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warmer

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Posts posted by warmer

  1. 7D2D scratches so many of my favorite itches for games. No other game has all of the flavors 7D2D has in my opinion. The only thing that would make it better is a robust random story line generator so the replay value has more of a goal. Currently the quests are pretty basic and have no story basis. Hopefully that will get fleshed out once it hits beta

  2. 1. a great random sandbox experience

    2. the freedom to reshape the world 

    3. the freedom to define your own path/play style

     

    I keep coming back to games with the above elements for hundreds of hours. Most have 2 of the 3 figured out. 7 days to die is the only game that fully have 1, 2, and 3 fleshed out in my opinion. If there was a deep random quest system for lengthy evolving main story, 7d2d would be a master piece of replayability.

     

    Things that would ruin 7d2d for me;

     

    being forced to pick a "class" with predefined skill tree

     

    loosing the ability to take over POI and build anywhere

     

    it that happens I'll just play Dying Light 2. For me, aside from gorgeous graphics the only thing it has going for it over 7d2d is the combat. The lack of freedom in creating a base is a bummer.

  3. I like the part method because if feels more realistic to me and scratched the Fallout weapon crafting itch a little. If we had a more modular system like Fallout that would be the ideal win.

     

    Parts Gated by the

     

    related gun range skill + engineering / 2

     

    both skills at 5 would unlock all weapon parts for a given style of weapon, but you can swap out things like stocksgrip/barrels/receivers to create the base gun to determine handling/fire rate/caliber

  4. I was just wondering the beginning of the meal. How far do you go before you stop eating someone. Surely they don't eat a whole human in a single sitting. 

     

    How much do you eat in a meal? I bet I could eat a nice calf steak and be full.

     

    Does each zombie eat until they are stuffed as full as a goose in a paté farm?

     

    Do they stop when they turn undead?

     

    Does the meat taste differently when that happens...

     

    While you are chewing? Hmm

     

    What if you made a vaccine out of you once digested through a zombie?!

     

     

     

  5. When I get to the end I usually dig a straight line from the end to the exit if at all possible to make the loot hauling easier

    As much as it can suck, I find the weighing of "should I keep this or dump it now" as a significant game play mechanic for survival games.

    7D2D is extremely generous compared to a game like 'Green Hell' or 'Scum' which drastically limits your ability to carry things for the sake of a hyper realistic experience.

    With all that said, I typically don't have much of a problem if I scrap everything, less what I actually need, and am willing to walk/crawl my way out loaded up to the gills in loot.

  6. it would be cool to see a ring road/track that connects every trader. If you were setting up shop, that would be an ideal location for deliveries. Rust recently implemented a raily system like this to all major monuments. I thought it was silly until I took my first train ride and realized how nice it is to have a system that practically drives itself.

  7. 8 hours ago, Deadfordays said:

    It's interesting you mention this... There are times in co-op play where I am crouched in a small group of five of us (Elevated drop horde base) while using a silenced weapon during H/N and will get sneak kills. Always thought it was interesting and funny, but glad I was seeing it happen! This is without specking heavily into sneak skill. 

    Must be due to you being one of many possible targets. I usually play solo, so stealth on horde night become irrelevant. I imagine they lock on to the first possible target and go from there. I do remember how easy it used to be to hide underground before they made the zeds player seeking on horde night.

  8. 1 hour ago, ElDudorino said:

     

    I'm confused. Why would this require a full redesign of all PoIs? You can already just break the doors

    Ya that statement didnt make sense to me either. It absolutely doesn't require a redesign. It is an object/block attribute. No POI needs to be edited if the change is at the object block level.

  9. 6 hours ago, Blake_ said:

    Hi ! I think I can clarify some points here, but for further info you might want to talk directly to the devs. 

    8 hours ago, Fenris said:

    Is there a stand alone mod for this? I've only seen this in Undead Legacy. Looks like a cool mod, just a few too many changes for me 😁


    @Blake_ all of the changes were easily made with 3 mods and 0-Score SphereII mods pack. not sure what you mean in your reply. Sounds like you read mine as a wish list rather than what is easily modded by a user. If you don't like the performance hit, don't use it. I played for hours with them and didn't notice anything.

    @Fenris the 0-Score SphereII mods blocks.xml file has to be edited in two locations for the chest broadcasting to work with workbenches. No other mods are required, so you can use this in vanilla settings with only this feature enabled if you want to. The same mod file is used to add fire and caves.

     

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