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Slingblade2040

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Everything posted by Slingblade2040

  1. Have Day count Zombie variations ever been considered? Like I don't mean gamestage since it can vary because of difficulty but like actual days passing in game making the zombies mutate due to just the passage of time? Like once we get past day 49 and onto day 50 we see new Zombie types or old ones with new abilities.
  2. 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 r
  3. 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.
  4. 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 bui
  5. 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.
  6. 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
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. 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?
  12. 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.
  13. 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
  14. 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 lowerin
  15. 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.
  16. 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.
  17. yeah that's why it should have been revamped. it shouldn't have been scrapped completely. obviously some parts of it were bunk. it can be tweaked to work along side the current perk and book system. like all those damage boosting perks could've been removed and be placed instead to LBD for tools and weapons. cardio could have been kept also for LBD as you get better your stamina usage drops. like i said the system just needed a revamp, overhaul whatever you want to call it but it made the game fun. this dumbed down perk system isn't horrible but it simplifies the game a lot and
  18. a lot of use enjoyed the LBD aspect of the game and as some have mentioned would like to see a revamped version return to the game. with TFP wanting progress slowed down and players hating certain aspects or finding the lower tier weapons and tools lacking why not return it for maybe alpha 20 or 21 if it goes that far? like the perk and book system can stay for certain things like crafting and resource gathering increases while the LBD system can be made for block and weapon damage along with stacking it to certain perk requirements. hell if they want it to go further it could als
  19. I had to restart for A19 b163 since my world became wonky with the update im at day 6 so far and here are my thoughts... The Animals...Day 1 by 10am I came across 4 bears, 3 wolfs, 3 chickens, 2 rabbits and 5 deer. I don't see any issues with those spawns since it just makes getting food easier. it just reminds me of I think alpha 17 when ferals and radiated zombies were spawning in some of the higher tier PoIs but then people complained and it got removed. The Loot is weird. I have no problems with not wanting players to get certain items early in the game but honest
  20. what you suggest doesnt help with lack of content this isnt an issue of difficulty but an issue of what is fun and exciting..why would I nerf my damage and buff the zombies? Melle already got a massive hit this alpha with all the debuffs zombies can hit you with so now my brawler build is a bit more difficult to play with also I'm not a fan of bullet sponge zombies. I don't cheese zombies and just set up a simple square box with poles like a cage and Melle or shoot zombies. no cheese or other insane methods to trick the AI. those settings were fine for alpha 18 till day 93. also single player
  21. I am not a fan of this update. sure it has some minor QoL improvements for certain things like people who use the spear, the digging circle thing makes the dig quest a bit more tolerable and that's about it. Content wise nothing was really added to make me want to dive in like alpha 18 did. i reached day 12 at 90 min days, Nomad difficulty, 64 horde night count and im kinda bored. unlike with alpha 18 where i got into day 93 at with those same settings before a bit of boredom kicked in and i switched over to mods. i don't feel anything was added that makes me want to keep playing for hours on
  22. I haven't had issue with the old square box with pillars. I use a lot of barb wire to sloe down the zombies for easy headshots, I've then got blade traps for the few that get near me. my settings are default everything except difficulty is at nomad, blood moon count is at 32. also I'm at 60 minute days. my most recent horde night which was day 56 was at game stage 172 with me being at level 72. I got 5 demolishers 3 of which exploded. seems letting blade traps handle then is the best way to avoid them exploding since blade traps don't set off their trigger or just burn them down with a
  23. Ah ok. Forgot to mention that. I had no idea sorcery had that type of stuff in it. Here I thought khain was showing us some mercy and added in some fancy feature to make living at the trader more desirable lol. Many thanks for the information.
  24. Are we suppose to get exp when the Guard NPCs at the traders kill zombies? Not sure if this was answered already or not.
  25. Yeah just figured that out lol. Kept seeing on 17.1 b9 on the upper right hand when I loaded the mod but didn't bother to think that I was using the copy of 7dtd which was 17.2 instead of doing a direct download of the 17.1 version from steam.
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