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About th3s0n1c

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  1. Is it really a risk, tho? Bedroll outside the POI, die and try again. Unless you do "dead is dead" or "lose backpack on death", it becomes just a game of perseverance - and that's if you dont take cheesing to main loot into consideration.
  2. I like this idea.. it makes perfect sense and its a fixable throwback to how A16 used to be without getting too complicated or boring. I'd even add to the suggestions by saying: lvl 1 guns we find early could already be broken or nearly broken. "A while ago I had an idea for oil shake deposits where instead of directly mining it, you would have to either create or restore an oil rig on the oil shake deposit. The oil rig would generate a certain amount of oil per day so that you can’t just have infinite supplies after a couple of day’s mining it. " Could work for SP
  3. You mean the suggestion I'd given on page 15? Yeah, people either completely ignored it or got worked up about that too lol Yeah, I had thought about that.. taking from games like Metal Gear, Dishonored, Batman Arkham series.. you can go about being out in the open and taking enemies down.. or you can go completely stealth without ever being noticed by them. Those cut scenes are mostly intended for storyline plots or for boss fights, which makes sense for the game. But when it comes to 7DtD, that doesnt apply - unless auto aggro rooms were designed to be the "boss fight" of the
  4. I think a movie could work if not story-centered. Of course, you can explain how the whole apocalypse happened and all, but it should be foccused on following a survivor with no actual goals but surviving (and no family drama plz). You can make jump scare moments easily and fill in action packed moments for the horde nights. Although, getting caught up in the middle of a Duke (Negan style) vs White River war could be interesting. Damn, now my mind is boiling with possibilities of how this could be done. Oh god.. the cringe im getting from imagining that...
  5. I think what mostly people are complaining about is the fact that it felt like we used to have a lot of painting options in color schemes, different shades of a variety of color palettes. Most of the textures in the game are either a furniture (ovens, cabinets, boxes) look-a-like or an already existing block look (cobble/flagstone, concrete, metal and wooden blocks). From all the 177 textures, about only 20 options are valid for painting inside walls so they would have a "real house" feel. These are the options I've gathered.. and 4 of them are situational. 3 are wall papers and the
  6. Precisely. The "problem" is not really that the numbers vary... it's that the GUI will display that using a Q6 over a Q5 will increase the AR, but when I do swap them, the number doesnt change. In that sense, if the fractional numbers arent shown and it doesnt round up as stated in the item comparison, the GUI is lying.
  7. I've hearing about this for a few years now (since A18).. I believe madmole even mentioned those plans prior to A19 release, on those preview streams/videos.
  8. I'm guessing we're going back to some sort of "vehicles dont work on water" kinda thing? Since TFP have been very openly talking about how they DO NOT want people using vehicles off roads... ?
  9. About the firefighter helmet being a heavy armor equipment... I'm just here pondering... it might be worth using one under an agility tree build, right? I mean, sure you're not getting the benefits from the light armor perk, but it will give you more AR than a military helmet would, right? Plus the damage reduction. I understand mixing up heavy and light armor is suboptimal, but it might be worth, right? People are always talking about how light armor is too weak and the stamina/noise/weight doesnt make up for the low AR it gives.. So maybe running a light armor build (perk included)
  10. I thought the Q6 items were supposed to be the legendary items?
  11. I dont think we had problems with the zombie pathfinding... but one of my SMGs is doing the exactly same noise (even tho I didnt try to remove it to see if it would fix it or not)
  12. Got it.. apparently we got GS 153 ON DOT. Still find it stupidly bad balanced lol
  13. If the zombie is facing West and you come from the south side, it works for both those entering the room (run and gunners), as for those looking from afar in a specific angle (stealthers assessing the area).. from like a crack in a wall. FTS doesnt come into the equation, as the zombie wouldnt trigger-scream unless 1- she sees you, 2 - you're right on top of her (short sleeper volume) or 3- if you miss the shot and hit a block next to her. You're right, I forgot the steel arrows are tied to books, which might take a while to happen (I tried toning it down from compound bows and xbows
  14. Yeah, we were discussing on the basis that things were mostly unavoidable, but at least would have a sort of visual clue (for preparation) or at least a "justification" for "I just entered a room, whoops, everyone's aware of me for no reason". Warning sign was nothing but a visual clue. Barricade breaking would be a justification for trigger, but not avoidable (lets say just before final loot room or only path to progress through the POI without cheesing with nerdpole or detours, etc, but would probably work best for underground basements, etc) Pressure plates would be a justifi
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