Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Noctoras last won the day on June 2 2019

Noctoras had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Noctoras's Achievements


Tracker (5/15)



  1. Good call on these two points, defiitely worth pondering
  2. I take recipes over stupid levelling any day. If everyone just has everything, what's the point?? I even think that loot is too linear, having an extremely rare chance for high level items also in early game would be great. Nothing beats finding a powerful recipe in times when you need it most
  3. Agreed. Traders and airdrops just feel like they don't belong in the game (hey, we outside have a fully working economy, sending you airdrops, but we don't bother to pick you up). It feels like elements taken from other games and just implemented here, but they rather take away from survival and sandbox than add to it. I made my peace with them, though. Playing and not using them feels wrong as well, so _I shrug my shoulders and swim with the flow ...
  4. You are right, but I personally like to play vanilla, mostly because it's easier to play together with my friends then and secondly with all the mods and stuff I often find it difficult to judge what works with and for what and do I like it or not. I prefer having a finished vanilla experience instead of having to mod my way, but that is my problem and not the game's problem, so all good for me. I had my share of 7D2D fun 🙂
  5. I agree, this streamlining and simplification isn't the way to go for me, so I will probably try A20 and gold for a game, but then most likely not play anymore 7D2D .... is that bad? I don't think so. I played the game at it's prime (with hindsight that was A16 to me, despite it's weaknesses), I sunk hundreds of hours into it for little money, what more could I have expected? It's an alpha, so I have to deal with whatever floats the boat. And I got great value for money, so I'll leave it at that, no reason to complain for me.
  6. Personally, I think you could even go some further with the bonus, but make it extremely rare ... like, it's not for granted to find a legendary even in 100 in game hours, but if you find it, it has a bonus of maybe 50% oder 75% over a regular weapon. I don't see it as overpowered, after all the legendary weapon alone doesn't give you a legendary armor, so you are still easily vulnerable. That said, you've gone to some extreme with the demolisher (a bit too far in my opinion, if having no base and fight on the street is much more resource efficient than having a base) - with a legendary, 11-20% seems too cautious in my eyes. It would probably just feel like a tear 7 weapon instead of something really special. In addition to the stats, a specific paint or minor design modification might make it stand out from an optical POV as well. Just my two cents.
  7. Are there also more "basic" zombies to come or will new zombie models only be special ones?
  8. I partly get your point, but much of the concept is a grind from mining to ammo / building material grinding in the 7 day cycle. I am tempted to state that grinding in some way is an essential element of 7D2D. Ofc we are all free to like or dislike it. that said, the conversations (not you, but the above posts) starts getting toxic, so I will leave it at that
  9. Also a possible idea (although this hiemfire guy dislikes any post suggesting change 😁)
  10. That's true, it shouldn't be as easy as that. On repair kit fits all and each and everything returns to original strength is too much of an oversimplification. A bummer for long term motivation. Another solution would be to leave it as it is and to allow for more endgame content and make high level weapons and gear super rare so that it usually is NOT found within your first 50-100 in game days or hard zombies appearing really late in game (not one hit wonders like the demo, though). But that's just my 2 cents
  11. Damocles whereabouts sure is an interesting question, as there is little news currently. I would be mega happy, if the devs in some way cooperated with Damocles or integrated his work in RWG. And given his total lack of any communication, it's all in the realm of possibilities. Nitrogen maps for me have been the single most important modding option to the game I can think of. Vanilla RWG has got simply worse with time after A16, since it's no more random. Actually if I know that snow is up north, desert in the middle and have a lead topstone above all major lead mines, the maps just is no more random and this makes replayability less fun. Hope Damocles name will be seen in the future iterations of 7d2d heading gold 🙂
  12. Don't build at all. Take all your 7.62 ammo and some bandages and just stay around in an open field. Works fine, no repairs needed. Demos are overpowered and since the 5,000 damage was MMs idea, it's probably not gonna be adjusted. Alternatively, there is some cheese (door stilts...) and semi cheese (kill corridor) designs. Unfortunately regular bases are pretty much pointless...
  13. Why this hardcore grind lock? Some random factor really wouldn't hurt. Sure, generally speaking higher level quest should spawn higher level loot. However, some lucky or unlucky moment makes for the best story
  14. We just completely quit doing safes and stuff, it's simply pointless early on. As game progresses, we will change that. But opening safes if you KNOW that there is only stone stuff? Nah. If better stuff was super rare early on, I would be happy, finding it would be a jackpot and a story to tell. now it's just about finding copy paste material. I like the progression system, but I dislike its implementation. Random fun seems to be thrown out of the window. Random World Gen without a random factor. Random loot which is zero random. Just like ... level 1, 2, 3 ... That's switching from a pure level grind to a zed grind. The randomness, good and bad lucks also makes or made up for part of the games charme. Not advocating a rain of blue and purple gear early on, but at least some randomnes..... blue items spawning with 0.005% probability in stone age, 5% in late game for instance ... level gated, but still funny randomness
  15. Yes, prolonging the stone age is a good idea, the implementation not so much. If I am no archeologist, my chances on finding worthy antique stuff might be low, but they are there. It's not a necessity to be an automated trash collector then.
  • Create New...