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Astronomical

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Posts posted by Astronomical

  1. 2 hours ago, dcsobral said:

    Random Gen questions:

    1. Are there plans for wilderness tiles? Say, something like "house goes here, well or water tower goes here, one small crop here and one medium crop here", to be spawned in the wilderness?

    2. And if there are no plans for that, would it work if someone created a rwg_tile_wilderness as a mod?

     

    This. I miss cabins, survivor camps, and military bases spawning in the wild away from even dirt roads.

  2. 5 hours ago, IzPrebuilt said:

    Games are meant to in some way challenge you. Meaning that if something is mechanically difficult (pressing the correct key while under pressure) then it creates a skill division between people who can keep their calm and press the right keys and the people who can't. Which is player skill progression where you learn to not panic and stay cool. they shouldn't remove a feature just because it depends on an IRL skill. Panicking is a real thing you have to contend with in games (and in real life lol) where you die quickly. If the pressure of the game is really SOOOO crushing that you just start punching the left side of your keyboard whenever you see a zombie moving towards you then I would like to point out that you can re-map almost every key in the game and move the keys away from each other.

     

    I agree with you but the person who made the original comment is literally named "FranticDan". You expect a guy called @FranticDan to be calm? 🤔🙂

  3. On 3/13/2021 at 3:41 PM, SnowDog1942 said:

    @MadMole, can we get rid of all the different types of things that you can eat and just call it "food" for simplification sake.   Its complicated having to learn how to make all the different types.  "food" would be much easier to manage for us non hardcore players.  C'mon we cant all have played as much as you.. just think about the new people.

     

    Gardening would be much easier as well.... Just having 1 thing called "food Crop" which grows into "food".    When u kill animal you get Raw Food.   

    Yes the cooked raw food and picked crops would both end up being called food but hey...  gameplay > realism.

     

    So first I have to cook the raw food or food crop into food and then on top of that you still expect me to eat the food!?

     

    Too much clicking.

  4. 13 hours ago, Noctoras said:

     

    I agree, this streamlining and simplification isn't the way to go for me, so I will probably try A20 and gold for a game, but then most likely not play anymore 7D2D ....

     

    No need to give up playing 7dtd once gold is released no matter how you feel about it.

     

    With the addition of steam workshop, mods will bring infinite diversity in infinite combinations.

  5. 1 hour ago, MechanicalLens said:

    I understand that RWG for A20 is probably in very early stages of development, but will a toggleable option be added where the player could spawn in the middle of the wilderness as we used to? Spawning on a road next to a town is great for new players, but I personally enjoy the journey of locating my first town on day 1. I would present the same "argument" if the player was guaranteed to always spawn 10 meters away from a trader.

     

    I like this idea because it used to be fun wandering the rwg wilderness hoping to find a poi or town before nightfall. However you'd have to also drop the starting "locate the trader" quest or a wilderness spawn option wouldn't change much. There would still be an arrow pointing to your first town.

  6. 57 minutes ago, Peteras0 said:

    Hello, I want ask if you're planning add trains? It could be a good to transport goods across the map, some railroads, it would be good decor/addon to the game, something like endgame vehicle and players can make more efficient rail system across the maps to long distances, worst downside would be rails itself, for it cant go everywhere, like gyrocopter, or other vehicles, but coal and gas in game, it would make steam and diesel like lokomotives to work good to the game, like in metro.
    Sorry for my spelling if any mistakes, English is my second Language.

     

    Trains!?

     

    I think this fine post by @Morloc answers your question nicely. 😉

     

    On 1/16/2021 at 5:44 PM, Morloc said:

     

     

     

     

     

     

     

    ?u=https%3A%2F%2Fvampyrefangs.files.word

     

     

     

    -Morloc

     

  7. 12 minutes ago, Crater Creator said:

    The surface treatment seems lacking.  The whole surface looks like skin: blackened rubbery skin in some places, but nowhere does it have a furry texture.  The whole surface glistens, which is fine for the bloody parts but the coat should have a more diffuse reflection.  The way it catches the light will stick out even when seen from long range and not scrutinizing a static image.  And with a body that's been that bloodied and torn, we expect to see some fur matted with blood.  I know it's a short coat, but is this going to get the fur shader we've seen on other animals?  By the way, @Astronomical, this isn't called a "concept" on Twitter - one must assume it's the game-ready asset.

     

    Yeah you're right, I assumed it was a game ready model as well. I just used the wrong terminology.

     

    Honestly I think the new model is good and will probably look better once we see it in game. I thought some of the previous hd zombie models looked shiny when they first showed them off but I don't see that anymore. It's definitely scarier and captures that charming, murderously undead look everyone loves.

  8. 16 hours ago, Adam the Waster said:

    *cowboy mode activate*

    is this a Marksman or assault?
    @madmole
     

      Reveal hidden contents

    Image

     

     

     

    The new primitive rifle model looks awesome! Glad they finally went with something lever action.

     

    That being said, kinda sad to waste a sweet lever action model on a single shot primitive rifle. It's more common that this type of rifle would have an internal magazine. Personally I think it would be cooler to see the current hunting rifle end up as the primitive weapon and this new model tier 1.

  9. 13 hours ago, Miguel94 said:

    Sorry if we sent you the same list, I put it in the wrong forum, this is the correct one and we already took the opportunity to put some more ideas.
    We the fans and folks from some of the 7 Days to Die closed groups want to share a list of ideas and improvements chosen by vote for the game for the Alpha 20 or later Alphas.
    If you are not going to implement some ideas, save the list of ideas for a future Alpha, we all want more content and love from 7 Days to Die.

     

    .....

     

    Unfortunately for this very comprehensive list of ideas TFP have a clear and set goal toward the gold release of this game, as they should at this point. They have stated that they will not waver from this so any feature suggestions not already planned are sadly that much hot air. Steam workshop is supposed to happen with or after the gold release.

     

    Sounds like a fun mod though. 🙂

  10. 5 hours ago, jdifran said:

    I think a bunch of different items that cannot be used in any recipe or as decoration and only exist to be scrapped into one of the base raw materials are essentially the same item.  Making more of them is a waste of developer resources.  They should all just be consolidated into "brass junk", "lead junk", "iron junk", etc.  Each of these items represents various things and the icon should look like a pile of miscellaneous items of that material.  Salvage a door, get a little brass junk.  Salvage an A/C and get a lot of brass junk, iron junk, plus the other assorted ingredients that can actually be used in recipes.  Salvage a sink, get a little brass junk and a little lead junk.  You get the idea.

     

    If the devs don't want to lose the inventory management challenge, they could make the stack size fairly small on the "junk" items so you are still be tempted to scrap it at a loss to the raw material (which would have a much larger stack size) to free up inventory slots.

     

     

    They're not essentially the same item though. They're bonus resource items.

     

    I like when I get a radiator from a car or ac unit. I can decide to bring it back to base for a brass bonus in the forge, sell it at the trader for more coin than a comparable amount of brass would yield, or just scrap or throw it away for something better. Early game I gladly sell sink faucets to the trader for a decent profit whenever I see them. Leaving a few things like this in the game just adds a bit of flavor. Especially for a resource like brass that you can not mine.

     

    If you don't like junk items just scrap them every time.

  11. 5 hours ago, MechanicalLens said:

    So tell me @Astronomical, you got family? Close family, perhaps?

    Wh... what's that supposed to mean!? 😬

     

    3 hours ago, Jost Amman said:

    That's the same reason I refunded Satisafactory on Steam... for me, it was all chores and no fun gameplay.

    Fortunately there's 7D2D to make up for it! 😁

    Yeah more like Disatisfactory amiright? 😃

  12. 6 hours ago, MechanicalLens said:

    True, but managing forges is, at least as of A19, just that little bit more demanding than cement mixers. You have to manage input, output, fuel, ingredients... Cement mixers, you just have to manage sand, stone, and cement, maybe some sand crafting as well. I don't know why, maybe it's just me, but between the two, asking for a mod that increases the production rate of cement mixers just seems like fluff compared to the anvil/advanced bellows? Just my perspective. Besides, consistency and all that; what about mods for the workbench and chemistry station?

     

    Well one solid argument I can think of for mods in crafting stations is the heat map. Assuming the mechanic hasn't been changed, more crafting stations equals more heat but improved ones doesn't. So you would have less screamers knocking on your door.

     

    Unless of course you're the kind of guy that likes screamers. 😉

  13. 5 hours ago, madmole said:

    I didn't finish GTA 5, I didn't particularly like being a scum bag. RD2 you have some choice there and can be a good outlaw or a bad outlaw, and the overall vibe is helping your group of people and not becoming a drug/ganglord so I guess it appeals to me more. Plus it's like your clint eastwood in an old west movie so it's cool. Once you get out of the snow part in the beginning and get settled in a camp and they let you sand box, it's awesome. It's so good I might play as a scum bag on a 2nd play through.

    I always end up having more fun playing the "bad guy" in games. In WoW I played horde. Star Wars games I'm always sith. If we get the choice you know I'm joining the Duke. White River better watch their backs!

     

    It's good to be bad.

  14. 1 hour ago, SnowDog1942 said:

    What he h3ll man, im a paying customer and your taking vacation!  The nerve..

     

    Hope you had fun!

    Well his trip was to Michigan so I'm not sure that qualifies as a vacation.. Oh!! Somebody call the burn unit!

     

    Jk Michigan is actually a beautiful state and besides.. Faatal's the hardest working guy in the pimp game. ;)

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