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TWORDY's Achievements


Ranger (6/15)



  1. Apologies for a bad practice if I respond. I am somehow partially responsible for the current state of a progression system. What "kills it" at least for the players who have been playing for years is a "class system" consisting of 5 playstyles mostly. In previous "LBD" progression system any action has been attributed to a given skill. With the current division of skillsets, the player is more strictly obliged to certain pathways. This simple fact seems like a downgrade rather than an upgrade. I just wanted to "end spam crafting", but solving one issue spawned another one called "5 main attributes" instead of one nicely done "skill tree". After all those years "Excel rubrics" is still present. I only suggested a "skill point system". Thanks to that solution, players have been given chance to excel at any skill, no matter what weapon they used or getting accomplished activity and so on - to me, such an option seemed like an upgrade rather than a downgrade of the progression system back then. To me, it`s completely irrelevant whether attributes grant 3% of this or 10% of that. There has to be only a sense of progression and something that keeps players busy. A system that possibly grants as much freedom of choice as possible, right? At the end of the day all stubborn players will level up at everything, but I don`t see a reason why the devs should make life more complicated with "5 main attributes/classes". So coming back to a drone...
  2. Treat my post as bread for thought. I have nothing against a current system and order of things. I was only wondering if anyone can come up with anything else tbh.
  3. I have already played most of the popular mods.
  4. I will try to explain how I would see the weight system with movement improvements. >So first of all without any better armour, mods, perks, stimulants, each given player can only carry up to 40 kgs. Above 50kgs figure, there would be no possibility to even move. After breaching the 40kgs limit players stamina is depleted rapidly while running. No possibility to sprint. >Up to 15kgs on a player, then the character is able to run without stamina loss. Actions like a melee attack would cost less stamina by 10% also. A basic armour set could weigh around 5kg without a helmet etc. The more complex armour then the heavier it becomes and the more protection it usually gives. Mods might reduce the weight of armour also. >Ak may weigh 3.5kg, bandage 0.05kg, basic first aid 0.15kg etc. Stacking of the items would be easier, equipment of the same quality and durability can be stacked onto one another also. Any weight might be established by the devs. >Except for running players would have the option to sprint for a short period of time (Sprinting might be faster by 10% than running and deplete stamina faster by 25% accordingly). >Players might have the option to drop a Backpack. The item would work in the same manner as a chest, could be craftable and even upgraded with mods and better versions or types. >Players could be able to craft and find Toolbelts between 6-12 slots - now 10 is a standard available. >>> >Ore, building materials paradox and gameplay. >I have no bloody idea how to balance this one out. This one will never make perfect sense so I would probably have like 5-15 slots exclusively reserved in the backpack for the collected wood, ore and other building materials for gunpowder no matter what the real weight might be - so basically these objects would be weightless and only represent gathered materials by the player. This is within the devs reach.
  5. Well. I`m not sure how much a given player would derive from tornadoes ripping through POIs - looks stunning usually on the marketing materials and that`s all. I hope that the devs will focus on the weather changes, extreme weather conditions also. I`m pretty sure PIMPs can deliver something interesting, so the world will look as less static and believable as possible in this manner. I would really appreciate some simulation of the weather indeed. The direction of the wind impacts snow particles, raindrops, not only grass and tree branches but changes the direction of clouds also - right now there is a spinning skybox in a circle. Simple things that change the perception of the game and the surrounding world. For example, blowing wind in the snow biome could cause hypothermia way faster. In the desert mini sandstorms may limit your vision, raise body temperature and cause faster dehydration, slower the players' movement in one direction, and so on. In such circumstances players would really have to fight for survival in the nearest POI, clear it or wait some short period of time in the shelter. Thanks to that not only the icon on the HUD, or some code actually represents what`s about to happen to a player. That`s the one step towards the survival aspects of the game. Another great rework would be some "weight system", backpacks, toolbelts between 6-12 slots perhaps someday. I believe that the community would tackle the ore weight aspect one way or another.
  6. The drone must have a directional light/flashlight as a standard option but as a mod a radial 360 degrees (dome, radial in the same manner as a primitive torch) light source. The drone must have the ability to heal up the owner and possibly other allied players in near proximity, only if the health goes down to critical levels (under 50% hp?). A drone might shoot with syringes (???), but a cooldown must be included. Please add the option to silence the drone's generic voice acting... no offense.
  7. The drone needs 360 degrees flashlight/source of light as a mod, not a directional light. The drone should automatically heal up a player if the players' health is at some critical level with a cooldown system or something.
  8. Animations are not the worst not the best like in most of the games. The only solution is to improve animation flow and sequences on the screen - someone has to visit shooting range devs and have a look by himself. That would be a priceless and fun experience for the team and you might do recaps for yt. Record some of the behavior and sounds of the guns, this might be performed by the Professionals in the field then draw conclusions for the game obviously. Find some experts on melee combat - there is a lot to be learned. TFP, treat such an approach as an investment into the future. Still, I`m happy to see some progress in new/refreshed equipment. Not everything has to be uber realistic but timings of the finalized actions have to be right, otherwise the brain starts to jitter 😘. Try exporting weapon animations up to 240 frames, not 120 and check the results on 165hz screens on a really high end PC.
  9. I`m not sure if it`s a good idea but just my thought - what if a trader is only available after surviving the first wave, or when the player reaches a certain reputation or level. In such a "postponed scenario" a player will solely focus on survival aspects for some time. This might be a fun factor for some.
  10. Craftable Walkie-talkie grants the opportunity to talk safely between bases - sounds like a fun factor more than a game chat already full of profanity 😘. Some radio that can be deployed somewhere in the base or even used in a car also, unlimitted proximity communication only on players activation. Alongside showers may I ask about for some conditioners of high qualitea 😉 so the zombies could appreciate my presence more.
  11. I may look forward to changes proposed: Possibility to determine the minimum and a maximum number of traders and their visibility on the map. Specialized traders - players choices might become more randomized, the gameplay is naturally longer, even more difficult - fun or frustration inducing factor of the game that depends solely on personal preferences and the idea of game balance - the items have to be more meaningful than it is now in such scenario. Option to punish severely the player on death in the server/map settings. Option to have "1 life" or "dead is dead", possibility to "resurrect - for complete chickens in certain scenarios", - but issue a visible warning to a player that may go mental over his death. Additional settings may bring some challenge to players who have been playing 7DTD for 5+ years alongside the "progression" and "grind curve".
  12. I`m expecting full realism features in next updates. Pr0neHup headquaters in city district, please b0ss.
  13. Creating a sense of progression is very important. I don`t think that I completely support the current order of things. Overall damage of guns is progressively buffed by weapon quality between 1-6th LvL. In addition, mods rise automatically additional damage output. I`m completely not a fan of this solution when it comes to weapon progression. Instead, I would rather see more specific sets of armor that grant better protection throughout modifications/upgrades, not necessarily quality LvL, etc. The weapon quality can be only determined by the number of possible mods and attachments. So for example LvL1 gun can`t be upgraded with any attachment. LvL2 gun could only be upgradeable with scope. LvL3 with other mods to players desire up to LvL 6 with 5 mods etc. But no further rise in damage output expressed in almost all mods like it is now! The only mods that grant better damage properties are a heavy barrel and ammo type - that`s all. I`m simplifying. To me, it`s an easy and neat, incredibly clear system. Armour might be progressive in a sense of current weapon properties in my humble view. Also, I would rather take 1 step back and look at the weapon damage - call it as setting a baseline. Devs have to ask themselves whether the game becomes realistic to the eradication of unarmed zeds and ballistics itself. I'm pretty damn sure that no matter what difficulty level the player plays on, 2 shots with 7.62 from AK to the chest is enough to end anything on the way. Tougher enemies should take like 4-5 shots to a chest etc. I would rather experience a baseline so the economics and firefights may look the same no matter what difficulty level is set in motion. Right now by changing the difficulty, the requirements for the number of bullets in your backpack go up, if I`m not mistaken. Setting one "damage baseline" would help with balancing the PvP, and make the game more predictable (in this case predictability is a blessing) for all no matter what, at least when it comes to firefights. Again, I would take a step back when it comes to ammo type, and instead of 3, leave for now only 2. In this case, less would mean more - this is what I feel would be good for 7DTD. For example, standard one could be found only in easier biomes. Better, more expensive ammo, that requires more resources could have only 50% more damage, but deal 200% more damage to armored enemies. Less would be more with such an approach and help with some sort of a baseline/balance again. Again, more weapons, more attachments, refine some of them, this will keep the players busy with looting, chasing one another, this seems like a true value. Think about PvP aspects because there is where millions sleep and wait for the kiss. Such changes are the right step at least towards PvP aspects. Armor protection might be progressive in the sense as it is now. Weapons 0-600 quality level expressed mostly in damage - nada, no, zero...
  14. The audio is not in sync with the position of the ragdoll animations. I am wearing my headphones properly as far as I`m concerned... Cloud Alpha and X370 motherboard - integrated sound card. Watching zombified sliding downhill and listening to the unsynced moans at the top of the mountain is a bit painful. I realize that the game is in Alpha, but still it has been like that since quite few alphas over the years. Without setting the tone/mood for the game I would rather not record a soundtrack for the game.
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