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roughgalaxy

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  1. That'd be awesome if the roads in rwg weren't always so jank 🤣
  2. The ridiculous images that scroll through my head when I think of a bicycle with a turbo mod...
  3. 2 Items today (I knew I forgot some yesterday) 1: Quallity This may be more of a revamp suggestion but possibly not too difficult. I would like to see quality of items balanced a bit more... static. I feel like a T6 stone shovel should NOT be better than a T1 iron shovel. It can be disappointing to finally find an iron shovel* (insert any tool or weapon here really) only for it to be worse than the lower tier item you would want to replace. I would like to advocate a more linear quality curve in this regard. 2: Air drops Not an original idea of mine. Heard it from Capp00 who got it from a viewer. It would be neat to be able to craft some kind of radio beacon that would draw the plane to drop the supplies within an upgradeable (1k/500m/250m) range of the beacon instead of a random distance from your current position.
  4. You know, I actually like this. It could give you a sense of reclaiming the area from the zombies ala state of decay. It does kind of break immersion seeing poi's refill with zombies, especially if you're on an island because... where do the fresh zombies come from?
  5. I know people can do this, but it's messy if you need to use multiple signs to keep a list of personal objectives. A chalk board also has a certain... doomsday planner vibe to it.
  6. Fresh couple of thoughts after watching some youtube vids and playing. I'd like to preface all my questions and suggestions with this: 7dtd is TFP's baby, I wish only to offer ideas that may strike inspiration within the team. Pathing: We've all had experiences with zombies trying to run at you, but they seem to only be able to functionally move in north, south, east, and west directions smoothly. When moving outside of the cardinal directions they seems to zigzag unrealistically. Is path smoothing a priority for alpha, beta, later, or not at all? Loot drops: Let's get real, we LOVE loot. I have seen some issues with horde night loot bags having abysmal contents (not nearly worth the effort and cost that goes into building the horde base to fight them off), and I was wondering if there was going to be some time spent on the loot bag loot table. I'm not saying every bag should have a T6 auto shotty in it, but at the same time, going through a horde night and getting 4 pieces of cloth and some blunderbuss ammo feels a bit underwhelming. Good loot, in my opinion, encourages people to fight the horde, instead of using cheese bases. Some solutions could be, as I said earlier, adjusting the loot table for dropped loot bags over all; decreasing drop rate but increasing loot quality; Boosting drop bag quality for bags dropped during the horde; A special air drop the day following the horde with extra supplies. Planning: A white board/chalkboard where we could leave notes to ourselves/teammates in game for what we plan on doing I think would be a well received addition. Base builders and looters could use this equally. Leaving a grocery list of stuff needed for the base, or a plan for the next day. A small thing, but I think it could be really valuable. A search function in our inventories. I'm sure we've all lost that critical item in a sea of other items. Being able to search for the one thing we need in our storage spaces would be really helpful. Recipe plan. You see these in a lot of games these days. Basically, kinda like the starter quests, you select a recipe you want to create, and it puts all the materials on the side of your screen, as an easy to see reminder of what you need to grab. This leans into the previous point of the search function, however, there could be a button somewhere that just grabs items for the recipe from the container you're looking in (a handy option, but hardly needed if we have the plan). That's all I got today Survivors. Cheers 🍻
  7. Got a pair of questions today, 1: Is Stealth going to get an update at some point? I know having poi triggers for ambushes are important for a good scare, but I also see people with really good stealth loadouts get totally boned by established abmush lines. I've also noticed these same people with a suppressed pistol wake up an entire POI taking one sneak shot. Is that a bug with suppressed pistols? I would think that good stealth skills/gear that you could roll through a POI with a suppressed pistol and wipe out everything Sam Fisher style. 2: Are traps going to be getting a rework/any plans for new traps? Blade traps take a lot resources to make and maintain, and currently break down really fast compared to the upkeep cost. I think a lot of people would like to see some addition trap options as well such as flamer traps or hammer traps (more to push zombies around than damage). I know many players who complain that they don't get xp from spikes (yes I know this is a problem with the ownership of the object because of its block type) but something like powered spike traps (think of the classic trap where the spikes jut out of the ground when walked on) could be a really fun higher tier to the spikes. Wood > Iron > powered could be an interesting track to follow. That's all I got for today. Looking forward to seeing some more info on A20.
  8. I big ole +1 for boats. Water traversal just always sucks, and zombies swim faster than you do (No skills affect swim speed). Naturally this would be best implemented after the water rework and the RWG update. Could make traversal by river a really solid way to get around. As for weapons, I don't foresee them adding any more late game guns, what with the general intention of a story and game progression. I would like for Axes to be included as a viable weapon (bladed weapon perks?) since you do get a straight up battle axe. I would also like to see an optional mounted turret (basically an M60 with a mount and a much bigger ammo clip as if it were belt fed) that you could place around your base for horde night.
  9. Is there a planned change to Traders? Right now we can't collect any of their crops since it's not E to collect anymore and they have trader immunity. Is TFP planning on removing the crops or otherwise making them available to players or are we doomed to be teased with coffee every time we go to visit Trader Joel?
  10. Question. Is there any plan to allow us to tie XP to difficulty? I know we can manually up the xp when we up the difficulty, but it would be nice to have a more dynamic option. (Risk vs Reward scaling)
  11. Would it be possible to move the onselfequip explaination post to the front page? I, for one, typically watch the front page of mods for updates (as they tend to get buried if posted in the general thread) I've been waiting on an update sonce 18 stable hit, finally decided to scour the thread for info.
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