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Slingblade2040

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About Slingblade2040

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  1. dude I've played intellect tree and it's painted as the crafter skill tree and it's useless. better barter is what makes that tree decent. funny you saying that im just reading the perk trees when basically the past 2 alphas have been about getting perks. like why wouldn't anyone read the perk tree for the skills since you yourself have said the perks help alot. you even talk about go out and loot and get perks but if you are out looting and doing quests and using the trader you can get all the stuff intellect perks unlock. getting a tiny bit of experience from traps and using a little less resources isn't something special. I know you are super defensive over any kind of criticism especially when asked legitimate questions that have some criticism in it.
  2. any planned changes to intelligence? since crafting stations are kinda easy to find now and schematics are easier to find since quests can just restock buildings and most buildings have a few books shelves not to mention the trader selling work stations and vehicles It makes the entire or most of the intelligence tree kinda pointless to get. like better bartering is the only decent one to get and that's because it unlocks more of the traders secret stash which then really makes the rest of intelligence pointless.
  3. the thing with the AI is that no one really cares for zombies that are smart enough to take the easy path to you. just let them be brain dead like they see you they come at you somethinf basic and for horde nights random spawns to come at you from any direction. this whole we don't want folks to cheese horde night or avoid it has become an issue that is taking away from bettering this game. like I respect all the work put into bettering the AI and how great the zombie pathing has become but any more improvements towards that should wait till bandits are implemented or worked on during test builds. I can understand wanting the Bandits or whatever human type entities are added later to have some kind of intelligence but for zombies or even animals they don't need to be that smart. also TFP need to focus their balance towards single player. I know this game has multiplayer and people play multiplayer but balance for multiplayer need's to be on the admins who run those servers. This game will never be balanced for both single player and multiplayer. much less adding in perks or items with multiplayer in mind. Focus on single player balance and let server admins worry about the multiplayer side of things.
  4. so increasing difficulty just makes zombies hit like trucks and nerfs your damage into the ground which then makes the zombies bullets sponges. yeah they really need to put player and zombie damage into their own adjustable options.
  5. It's obvious slot of stuff in this game isn't balanced. TFP recently tried and let's be honest sorta failed with this whole stone age nonsense. also don't come into this with self imposing rules and other nonsense like that. if you set up your own rules to play this game that's on you and with those rules the game is borderline no longer vanilla. The trader and quests are one of the issues that kills off the balance since they have become very easy to find, getting about 10k dukes by the end of day 3 isn't an issue and usual they have some really decent guns as high as tier 3. not to mention how much experience you gain by selling all those items. loot rooms..those things are just dumb and after running a few PoIs you know how to get to them and in the easiest way possible. they should just be removed or saved for the tower style PoIs. personally I'd prefer for them to be removed from the game. the perk system. it's fairly easy to max out a attribute and a damage perk by level 19. you can get very OP by day 7. especially if you find the item that gives you an extra attribute point for the tree you are going into it makes getting OP that much faster. obviously a lot can be done to better balance this game. certain things can be added back in and changed a bit to work better with the current perk and book system. obviously no one is talking about bringing back spam crafting so don't even bring up that nonsense. loot can go back to being a bit more random or having higher tier's show up according to gamestage. also I really wouldn't mind the return of feral or radiated zombies showing up at certain PoIs no matter what gamestage you are at or even during horde nights. a bit of randomness to horde night would be great to add some kind of element of danger. those are just my thoughts. feel free to add in your issues and what you think could balance this game for the better. even though it will probably be ignored.
  6. what exactly do the difficulty settings do? like do they just make zombies hit harder and the players do less damage? I feel that isn't really explained when setting those options. unless I went streamer blind and missed it completely.
  7. so no traders? not enough in the entire map? I mean as long as you can make them eventually I don't really see an issue. I mean it sounds like that map is custom made so might as well customize the recipefor iron pipes and other junk if you're looking to play 7dtd wilderness survival.
  8. So since alpha 17 I have skipped steel tools. haven't seen the need to use them since they didn't offer much of an upgrade and now with people having stamina issues and how the game progressesthat by the time steel tools are available you can either craft, purchase or get rewarded an auger from quests. Yes I am aware that machine tools will be using stamina in much later updates which then bring it to the original issue. what is the point of going up to a supposedly better tier item if it offers little to no benefits? If I can two shot a node with a iron or steel tool and both give the same resources back then what's the point of using steel if it'll just drain more stamina? heck what would be the point of machine tools since they would not only drain stamina and needs repairs but also require gas. This same logic can be applied to weapons in the game. When is an upgrade really an upgrade?
  9. i will remmeber to be a big boy next time. I just don't see the reason for steel tools. heck if iron tools can break blocks as fast, take less resources to craft and end up using less stamina than steel tools what makes the steel tool such a huge upgrade? like seriously if I breaking a block takes 2 shots with either a iron or steel tool then why bother with a steel tool? maybe it's just me and my dumb reasoning for not being a big boy for thinking a upgrade in tier should show obvious benefits compared to a lower tier item.
  10. so what is the point of still having steel tools in the game? with mods being added and stamina being an issue for some players it seems as of late that steel tools are just skipped. I go from iron tools right into auger and have skipped steel tools for awhile now just curious if this is something other players do and if TFP have considered just getting rid of the steel tools altogether?
  11. so if you can never run out of stamina using tools what's the point of the auger or chainsaw? you do realize that stamina needs to be an issue with these tools to make the motorized one viable right? like what survival game has stamina not been an issue? yeah this alpha has a lot of issues but stamina isn't that big a deal.
  12. does anyone even bother going full into a Melle tree? every time I've played brawler I max out fortitude and brawler perk by level 18 and the zombies become a joke at warrior difficulty. like what exactly do some of you want? all weapons aren't meant to be viable or the same for every single situation. I would never expect fists to have the same damage capabilities as sledgehammer, club or even blades for obvious reasons. if you go out and loot you will find that intelligence tree is pointless, work stations are easy to find and the trader will be able to supply most of your needs. honestly I'm sorta at the point where I wouldn't mind if bandits got pushed back to alpha 21 and the entire loot, schematics and trader system got reworked.
  13. cost of resources to get the rounds for that shotgun? also it's still inventory space for the shotgun rounds or the charges which are a pain to craft compared to going to a vending machine spending 100 dukes and buying the candies since most player hit up vending machines on a daily basis. how many charges or shells are needed for the safe? what is the cost for those materials? also time to gather those materials and time to craft them all factor into just how OP those candies are. honestly why would I waste resources on shells or charges which can go to crafting bullets or lowering pick axe durability when a simple 100 duke candy is a cheaper and time saving alternative?
  14. ok. how much time and effort go into getting jail breaker candy vs using other methods? also amount of resources and perk points. the idea of a 100 duke candy letting you 100% lockpick is very OP. 100 duke is a joke to get and with vending machines respawning what every day? it's very easy to obtain jail breakers. the idea of not calling those candies anything outside of OP is kinda ridiculous. kinda weird that those candies are OK while other things that weren't even close to being that good got nerfed to hell.
  15. any word on when the next update is going to fix all the problems b169 caused? game is a bit on the unplayable side this experimental it seems.
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