Bandits, occupied POIs by friendly and hostile NPCs. -Bolt action sniper mods and semi automatic sniper rifles - bring them back to its past glory. -Sandbox quests like assasination of (hostile) NPCs, escorting (friendly) NPCs, finding specific item or amount of items for extra gold and resources. -Meaningful vehicle mods that include engine performance and strenght (ECU/Nitro, Front Bumpers for ZEDs ellimination, Suspension etc.) -Modular electric/hydrogen powered vehicles with many space for players, loot and turrets. -Flags and flagpoles for the bases for immersion. -More variety of vehicles for resource scraping. -New awesome SMGs with at least 40 mag size and fast BPS that vicerates/stuns enemies at close range. -Flooded, radiated, gassed POIs with decent loot hidden in dangerous/hazardous areas. -Hatchet primaly as a weapon effective against ZEDs and less against blocks (possibly throwable weapon as well). -Items like gas masks, unique, complete outfits with camouflage dedicated for each BIOM - could be unlocked by doing quests etc. -Ferals in late game that could go invisible/transparent like with glowing eyes, traversing only in the night/dark at the game stage above 150. -Having in options magazine reloads DISABLED/ENABLED! -Possibility to remove weapon (I mean guns primarily) CROSSHAIR - DISABLED/ENABLED for better immersion. -Megacities with unique POIs/enemies/loot - filled with zombies only in certain areas to avoid impact on performance. -End game BOSS/entities and BIOM. -End game powerful weapon as Gauss Rifle for Intelligence class - that depreciates completely/fast after 20 shots so its not too OP. -Pressure plate explosive traps with bigger detection range or ready made mine fileds in 5 per 5 blocks that could be easily deployed and restocked. -Quick Spotting/Ping system in 7DTD. -Updated nicely looking grass/small bushes with levels of complexity in geometry/rendering etc. so potato users could enable and see on their screens sth too. -High fidelity objects for NASA computers. -Some fishing system that could work as a meme xD.
  12. I kind of agree with this statement. In A18 I felt like AK was the ultimate weapon to go for. I believe that shotguns work as intended at close range. Marksman rifle could only damage more or have a bigger multiplier on headshot and critical body parts - hitboxes etc. Any shot could have dismembered zombie parts to slow the enemies down from a distance. Then I believe sniper rifles etc. could possibly go back in time to its previous glory.
  13. Usually my game stutters for 2 sec after I hit like 3 heads with shorty. Dunno what might be the cause behind it. CPU - R5 3600 GPU - Vega56 RAM - 16 GB
  14. Similar mechanics is implemented in Killing Floor. To my understanding current screamer is good as it is. Perhaps another tier of screamer could have such properties as temporal/partial stun effect... dunno.
  15. Hello - updated/refreshed model for ancient minibike, - motorcycle/gyrocopter available for 2 players at the same time (two seat), - 3/4/5 seat truck with turret (.50 cal or TOW) with plenty of storage - might be also electical/hybrid or for hydrogen powder, - 1x/3.4x/4x/8x magnification scopes, green and blue laser available alongside red laser attachement, short and angled grip, - throwable knives or shurikens, Adam mentioned above tomahawks etc (spear is already a throwable weapon), - grenade launchers that could be attached to rifles, smoke grenades and flashbangs changing behaviour of zombies (useful in PvP), - EMP devices (like grenades etc.) useful in PvP that could compromise permanently/temporarily enemies defences, - light and heavy military class armour/vest - now only light is available, - workbench that can be expanded with the similar manner as forges (advanced vice and toolset to be found), - items like gas mask, glowsticks, throwable flares, flare gun, (that could impact zombies behaviour) or MRE found in military camps, - specialized traders, - boats/rafts + fishing, - shooting range and a huge mall as POIs, - at least randomized colour of zombies outfits, - very low options for potato PCs (something tells me new lighting and updated zombies will cause issues on older machines), - parachute to safely exit gyrocopters or jump from high buildings or cliffs, - more variety of broken vehicles for scrap that can`t be driven, - updated resolution scale and details of some of the appliances as well as furnitures, - updated geometry of grass, red, yellow flower, cotton, coffe, some small and medium bush added to the game etc. - additional sandbox missions - delivering package, finding and selling specific tier weapon/tool/item(s) for better coin, at least 2 missions active at 1 trader, - points of intrests (discovering/clearing ancient places, chapels, ruins, reserves etc. extracting sth/searching for lost signal etc.) - possibility to export import, play in singleplayer or any multiplayer game with the same character and it`s progression throughout the same alpha version, Peace
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