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Noctoras

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Posts posted by Noctoras

  1. 19 hours ago, DrunkZombie said:

    Is the remade Navezgane map supposed to always spawn you in the middle of nowhere and the trader is always Joel who is also in the middle of nowhere?

     

    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. 28 minutes ago, pottervogel said:

    You may give the dlcs called mods a chance. ^^

     

    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. 16 hours ago, x3eemguy said:

    Well I have never seen so many cry babies before. The game is already gold. Enjoy all the updates you are getting. Alpha forever!

     

    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. 7 hours ago, hotpoon said:

    General A20 Feedback

     

    • Find it strange that you need a recipe for bacon and eggs, but seem to have innate knowledge of how to make pipe weapons.
    • I've come to the conclusion that trader quests ruin the game.

     

    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. 3 hours ago, Tmodloader said:

    Is there any reason not to just run quests over and over all game if you use the traders? 

     

    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. 9 hours ago, Astronomical said:

     

    No need to give up playing 7dtd once gold is released no matter how you feel about it.

     

    With the addition of steam workshop, mods will bring infinite diversity in infinite combinations.

     

    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. 14 hours ago, Jost Amman said:

    @Roland I don't know, I'll need to see how the new forge will "feel" before agreeing or not. My concern is not only with the forge, but also with the building materials streamlining and so on... I'm not saying it's negative "per se", I'm just saying TFP should be careful with these kinds of changes since they risk upsetting the nature of the game.

     

    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. 17 hours ago, madmole said:

    Nope, but legendary armors might pave the way for legendary guns, how I designed that could work, meaning the legendary bonus is double of what the blue bonus is, or could be a random range from 11-20%. I have a more advanced design I did a while back but it's so good/big I think it should just be saved for 7 Days 2.

    Once there are enough mods though you might want to save that mod slot for something better than carry capacity, making the perk still viable.

     

    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. 47 minutes ago, hiemfire said:

    No. I dislike any post suggesting or demanding (the second happens, the one you originally replied to isn't demanding though) what I see as a pointless increase in complexity (and the rng heavy as is loot grind) to the base game or a return to mechanics TFP has abandoned. You might like games that basically simulate pressing your face against a running belt sander. I don't.

    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

  12. 3 hours ago, 4sheetzngeegles said:

    This gave me a thought

     

    In the workstation, if a multi-slot upper queue was added like in the forge.
    You could put the repair kit, and other repair materials there similar to the anvil bellows cruc.  You could,then,
    place up to 6 items in the repair slots and hit the start button to begin.  This way you would not be holding the

    weapon or device on person until complete.  But, stone age axe, and shovel should stay on character.

    Also a possible idea (although this hiemfire guy dislikes any post suggesting change 😁)

  13. 8 hours ago, Ragex7 said:

    And most important is to put weapons, Tools and gear degrade stats on. Fk its so boring running from day 35 with the same tier 6 shotgun and gear and Boom 1x repair kit and I'm good again.

    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 

  14. On 9/13/2020 at 7:11 PM, meganoth said:

    And if we look at Nitrogen and compopack specifically I think there are serious drawbacks and problems with integrating them.

     

    Nitrogen is written in Java. Its integration into 7D2D is nonexistant. If they don't have someone fluent in Java and willing to dabble in that code base they would need to hire the nitrogen modder (if he is available at all) or preferably translate the sources to c# first (since that would mean easier integration and easier maintenance long term). This could have actually been an option they were thinking about but seemed to have decided against it. But who knows, maybe they are in talks with Damocles, he is awfully silent at the moment 😉

     

    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 🙂 

  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. 15 hours ago, Gazz said:

    We can not do this in A19.

    Later we may have this "large, high level POI" work at an elevated gamestage so that _both_ the loot and the zombies are higher level.

    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

  17. On 7/3/2020 at 6:59 PM, Colin248 said:

    that is fair. im just worried. this most recent change isnt gona fly well with many players who enjoy the game. the verity of loot from the get go was something people liked, helped make each palythrough very different. not every game would you end up with a steel tool from the get go, hell, even a iron one. now the chance is slim to none with only stone crap being stored in @%$*#!ing gun safes. ruins the immersion too. 

    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 ... 

    6 hours ago, meganoth said:

    It isn't a bad idea. One flaw though is that potentially a stealth player could go non-cheesingly through the poi with very few kills and be punished for that. One idea the devs are considering at the moment is one (or more?) keys you find on random zombies or in random locations in the POI, which sounds at least for the stealth player to be a somewhat better solution.

     

    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

  18. On 7/1/2020 at 11:57 AM, dowz0r said:

    I honestly think the new loot system is terrible. I'm trying to think from the perspective of a realistic and fun approach to how looting would look like in this post-apocalyptic world. It's pretty lame finding a military style ammunition crate that only gives you some @%$*#!ty spears or low level trash because you're only on game stage 5. This is immersion breaking in my opinion. I've noticed looting is almost linear and not random at all, you know what to expect,

    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. 

  19. 14 hours ago, Bubbahotetp said:

    But in all seriousness, I've actually made it easy for myself and just kept playing with bloodmoon off. Becaue if there is one thing I'm incredibly tired off after 4500h ingame, it's the endless base repair and constant hunt for ammo in prep for it.

    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.

  20. On 6/22/2020 at 6:31 AM, Kazgrel said:

    Were it not for the demo boys, A18 would be an absolute snooze fest seeing that they're pretty much the only zombie that threatens any sort of purpose built horde base.  Course I have yet to convince my friends to let me set zombie movement speed to nightmare at all times... 😛

    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. 

    9 hours ago, Purpendicular said:

    The issue I have with demolishers is that it renders like 95% of the end game content of the game, pointless unless you cheese/exploit it.  Turrets?  Blade Traps?  Not viable end-game.  In terms of game design, the existence of demolishers contradict a lot of the skills and end-game trap design.

    That is the point. The demo doesn not add to the game, it reduces viable game content by a large margin. 

  21. On 5/19/2020 at 1:08 AM, Ti2xGr said:

    A few observations after adjusting to Demolishers (and some modlets with other new zombies).

     

    Yes, it is not balanced out of the gate for some. Adapt - Where you would put one block thick, do two. Relatively easy solution. 

     

    You can change the gamestages, limiting the rarity of these particular zombies if you so desire. Heck, you can edit them out if you want. 

     

    You can adjust how much block damage they do in a variety of ways. You can even adjust if they plow through spikes or get damaged by them and how much.

    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. 

  22. 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 :D

  23. 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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