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Dimpy

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Dimpy last won the day on July 28 2019

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  1. If you give the drone first aid items it will use them to heal you.
  2. I've been stuck with a low-performance computer for the last few years, so I haven't been able to play 7dtd from when A17 was still the newest update to just recently. Since most people haven't skipped A18, I thought I'd share my slightly unique experience. As of this first post I'm 3-4 in-game days in. - I'm liking the new zombie numbers and placement in the POIs. It's not the clown car death traps of A17. It feels more like I'm exploring and less like I'm slogging through a line of z's. I still find myself poking around every corner, always looking up in the rafters, and poking every closet, but it feels more like healthy paranoia than boring certainty. - Zombies overall seem less threatening. I'm not exactly sure why, but here are a few reasons that could be the case: - I no longer have to deal with the .2 second input delay my older computer had. - Default difficulty is lowered. - The zombie density in POIs is lower. - The chuck-spear-at-sleepers strategy I've been using is particularly potent. That was my opinion, at least until I came to the realization that - Critical injuries are really brutal. I fell for one of the breaking floor traps, got surrounded by a few zombies, and got abrasions, a sprained leg, a broken arm, a concussion, and an infection all in the course of four seconds. Suddenly I lost all my hubris and had to limp out of the POI, building ladders and wedges as I went because jumping would literally kill me. - Infection so far is about as scary and stressful as I remember it. For the first time, the pressure to find a cure has superseded the pressure to build a survivable fort. Unlike A17, I can't go ham on tree stumps to find honey, and I can't look up the map location of a hospital/trader jen like other previous versions because I am in a pregen world. - The whole "finding stone tools and blunderbusses everywhere" thing is slightly eye-rolling, but far from and actual frustration. - I dumped five points (three attribute, two perk) into spears, and I'm regretting it. The increased resource cost of higher-quality iron spears kept me from getting an iron one for a very long time, and the % damage boost doesn't seem that strong yet. I would have much rather have put points into more utility stuff like miner 69er and rule 1 cardio (especially now that I have infection). - I like the lootable recipes. It felt like my character was learning recipes at a similar rate to me figuring out what things I should craft. I feel a lot less pressure to level up because I can learn things just by looting. - I like the new ambient/battle/home/trader music
  3. I don't know if you've heard, but it was announced that MInecraft is going to add in this item called "bundles" which allow you to combine items of different types into a single stack. As a programmer I could see how that could mess with the 7dtd's performance and memory usage, not to mention being a pain to debug, but being able to condense all of my inventory clutter would be SUCH a welcome QoL feature. If anyone thinks this would negatively affect the game from a balance perspective, please speak up.
  4. Which MM opinion are you refering to?
  5. It would be really interesting if there was a meaningful trade-off between keeping your best weapons fully repaired versus trying to find better weapons. As an example, you could change some POIs to have a higher loot quality bonus, but massively fewer "loot-room" containers.
  6. @madmole When the game is finished, how special do you want the player to feel compared to the other inhabitants of Navezgane?
  7. Probably feels wrong, but it's an option to turn down the difficulty by a few notches and not buy any weapon perks.
  8. I just watched stream 5, and like the look of the new store POIs. They look really immersive on the inside, but I think they're more fitting for a suburban strip mall as opposed to surrounded by wilderness. Also glad to hear there is a lot of experimentation in the level design structure going on.
  9. I was talking specifically about ranged primitive weapons. blunderbluss for Str, bow for Agi, spear for Per, and chairs for Fort.
  10. I'm confused. It sounds like you're saying the strength perk line is better than other ones in a roundabout way, but I don't get what that has to do with my post.
  11. The spear works as the primitive perception weapon. Since fortitude is the brawler type, throwing random heavy objects like chairs and rocks thematically works as the primitive ranged option.
  12. What if there was a special zombie that was immune to bullets? Then it would not longer be whack-a-mole.
  13. I'd much rather just be able to craft low-tier mods from the beginning. Gate them behind semi-rare resources, not recipes. @madmole How strongly does location effect gamestage? Like if I'm at the point where I'm seeing orange pistols in the forest, what would I be seeing in a wastelend city?
  14. As both a fan of roguelikes and tower defense games, I'd say that the inevitable end where things get too hard to continue mechanic is about equally prevalent in both genres. In other words, asking for better Tower Defense does not mean asking for less sharp difficulty spikes. It's common for game developers to value their player's feelings on a subject a lot more than the things players suggest to fix the problems.
  15. Gladiator zombie: Prevents players from using an exploit known as "base building" by insatantly teleporting them into an arena prefab.
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