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Everything posted by Dimpy

  1. 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.
  2. Which MM opinion are you refering to?
  3. 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.
  4. @madmole When the game is finished, how special do you want the player to feel compared to the other inhabitants of Navezgane?
  5. Probably feels wrong, but it's an option to turn down the difficulty by a few notches and not buy any weapon perks.
  6. Ok wow. It's heartening to see the playerbase still strongly cares about the open-world aspects of the game. Somehow I had gotten the impression that a lot you guys wanted to see 7dtd turn in to a hack-n-slash rpg. Sorry for my lack of faith.
  7. For those asking more specifically how it would work, when you teleport to a POI, you have to stay within the "quest area", and if you leave it you get teleported to the fast travel menu. You can place lcbs through the fast-travel UI, and they allow a 100×100 plot of free building/mining. When you fast-travel, you lose the food, water, and time it would have normally taken.
  8. Lets say you're offered a parallel-universe copy of 7 days to die. In it, there are 5 times as many POIs, with the same quality and creativity level as what exists in A19, but the only places you're allowed to go are POIs, traders, dig quests, and your base, and the only way to travel between them is through a fast-travel UI. Do you take it? Why or why not?
  9. 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.
  10. I was talking specifically about ranged primitive weapons. blunderbluss for Str, bow for Agi, spear for Per, and chairs for Fort.
  11. 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.
  12. 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.
  13. Q1: What are some specific player experiences/feelings you wanted to deliver for this game, but decided were too much work? Q2: How has 7dtd changed your feelings about voxels? Q3: What improvements are planned for the sequel's voxel engine? I remember Joel saying some tools would be able to hit multiple blocks.
  14. What if there was a special zombie that was immune to bullets? Then it would not longer be whack-a-mole.
  15. I tend to have a stone axe in my inventory for a long time and am curious if other people do too. It's pretty versatile, but also weak late-game.
  16. 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?
  17. 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.
  18. Gladiator zombie: Prevents players from using an exploit known as "base building" by insatantly teleporting them into an arena prefab.
  19. A potential way to address the food abundance problem is to add an increased-metabolism status effect for some drinks/items. Like coffee buzz causes you to lose the food bar quicker in addition to the increased stamina regeneration. That way, players struggling for food won't have any harder of a time, but players who had more than they need will have a use for all the extra calories
  20. My recommendation is turn up player block damage to 200%, and pretend that miner 69'er doesn't exist. That way's you'll be more free to actually spend points in non-strength. I will admit it doesn't address your core complaint though.
  21. I have a feeling that if the attribute gates were removed, a common player strategy would be to max out their favorite perks to level 5 one at a time. That probably wrecks havoc on the balance of the game.
  22. T1: Blunt-force Stun Baton T2: Electric Stun Baton T3: Barf Stun Baton.
  23. T1: Flintstones Stun Baton. T2: Iron Stun Baton. T3: Steel Stun Baton. But seriously, I have confidence you'll come up with something that makes sense.
  24. In old alphas, instead of vultures, we had hornets. They were stupid and unrealistic. I mean, come on, are we seriously supposed to believe that during a massive viral outbreak, a plague of giant murderous hornets just also happens to appear? As I said, it's stupid. Never gonna happen.
  25. I decided to start a new game in alpha 12 since my "new" potato computer can't handle A18. Holy @%$*#! I thought it was just nostalgia but it's a total blast. Walking around outside is actually scary. The zombies blend in a lot better with the enviroment, especially in the wasteland, so I often hear them before I see them. Fighting zombies always seems to attract more of them, so fighting just one in the night is unpredictably dangerous. The slower walk speed for the player and the zombies makes things more suspenseful. I tried the cheese tactic I learned from A15 onwards of hittin
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