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RhinoW

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Everything posted by RhinoW

  1. I think everyone here is forgetting to draw the line on what's "possible" and what's good. From my experience, perked in or not, every weapon is good against the zombies besides the goddamn spear and knuckles. I tried perking into the spear, still wasn't worth it at all, too much stamina use on power attack, laughable throwing speed, stabbing seems to have ridiculously small range for a spear and low damage/DPS overall. Same goes for the fist weapon, too much stamina use (bone knife uses less), low damage, high risk low reward and i believe it's even slower than the knife. Now, the zombies area easily "cheesable" in the game, I think even you developers are aware of that (and this happens with pretty much any game), and it's not a necessarily difficult game within the combat aspect. Even without perks, you can use any weapon and still do good (which I like mind you), and the stun baton is definitely not as weak as some think. My point is, if you look at things this way, then of course everything is either gonna look fine or bad, because 10000 variables will determine your outcome in a fight (maximum stamina, healing items, armor, speed reduction, room you're in, type of zombie). Low max stamina means useless sledgehammer vs 2+ oponents, radiated soldier zombies means weak knifes or melee in general. Also, the dismemberment chance makes literally all weapons "broken" later on, because of the headshot insta kills, so fast attacks > anything else. I don't believe we should be seeing numbers, but more as in utility. Right now, from my perspective it goes as follows: Crowd Control: Shotguns (legs n chest), stun baton, sledgehammer (perked in), Club Stealth/Clearing: Rifles, Bow, Crossbow 1 vs the World: Pistol, knife, Automatic Weapons 1v1: All weapons, because all of them "work" The spear and knuckles, just don't have any utility besides sucking at what others already do well. They don't do what you expect them to do, the spear should be one hell of a melee weapon, slow but steady, low DPS, but high skill high damage type of weapon (you have to force yourself to use it). The knuckles are just slow (who the f*ck punches at that speed?), use too much stamina than what they're supposed to and get out damaged by anything else. hands... FOOTball...interesting way of naming rugby. The guy who decided that would be the name was not the sharpest tool in the shed.
  2. Melee agility build is by far the strongest in the game, not even comparable to anything else. Bleed + fast chance to insta kill + good stamina efficiency per hit + no movement penalty + easy crafts (bone knife).
  3. Give us a bandaid fix like an option to enable/disable xp from environmental kills (gives all players xp, but like 50% of the entity's xp)? At least until you guys find a solution.
  4. Dead Eye is weak, if you don't kill a bloated walker with 1 headshot, you lose the buff. It becomes even more useless later on as everything doesn't die from 1 headshot.
  5. Another concept by @Adam the Waster that i decided to give him a visual based on my own interpretation. "Bloater: this early on special zombies kinda looks like Moe but his gut is more Bloated, has a sickly green skin, a Large Gas buildup in the throat that kinda looks like a Frogs vocal sac. he sounds like someone coughing and has a few ability AOE gas Effect: he will emit a Large cloud of gas around him that will lower HP and may cause you to get sick! (causes dysentery) a close Range Cough: he will Breath out a large gas cloud to you and will damage you! If he died by a range attack like a gun he will pop like a balloon and will leave a large gas cloud behind, if he dies by a Headshot, he will only leave a small gas cloud, if he dies by a melee attack he will just die! (note: Gas can effect zombies too! so you can uses them as living traps!) HP: 80 Armor: 0" ______________________________________________________________________________________________________________________________________ Like my last drawing, this is also another sad zombie, a bit based on the guy from the Dead Island 2 trailer when it comes to the infection. He was just a fat guy trying to make a better living for himself, jogging every day until he unfortunately got bit and tried to hide it under his wristband. Well, after one came many more encounters until he was done...well....faster. He was also a very sneezy guy with sinusitis, so the infection took over that and pushed the mucus so hard it broke his jaw in half, only to come to out of the nose. Remember to like, comment subsc-- wait wrong platform. If you like it be sure to give it a little heart, and leave your feedback in the comments. Enjoy!
  6. That's actually a pretty good idea, killing VIP targets instead of the "clear" quest
  7. @madmole I finally finished the perk rework file i talked about a week ago. If you have time, i would really appreciate if you (and everyone else) could take a bit of time to read this (doesn't need to be read in 1 go) and think about it I have the pdf anexed, everything is written in topics, explained and organized. 7 Days A19 - Perk Rework by RhinoW.pdf
  8. That's not a bug, if you drop molotovs from your inventory they explode on the floor (since they "break", though water bottles don't funny enough). It's just an unfortunate situation that you found yourself in, since all items are automatically dropped.
  9. Original idea by @Adam the Waster (here's a drawing buddy) "Slasher: This Mid tier zombie is a Terror for people who use armor. AKA everyone, these zombies hands have been dulled down to the point where their hands are sharp blades!, they can go through armor! they have No bottom jaw so they can't bite! but they will try to cut you too Parts! they move at a ok speed and make loud breathing sounds!, there blades can cut through armor and armor durability! but not much agents blocks! Ability high AP damage, Armor and armor Durability! low Block damage! Able to cause deep cuts! kinda sneaky!" ________________________________________________________________________________________________________________________________________________________ Introduction So I asked Adam if I could make concept art for some of his ideas, so we can have a visual interpretation of a possible zombie, and he agreed. I took most of what he said into consideration and decided to turn this zombo into life (without trying to make him like the Butcher from Dead Island). Description The Slasher, unlike what some might think, is not a fast nor frenetic zombie, although he deals high damage and is a bit resistant to damage, he is slow and lazy, mostly attacking what comes close to him first, unless it's blood moon. Backstory: He is a sad zombie despite everything. Before the infection, he never got around people because of severe depression and previous occurrences that left him mentally scarred and unable to become someone happy. He didn't care for hygiene or himself, he let his nails grow, always used the same tracksuit pants and slippers and roamed his home like an empty husk, sitting on his desk all day, taking meds and doing paperwork. Unfortunately for him, the zombies got him when he was recovering from a stomach operation he had done a few weeks earlier. He didn't even put up a fight. As time went, his finger nails started growing and merging into 2 big and sharp bones that could pierce weak metal and cut through skin like a knife. Stats HP: 300HP Damage: 60 (ignores 50% of armor) Attack Delay: 1s Ailments: Deep Lacerations, Bleeding Speed: Slow Spawns in: Houses and bloodmoons Behavior: Rather short aggro range, roams the house or is sleeping (sleeper spawn), sneaks up on the player when he can Once again, feel free to leave your feedback!
  10. Joel likes fallout (i believe i saw him say that he was playing fallout 4 a few months or year ago) so i'm pretty sure they will be similar to the ones in fallout 4. Which honestly I don't mind, if TFP makes them better and more useful lmao.
  11. @madmole Topic aside. Are the level designers considering making gigantic "1 time spawn" structures (ex: airports, mall + cinema rooms, military airfield, hypermarkets, big warehouses)? I truly believe the game would take an insane leap with it's immersion with these "common" places, that make the player feel like a tiny ant in a ravaged world. Seeing a real scale mall, overgrown, looted, stores shut down with metal grates, decrypt, missing/flickering lights, filled to the brim with zombies that can come from anywhere would make up for such an interesting expedition, especially with the new lighting system. Just imagine the main area of the mall, multiple floors, with the giant skylight window letting the moonlight in, zombies wandering, some hiding behind closed stores, and being able to search through the very guts of the mall (that we aren't allowed access in real-life) is just great to think about. Though i'm not sure how that would be possible to add without mauling everyone's FPS.
  12. Heyo everyone! This is a more recent drawing that i've made, so I decided to also share it with you. Introduction: So, as we all know, all of the 7 days to die zombies are unique, even though most of them are weak zombie minions, all of them have different aspects and even specific names. I though, since we have nurses, bikers, strippers, construction workers (and other "specific" zombies), why not a thug mechanic? Ya know, those wannabee chads that end up having to work with their dad or something since they can't get a job. It's another zombie with a distinct aspect and "visual backstory" to add to the roster that we already have. Say hello to Wrench Bob Zombie aka Billy Bob R*mjob Details Backstory: This guy used to do heroin and work as a mechanic until he turned. He died in shock defending himself with a ratchet, which cause his already jittery nature to lock his nerves to hold the ratchet forever. Visual details for gameplay: Tall guy (similar to zombie Boe), holds the ratchet with his right hand while his left arm seems incapacitated and severely f*cked up because of all the needles that went in there. Behavior: Hits with his right hand and tries to bite, that's it, he's another average zombie joe that has a different looks and animations. Spawns: Anything that has to do with cars, gas stations, garages, whatever. Stats: I won't write them in detail, because this IS NOT a special infected. - He has roughly the same hp as a zombie Boe - Hits hard with the ratchet - Biting is rare and deals medium damage - Same speed as zombie Boe. Once again, like my last post, feel free to write down some feedback!
  13. I can draw some of these if you're interested, some of them are also very similar to some ideas i had 2 years ago (like the slasher zombie for example).
  14. Oh yeah, the current system is good, it just needs some tweaks (moving things adding some new ones) and mostly buffs to some insignificant perks (like The Infiltrator). I personally love the current class system in multiplayer. I usually play with 2 other friends, and we always go PER, STR and INT, meaning all tasks are divided and we do them in the most efficient way possible (strength mines natural resources, i loot the end chests and my other friends crafts all the good stuff). I believe the Fortitude and Agility tree shouldn't be main tress on their own, they should act more like a subtree to change your playstyle. For example, a strength build can go with a tank slow approach (str + fortitude) or a melee kiting one (str + agility) and same goes for the rest of the builds. I don't know if TFP realize this, but they actually turned a fallout inspired perk system, into your 3 class RPG system (mage, archer and warrior), without you actually noticing it. Their focus is obvious with the perk system, and I believe they are also going in the right track to make things feel more dynamic
  15. That buff really isn't too extreme considering we currently have +20% damage with headshots per rank. Also, the game requires you to abuse the damage values later on into the game, because of irradiated high tiers.
  16. Hence why I said it's a late game perk, and I mostly picked it because of the +1 fortitude and half bleeding (trust me those are needed when you get swarmed in the shenlong tower or that one medical facility, you don't much big of a window to heal until you clear up the mess).
  17. Sh*t, i realized I missed explaining something. Yeah my bad, those HP values don't mean that the limb gets destroyed, it means that it can finally get destroyed, I had in mind the limb system from fallout (that allows you to 100 to 0 the enemy by hitting a limb, while doing less damage per shot of course) so you can keep focusing a leg unless you dismember that leg. And yeah HP also needs to be toned down a bit, I had in mind the AK-47 damage when I wrote that (since it does like 50 per shot).
  18. From my experience, Charismatic Nature has always been a late game perk and incredibly useful in Insane difficulty (where everything insta f*cking bleeds you) and I can see where most of the players come from with it's criticism. But I believe the main problem isn't with the perk, it is the fact that all the "Influence Perks" are obviously suited to a Charisma specific skill tree, since the new perk system is heavily inspired in fallout. And in the intellect tree, all the other perks take priority (otherwise why would you even go for intellect?).
  19. Oh no, you can still kill it on the non chitin protected parts (which are everything besides head, body, back) you just have less damage multiplier, they simply protect more "vulnerable" areas. Some values are probably going to need adjustments, but honestly, only testing we can solve that Yeah, i drew the concept art, being an amateur concept artist is what i do until i finish my college career and get an actual job as one in the industry.
  20. If the boss part is what worries you, keep in mind Irradiated Feral Weights and Demolishers are already mini boss tier, since they force you to prioritize them. I called it mini boss, because they are not a boss, they're not an epic fight that lasts for 10 minutes. They're a stronger, more interesting enemy, that requires your attention when he's around, i would understand you criticizing the attacks, but you go straight to the resident evil area and mention the "mini boss" part...which is not even the point of this enemy.
  21. I believe the behemoth was going to be a thing, and i'm pretty sure it didn't get canceled because of looking too "Resident Evil". As i said, there's no lore about the game, and not every zombie leaving the human-like spectrum has to be about Resident Evil (though it did cross my mind, that's why i actually tried to make him look a bit more normal than what I had in mind), also he doesn't transform into anything when he dies
  22. It's finally on the right track since A17, but I wouldn't say it's close to the finish line. As much as I love the game, I can say that the most hours I (and probably more players) put into it, were because of the promise of a new update and changes, otherwise I wouldn't reach 50hrs if it stayed in A12 (when i started). There's still lots of polishing and concrete mix to add into the house. I'm the guy that "whines" about the gun play because it still feels very wrong and stiff (artificial recoil and bad shooting anims, awful animation timings, desynced sounds, bad particles, bad viewmodels, bad aiming down sights models, bad animations for some weapons). The only weapon that escapes this is the DB shotgun. Melees also suffer from this. Lack of zombie variety and repetition is still an issue. The whole Hive Mind AI still has some issues (like focusing on 1 block out of the sudden). Modifications are still under-explored (and still need visual upgrades for most of them). Vehicles still need some form of modification/customization. We still need more home defense blocks / block redesign (like the barbed wire) / turret upgrades (durability, like the blocks). Some PoI's are in dire need of specific doors (like the new stores, they need the metal frame glass doors instead of those metal glass frames around them). Players still need double doors and more doors in general. More craftable lights that they removed in A17. Things that are completely finished? - The core loop of the game is the most solid i've seen in any survival game. (and that's not something you can say for most games) - The whole freaking concept of it (a survival game with a purpose, when was that invented?) - The quantity of the different additions and concepts (they're still a bit hollow, bit the whole modification, vehicle, electricity additions fits very well into the game). So yeah, it's mostly polishing and finishing up the frameworks they've added, the game is getting insanely solid and I love it.
  23. The main problem I have with mods is the fact that they depend on the core of the game. And it's obvious when they try something that doesn't work (like adding new weapons or zombies), since the base of the game doesn't support those new weapons (some weapons simply don't work with the current viewmodels or skeleton rigs). I'm not saying they did a bad work, the problem is that they can't do more simply because there's no tools for it.
  24. "The key is to do this for yourself because you enjoy thinking about game design and the exercise is inherently fun and interesting to you. That way if it is rejected in part or whole you won't be upset and start ranting that TFP doesn't listen to feedback." Well that's exactly what i do, i'm a game design student and I absolutely love analyzing and breaking down games, aswell as making game design documents (for my games and other games i like to play aswell). Although it's a "remake" the changes aren't that drastic, but it can't be called a small tweak either. As for lengthy, it's mostly in terms of word count, it has the same line of thought behind the current perks stats and descriptions, also written by topics (separated titles, subtitles, descriptions, stats, perk name...etc) so not an eye-sore to read.And yeah, I kind of already have that mentality of letting it go if the feedback isn't listened to, though i'm absolutely confident that these "minor changes" will improve everyone's gameplay and the devs will like them (if they haven't been thought of them already).
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