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Sal's Achievements


Scavenger (2/15)



  1. I would hate this for several reasons. For one, I imagine something like this would be almost impossible for MP. For two, I would hate to spend countless hours gathering weapons/tools/resources/skill pts to build a base only to find out I completed the game before it's even finished. And instead of being able to kick back and admire hours of work I'm suddenly taken to a final cut-scene, and that's it....it's over. That would drive me nuts. Most importantly, there's already an "end game" (indestructible base, ton of resources, skill pts make you a super human fitted with the best weapons/tools/armor, etc). The difference between this and your suggestion is that it's up to the user to determine when the game is finally over, as opposed to being forced. I personally like having options and flexibility. Yes, the game becomes boring after you reach a certain point, but there are literally dozens of different ways to extend the gameplay by making it harder to reach the "end game" thru different options, mods, restricting yourself to a set of rules, a little of each, overhaul mods, etc. The options are virtually endless. And from what I understand, the vanilla settings are going to be even more flexible in A20. For example, in SP, the game is over me after about 30 days on default settings, but I can change this to make games last 90+ days. I'm currently playing SP vanilla with these settings and restrictions..... I'm on day 42 and still no where close to being finished. It took me 20ish days just to get a damn bicycle. -- Kinggen RGW 6k map w/ only 2 traders + 3 mods (larger wandering hordes/increased zombie spawn/MD 500 heli) --Permadeath --16 hr + 90 min days + max 3 land claim blocks -- 64 Z's + Warrior (sprint day, nightmare for everything else) -- BM every 4 days w/ 2 day range + no warning -- 25% XP and loot, resources 50%, no air drops, no loot respawn -- No starting skill pts after the tutorial (xml edit) -- Have to max out one entire skill tree at a time before choosing another (ex. Everything under Strength has to be maxed out before unlocking anything under intelect or agility, and so forth) These minor changes alone prolong the game for me. The new POIs are going to make it even more interesting.
  2. Sensor>>Speaker>>pressure plate>>dart trap Connect a motion sensor (instant--triggered - Z only) to a speaker, then speaker to pressure plate, and then plate to dart trap. This tells the pressure plate not to activate unless the speaker is active. Sensor detects zombie, which activates the speaker, which tells the plate to activate, which tells the drat trap to activate. Example https://streamable.com/lf4m0a
  3. See, I was trying to end this all in a friendly manner and end it all to get back n track. But your entire response still screams nothing more than "I was wrong but I'm not willing to admit it". Believe what you want to believe. If that helps you sleep at night then by all means continue. Meanwhile, I'll continue to believe that you will always get aggressive whenever someone mentions even the slightest of negatively toward 7DTD.
  4. You're reaching with this, man. You are looking WAYYY too deep into this. Who decides which phrases are "meant to sting" or not? The writer or the reader? This is all based on interpretation. We're all on the frigging Internet for Christ sakes lol. Based on how YOU interpreted it. Just like I interpreted your response. Which was very condescending and offered nothing to the discussion amd could've been changed with a few choice words itself. Read above. Can we agree to get back on track here. I don't like the coaster and some do. That's it lol.
  5. I agree with some parts of your sentiment here. The game does become repetitive at later stages and adding in new things like bandits, etc would make the game harder. However, even if they added bandits and whatnot to the final product, eventually you would end up in the very spot that you are in now. A game that becomes very repetitive over time because at that point you would've already adapted to the changes and learned how to work around them. And then you will continue to ask for more which ultimately leads to a never ending scenario that YOU in particular are happy not with. This is what I love about mods. I play the vanilla game with no mods at different settings, vanilla with very few mods, or an entire overhaul mod. And mods for this game won't ever stop and will only continue to get better. Do you think people would still be playing Skyrim if it was still vanilla? I actually like this approach. I think they do this because it creates less pressure on them AND we get a better product in the end whenever they do release an update. What I mean is, if they set an EXACT release date then all of us are going to be expecting it, and then they're being forced to put out an unfinished product (which is what we see with major distributors like EA) . I don't know about you, but I don't want that either. I would rather see them take as much time as they need to get right, based on the vision and direction they intend to go, and end up with a balanced masterpiece in the end as opposed to a broken mess.
  6. Never mind a "toxic post". A better post from you would've been to not say anything at all. But hey, if you can create something that never receives ANY criticism at all then nobody is stopping you from doing so. 1) You knew what I meant and if you didn't then learn to internet. 2) I simply voiced my opinion on a product based on MY opinion. Nothing more or less, and I see nothing wrong with that. And you call THAT an "attention grab"? If so, it seems like anyone who says anything negative bad about 7DTD falls into this category with you by your own standards. But I digress. I appreciate faatal's response. He (or she) understands that not everyone is going to like it. Just like any other product on the market.
  7. It's their job to come up with better ideas. Not mine. And this could've been done in a much better way starting with putting more thought into it instead of a terrible, lazy design.
  8. No offense to the designer but this looks terrible IMO. It looks like it was designed using windows paint. I'm confident they could do much better if they put a little more thought and time into it. But as it stands, this just looks like a lazy attempt at a money grab. I mean, cmon lol......two axes crossing each other? The weapon cross is such a played-out design. What is this the coat of arms? I would want this on my desk, but that's just my opinion.
  9. And this is a problem. All of them should spawn as soon as you start the quest. Otherwise, what's the point of having a yellow indicator in the first place if it's not going to tell you where the remaining Z's are at? Even if you do happen to miss 1 small room in a huge POI like the deshong tower for example, the indicator should tell you that. It's what it was designed for, correct? That sounds like a game problem....not a user problem. Users shouldn't have to resort to willingly cancel a quest just because a function of the game isn't working properly. You are not "failing" the quest willingly. You are not walking out of the area and/or failing to grab the satchel. You are failing it because a part of a game function is not working like it was supposed to.
  10. Agreed. This is the main problem right here which is why steel tools become pretty much obsolete so fast. You start getting steel tools at about the same time as you can get an auger, and by the time you get an auger you've already saved up enough fuel to run your own depot. Why use a steel pickaxe when you can use an auger and get twice as much, twice as fast with no real repercussions. Hell, augers even make both the lock picks and the lock picking skill absolutely the most pointless item and skill in the game. It's easier and faster to break safes with an auger. Plus, it saves one less space in your inventory. You combine the auger with the book that lets you deal more damage to safes and you don't need a lock pick anymore or the dumb ass lock picking skill. It's not necessarily broken. I get A LOT of screamers when mining with an auger. ALOT. The problem is there's nothing to dissuade from using the Auger because at that stage you already have an abundance of fuel and most likely already have a robo turret or two on hand. Hell even with a robotic sledge, which you can get pretty early in-game. I dig a hole straight down about 10 blocks before digging out and place a turret right at the bottom of the hole. So when the screamers fall on their faces they start getting hit and are usually dead before they can even scream. Another problem: Screamers are WAY too weak. Technically they should be one of the toughest standard Z's to kill. This would also dissuade people from using the auger as much and make them rely more on steel tools while also acting as another trade-off. Agreed. Shale used to be like the gold. Same with nitrate powder. You would have to go into the desert to find it, for the most part. But now, if you find one resource and keep digging in that same spot then you will likely find almost every other resource you need. For example, you see an Iron resource on the map and start digging, and before you know it you found enough coal, nitrate, lead, and stone to last a lifetime from that ONE spot.
  11. This is what horny T-Rex is for. I don't care what anyone says. Rule #1: You should ALWAYS put at least 1 skill point into horny T-Rex after completing the basic tutorial. FIGHT ME!
  12. Yeah. You and @ShoudenKalferas may be right about this. As I told shouden in the PM, I accidentally wrote I was running 19.3 when I meant 19.4 too. I already deleted that saved game and started a new with 19.3, but I'll keep this in mind for future reference. I did look at every XML config in the mod, entities included, and searched for the word "EAISwim" but I didn't find anything. Not sure what I was expecting to find. Likewise, I searched boar just to see if maybe there was something wrong with the code (maybe a missing character or something) and I didn't notice anything. Anyhow, I reverted to 19.3 stable and I haven't any issues. Thanks for help fellas, appreciate it.
  13. This looks interesting. Unfortunately I wasn't able to try it out for very long before I started getting errors. 😉 At first, it was only this one as walked towards a barn. (Filename: <a4ab1c34e63144c58a80244251bb4951> Line: 0) 2021-02-20T20:10:41 556.287 INF 530.9892 SleeperVolume 1433, 67, -2308. Spawning at 1443, 67, -2296, group 'BoarGroup', class animalBoar, count 0 Exception: Class 'EAISwim' not found! at EAIManager.CopyPropertiesFromEntityClass (EntityClass ec) [0x000e6] in <a4ab1c34e63144c58a80244251bb4951>:0 Then I figured I would quit the game and come here to report it and as I was trying to quit the game, this error kept repeating itself NullReferenceException: Object reference not set to an instance of an object at EntityAlive.Update () [0x00134] in <a4ab1c34e63144c58a80244251bb4951>:0 (Filename: <a4ab1c34e63144c58a80244251bb4951> Line: 0) Here's a link to the full log file in its entirety. https://controlc.com/9be1a3b6 Its worth noting I was playing on a fresh 19.3 b6 (exp) copy, and I used the launcher to create a new copy in C:/7d7d. Created the "Mod" folder. Then I downloaded the single modlet version, unzipped it, and moved the 7DTD-Neopolitan folder into the "Mod" folder. I'm going to try it again on a stable version.
  14. This is what I would like see happen. The game remembering where you left off. Which would not limit any other aspect, regardless of a person's play style or settings. But as it stands now, if someone is playing on 90 minute days then the hordes are over well before the default 4am time. This is what happened to me during my play through when everything got messed up. I was playing 90 minute days, horde every 3 days, and I was on day 25ish I believe and the horde had ended at around 2ish that night. That's 8 horde nights into my run that ended well before 4am. I was rushed and so I couldn't wait 2 more in-game hours to be able to close the game. And I shouldn't have too. We shouldn't have to deal with issues like these, imo.
  15. As the title says, if you exit the game during BM hours the horde night will restart when you load the game....and man, this is frustrating as hell! Please fix this? Why is this still a issue in Alpha 19.3? Look, I'm not one to usually complain about anything and I'd consider myself a patient person who can overlook most flaws and whatnot but this is ridiculous. Hell, this is the same issue with trader quests and I've learned to just to deal with that. But this is not just a small balance issue, or small graphic issue, etc....this is a major issue surrounding the games biggest selling point.....horde night. Are these testers even really "testing" the game at this point? Because I have a hard time believing that none of them had spotted issue pretty early. Or, are they testing them and their issues are going ignored? I get it that the game is still in Alpha but major issues like these should not still be happening at this stage of development. In fact, if I'm not mistaken this issue happened in 18 as well (can't remember but I'm pretty sure). I was hoping it would be fixed when 19.0 went stable, but nope. 19.1? Nope. 19.2? Nope. 19.3.....I mean.....cmon guys. I don't need "dynamic music" before major issues are fixed. I had nice perma death run going that came to an end because of this BS. I survived the BM but was strapped for time so I had to quit right after I killed all of them but I had forgot about it until I loaded the game up again. If this is true then that is one of the dumbest game mechanics I have seen in recent times.
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