Jump to content

Noctoras

Members
  • Posts

    168
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Noctoras

  1. 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 🙂
  2. 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.
  3. Granted, traders along with quests in their current form were not really much-needed additions to the game. Okay to have and in case of the traders indeed OP, but working on other game mechanics could have improved the game more in my opinion. I see that everyone values different aspects of the game in different ways, so my opinion is just that - mine.
  4. This is true, but TFP have shown that they can backpaddle, if things go really awry. I agree that a lot of game design decisions starting from A17 have been questionable and I think a lot could have been avoided by taking the community aboard. That said, some is rectified later (hard level gating). And maybe they also will deviate from one-way-to-lootroom-POIs. It would definitely be worthwhile. As for exploits, TFP are targeting the worst exploits and a sandbox environment has tons of options for cheesing, which linear games don't have. Granted, the dungeon POIs you mentioned are a bad example, since they are calling for cheesing, but other than that, most designs tried to reduce cheesy exploits.
  5. 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.
  6. Are there also more "basic" zombies to come or will new zombie models only be special ones?
  7. 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
  8. Also a possible idea (although this hiemfire guy dislikes any post suggesting change 😁)
  9. 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
  10. 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 🙂
  11. I figured as much, I think this should also be pinned to the pimp dreams forum (as not to invite too many thoughts for new ideas)
  12. Too bad we just don't reach your levels of wisdom and importance
  13. I agree. Tier 5 could be good, but needs way more rewards or other benefits. I just try to be careful what I write. Someone on here was complaining in A18 that he got good quality tools too early - the result being the current stone mess. I am afraid labeling tier 5 as CURRENTLY not reasonable just leads to something like taking them out or at least not adding any new T5, and good T5 would be something very interesting, as the current selection is way too narrow
  14. Item quality and degradation was one of the points, in which A16 topped its successors.
  15. 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...
  16. Wasting is kind of hard when finding more than you can use 😁
  17. That. But basically, separating character developments into specific builds is unnecessary anyway for a SP/Coop game in my eyes. Supporting roles are reasonable in designated multiplayer team games (like battlefield), not in a single player sandbox game. Then again, it's not really detrimental to gameplay either, so I just take it as "it's there."
  18. You likely won't get a dev response in the general forum, but MM stated in the diary somewhere that textures aren't streamable and this was the reason for them being reduced. Something along these lines, I am not a techie, so I don't knopw about details. I for sure miss paints as well, especially fresh looking ones, since they offered you to build a pretty base. Well, Kalen beat me to it by 30 seconds
  19. I am with you on that one, but I do unerstand madmole's reasoning.
  20. *sighs* the paints are amongst the things I miss most from A16. I can do without pretty much all that was lost, but the opportunities for designing your base in A16 with vibrant colours, that I sorely miss Oh, an I do miss the individual power of vehicles. The minibike being faster than your mate's because you found the better engine - priceless!
  21. Please no. MORE zeds is better than bullet sponges, we already have enough of these in my opinion.
  22. yes, but if other automated systems (junk turrets, smg turrets, dart traps) still do, it limits automated base design to dart traps. But since I didnt get this far in this alpha yet, I haven't tested it yet.
  23. Tx for the feedback - if only blade traps work without trigger, it limits automated base support systems to one design for later stages, though, so personally I still see room for improvement there. Alas, I haven't had the time to get that far in testing these Alpha yet, so that's all I can say on it. I very much hope regular base building with a variety in designs gets feasible again.
  24. I'd hope they will be more outstanding than "just" one more tier basically. I remember this Indian stone axe from back then, which lacked a real incentive to use, since a bad iron fireaxe was easily better. I'd rather the legendaries were super super rare (i.e. within 100 player hours you shouldn't count on finding a legendary), but hugely superior in stats. In my opinion, it should be an item to tell your friends about, not "hey, I found the level 7 steel sledge"). I don't see this really disrupting game balance. But that's just my thoughts. I honestly wonder whether that one is serious - no offence, but do you usually have your vehicle out of gas? and even if it was on little gas, you could drive some hundred meters, slowly refuel, get back on and chill your life. No, just as with underground bases, the decision to close the super easy loopholes is good. Discussing the implementations is another story (see vultures), but the idea sure is right. I don't know if a random placement of loot is possible, but the idea has been brought up by some people already. It kind of defeats the "dungeon design" of many POIs, but that would be a small price to pay in my opinion.
×
×
  • Create New...