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TWORDY

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Everything posted by TWORDY

  1. I used to have a similar setup but R7 5700X, RX6600, and 32 gigs 3600Mhz... ❤️
  2. Would be nice if someone looked into iron sights and scopes.
  3. So, the animal kingdom wasn`t enough with Necro-goat-mancery. Here comes tactical crocks and an all-out feet fetish warfare... Sorry lads, it`s Friday.
  4. What is the average PC in 2024 according to You? Because entry-level gaming PC nowadays is probably 32GB 5200Mhz DDR5, R5 7500F or i5 13500, RTX 4060 or RX7600? I think that the game is fairly optimized. I am getting over 100-165 (mostly 120-140FPS) at 1080p frames with all High details with 32GB DDR5 6000Mhz, AMD R5 7600X, nVidia ASUS RTX 4060Ti 8GB OC. The experience is smooth so far. A faster GPU would make a colossal difference in my case. And yes it's the average PC for 2024's standards! Playing on a slower machine than 32GB DDR4 3200Mhzm, AMD R5 5600X/Intel 11600K, nVidia 3060Ti/4060, or AMD RX6700/7600 is simply painful with 120Hz refresh rate monitors and higher... For the best gaming experience, I think anyone should go with AMD R7 7800X3D CPU and RTX4070/7800XT at least as GPUs! The optimization problem then is going to be resolved at 100% at 1080p/1440p. I first launched 7DTD on 8GB 1600Mhz, i5 4460, and GTX760 2GB... good old days, 60 frames, 720p at medium. Devs already are cleaning up some old legacy code and are bringing more features for better frame times. I was salty (unfortunately, right or wrong doesn`t matter because it`s fixed for the past 3 alphas) every time a zombie's head popped off on my old rig with R5 3600X and Vega56, I was getting like a huge jitter (on the stable version of the game). And yeah, huge POIs are killing frame times as hell and this probably can`t be resolved without upgrading a PC, cuz more than 12-16 zeds are being activated and they tend to hit many blocks while you're hitting with 3 other mates. Block of flats LVL4 and that big tower are the FPS killers for sure... High-end PC or going back to Minecraft... only final solution! 🙃
  5. I wonder only if the bandit`s corpses can be looted by the player. Are there going to be bandits cruising in vehicles? How about small camps occupied by the bandits in the open spaces with a huge bonfire at the center? How about bandits in random buildings on the outskirts not only in their fortified bases, caves, and bunkers? Bandits could be a game-changer in the early stages of the game, and a challenge. Could bandits raid players' bases after accomplishing certain tasks or getting a reputation in the game? So many questions and no answers 😁
  6. Awesome! Shutters or anything that would additionally reinforce doors and windows.
  7. Any chance for even more animals? Any chance for a raccoon in the rubbish bin 🤣
  8. In the post-apo version of Arizona, climate change might go quite nuclear... I wouldn`t have anything against more variable environments like marshes, swamps, open green plains, and so on. New RWGs might also represent the climate of the entire US... why limit yourself only to Arizona aka Navezgane state?
  9. I know lads, but it would be always welcome to see some additional content in the vanilla game to keep players more invested in each alpha. Vehicles would not be just a skin variety only if devs put more effort into differentiation of each vehicle by available seats, acceleration with handling on a given terrain, armor and overall strength of each vehicle, size of the tank, available mods, and cost of the materials. I believe there are still some gaps to be filled in with content. Otherwise, I wouldn`t make this post.
  10. I am waiting for the country music cover/version... cya around then 🙃
  11. I am burnt out with the current content in 7DTD. I believe there might be added some content that would land perfectly fine in vanilla 7DTD. New content idea for vehicles. 1. Buggy vehicle, optional vehicle available alongside Motorbike. One of the fastest and one of the perfect means of transport for the Desert biome. Gas-powered or electric. 2. Muscle car, optional vehicle available alongside Motorbike 4x4 truck. Good enough for a post-apo environment and an undeniable staple of the American car industry. Might come as a gas-powered and electric variant. Imagine Bandits roaming in this. More gun variety. SHOTGUNS LvL 4 Double "TheDoubleDoom&Gloom" Barrel Shotgun. I know there is a long barrel mode for Double Barrel Shotgun, but I would love to have a Doom-like proper Double Barrel Cannon. New AMMO types: Available for all shotguns. Incendiary Shotgun Ammo - puts/adds a chance to put zombies into flames and cause more damage. Explosive Shotgun Ammo - adds damage to nearby zeds. MACHINE GUNS LvL 5 Three Barrel "TheCheeseCakeFactoryNew" Minigun. New AMMO types: Only available for M60 and 3 Barrel Minigun. White Phosphorous Rounds - decimates zeds with a nice green tracer light and a surrounding white mist... ammo type might be found only in LvL 5 and 6 POIs. Very rare and really expensive item. SNIPER RIFLES LvL 5 S Ultimate Long Range Rifle "TheSemiAutoZombiePoker". New AMMO type: Available for all Sniper Rifles. Incendiary 7.62 Ammo - puts/adds a chance to put zombies into flames and cause more damage. HANDGUNS&SMG5 This section already has 5 guns available. All weapons might have Incendiary 5.56 ammo. That is all.
  12. I feel like for a solo/single player tier 5 locations are too overly complex. For 3-4 players tier 5 quests are easy tasks somehow. Finally, for the merciful love of God, devs could consider the introduction of proper naming for at least tier 5 locations. Running through Shamway factory for the 3rd time in a row is no joke (generic_location_5 is really not a good indicator of where players are stepping in) . Also, there should be a challenge in the game like beating all 5 tier level locations and tier 6! Players would have some sense of completion at the end of the day idk.
  13. There are a few things worth considering. 1. How to make progression/gating of certain items/processes in the game, so players do not get the Juice before the first Sunday supper. 2. How to keep survival elements or uncertainty/struggle at least in the early stages of the game. So players would prioritize to survive instead of building fortresses on day 2. 3. How to make a clear pathway(s) to success in later stages of the game, making the journey rewarding and enjoyable at the end of the day. 4. How to get rid of obligatory micro-management every single moment/time, or rather by making certain activities optional in later stages of the game. The only issue I see right now with the current system - My teammates who do think continuously that the infamous Murky Water is a trash item in the early stages of the game. There is no way right now to get to the pond at least in the later stages of the game. In essence, to get as much water as necessary as it used to be with an infinite supply number of glass jars. I have no problem with shameless self-promotion Framson 👄 💯
  14. Another thing that comes to my mind is that the items degrade each time after getting/having them repaired. So for example Q6 AK after some repairs might turn into Q5 AK. Then also crafting Q6 would be available. Or the Q6 item would degrade after 5 repairs. Q5 after 4 repairs to Q4. Q4 after 3 to Q3. Q3 after 2 to Q2. Q2 after 1 to Q1. So players would not have the opportunity to keep the same Q6 items for good. They would have to craft stuff back again or find it. Players would have to chase the rabbit constantly.
  15. What comes to my mind is water as a necessary item/ingredient for concrete to make things slightly more complicated. Some lads mentioned that in other posts/threads. What I would rather have the option of a wooden iron/metal bucket to fill up with murky water. This could be the late-mid-game solution and water might be also obtained in some other manner. Also, 15 murky glass jars might count as one bucket. Dew Collectors with water purifiers/filters could collect drinkable water. Perhaps, for glue production, there might be other workaround also. I would rather have options and even 2-3 pathways to success. Players would not have had a problem with getting some water in rookie lobbies as it is now, or at least in the later stages of the game. It`s my quick assumption of what I have seen in my games and what some of the players are looking for at the forums.
  16. Keep up the good work lads! I can't wait to run the next iteration of the game on my mini-box dedicated to 7DTD only!
  17. 1. Horror Ambient. This could have been still available at least in Wasteland/Burnt Forest biomes as a slightly remixed and refreshed version. 2. Some of the old zombie models. Simply nostalgia kicks in. 3. The Bee. It is kind of strange but the mutated bee never felt way too off for me at least in the Wasteland biome. 4. Caves. Devs should have rather implemented caves as POIs instead of randomly generated undergrounds for better optimization perhaps? 5. Climbing zombie. Since there is one that jumps very high, I guess the version of the mutated one that climbs (not a ceiling) only the walls wouldn't be way too off I guess. More variety for the future, like mini-boss events, and zombies with abilities, strengths, and weaknesses. Special Infected could instantly infect a player if he comes in contact but are easy to eliminate instead. 6. Huge wandering horders. Actually, why not keep them in more demanding biomes except for Forest? 7. Speed boost in vehicles as mentioned above with better car batteries. Could be extended into handling at certain terrain, steering responsiveness, and so on perhaps someday in the future. 8. More variety of biomes. I believe that Devs might expand biomes into sub-biomes very easily, mainly for aesthetical purposes. Older alphas had more variety of biomes. Some bread for thought. The Forest biome might be split into: Forest - dense forest as it is now, Plains - meadows/farm fields, open spaces in general, Mountains - rocky mountains with cliffs and valleys, The Desert might be split into: Semi-Desert environment as it is now with cacti and vast plains, Sandy desert with burnt ground and open spaces, Canyon areas with lots of cave systems. Snow biome might be split into: Snowy Liveable Areas as now, Frozen Lakes with huge ice sheets/cliffs and cave systems in the ice, Snowy High Peaks with valleys. Westland biome might be divided into: Radiated Zone - very difficult to survive without end-game/special equipment not obtainable in the early game and a mythical Hub City - should be like a holy grail and final destination with an end-game Trader, POI, or sth that would mark the end-game) Burnt Forest - like it used to be, Rocky Area - dark as depths of hell with canyons, mountains, cliffs, and craters filled even with lava, enshrouded in thick fog - very unpleasant zone and difficult to survive in without mods but with excellent loot. I would love to discover more in the late game. 9. LearnByDoing - as an optional game/progression mode for 7DTD so players could give feedback in search of alternative solutions. 10. Old small POIs without loot crates. I believe only trader missions should generate loot crates into POIs. I would rather have randomized loot crates with their random location in a given POI, or 3 possible locations. After 2000h spent in the game things are getting too obvious 11. Spawning into Wasteland and being blown by a random mine just at the edges of the biome, or being chased by a zombie dog after 5 min into a game... Just kidding.
  18. A storm in a teacup. Honestly, I am happy with the current changes. The game comes closer to modern standards with every update. Less cluttered, smaller amount of unnecessary mechanics is a good thing. Nostalgia is the only thing that comes into the equation, at least on my side. Newcomers usually do not fully comprehend how the game is meant to be played. For me, taking a sip of murky water in the early stages of the game is compulsory to survive. Water can be easily obtained at traders and nearby POIs dedicated to food etc.! I feel there is some challenge finally in the early stages of the game in which I have to prioritize water and food supplies over grinding XP, enhancing my base, or collecting other materials. But some preferred OG mining, building in the early stages of the game... sure thing. The only problem that arises is the lobby with 4-5 other friends who do not bother properly looting POIs, and mates continuously drop the murky water. There is no solution or workaround until the late game (or 150% amount of overall loot) ... with due collectors. The glass jar pain lasts through early and mid-game. In late game water or food supplies are no longer a problem so what is the fuzz all about? I like the change mainly because I don't have to micromanage empty jars, and I have predominantly murky water in my inventory while looting. The system will be tweaked with meaningful feedback for sure.
  19. Hello. Just a small idea for Workbench upgrades except for the obvious Saw and Hammer.
  20. In addition to that some animals could be shown (on the map) to make things even more worthwhile.
  21. Just a quick random thought. What if the map could be divided into 9 sectors (after being fully generated) then a player might be able to purchase one of the maps at the trader. Also, with players' progression more of the map might be revealed. I would love to have the possibility to have all the map areas revealed. But for a coin ofc or with progression at a given trader...
  22. Hello Trulius. First thing that comes to my mind is double 9mm pistol. This skill could be unlocked only with fully perking gunslinger. Well... dual Desert Vultures could also be a thing. Gunslinger then could be even a more viable option in late game and give extra perks when it comes to progression. Instead of G 17c 9mm, handgun might be renamed to Block 18k, this pistol might have fully automatic mode (rather innacurate one) and single fire mode. Also in SMG department, player could possibly have equipped in both hands TAC-21... rename it to CAT-12. Pistols and SMGs would actually feel badass as never before. So when it comes to quick balance wise solution - 9mm would be 2x weaker than lets say 7.62, and production cost would be 2x cheaper as well. Pistol would also be maintained well easier. Instead of Katana, I would rather appreciate throwable knives and perhaps hatchets in the mid-late game. Hatchet could be used as weaker but faster version of the Axe, and then after perking and progressing as throwable assets. Instead of making loads of scopes for each individual weapon, I would rather have a few that could possibly be present on every gun... except for 8x scopes obviously. I asked for ages to fix a cross hair and make iron sights even more useful. That`s all that comes to my mind and make Gunslinger and melee even more viable and interesting. I would love to see even more individual (except for sights and scopes) mods for each asset tbh.
  23. Some decent leap in yet another proper direction. --- The addition of more variety of tier 0 guns is great. Finally no additional blunderbuss ammo solely for one gun! Even bow got a buff! Only Pipe shotgun suffers from blunderbuss syndrome of overly long animation, especially when only one slug might be loaded at a given time. Sweet Lord, have mercy over my soul... I wouldn`t say there is too much ammo, especially while I`m playing with mates who spray everywhere with your well-earned equipment like there is no freaking tomorrow. Astonishing world generator, custom-made objects baked into the world generation process - huge positive. Finally, the city looks like a City! Underground levels and other complex systems! Outskirts - wow! Warrior difficulty feels like Warrior. Feral wolves, zombies in the first 7-10 days feel like overkill in bright daylight, always. Call an ambulance! But, not for me with 1000+ hours... Food availability - seems like a complete overhaul. I played with friends today and it is more difficult to keep all of us well fed. The trader has very low supplies for 4 of us as well. Playing solo for me is much easier nowadays when it comes to food management. Chickens and bears literally run into You to save your day, quite literally. Everything in this aspect seems different and more tricky at least in the early stages. It`s just different, I can`t say if it`s for the better or worse yet. Devs, please add someday more music or something that could be called a soundtrack in contrast to random noise or the same 4 notes played in a constant loop. It`s not like I`m hating on anyone because even so-called triple-A studios fail in that department in 2021. The soundtrack improved and I truly like it, simply need more! Vastly improved dog animations and art style, I only hope for the rest of animals having the same overhaul. More animals also in the future, please! Even more birds. Zombies can crawl even through one block! True game changer! New, fresh game mechanics is the right way! Dismemberance. Keep it going but have the option to turn that off too. Absolutely love the building system and how responsive and organically this looks. Organic - my favorite word lately. New objects, new crates that look less blocky, continue to move away from blockiness wherever you can Devs. Amazing stuff. We finally moved away from candy-like, fortnitish, disneylandish art style quite a bit - I`m not hating on anyone again, no offence to anyone, but it`s the only rightful move when it comes to 7DTD. Don`t copy others - be an example instead. Be smart and avoid a never-ending identity crisis that leads nowhere except for the loss of fandom. Stay brave on this one! --- Ok. The best thing about this one update... the game steers towards an adult-like crowd at least not in theory but in practice. Artstyle is way better. Sound keeps me in suspense, music, ambient sound, footsteps. On the other hand, there is no need for traders repeating the F... Fudge word to keep the game in a specific tone. Entire generations play this game so pay attention to what slips through the development process. Traders might be grittier, not everyone has to look-a-like a country music festival attendant. There are so many features I forgot about and worth mentioning, it`s unbelievable.
  24. Well, potato PC owners are in trouble indeed! At least I`m not freezing with my R9 3900X and RTX2070 this winter!
  25. The extreme density of the fog makes sense. It is probably a matter of further adjustments. I only hope for longer transitions between normal weather and foggy. Right now the surroundings become instantly foggy. I`d rather see slow alterations of weather. Different variations of fog density, visibility, and the list go on. Slow, heavy rain. With thunders, humming in a distance or close, etc. Weather, that may impact a player's ability not only to see at a distance or build an atmosphere of fear.
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