Jump to content

RhinoW

Members
  • Posts

    176
  • Joined

  • Last visited

Posts posted by RhinoW

  1. 22 minutes ago, meganoth said:

     

    Different styles of plays, different experiences. I don't remember us having much problems with Cops in our games, but naturally we shoot them because their spit hits us and the spits hinders sight. A cop seldom explodes in our game as he needs to "dodge" exactly when he is on his last breath and needs just one or two more bullets. Whether spiders are a problem is largely defined by base design, most designs we use seem to be spider-proof. I don't remember exactly when a cop was really a problem in a horde night for me, I think I died from multiple cops in A16 once. I like cops, but as far as looking at them as a danger on horde night, not really.

     

    While the demo is never an empty threat for us. I think everyone in our group has died at least once from his explosion directly and either died or got close to death when a demo breached defenses (but we almost always have secondary defense positions). You may be so reliable in shooting that you only hit the trigger of the demo when you want to, we are not, and I would guess at least 1 out of 5 to 8 demos explodes unwanted. 

     

    You take your own experience as a measure of the demo's danger and conclude he isn't one (except for newbies). I take my own experience and say he is. You may call me a newbie if you want, but for me the demo is decidedly a step up in difficulty from the rest (including the cops) and needs special care, and even without a shotgun guy around we regularily do make the mistake of activating him. Are we bad shots? From comparison I'd say definitely worse than your troupe.

     

    Now if most players are like you and your friends, then I would agree that TFP f** up. If most players are like me and my friends, I'd say TFP did not.

     

     

     

    Agreed, different experiences. But I believe there could be a better design that would make the danger consistent among players of different skill levels/equipment.

  2. 3 hours ago, meganoth said:

     

    Oh thank you for telling me I am **purposefully** dodging your points. You are so charming today 😎. While you at the same time did not react to my argument above why the demo is actually a good design  ( https://community.7daystodie.com/topic/33300-how-do-you-deal-with-demolishers/?do=findComment&comment=535032 ). Yes, he is two steps above all other zombies. Which is exactly how boss enemies are designed in lots of other games. And as I said in that post, he makes sense as a sort of beach head that can create opportunities for the other zombies to reach you.

     

     

    Which is, according to my own experience in a 4 player MP game a very possible outcome. I see you finally explain your reasoning instead of expecting us just to swallow it:

     

     

    The tower defense part of the game is (or should be) based on you continually improving your base. If you can **easily** build bases say with a field of spike traps around and keep that working even in end game by just upgrading blocks to steel it would be a rather trivial tower defense game. Ever played a tower defense game? It is based on you continually improving and adapting your base to different and stronger enemies. Mechanical spike traps are very basic defense traps for early game, why should they still function for every zombie in end game? 

     

    You say it punishes your base, then next paragraph that you have no problem with the demo yourself. So why would he be badly designed when you, an experienced player have obviously found out how to cope with it? Really, the demo only punishes your base if you can't handle him, and there are ways to handle him. In this thread alone I think people listed quite a few ways (shooty AND architectural ways) to combat him and you yourself say you know how to handle him. And there are also ways to harden a base against demos. Without demos there is no real necessity for steel, it is not really difficult to make a late game horde base just with concrete. And there is no necessity to make changes to your base in late game unless there is a new unusual (and real!) threat like the demo

     

    You say "punish" as if it was a bad thing! But you yourself acknowledge with your own ideas of kamikaze or driller zombie that there needs to be dangers to the walls of your base. Just that, depending on how kamikaze or driller for example are balanced, they don't seem able to put me in front of new problems as a base designer, they in fact seem more about making base design A16-trivial again, i.e. that you just put yourself in a high position where you can see all around you. I may be wrong, this would need playtesting, but I just don't see it. (Before you say the demo neither, sure he does: You can for example design your horde base so you can shoot him in the back or throw him in a pit and throw explosives to actually explode him while far enough away).

     

    What do I mean with shooting at a zombie "trivially". Well, just pull the trigger of a fully loaded M60 and point it at the torso of a zombie or group of zombies. What often is also called "spray and pray". I can tell you 2 of my friends in the MP game are happy just pointing at zombies in horde night and just "bury" the zombies in bullets. Naturally they will prioritize a cop for example, but they don't need head shots for a cop when using an M60 (or a shotgun at short range).

     

    Notice how the demo is the only zombie where we tell the shotgun guy to not even shoot at it and let the sniper or desert eagle wielder do some work. I also try to build the late game base with "traps" designed for the demo (pits for example), but I can't get my co-players to be organised enough for some of the more complex schemes.

     

     

    I suppose you mean "artificial" as in artificial in that scenario of a game where the other zombies are maybe magical? Even though the actual reason for the existence of the zombies is still not known. Is that such a big difference for you?

     

     

    First of all the game is not just about unloading lots of ammo on hordes of zombies. It can be if you want and in a MP game you might not have a choice depending on your co-players 😉(I for example have to play SP for that). But whether you simply mine for ammo and shoot everything that moves or mine for cement and iron and build an intricate base with traps and pits and funnels and secondary positions and alternate positions, that is your decision.

     

    Secondly in end game with steel the normal zombies are not able to break the blocks well enough that you would have any problem defending against them even with the simplest designs like square steel blocks to stand on. But this is a balancing act, you can't simply increase block damage as they also can't be too good at breaking blocks, otherwise you would need 2 days every week just repairing your base and new players might not be able to defend against them

     

    Now we have seen both designs in previous alphas: We had block-breaking zombies in A16 damaging your base from all sides. They didn't have a chance but you needed days to repair your base as almost all blocks were damaged. Then we had even better block-breaking zombies who knew where to attack in A17 which made the game impossible to play for new players as you needed advanced knowledge about the zombies even in early game to build a working horde base.

    And now we probably have the final iteration where the normal zombies have block-breaking on a level that will not overpower new players but we have a special boss, the demo who turns up rather seldom in a night and is actually a danger of breaking your walls, but even when he explodes the damage to your base is not everywhere but in a few specific points you can usually repair in less than a day.

     

    This is an advantage that I did not know immediately when the demo was introduced. This came from my experiences after having played with the demo in the game for some time now. And I can say that I don't like the constant guessing which traps can trigger the explosions and which don't in every alpha (something that should be solved by final release). But in general I definitely like the demo, I like it when he appears and I like the challenge of redesigning my base in late game to accomodate for the demo. And I like that there is an enemy that you should not just gun down in continuous fire.

     

    Now I listed multiple reasons in this thread why I like the demo and why I think it is good for this game. And considering I have fun with the demo why shouldn't I? But I can accept that you might not like the concept because you have a different way of playing the game and other tastes in respect to realism for example. Sadly your universe ends with everyone not agreeing with you as "people blindly defending it".

     

     

     

     

    Yes I have played tower defense games, and you could say I know my way around videogames. I know what good enemy design looks like.

     

    Again, I don't have troubles with demolishers, and I am aware of the things you said about him being "a good design", and my apologies if I wasn't clear. That's precisely his problem, its that all his purpose goes away when you pop him from afar, such a big monster taken down with ease, and every other zombie around it. The only times he causes any sort of trouble, is when a turret pops him, which you really have no control over, and it comes off as an annoyance more than anything, it's not like you missplayed and suddenly you lost your traps. With kamikazes, you know they're going to explode, they will explode on contact, they run fast, they're not just 1, they're also not very tanky, but they're fast, and if they reach your walls, its your fault. The demolisher zombie ticks before he explodes, meaning your turret can tap him and he still has time to reach your base with all that health, and you could never really react to that turret tapping him with all the confusion going on in a bloodmoon.

     

    Alas, the only "troubles" I've ever had in A21 bloodmoon with demolishers, was a 2 time thing in a total of 62 days, first time out of negligence, we had a wall breached by the zombies and a demolisher entered, and one of my friends missed a shot and he blew up in the middle of our base, taking down a few wire relays but not much. And the second time, it was on the later days, we allowed him to explode and breach a wall.

     

    All of this could be avoided if I didn't handicap myself by saying "we don't repair blocks during bloodmoons, only if they're broken". Because zombies still focus on 2 of the most damaged blocks, allowing players to spam repair them, which I didn't want to do this time around. On the other hand, spider zombies and cop zombies, are the only ones that consistently make bloodmoons interesting.

     

    As for your spike example, I never said I didn't agree my friend, I really like the fact he stomps spikes. I am totally against an easy bloodmoon, thought that was obvious from the start. My issue, is that the demolisher doesn't consistently make the bloodmoon hard/interesting, unlike cops and spider zombies (mostly cops). He is just annoying when he explodes, not because I care about my walls being breached (I'm running parkour and run and gun, killing zombies on an open field is my comfort zone), but because currently explosions damage electrical components through walls. I can't tell you how many times cops sniped my spotlights or turrets and I'm forced to take them down or bait their shots, but that is dynamic and interesting, and also makes sense (you can see the windup, you can see the projectile, you can move away from your turrets, you can place your turrets behind cover, you can stun the cops before they puke..etc).

     

    The demolisher falls flat on its face, simply because, unlike the other 2 special infected, his ability is not a consistent threat, or even an ability for that matter. Even if you do activate his explosion, you have time to gun him down, even when he's ticking (but you gotta be focus firing him from the start of course).

    I said I like the that he is a big boy, but there is so much emphasis on his explosion, when its really just a random occurence that in this day and age of 7 days to die, is not even a big deal when you have so many resources and ammo, making it another bullet sponge (which I don't mind, but then again, it brings nothing to the table unlike the other 2). Demolisher is simply a newbie killer, by the time he shows up, he's not really a threat. I always take over a POI for my bases, and this last time we used a military checkpoint, meaning, concrete walls, catwalks, spotlights, single spike row around the base, nothing too strong, mostly just realistic. So imagine if we actually tried to make a proper bloodmoon base to abuse the zombies, or had a separate one with no regard to damages because f*ck aesthetics for that one.

     

    Hence why I said, I would much prefer more zombie types, that swarm your base with different effects and abilities, and force you to pick VIPs and rethink weaknesses of your base based on what you have placed there. The demolisher is simply an overtuned normal zombie (which is perfectly fine), but somehow is a "special infected" because he can explode by getting shot in the wrong place? He could be a brute/bruiser, and have AoE on his normal swipes, dealing 500 per hit, on a wider block radius, that would be much more interesting and consistent, and also allow more to spawn.

     

    And when I meant artificial difficulty, I mean that its just something they shoehorned in to give you some difficulty. I mean c'mon, it's obvious this design wasn't really thought through, his visuals make no sense and like I've said before, he's just a normal overtuned zombie that "might" explode. I would much prefer normal zombies to have explosive variants, rather than the whole personality of a custom modeled tanky zombie to be that he shines and explodes by the players demand (how many people actually know he can stomp spikes, I didn't until I started modding 7days lmao).

     

    Right now, we only have 2 zombies (3 if you count the demolisher :P) that make the bloodmoon somewhat interesting and dynamic.

     

    Demolisher: Heavy breacher, minibosss, really dangerous to walls (should you focus on his physical aptitude and less on his explosion)

    Cop: Sniper/Breacher, takes out turrets and spotlights from afar

    Spider zombie: Jumps over defenses and forces you to either build a higher wall, or cage yourself to avoid it.

     

    Honorable mention: Vultures, as they force to put sky coverage on your catwalks/platforms.

     

    In the end, I would much prefer if they doubled down on the demolisher's physical attacks and make him a force to be reckoned with, with no cheap way of killing him, and also no cheap way of getting stuff blown up by things you sometimes don't have control over. I will note however, I do like that he makes explosives a danger to work with, but his weakness is still the same if you willingly pop it from afar, no explosives needed 😕 

     

    In hindsight, it would be really nice to have those kamikazes have this particular strength. They won't pop from shots, but they will from explosions. Considering their faster movement and higher spawnrates, not being minibosses, it would be a good trade off (1 explosive for 1 explosive zombie).

     

    Also I lose my track when writting really fast, so if I didn't mention some things, it's quite common whenever I'm brainstorming or discussing a topic. I automatically assume people understand what I mean with some things, when I should've been more specific. My bad for that.

     

     

  3. 1 hour ago, meganoth said:

     

    If a single demo destroys your base if you miss a shot you have a badly designed base 😉. *I* don't have anything against zombies with lots of HPs, but the demo adds the additional difficulty to kill him safely without just trivially keeping your thumb on the trigger. That volatility you seem to fear is exactly what makes him into a danger.

     

     

    If the kamikazes have in sum the same hps as a demo then what is the difference really? What makes the kamikazes NOT a bullet sponge in sum when you need exactly the same amount of bullets to get them off the map and they spawn at the same time (if I get your idea right) ? You were repeating your "bad design" mantra without having first argued why really, while some of your new ideas seem like weaker copies of some of the demos features so you presumably have an easier time. At least in your last post you brought up a short summary why you don't like the demo, thanks for that.

     

     

    I don't think most of your ideas are really bad, but I also don't want to waste my free time analyzing each and every idea someone brings up. Actually it would be more your task to argue for your ideas with a honest analysis of advantages and disadvantages. Ideas are like food recipes, everyone has dozens of them, but only a few are really good. Worse, ideas are recipes without quantities so someone assessing them has to do most of the real work himself.

     

    At a first impression I would say some of your ideas would not bring that much difference to the game **unless** they were actually bullet spongy. I could say a lot more, but I would need to write a few paragraphs to discuss every single idea of yours and its likely consequences. And then you would simply come back with "But I meant this zombie to have this additional characteristic I forgot to mention" and it would go into another round. Sorry, I have seen this too often.

     

    You purposefuly dodge my points about the demolisher and fail to understand why he is a poorly designed enemy. I should just drop this, but let me explain it to you slowly.

     

    - The demolisher, like all late game enemies in the game, has around 800-1200 HP

    - The demolisher has 60% damage reduction on top of that

    - The demolisher stomps spikes and doesn't take damage

    - The demolisher deals the highest amount of block damage to your base (500)

    - The demolisher is a steroid version of all other common zombies with the ability to stomp spikes.

     

    So what makes the demolisher so terrible?

     

    The fact that it punishes you and your base, for playing the game. It's the only enemy, in the game, that requires the same focus fire as all other zombies, but even more so because of the damage reduction, but you have to carefully aim to avoid being punished for literally shooting at a zombie horde "trivially" (whatever the hell that means in this context). This is not his "ability", this is artificial difficulty that goes against the main flow of the game, you don't simply put a nuke on the tankiest enemy, that can go off if you miss a shot, on a game about unloading lots of ammo on hordes of zombies that are breaking the blocks in your base. 

     

    - Traps can set him off, making your own turrets work against you

    - Explosives can set him off, which I think is fine, because explosives are very good anyways, so I agree with that

     

    And in the end, it adds nothing to the game, because his "ability", only acts if you miss a shot or he gets caught in a turret. Which is just annoying, if you can't see that on a game that's about base building and fighting hordes of zombies, I really don't need to continue this thread further. The cop does a much better job at this already, and is the game's best designed zombie yet. Imagine if the gargantuan from plants vs zombies had a chance to explode upon being shot, that's what the demolisher is.

     

    And no, I don't have much trouble with demolishers, and my bases are not poorly designed. The demolisher is objectively a bad design that was shoehorned to create a difficulty spike, instead of having creative blood moons. The blood moons are still easy and will continue to be easy, no matter how many bullet sponges they add to the game, the only thing that will make them harder and more fun, is engaging fights with actual special infected (or nerfing ammo, that's way easier and much more cost efficient in production value am I right lads?)

     

    It's not rocket-science to understand this, I could tune up the damage of the zombies to ridiculous levels, and make the game difficult in ridiculous ways, it doesn't mean its well designed, but it sure as hell gave you more difficulty.

     

     

    Also, you don't have to defend this game tooth and nail. We're all on the same page here, I like this game as much as you do, if not more, that's why decisions like these annoy me. And seeing people blindly defending it without questioning stuff annoys me even more.

     

     

     

  4. 2 hours ago, Callum123456789 said:

    i think if we have  added options for the menu above the console port will have more customisability over game settings and player preferred options (assuming console wont get mods to choose from since they cannot mod the spawn rates of enemies themselves.)

     

    a common argument made is if you want extra zombie spawn amounts the answer is they are easily moddable (which is very true on pc) but console folk do not have the same privilege

    They might not do it so people don't see their console experience instant combustion with extra zombie spawns.

  5. 3 minutes ago, meganoth said:

     

    The demo without the explosion would be just what you deride, a bullet sponge.

     

    Kamikazes with low hps can just be targeted as priority and are easy cannon fodder unless just one of them has the same destruction potential as a demo and then what is the difference really? Same goes for driller zombie, just that you can easily shoot at him without having to fear the explosion.

     

     

     

     

    But the demo is by all means a bullet sponge already, that if you miss a shot, destroys your base. You kinda proved my point there.

     

    Kamikazes with low hp can be targeted as a priority, much like the demolisher, yes, that's the whole point of the demolisher, getting your attention, without it being a BS enemy for the most part (mind you, I don't really have that many troubles with demolishers, its simply a bad design overall). Lots of kamikazes will force you to take quick shots or they 'll explode upon attacking the wall. Different than the demolisher, its high octane time attack with them, while not being spongy.

     

    The driller zombie would simply breach your walls, and you would have to spot him, since he won't be glowing like the demolisher from a mile away. And the fear of the explosion, is the fear of the explosion that goes through walls before breaking them, considering most electronics have awful resistances anyways. Not breaching my walls. He already does that without exploding. Which the hypothetical breacher/driller zombie, would do.

     

    And I like how you didn't mention the other ideas. Because your original point was boring and samey blood moons, which those other 3 fix, in a more dynamic and diverse manner, than "another high HP zombie, but this one goes boom if you miss a shot, if you don't shoot anyways, he will break the wall fast, so kill it fast, also screw your turrets, blade traps and spikes, oh and he also has 60% damage reduction if you dont use AP"

  6. 1 hour ago, meganoth said:

     

    Without demos later horde nights with everyone having best weapons would be boring as the zombies have no chance. So glad the absolute worst enemy design got added to the game 😉

     

    It doesn't take the fact it's a bad enemy design. So many more concepts could've taken its place. It's not like hordes don't get easy anymore, because they do, and they become trivial after a while since its always the same thing, bullet sponges hitting your walls, with the exception of the cop.

     

    They just put a kamikaze effect on the toughest enemy in the game, that already deals 500 block damage with each attack. You don't need the explosion. Not to mention the concept itself connected to its visual design doesn't make sense at all. (C4 strapped to a military guy and a bunch of nades or canisters whatever around him?)

     

    Here's better examples:

     

    Horde of kamikazes, self explanatory, low hp, glowing, really fast zombies that just want to blow up

    Bruiser tank zombie (demolisher but without the explosion, and much more focus on his melee attacks, perhaps a small AoE punch that also damages blocks)

    Driller zombie that while not as fast, would have mutated hands that allow him to destroy stone/concrete blocks really fast.

    Support buffer zombie that, well, buffs nearby zombies

    Screamer that stuns the player with a projected scream, making him miss shots and lose pressure

    EMP zombie that destabilizes and makes turrets and eletric equipment malfunction in a radius around him

     

     

     

  7. Don't respect demolishers, that's what will get you killed. Either pop them from afar, or gun them down with auto weapons with AP rounds... though I'm saying this because I have the penetrator perk which maxed out allows you to deal raw damage to them.

     

    Also it's one of the absolute worst enemy designs in history.

  8. 4 hours ago, BFT2020 said:

    Hmmm, the game needs some sort of user interface that displays how well the item does against say blocks vs entities.....then people can see how the axe does against zombies when compared to other melee items.....

     

    oh wait.....🤷‍♂️

    You completely missed the point.

  9. 7 hours ago, Riamus said:

    I think the issue is with the battle axe.  A fireman's axe or stone axe don't really scream weapon.  Sure, they can be used as that, but they really feel more like tools.  A battle axe, however, is absolutely a weapon and not a tool.  It was a bad choice for a tier 3 tool, imo.  Players are going to think it's meant to be a normal weapon.  I know that when I first started playing, when I saw one for the first time, I didn't realize it was an upgrade to the stone axe or fire axe at first.  I thought it was a weapon because that's what a battle axe is.  There really isn't any reason to be surprised that new players think it's a weapon.

    100% with you on this. When I saw the first sneak peek of the axe, I was so hyped for a new weapon, and suddenly its just a boring ass resource gathering tool. It feels like the devs didn't thoroughly communicate the purpose of the weapon and simply told the artists "make a cool post apocalyptic axe". 

     

    And same thing goes with the steel knuckles, why the hell are they spiked? Such a wasted opportunity to allow the metal spikes mod to also be installed on the knuckles.

  10. 10 minutes ago, Riamus said:

    Well, animations are likely to get improved surely before gold.  They are already working on zombie variations, so that helps.  As far as facial animations... I couldn't care less.  I'm not watching their facial expressions when I play.  I'm looking them.  Other animations, sure.

    Seriously? No mouth opening, biting, twitching? Most of 7dtd encounters are close quarters. it's so weird having all zombies keep the same face no matter what. To each their own, but if they ever add it, you'll see.

  11. 1 hour ago, Riamus said:

    Honestly, I think the first screenshot's zombies look horrible.  Not anywhere near as bad as the second but still not very good.  I like the looks of the zombies in this game much better.  As far as quality of artwork in mods, that's dependent on the ability of the person doing the work (within the limitations of the engine, of course).  Some modders are good graphics designers but many (most?) are not.  And often what you get with custom art is mediocre because of that.  But that doesn't mean a good graphics designer couldn't make art assets that look great in the game and fit the game's style.  It just isn't too likely to happen because modders just aren't usually really good graphics designers - or at least, not for character models, which can be far more difficult to do well than a sign or even a vehicle.

     

    Sure, if you just compare the uniqueness of the designs, 7 days to die wins. However, you're not looking at the context of the zombies. Both games have hordes and lots of roaming enemies, meaning, you want to make "common" zombies as similar as possible, to avoid the noticeable repetition that ruins world credibility. Another big issue is that 7 days to die zombies feel stiff and artificial as they lack facial animations and ever since that headtracking update, even when they get that head stun animation where they grab it, they're still looking at you, which simply doesn't make sense. It's the tiny things that make a product feel complete, and atm,  neither the base game or modding have that.

     

    Also, custom MODELS is that last of modding problems, a model swap is basic, the real modding comes from custom hitboxes, mechanics, animations, events...etc.

     

    So I got my fingers crossed until gold, where I really hope this is addressed and 7 days can become as immortal and moddable as Minecraft. (I mean seriously, its a Unity game, should be much easier to mod at the end).

     

     

  12. 7 hours ago, Jost Amman said:

    The good news is that you don't even have to pay for that.

    The Fun Pimps have been so smart about it, that you can get all of that from mods, for free. :nod:

    There are very hard limitations for actually decent custom content, let's not get ahead of ourselves here (this isnt minecraft or elderscrolls/fallout). But it is enough to create some fun new experiences. And for the most part, xml is quite accessible and easy to understand.

  13. Is there a way to make the crossbow bolt projectile penetrate multiple targets using XML alone? Or would I need custom scripts?

     

    I changed the properties from sticky = true to false, and added entity penetration count to 5 for testing purposes. It still doesn't work, I take it it's because of the "Projectile" class that it cannot go through multiple entities?

     

  14. I'm gonna add my two cents here, based on speculation alone, because I was armed to the goddamn teeth when I entered these PoIs. But anything with Grace inside should not be considered T3 lmao. The hog slaughter house, unless you stealth, when you fall down to Grace's pit, get ready to dish out 3k damage fast or perish. And I though that was the only PoI with that boss, but apparently hogzilla ranch (is that the name?) also has it. I parkour jumped over the fence to the end of the POI to be met with that giant freaking hog, ngl I backtracked real fast before mag dumping it with a Q6 SMG.

  15. So from what I've read so far, on average, people don't really care for intermediary quality, and will mostly craft every 2 qualities at minimum, rendering q2 and q4 useless most of the time. 

     

    Alrighty, so this has also been my experience, as most of the damage comes from mod amount multiplier and perks, crafting mid qualities for Tier 3 tools is mostly useless, as they now have the same amount of slots. And as for Tier 2, so far I've only crafted a Q4 Pistol and a Q5 Magnum (pistol from looted q2 to crafted q4 and magnum from looted q4 to crafted q5).

     

  16. 2 hours ago, Slingblade2040 said:

    Can loot bundles please be removed from quest and loot tables? They give ridiculous amounts of ammo, killed off any reason to craft traps or turrets and appear often enough that it's made the trap magazines pointless.

     

    Also stop having the traders hand out such OP gear for quest rewards. Just make them give us parts so we actually have an incentive to craft.

     

    It's crazy how the rewards easily outpace the crafting skills. 

     

    Do you play with 300% XP multiplier? Because I do (and 300% block damage) and I noticed that crafting gets thrown back because of how quickly I rise on gamestage. It's a double edged sword, as radiateds and wights are found very early on, but at the same time, the quest rewards and loot are insane. Since the physical time you spend looting gets overshadowed by the gamestage, you are not able to pick up enough magazines to "battle" the loot you are already able to get.

     

    So for loot quality, that's my own "fault". But I do agree 100% with you that ammo is just ridiculous, and it has been ridiculous since A17. Never have I ever stockpiled on so much ammo and used it so needlessly with more to spare. And it was like that since day 1, loot a few buildings and raid a shotgun messiah, and you're already reaching more ammo than you need to use early on, with the ability to actually use that ammo with the pipe weaponry.

     

    However, spending ammo is kinda required, since zombie attack hitboxes and reactions are still buggy, and difficulty comes in the form of bullet sponges and zombie numbers, so run and gun is kind of mandatory. And I'd wager that if I played with no multipliers, and had a steady gamestage, I would have even more ammo to spare, because I wouldnt be facing high tier zombies so early on.

     

    I'll also add explosives and molotovs to the list, as crafting a molotov is wasting fuel, while a quick t1 quest has a high chance to give you 10 for a reward as well as pipebombs and contact grenades.

     

    I'm not complaining though, as the game is quite fun like this, but the fun comes in the form of mowing down big hordes of enemies on bloodmoon, rather than the rest of the game. Clearing PoIs becomes a boring task with very little risk, unless its one of those BS triggers that has been talked about. I'm also going to show my dislike for those end dungeon loot crates that completley destroyed the meaning of scavenging.

  17. I'm gonna start a collection of modlets that will aim to rebalance the game in my vision of what I think is too weak, too strong, or boring. 

     

    "Re-Balanced - Weapons" aims to make changes to the game's weapons and tools.

     


    Notorious changes as of v2.0:

    - Pipe Machinegun has had its durability nerfed.
    - Auto shotgun is now an automatic shotgun, with less damage.
    - Tactical Assault Rifle is no longer a burst weapon, instead it got a steady fire rate and became fully automatic.
    - All machine guns got a realistic boost to their fire rates, while having damage changes to even out these fire rate changes.
    - SMG has had its damage nerfed
    - Rifles have had base damage and headshot damage tweaks to accomodate and balance out their fire rates/magazine sizes.

    - Generally all currently changed weapons (pistols, shotguns, rifles, machineguns) have been tweaked to make them slightly more distinct from each other and strong weapons have been made more tame.

    This is still an ongoing balance, and more attributes of these weapons will be changed over time.
     

     

    MOD HERE:

    https://www.nexusmods.com/7daystodie/mods/3153?tab=files

     

    CHANGELOG:

    https://www.nexusmods.com/7daystodie/mods/3153?tab=logs

  18. Currently it seems that the weapon zoom is just an FoV change, any chance this will get changed soon?

     

    You can try it out for yourself, set your FoV to 50 and aim with any weapon, your "zoom" will increase your field of view. And if you set your FoV to max, you'll get a significant zoom, decreasing your field of view.

  19. Hey, so I started fiddling with xml files recently and I'm trying to figure stuff out by looking at other files, and I currently have a problem.

     

    So I see that TFP have this commented out on the Power Attack group for the steel knucklesimage.png.76e914d61becccae763aa908f504c19f.png

     

    I want to be able to re-add that variable on my own xml, how would I be able to do that?

     

    EDIT: Problem solved, just found it out.

  20. A reminder that ever since the perks got majorly reworked (A17 I believe), every weapon has been treated as its own weapon type. Meaning there should not be a weapon to rule them all, but rather multiple melee approaches. Prior to that, clubs, the iron sledge and the machete (I guess you could also argue the hunting knife) were the only held items that were focused on combat. The knives had the same attack speed as everything else and did terrible damage, and were just there to be used as harvest tools. The iron sledge and the machete were rare endgame tools that were opposites to one another, and I should also mention there was no power attack.

     

    So, with that said, in today's version of the game, no weapon should feel weaker than another one, but different. Which, for some weapons its not the case. 

     

    1. There's a missing tier for the batons

    2. Baton unique perk effect only works on the t2 baton, because its the only one (out of the two) that electrifies targets.

    3. Machete functions very differently because its not a knife, but still you are expected to stack bleed with it. The steel club deals massively more damage than the machete, while maintaining pretty much the same attack speed and a negligible difference in stamina cost, on top of scaling off Pummel Pete, each at max rank gives you 100% knockdown chance on power attack, and 200% damage on knockedown targets.

     

    4. Fists attack slower than knives

    5. Fists deal less damage than knives

    6. Fists use more stamina than knives

    7. Fists HAVE MORE RANGE than knives

    8. The AUTO shotgun is not auto, and has a fire rate of 1.16 rounds per second while the pump shotgun has a fire rate of 1 rounds per second

    9. The SMG is part of the PISTOL tree and scales off the gunslinger perk....every 3 shots you get double damage on the next one.

     

    You guys try to make sense out of that.

     

×
×
  • Create New...