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fallenbox

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Everything posted by fallenbox

  1. Srry i meant to post another thing on the same topic but for some reason everytime i try i get redirected to this post which i made months ago, its like an endless dejavu, i might be going insane
  2. So a lot of people know that TFP usually @%$#s up in new updates, with more features removed and less implemented in the past, without mods the game would be much less popular and loved, if not dead like many survival games. But even then, the modding implementation in this game feel not "complete", there are a lot of variations in the mechanics and stuff but if you think about it most of the time they are custom reskins of already present elements in the game, with numeric differences, like veichles and stuff, same goes for overhaul mods that still need to get functionality from the game core, so i was wondering why its not possible to build in completely new things starting from modding itself, for example: -You can add new guns, but no new animations or special features, same for food -Not all weapons attachment are visible, and some have no immersion functionality ( can't place bipod etc ) -Implementing functional and creative traps is hard, some of the best mods in this case are the ones that bring back removed traps, like spike logs and barbed wire -Can't really mod in new zombies with unique characterization and behaviour -Veichles are almost all the same, even modded ones feel too similar and the ones that dares to be special are janky af, i was incredibily surprised when i saw the Shooting Apache mod, but still -Can't properly mod in new weather and enviormental elements, no storms that makes zombies freak out and wander more, or lightning interfering with electricity for example -Physics in this game is so marginal that you could remove it all together and it wont make a difference, it almost only exist for the falling, but i get the limitation of game engine So imagine the endless possibilities, yet sometimes the most ambitious mods appear to still work by workaround, and not a full polished implementation, i mean modders managed to implement Working NPCS right before the game owners, considering the "not moving" pace at which the game is being developed, why isn't more, if not complete, power given to people that can think of this stuff instead of developers, so the TFP can actually focus on the game core structure and reach final release in a perfect state once and for all before the end of times? is it because they still want to surf the "still in alpha, every update is like a new game" argument and sell and grow popularity on it ? Look at what garrys mod did, i don't mean to replicate exactly that, but even half would be incredible for a game like this, but i may be daydreaming
  3. Nice i can't wait to mod back into the game yet another element removed by the update
  4. "have fun living in the past" such a philosophical reply for some one who simply prefer a previous version of a game hahaha its not like i didn't knew at first what the game was gonna be about, yes i've been charmed about what would have been if the game didn't change so many things that in my eyes were more like premises than a wobbly chair. I always thought of 7d2d like a survival zombie game with a big variaty of genere in it, from a bit of FPS to GDR to sanbox and so on, but everytime i get a look to the progress it seems much less of a big playground and more like a tunnel.
  5. Cause i actually liked the game back then and the overall idea behind it, genius.
  6. At this point i might actually believe it as the game is getting closer to a @%$#ty reiteration of minecraft + fallout while gradually losing pieces.
  7. Its just theyr way to do things which almost every one tend to agree that suck, removing depth from the game and calling it "optimizations" as been a trend since the @%$#ty a17 patch, worst thing is that sometimes nothing is re-added after "improving" the thing, only cutting out elements of gameplay that people appreciate. "confusing to upgrade your base with the insane current block upgrade path" yeah i imagine what of an overload of mental struggle it goes on with such high numbers of blocks upgrades, hopefully modders are gonna be able to fix what devs itself screw up.
  8. Ye i'm playing on the same machine that is hosting, i'm gonna test it but my suspects are on fire barrels and blade and turret traps
  9. Hi everyone, i recently started playing the game again with a friend of mine and everything was fine but now ( at 66 days actually) blood moons seems to cause a very intense drop in performance both for me and my friend ( 12 zombies for player, almost same drops as 16 which is weird) its been a long time since my last time playing the game and i can't remember if it was the same in a18, i have some mods installed but most of them are just veichles and old deleted elements re-added to the game, could the reason that i'm hosting localy the server we are playing on ? also does anyone know if there is a way or a mod that let you create those junk cars like walls ? I5 9600kf OC 4.6ghz all cores 16gb ram 3000mhz GTX 1660 ti 6gb vram 550W PSu CX z390ud game is on HDD Mods in use 13erserk - Traps AC_Mi_17 Bdubs Vehicles DrsA19OilGas extractor GoreMod Gyancher Working Grills Harry's Removed Crosshairs HH_All_Vehicles_Respawn_v3 HH_Boulders_Respawn HH_Custom_Materials KHA19-LogSpikes MeanCloud__BarbedWire SSyl-IronOre Stallionsdens Mining Machine and Rain Catcher (Tiger Model with Sound) Su1C1dal 7DTD Swim Faster TreeStumpRespawn Valmars Expanded Traps WorkingWoodBurningStove ZT-Unnecessarily Beautiful But Immersive
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