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TWORDY

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Everything posted by TWORDY

  1. Well... everything depends really if I'm playing solo or with a couple of friends. So basically we decide who gets particular skills in the first place in order to share ammo and have a wider range of capabilities on arrival. So what I choose is solely based on the Warrior difficulty level. When I'm playing solo Strength seems to be the most potent with Sexual Tyrannosaurus (so I'm not losing stamina while being in combat, invest like 2 points), Pummel Pete (somehow I prefer club over other melee weapons). I also max out Pain Tolerance as soon as possible (in order to avoid stunts that may easily kill me) in Fortitude, Iron Gut (so I don't have to think about food that much any longer). Grant one point in each Healing Factor and Rule 1:Cardio. Then I go and improve mining. After I'm done with mining skills I choose Lucky Looter in Perception. Later place some perks in Boomstic or Machine Gunner. Then I assign gathered points wherever I want. Playing with Friends, I make sure that one of the guys has Strenght, Perception. I usually go for Fortitude mainly because of Pain tolerance and Carabines/Assault Rifles. I use a shotgun without buffs only inside POIs, upgrade my knuckles.
  2. Perhaps this is where the beauty of 7DTD lies. I played a triple-A title once with a great combat system, beautiful graphics, game developed (that You probably described) by the studio in Eastern Europe, where I was born, but I won't mention the title specifically in the forum - zombie apocalypse game. I played several hours and uninstalled it - simply wasn't for me, seemed simply to blend, even though I haven`t seen all the features. Honestly, complex melee close combat is not of my interest, even though I would like to see more stuff in 7DTD in this regard. If it matters for anyone else, then please turn to the devs. I turned to the forum community and a certain spectrum of the things mentioned by me have been actually implemented (I'm not making this up).
  3. Just make sure that the game is on sale with discounts and grab the copy for Your friend also. The game is 1000 times better with a pack of friends.
  4. I used to be an AMD graphics card user by myself half a year ago. I don`t recall having this particular problem with Vega56 and its drivers. Actually, I never ever had any problem while playing 7DTD with AMD. Freesync felt really great in a single-player, super smooth framerate but the mouse was slightly less responsive, not by much. If You have really tried playing at low details, try lower resolution and field of view also, then medium and ultra, idk then. Make sure to disable or enable all possible settings in the Adrenaline panel and see then. I had more problems with AMD graphics card in older titles running in DX9, that's what forced me to switch back to nVidia. AMD is somewhat inferior, but only in certain titles, or DX9 unfortunately. To me, this looks like some sort of reflection, texture refreshing related problem as Fox stated in his post. Perhaps unpolished drivers, this usually happens with the release of new AMD graphics cards. Try posting this issue on AMD's website. I had posted issues that I was having with brief explanations when certain problems occurred. If it's near water, then try explaining this somehow here: https://community.amd.com/t5/support-forums/ct-p/supprtforums. Try creating a ticket through Adrenaline software and post a short explanation with a video. May I know what particular settings You have played on? I will try to make an artificial pool of the same size, place a wall opposite to it and see if this happens to me with nVidia - that`s the only thing I may do even if it seems ridiculous 🙃. I recommend nVidia users disabling SSAO in 7DTD which is handled better by AMD.
  5. Please, treat my post merely as a source of possible inspiration, rather than something that must be considered at all cost or implemented with 100% accuracy 😔. I would rather humbly state that I was one of many people who had been trying to address the previous system (primarily with its potential flaws). The constant creation of tools was some sort of a flaw in game design (when it comes to aesthetics and game flow) in my honest view. Players who have been here since day 1 probably miss learn by doing a lot, including me myself (or at least some part of it), but it's mainly due to nostalgia. Sometimes I ask my inner-self, does any proposed change improve the gameplay in any aspect? Does any change would possibly look better in trailers, streams, media coverage? Make easily accessible, approachable to a wider audience, so I could bring my mates into this. Eurekas come to my mind about gameplay solutions based on other games, podcasts, books, etc, you name it. I just open a forum, then write down my thoughts, usually in a form of a chaotic stream of thoughts. So to my understanding, I might be sharing different (better) solutions according to my perception of things based on some sort of intuition (inner voice). I would not recommend taking literally or translating what I myself usually put down in form of a forum post. Even criticism is welcome because it usually brings more ideas to the table. Well. Thank You for remembering my name. 😅
  6. In contrary to other games on the market 7DTD receives a huge chunk of updates that change the game (in a good way, for so many years). Every Alpha seems like a brand new experience, that's why many players come back to this particular game (not only to bash its Alpha state on the forums 😆). Even more and more players are active according to Steam Charts. If You have ever played an open-world game with survival elements then the game is dedicated to You. The game is still 🙃 worth a while cuz of a vast variety of features, no matter if some elements do not have a look of an AAA title. Don't judge the book by its cover. Most released games have a huge marketing budget, teasers, trailers, huge media coverage, then charge 60 bucks out of thin air. 7DTD and the studio is at least trying to be honest about the development of 7DTD (where are my bandits devs! 😅). Graphics and sound design do not represent the overall state of the game. Some of the elements present in the game are just simply placeholders, that are currently used as the grounds for further development of 7DTD. Movement and animations, physics are not the greatest ones in 7DTD, but like anything else with every update brings reworked content. Graphics in high details with SSAO disabled on my R9 3900X and RTX 2070 holds up pretty well at 2560x1080. 7DTD shines online with friends who don't have a clue how to play the game. Unexpected hilarious moments guaranteed. I'm playing recently a lot also - Company of Heroes 2 (RTS), Battlefield 4 (FPS) with the same buddies for years, and I must say that 7DTD is a masterpiece in its own category. Is it worth the time and money spent - without a shadow of a doubt.
  7. Nicely generated sidewalk. High res news-boxes and lamp posts with complex geometry. I hope more and more objects will ultimately get such attention to details. Any chance for Snow Doggs Inn in Snow biome in Alpha 20? 😄
  8. Dedicated ammo for each weapon would probably make more sense in terms of realism. On the other hand, managing any type of munitions and stacking them up in the backpack is a tricky part. There is probably no ultimate solution for that. What I would attempt to do in such a case... probably the increase of stacking size of 7.62 from 150 to 240 is one of the solutions. Also, I would make sure that players as a reward may receive ammo type that can be chosen by themselves. Ammo could be less present in POIs, but instead, players might have wider access to it through trader somehow or a magic reward box/storage, etc. When it comes to a grenade launcher, it is a fun weapon to use, especially LMG bouncing grenades. In addition, the launcher might be attached to an assault tactical rifle or to be used separately. Flying AK is next on the list - just kidding. Without pain, there is no gain. In addition to vehicle mods, I would like to see vehicles damaging or killing Zombies finally. Also, some XP granted for a confirmed Zombie kill would be cool, let's say 1/4 of XP for roadkill. Huuuge 4x4 truck for 4 or even 5 players inside. Such a vehicle could be customizable and a bit pricey, but might work as a mobile fortified base with .40 cal or rocket launcher during a horde night also. Sounds like lots of fun and more reasons to purchase/download or simply play the game, at least for me. I believe that having 4 stiff classes, grand perks - you name it, with certain abilities and weapons behind it is actually a drawback in the production process. I would love to see weapons being developed independently from any list (so more weapons could be introduced for sake of content, same with abilities), perhaps as a separate tree for rifle and melee weapons, etc. So the pistol could behave finally as a basic/early game weapon and fists, with a low cost involved in perking these weapons, etc. Then we could have some more like 8-10 smaller thematical clusters or trees instead of the 4-5 restraining lists that are currently present. Right now any change in Fortitude is automatically forcing devs and community to rethink the entire structure. I would rather break current classes into several categories developed independently from one another. This could grant wider freedom of choice to players at the same time. The main focus should be emphasized on the development of things, later implementation, balance, etc. Thanks to this solution in the early game I could perk in Stealth, and both Heavy and Light Armour at the same time with suppressed Pistol, etc. - why not. I hope that the devs won't give up on revising and updating the game.
  9. The game is still being developed and I hope it will never stop changing in the coming years. I thought that beating all 5 tier Traders missions is actually the end game. After beating all tiers and obtaining all possible gear the game felt actually complete. Perhaps Bandits and their camps would possibly bring some sort of new quality. I really loved conquering the map by blowing the enemy assets on the map or controlling them in other titles.
  10. How do certain actions trigger zombie responses to opening chests, hitting random walls, running across the room? Stealth elements are probably one of my favorite features in every game I have ever played so far, listening to enemies' footsteps, reading sound ques, etc. My only wish is to walk slowly with an upright posture by holding a key on the keyboard instead of only crouching (making it slightly less effective compared to crouching position). This where I'm aiming at with my comprehension of stealth as a complete feature. Balancing stealth when it comes to values I would rather leave to the community because I'm not feeling strong in this one. It's definitely better than in previous alphas and continuously is being improved. It's always better to see some changes when it comes to stealth, the first attempt when it comes to adding/changing stuff is almost always full of errors. No surprises on this part. I'm not sure by myself. I think Penetration was left as a perk under Perception just to balance the Grand skills. I'm only saying that the speed of movement with current animations (mechanics behind it), while reloading is making the game additionally look (find me proper word without getting bananned on the forum) strange, unnecessarily overcomplicated. I'm speaking solely about reloading while just walking (moving forward, left to right without running), when the character rapidly slows down without buffing a certain perk. It's overcomplicated and only makes things worse for players who actually come from some of the games You mentioned above. The point is to bring more players into 7DTD so the devs have everything to focus on the real deals for this game. I was opting to make cutting trees easier to cut with primitive tools, so the stamina isn't drained too fast. But, cutting with iron, steel tools requires perking which is a good thing. Slowing down a player while walking and reloading at the same time is just a no, nada, zero (solely my opinion with friends I'm playing with)... running and reloading simultaneously is completely another thing to look into and in the current state is totally fine to my perception of things. Well. I had been against spamcrafting back in the day and I'm glad it's over, even though I feel kind of nostalgic about that period. I'm saying that at least weapons and tools could be optionally leveled up by using them (not by making them) so the devs could possibly create some hybrid leveling up (system in combination with learning by doing and current one) as an optional game mode/progression system. Balance is always 1st with fun as You say and I agree 100%. Nobody has ever said that some damage values have to be changed in regards to Zombies. I only hope values might be revised for the PvP. Simple as that, no need for another game mode, just establishing 2 different approaches when it comes to 2 entities as Players and Undead/Animals. Progression is a tricky one, I just would probably gate stuff behind biomes and missions for the trader and that's it, so I would know whats the probability of dropping a Golden AK even from the start in a given biom or Traders mission. Where Im heading with this is to make bullet values completely flat for BULLET type vs ARMOUR type in PvP situations. The damage would not be dependant also on weapon quality and current damage buffs included then (hitboxes might be taken into consideration actually). Just any weapon and ammo type versus armor. I wish only weapon quality would express up to 5 mods attachable/replaceable (some only exclusive) when it comes to certain guns, including durability. Against Zombies and Animals, additional buffs/bonuses may stay to make the game steeper when it comes to progression as a matter of fact. And again, it's just an idea that I'm sharing with everyone on the forum. I know that Im probably hanging on less relevant things (I doubt my suggestions would be ground shaking) but still at least for me some of the things are turbo important for the success of this game, the studio behind it and overall happiness of playerbase. I'm just trying to address some things the best way I possibly can. Thank You guys for answering, and those who read my post for reading it.
  11. Thats some quality stuff. Have you ever considered granting 10% more XP for the kills during night since its more challenging. I think that move would possibly encourage players to stay throughout the Horde Night. Also some reward to be collected at Trader for surviving a Blood Moon by making some kills could be a thing. Could You add possibly an option for additional Severe Death Punishment in addition to current XP punishment in server options. Some guys on the forum wanted to see some changes and I believe this would be a middle ground for everyone.
  12. Hello. STEALTH First, I would like to address stealth and how to possibly make it more relevant and fun. It would be nice to walk slowly (with stealth feature, you know that yellow eye activated) but on the straight legs. For me it's always better to have the higher ground, better view rather than simply crouch. Stealth feature with upright posture while walking slowly by holding Left Alt might be a cool feature. Easy to implement I guess. In addition perking stealth would make players footsteps more silent while walking, running and sprinting. The player could silently open chests with loot and have less probability to trigger zombies, alert nearby enemies by doing so. PENETRATOR I believe this feature should be gated only by ammo type and weapons by itself rather than having it as a perk. Seems more reasonable for me and its relatively easier to quantify penetration assigned to weapon and ammo, armour and material as a whole and its nature. RELOADING THE WEAPON Please do not make a character slow down even further while walking and reloading at the same time. This particular mechanics in 7DTD feels clunky (at least to me) compared to many other games I've played so far. I don't want to bash the game itself but the current reload mechanics feels overcomplicated and the character without leveled perk just simply stutters. I would only enable reloads while running as an available perk. Why do we have to make our lives even harder, guys, please... ////// PROGRESSION SYSTEM What had been cool about >learning by doing progression system< back in previous alphas was the possibility to progress at any weapon, at any given time. Right now certain weapons are gated behind 5 grand abilities/skills same as other perks. What I would love to see is basically a completely new approach, that would enable more flexibility when it comes to choosing from weapon/armour set, abilities, perks according to player likings. In the end, such a solution might lead to a unique game style by granting the players absolute freedom of choice. By doing so, each weapon, melee, or rifle would have a separate skill tree, independent from other major skills. Other perks would be scattered among other trees respectively. Such change could possibly make it easier to balance the game as a whole by the devs. Newly created perks might have been introduced (independently!) faster, without worrying about balancing each 5 skill charts at the same time. Instead of some sort of excel framework as it is present now, skill trees could have been introduced a long time ago. Please devs, consider giving more freedom to players in this regard. /// So here is the example. I will try to present more specificaly where I'm heading with this later. I will try to give an idea. Probably with this system players would have to be granted skill points more often. Thanks to this solution anything that might be easily gated behind skill points or learn by doing a progression system might be reintroduced as well as an optional game mode!!! So instead of clogging perks behind 5 skills, I would strongly suggest studying this. I would rather see small clusters of this sort. It would be easier to draw this. Players could reach 125 health or stamina by just perking (devs could gate it behind skill points). >Increased 105 health would require 1 skill point, 110 - 2 skill points, 115 - 3 skill points, 120 - 4 skill points, 125 - 5 skill points. Total of 15 skill points to be invested. >Increased 105 stamina would require 1 skill point, 110 - 2 skill points, 115 - 3 skill points, 120 - 4 skill points, 125 - 5 skill ponts. Total of 15 skill points to be invested. The same can be done with health and stamina regeneration, even combined at the same time. Fists or Leather/Iron/Steel Knuckles. Easy to unlock due to game staging. Any other melee weapons would require a total of 15 skill points invested. >Fists LVL1 - 1 skill point, LVL2 - 1 skill point, LVL3 - 1 skill point, LVL4 - 1 skill point, LVL5 - 1 skill point. Total of 5 skill points to be invested to max out the Fists. Here is another example of Pistols and SMGs as basic weapons. This particular weapon could be perked by players faster due to its basic use and early game stage. >Pistolero quality LVL1 - 1 skill point, LVL2 - 1 skill points, LVL3 - 1 skill point, LVL4 - 1 skill point, LVL5 - 1 skill point. Total of 5 skill points to be invested to max out the pistol. But to perk up Revolvers, Shotguns, Assault Rifles, Sniper Rifles would require more steep progression. Here is one of the Examples. >Shotgun quality LVL1 - 1 skill point, LVL2 - 2 skill points, LVL3 - 3 skill points, LVL4 - 4 skill points, LVL5 - 5 skill point. Total of 15 skill points to be invested to max out the pistol. So here is an example of perception from Profits of Overall Perception (if I translated it correctly). Just another example. >Infiltrator quality LVL1 - 1 skill point, LVL2 - 2 skill points, LVL3 - 3 skill points. This might be sorted into Weapons clusters as Malee and Rifles clusterphack. Some Survival, Health, Scientific, Technological cluster. This would be more elegant in my humble opinion. I have no idea how to nicely bind this information into nice tress or square boxed icons as presented above (in similar fashion to DMX mod), or how to make it look and function nicely, but its just an idea that potentially could grant players more flexiblility and slightly less linear choice. Merely a concept that might work. So yeah, each ability might have been progressed pretty much independently without worrying about stiff 5 major skills as Fortitude etc. ////// BALANCING THE GAME I will do a simple math. Right now. Geared player with 200HP, best set Armour possible, Assault Rifle with perked 50% more damage on quality AK (please make the bonus work only against undead/zombies, not players), HP ammo, attachements that grant higher ranged damage instead of something else. VS Naked player with 100HP entered a server and just found a blunderbuss... The game seems simply too steep for PVP in my humble opinion. Not mentioning desyncs, netcode that asks for better times, slightly misleading animations. /// I would like to see max 125HP, best set Armour, Assault Rifle that doesnt add any dmg bonus when it comes to its quality against at least players, HP ammo that works as HP ammo, attachments that grant better visually looking scopes, grips that improve weapon stability and control, suppressors, muzzles. Extended dedicated mag sizes, heavy barrel, stocks etc for each weapon to be found independently. Simply mods that doesn't just increase damage. Just wisely balance the game with armour and ammo type, please, I beg You devs. Then what should happen is a waaay better-balanced game, something easier to read through and less sponge bobby gameplay. Easier to count bullets spent on the enemies equals less frustration. Please have mercy and look into this. Fire exchanges can be made less steep. Some bonuses might be added to the fight against Zombies or AI. I would only keep damage bonuses to melee weapons and to bows and crossbows to make the game less running and gunning to be perfectly honest with You guys. That would encourage ppl to knock enemy players with a freaking Pan out of the sudden so the player gets killed after 2-3 hits. ////// COLLECTING CLUTTER Some of the stuff found in the backpack could be revised also. Car radiators might have been stacked up to 15 instead of just 5 as someone mentioned before on the forum. I have no bloody idea why do we have to collect 3 different types of brass, then scrap it in inventory for hours instead of bringing it into a Workbench and scrap it there at once as God commanded himself (have mercy over my soul). I don't know why do we find let's say around 5 to 20 lead in cupboards instead of a pile of cables (I believe everyone has got it somewhere under the bed) in order to scrap it into lead or plastic then or both resources at the same time (why not). The amount of lead that can be found around POIs makes me depressed and I simply remove this staggering amount out of my inventory. I would really appreciate it if someone looked into this. Stacking ammo is a bit of a nightmare during Blood moons. I hope the new system will improve ammo management in some way. ////// IMPROVING VISUAL LOOK THAT SELLS THE GAME It's refreshing to see a nicely textured hand with a beautifully casted shadow on it (well done in Alpha 19.4). M60 looks exceptionally well, someone who has created a skin for this particular weapon should get a pay rise. I cannot say this about other weapons which have rather a low res rusted texture. Please, guys, work on weapon textures especially Tactical Rifle and Automatic shotgun. Pump shotgun and Auger needs to be redesigned and retexturized. Some melee weapons look stunning with some of the dedicated mods. I hope with time all weapons will receive dedicated mods specifically for weapon type/family, or strictly for a given weapon so players could clutter themselves with mods rather than weapon parts. I would like to see more scopes for weapons and holo attached independently. Holo on Tactical Rifle and Sniper Rifle looks stunning, I would only hope to attach them interchangeably rather than having them exclusively for each gun. The automatic shotgun holo looks kind of meh... please redesign it or attach the same holo from Sniper Rifle. Seriously holo from Sniper Rifle looks kickass 10/10. Please add some vertical recoil to Assault Rifle. Doesn't have to be huge but some initial kick upwards at least after shooting more than 4 bullets. It's gone right now. Experiment with this. I would increase the texture size of skybox or leave it under Terrain Quality. Nice skyboxes make a game look better instantly. Please work on foliage especially grass and small bushes that feel way outdated, not to mention some other plants. It's kind of strange to see the same tree planted by a player after few days. Some variety and work on trees and overall biom look is always something exciting to see. POIs look exceptional when it comes to complexity. Someone could work on visual look, textures, geometry a little bit. Some parts of feel like graphics around some earlier years in their complexity. Some interior art director would be great. Please update the bed and lamp sometime. ////// I hope someone reads through my post. 7DTD is exceptional. Some of the things that make this game special. Feels more or like lifetime service. Some of the games like HoI4 and CoH2 receive updates after years too. 7DTD is a great game but some changes to keep players busy would be great. Thank You everyone.
  13. Hello. >>>I would like to address player movement, responsiveness etc. Each time I reload a weapon without investing points into a specific perk my character slows down while just walking. How about making the player able to reload 33% slower while running by maxing out certain perk... yes running. The game would feel much more responsive and intuitive by doing some changes. New mechanic - Sprinting without any weapon or tools equipped/drawn during this particular action. Sprinting would ALWAYS DRAIN stamina faster than running (let's call it running that is currently implemented in the game) and player movement would be also faster, but weapon/tool/item switching would have some additional delay after cancelling/stopping this particular posture. Enabled by pressing/holding X on the keyboard. Longer sprints might exhaust the player and have a negative impact without perk points. This perk would enable faster travels around the world without having a mean of transport and save the ass in most extreme scenarios (bears, perhaps dogs I have in mind). Running (present mechanic) just by holding an LSHIFT would never drain the stamina bar unless the player is fully equipped and encumbered, or seriously injured. Players would be able to reload slower and shoot less accurately while running. Running let's say would be slower by 5% to what it is now to make space for sprinting as an additional mechanic. Zooming/Scoping in and out weapons. Guys... only by holding a right mouse button or by pressing it 2wice (holding and releasing or clicking twice). A mechanic that is implemented now might be more responsive in the future. Please don't gate the speed and rate that the automatic shotgun shoots behind a perk or skill tree. Additionally shotgun could have shot just by holding a left mouse button. Fire-rate gated by weapon mods and not necessarily weapon quality/level are most welcome. Customizable crosshair and HUD icons, compass - size, colour and visibility etc. All of this I presented above would make me happy, zombies could charge at me more often. >>>Armour, damage taken, healing etc. Armour might have 9 types of resistance and protection stats. 1. Resistance to damage caused by fall damage and physical impacts by zombies. Impact stats. 2. Resistance to wounds opening and severity of wounds. Bullet damage, impacts and attacks from wild animals. Rapture stats. 3. Armour protection and resistance against damage caused by fast-moving projectiles like bullets or arrows. 3. Protection against hardcore weather conditions like Heat, Low Temperatures etc. Extreme Weather conditions. 4. Protection against Fire. 5. Protection against Toxic Gas, Chemical Burns. 6. Protection against Contaigents like Viruses. 7. Protection against Radiation. 8. Resistance to damage caused by explosives, nades, rockets, barrels etc. Explosion resistance. 9. Resistance to an Electric Shock. Plus armour might impact the speed of healing, stamina recovery, bleeding etc. Each armour might have different weapon/item/toolbelts for like between 6-12 slots. Bigger backpacks and encumbrance stats. Some stuff might be packed with mods etc. Also bleeding and concussion or practically any damage that might be done to a player could have several levels of severity. Light, medium, severe bleeding with different visual after effects also. That would ultimately translate into any encounter potentially leaving a scratch on a player. Ramboebling POIs would not be a viable option, don't make me wrong it is not an option now, but with more levels of potential aftermath of encounters might be less predictable. >>>Ammo, loot, zombies. I would really appreciate it if 240 bullets of 7.62 instead of 150 in could be stacked in one slot. Please consider the rise in the number of certain items. I don't see the problem when it comes to equipping UMP style like SMG with .44 magnum ammo. Slow SMG with 30 bullets in mag that has lots of power. Additional specialistic med-kit that would contain antibiotics and anti radiant etc would be great to be found in tier 5 POIs or to be craftable. Some higher tier meds. I would rather see the trader quest progression loot and biome progression rather than forcefully limit everyone behind game staging or how many blood moons passed. A simple solution is to keep on adding content and scattering it across the map - the best thing to do. >>>Quests Really awesome to see the restore power quest. This quest might be easily implemented in the military base or any underground complex. A scary tunnel-like sewage complex or metro like POIs would be cool to see. Quests like neutralizing hazard like fire, toxic spill, etc might be easily implemented. Neutralising a mutating zombie. Some quest could require a gas mask, some tool to put up a fire, scuba diving equipment to get into certain parts of POIs. Such a quest would be only accomplished by a player that had been equipped with necessary gear rewarded by the trader. Thank You Guys for Improving 7DTD
  14. - Hello. These are the features that could be added to the game. >Creating a clan lobby not only by sending a friend request. Clan members could have access to all chests or the possibility to set a new base/claiming the territory etc. Assigning ranks like clan leader, member. >Teleporting to a clan member. A feature that would be similar to spawning on the bed after the sudden death. This system only would work if both clan members are not being attacked for the last 15-30 sec by zombies or other hostile players within proximity of 150m. >Pinging system in addition to marking directions on the map. The feature that would enable players to spot (by pressing "Q") or set directions visible in the game, not only on compass similar to already existing (!) that show the direction to the missions. - WEAPONS OVERHAUL. 4 new weapons and a multi-tool! >>>Right now blunderbuss and pistol can be found as first-tier weapons during the early minutes of the game. >AR-15 - 7.62mm How about adding a nerfed civil version of AR-15 weapon with 15-20 round mag size rifle, single fire mode only? This rifle could be found in the early game and mods might enable full auto or burst fire mods, 30 or 40, drum 50 mag size? Plus heavy/long barrel and proper stock might be modified. That would send players right off grinding to the desert/snow/radiated zone. I bet all my money that players would love such a weapon that is essentially progressively upgraded. From weakling day one to badass gun just by magic of visiting a few places... >Heavy Sniper Rifle cal.50 Right now it feels like in-game there is 1 bolt action rifle (Hunting rifle) plus 2 DMRs. It's nothing wrong but the addition of a kickass bolt action sniper rifle cal.50 that takes some more time to shoot in between shots and take some time to reload would be desirable. Zombified and their parts might be decimated completely by such weapon. Situated only in radiated/burnt biome or as a reward at tier 5 missions. >New Pistolero 9mm Slightly better pistol but not really. The pistol with better damage/stats but instead of 14 only 10 rounds in mag compared to 9mm. Found mostly in more demanding biomes. >New Shredding SMG 9mm Low DPS (armor penetration). Relatively low damage but granting a stun to weaker as well as radiated (more buffed) zombies, a fast-firing 1000 RPM (round per minute) weapon with 40 plus mag. >Combat shotgun or long double barrel This shotgun would have a better range than the current shotgun with 8 round mag. Or add guys some classy long double-barrel shotgun besides shorty... easy to implement with the existing shorty mechanics. That would be enough of a variety of weapons at least for me and I would be truly happy and satisfied. >>>NEW ULTIMATE MULTITOOL. >Diamond Blade Wall Cutter/Slotter/Diamond Chainsaw Used for cutting narrow grooves in walls made of hard materials. Wall cutters are equipped with a pair of the abrasive disc(s). The tool can be used for busting through metal doors or safes as well as walls. Cutting through timber etc. All in wonder tool with replaceable cutting discs. Best at busting metal objects, far less effective in cutting/busting thick walls or extracting resources so would not outshine other tools. Effective rotating disc against zombies and other opponents. - REFINEMENT OF SCOPES. It would be nice to have any red dot or holo 1x scope customizable in a separate options menu. Size of the dot, the color, and the intensity of the glare in scope, so we would not be bound only with one crappy red dot scope and undesirable effects. >It would be nice to apply 1x, 2x, 3.4x, 4x, 6x, 7x, 8x scopes with a distinguishable look while in zoom mode, etc. Right now no matter what magnification, every scope looks the same while in zoom mode. >It would be nice to have any other variety new 1x scope except for red dot-like holo scope etc. - WHAT'S WRONG WITH MODS??? > Currently we do have as weapon mods; foregrip, extended mag, drum mag, auto/burst fire mod, scopes, zombie neutralizing radiation mod, suppressor, etc. >Foregrip should improve only hip-fire or auto fire accuracy and not necessarily long-range accuracy... but right now buffs long-range weapon damage efficiency as any other (my sweet God) existing mod :<... which leaves a mixed feelings on my side. The only heavy barrel should add to weapon damage and range, please! Mag size, the scope should not affect the weapon damage xD. >In addition to that might be added heavy/long barrel that would improve effective range as well as damage. >Upgraded weapon stock might be added to any weapons or to be found/purchased at traders after finishing missions, gaining reputation, etc. Cheers.
  15. I really miss plains not strictly as a biom but rather as a vast open area which brought to the game more variety of terrain. Honestly I dont see any problem with having all the resources in every biom either. Some resources could have be more abundant in certain bioms and in other far less. Ore might have been extracted from deeper ground or have additional extracting bonuses based on each biom. Players wouldn`t be strictly dependant/bound by a given zone and some sort of progression and perks when it comes exploration might be saved also.
  16. I've asked a simple question some of my friends, and the question was about what the game actually needs. The answer was optimization that leads to higher framerate and smoother experience etc. I hope that with the adjustments made to POIs rendering, refreshed foliage will ultimately have significant impact on improvement of the performance. I really like the idea of armor sets. It seems to me that there is something else to collect except for the weapons/tool parts. Outfit parts could be collected as a reward at traders too. Any content shipped with any update is greatly appreciated. Since there is already a lot of content in the game, and some more obviously planned, I would really appreciate some more slots in the inventory/backpack or some slider in options enabling more slots. I dont really get why there is 3 types of brass in the game to be scrapped... having just brass and scraped brass would be more than enough in my humble opinion. Also devs could keep on expanding slots by adding 3-4 variants (with specific stats and bonuses) of the backap into a game, so players could look for or craft them.
  17. 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
  18. Game settings - adjustable FOV (field of view) between 50-90 or even 120 degrees Server Options - optional revealed/discovered map in gameplay settings - optional maxed out/unlocked perks in gameplay settings - invited friends should spawn in near proximity after joining the player >spawning 2.5 miles apart day 1 simply doesn't work for me xd< New items and weapons - 3 burst 5.56 ammo type weapons like M4/M16A4 or even M249SAW light machine gun - flaregun that could draw away the attention of zombies or set them on fire - glowsticks if not craftable could be still a part of the environment - craftable green laser alongside red laser New vehicles - 2 seat motorcycle, 2 seat quad, 4 seats 4x4 truck, electric, hybrid or even vehicles run on hydrogen c_0 - fuel that solves all problems Environment - fish if not interactive as the object could be still a part of the foliage/environment - more dynamic weather, rainstorm or any heavy weather - tweakable weather - sunny, cloudy, foggy, rainy, stormy and the percentage based on hour/week duration times - more sounds like thunders in a distance, light/heavy rain sounds, the sound of the wind, the rustle of trees and grass Faction Wars Missions in which players would be allowed to capture NPCs permanent base(s), eliminate NPCs, escort NPCs from one point to another, deliver a package from one NPC to another NPC, provide items to NPCs for Dukes. The list goes on... Futuristic Stuff that may not fit the current game - ultimate gun called Railgun rifle that could deal well against bigger prey as well as thin/wooden walls, vehicles, etc. - windmill farms producing electricity after the apocalypse - emp grenades/explosives/devices emitting microwaves that could potentially disable/paralyze systems in a well-guarded base with turrets/cameras/electric fences and other systems etc.
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