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meilodasreh

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Everything posted by meilodasreh

  1. I had another game in mind when i saw the result of my pixeled Joel: So now I guess I will find out that I am really really old...or does anyone else here recognize him?
  2. As it is not exactly mentioned in the first post, I would like to ask how the "new door tech" is coming along (madmole showed that hilarious teaser vid a while ago where the door blasted into pieces and poor arlene bellyflopping down the stairs πŸ˜†) As I understood he was just experimenting around at that point. So how far did that make progress? Will that eventually make it into A20? Or was it dropped/given up because of whatever reasons?
  3. I really appreciate all that stuff, but...well...with my potato rig any possible future "4K-turbo-rendering-version" of Joel will - in any case -just look like this: so thanks for nothing πŸ˜‚
  4. I suggest to nerf airdrop accuracy in A20. At least in A19.5 it's just too easy, they are making perfect secure drops right on Jen's roof πŸ˜†
  5. It will require a 3D-printer connected to your PC. Every time you open the shape menu, the printer will commence to produce a 1m x 1m x1m ABS block, a chisel and a hammer. (printing time is assumed to make the game more realistic considering building time). Once the block is finished, you can enter "creative mode" with hammer and chisel, and have absolute and total freedom shaping the block. Then you 3D-scan it (oh didn't I mention you will have to own such one too?) and it then can be placed inside the game.
  6. I second that. Was hoping workstations would become upgradable to adapt to the β€žagesβ€œ progression system. For example the current model of the forge represents stoneage and when you have all three tools (bellows, crucible, anvil ) then you can buy an upgrade kit at the traders for a good amount of money. With that you upgrade the forge to ironage. same thing but new model (maybe twice big, looking like a blacksmithβ€˜s fire, with actual anvil next to it, and fume hood above. And faster production of course. that one would have another set of tools to add, and then next upgrade to modern age. Again new bigger model maybe with hydraulic hammer or so. and of course very fast at smelting and producing. Same thing for workbench. Wooden table is stoneage, ironage could be a metal desk with some gears, clamps and stuff, modern age with drill press, anglegrinder,... would require reintroduction of the workbench tools (e.g. tap and die, calipers) from former alphas (I liked that system a lot)
  7. Its of course meant "X=horizontal" and "Z=vertical". You can approach a volume either from any side which is always horizontal ("X"), and you can make your way through roofs/floors, which would be a vertical approach ("Z") No reason to distinguish "X" and "Y" in this context. If you want a volume to be triggered "earlier" when approached from a certain direction (might be useful/necessary for some building/indoor layout to get a certain effect), then you can just do it by making the volume itself broader/longer.
  8. Since the introduction of the new loot progress "stone tools bad quality to good quality, then iron tools bad to good, then steel...-") I have experienced that I always keep my fully modded stone axe (you rather quickly get a purple one, so 4 modslots) until i get an at least mid quality steel axe, and totally skip iron ones. The iron pickaxe does just a little more damage, but drains a lot more stamina, and at first you get bad ones with less mod slots (intended, i know) So after all it seems even slower...at least there is no "yeah finally" moment when you find them, but "meh...instant scrap". And it's not only axes. Almost every weapon/tool you find of the higher tier is of bad quality, and due to the lesser modding slots its useless compared to the ones I have. Tools is more the problem because of stamina drain, as already said, but same i feel for weapons. I know the new system has advantages, but I really miss the former moments of for example: "YES finally the first pickaxe" Now you know when you will start to find them, and that they will be definitely garbage at first. Does anybody else feel the same? Is that on the "still tweaked" list? Could be adjusted by: -making mods more efficient in higher tier stuff. For example an "iron breaker" mod in a stone axe gives 15% more damage to iron, while in a steel axe it gives 50% more. -lower/adjust stamina drain for higher tier tools, so that its significantly faster to use them overall, even when you have to take some pauses to regain stamina. -stamina drain not only connected to perks like "TRex" but to strength/endurance in general (well that is more or less already the case (1 Point more per character level)
  9. Perhaps you should divert resources from the 7D2D team and initiate development on cloning technology. May I suggest to make it feral Faatal's...they are even better and faster in coding, and do double damage to bugs.
  10. We have different definitions of "small" then. The size you are talking about would fill a whole biome. Independent from its actual size, every airport/airfield/airstrip is >95% empty flat area (runways, grass,...) Just look at some aerial pictures, google maps or whatever, and then scale it into Navezgane. Most of the airport POI would just look like this: ...sorry minecraft, I couldn't resist that one πŸ˜‡
  11. True, but people who are asking for an airport POI are imagining a huge "international airport" with lots of stuff to explore. That smaller airstrip you mention wouldn't justify any kind of interesting buildings. Such one would have a small tower connected to a little office, and maybe one or two hangars (literally just big empty square room...hey cool even me could design those πŸ˜‚). So a reasonably small "airport" POI would consist of nothing more but plain surface, one or two little buildings, and more plain surface surrounded by 4 walls and 1 roof. Sounds more like a POANI to me. (point of absolutely no interest)
  12. I strongly disagree here. The player should definitely have total freedom to choose whereever and whenever he wants to get settled. It's a sandbox game. If you don't like to make your base in the middle of a city to have short ways...then just don't do it. Another thought on that: I could get along with "the players choices are limited/influenced by environment" (which is already the case considering biomes...wasteland harder than forest/green... no one would initially go there and make a base. So considering that, how about bandits would preferably have their outposts/encampments within towns/cities...so if you want to live in a city you would first have to get rid of them...and maybe then takeover/use their former base/structures. I could go with that...it even sounds somewhat "realistic"...although i hate to use that word in a game like 7D...
  13. Skill, dude...it's all about skill. You may want to try shaping your question quite a bit more precisely. I mean you don't ask the NASA "how were you able to build a rocket to bring man to the moon? I have tried, but it didn't fly as high as yours..." It's because there are highly skilled people working there...so where exactly was your problem??? πŸ€”
  14. I agree. A bit more variety in swings, but without getting it to a too much "scientific" level, that's what I would like to see. But fear not, as madmole is such a big fan of Skyrim, it's easy to imagine the 7d2d combat system might go a similar way. Swings from one side to the other, quick little lunge, big brutal downswing, maybe also some rudimental blocking system...nothing extravagant, just being able to ragdoll the Zs in a certain direction (or just slamming them into the ground) would be cool. It was once discussed if it should be possible to nail Zs against the wall with bolts...just to throw that into the ring again πŸ™‚ Or is this already possible? Have to agree I haven't used a crossbow since A17... πŸ˜„
  15. MM replied: No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already. SphereII and I coded and released a lockpicking minigame mod which your welcome to use as a starting point. Its tied into the perk and inventory system, and resembles the one in Skyrim. I'd love to see it added to the base game.
  16. Yeah, I would really love to see the nurse make a super fast attack when she gets close, having a syringe and injecting you a random dose of whatever she was about to use when she turned into a Z. So you could get a random debuff/buff from that...blurry vision, diarreah, weakness, infection, steroids,...everything already in the game. Seems easy to do. Add an attack animation like spider jump, followed by the random buff/debuff if hit. And BAM...there you have your super power female Z...and some fun and thrill added to the game.
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