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Noctoras

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Everything posted by Noctoras

  1. In my RWG it's only trader Jens so far - granted, I only know three traders on my maps, so it might be the odd one out, but copycat traders seems to be a trend
  2. Coool, I like the idea of scarcer loot and not everyone having everything, especially just by coming back to the same place 5 days later. I also appreciate the learning by magazines, it's just so much more realistic. The streamlining/reducing different stuff in loot variance, well, I was never a friend of that, but I guess, I can deal with it, given all the other positive developments
  3. I always prefer a gerat vanilla experience. makes it easier to connect with others and everyone's talking about the same game. Mods are great, for sure, but "official mods" like DLCs are the icing on the cake for me.
  4. nooooo, I can't wait for gold, since after gold they can produce a DLC with content. I so miss new content as opposed to streamlining things and would happily pay for a DLC with more building stuff, more weapons, more zombies and such!
  5. Good call on these two points, defiitely worth pondering
  6. 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
  7. 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 ...
  8. 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 🙂
  9. 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.
  10. 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.
  11. Are there also more "basic" zombies to come or will new zombie models only be special ones?
  12. 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
  13. Also a possible idea (although this hiemfire guy dislikes any post suggesting change 😁)
  14. 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
  15. 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 🙂
  16. 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...
  17. 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
  18. 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
  19. 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.
  20. I wouldn't mind building bases, if it wasn't for demolishers. As it is, it's resource saving and safer to just stand out there in plain open fields with an M60 than being inside a (non cheese!) base. That is if they didn't change demos, didn't get there in A19 yet. But switching blood moons off? That would actually depriving me of a lot of fun. Just run around a city on blood moon instead of building a base, then you only have to worry about ammo And of course you can set blood moons to 14days or so.
  21. The point made ist that it's easy enough to shoot yourself through horde night without any base. Actually ground level shooting in the street might be easier than in a standard base, as your standard base will be breached and due to structural issues, surviving horde night then ois easier with no base than with a regular base (not counting cheese or specific demolisher bases here). For me, something is wrong, if survival in a base is more complicated than survival in an open field. So no, demo's don't scare any sh*t out of me. Actually when the horde follows me and I set of the demo, it's just gonna take a big part of the horde with it. I just do it somewhere in the street where I don't mind swiss cheese. No base required. That is the point. The demo doesn not add to the game, it reduces viable game content by a large margin.
  22. You CAN adapt to a lot. If it's fun is an entirely different story. I for one spend horde nights in temp bases or just floor level with an M60 and mow it all down. It feels so pointless to build a beautiful, strong base and end up not only with the mentioned destroyed steel blocks, but with a crater landscape of swiss cheese at my front door - all the while doing what I do at ground level as well, hold an M60 and shoot. The base serves little purpose these days. It costs a lot of energy and basically doesn't really add much. Frankly speaking, the demolisher doesn't add to the game, it just makes you go for a sepcific playstyle. And I don't want to have to resort to cheese bases or dart trap armies only. To me, the variety of playstyles possible makes 7D2D what it is. And the demo doesn't add here, it takes away.
  23. https://prnt.sc/qi4g0q It seems to be stuck here. Been like this for around 30mins, nothing happens. Any ideas? Edit: Weird, second try, no changes and it worke. Well well
  24. I dunno, twas kinda weird, since the map was all black as well. lighting the torch however worked, I saw the torch on the screen, still no surroundings, though .... guess there is still something weird
  25. successfully connected to your server. twas pitch black and I couldnt see a thing. What I really wonder about, though, difficulty level 6, is that intentional in a mod with quite some added difficulty to start with Oo?
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