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meilodasreh

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Everything posted by meilodasreh

  1. They did this, in Aug 2023, https://www.facebook.com/plugins/post.php?href=https%3A%2F%2Fwww.facebook.com%2F7DaysToDie%2Fposts%2Fpfbid02rd3uzz1cM4UyRkfwYxyLiYarXf6qkb8Lgu1ZxYLCp5FtsGxPEcKCn3gv3p8hyJxGl& after they did this: (see second last picture in the linked post), in July 2022 ...sooo....what news exactly are you expecting?
  2. Count me in for that. I like these little possibilities to have some kind of time off outside the main plot of the game. Can't count how often I had more fun for some time with playing e.g. pazaak in KOTOR or bowling in GTA. Maybe said kind of gambling could also be integrated into the questing system, e.g. the trader offers you a kind of minigame as a chance to win an additional reward, if you're high in his favor. Or for a complete new reward table with higher loot stage. That would especially be useful when you aren't really interested in any of his initial reward choices.
  3. Considering hatch/door/... placement: is there a chance we can have something like this one day? (open state/hinge side indicated by semi-translucent half way open "ghost shape" ) Or just show it in only that (half) open state when rotating the block, would do the same job. The arrow we have now does still tend to confuse me sometimes because it leaves room for misinterpretation. It just points into a direction, but you still have to figure out what that direction means. Swings into that direction? Player comes from the pointed direction? Next trader that way? 🤡 Yes, of course, you get the hang of it...it's just that the other suggestion would be so much more of an instantly conclusive way to tell even a first time player how to set it correctly...or otherwise said: Is there anybody who wanted to place a hatch and immediately knew by the arrow "oh nice, it's of course that way" without trial and error? ...and - at least seems to be - relatively easy to add something like that?
  4. there's a good chance that's already being worked on, within the long announced weather system changes/improvements.
  5. ah, sorry, my bad. I only excel in mocking, not in coding.
  6. Got taken away a little when I was expressing my thoughts about the looks of the armor, the thickness of the metal is just really over the top. Wasn't my intention to start over the whole "why can I carry thousands of tons of solid steel blocks but only..." logic thingy, sorry.
  7. HA! perfect! 🤣 Yep, it's him. Kevin. Will never be able to unsee it now, and always name my bike Kevin from now on, regardless of the design actually makes it into the game like that or not. Made my day!😀
  8. Yes I also think that heavy armor design is a good bit too overexaggerated. The helmet alone would weigh too much to bear for anybody. And then you're suddenly encumbered because you pick up one feather that uses an additional inventory slot 😅 Cool design overall, really brutal/archaic look...guy who made that may just have been taken away a little with it. Tune it down some and it's perfect imho. To that "everybody will look the same": Doesn't bother me too much. There should be enough possibilities to make it unique, just by coloring options. In the end this is no MMO with a whole lot of people running around at the same place.
  9. A bit of "automation" to ease inventory/crafting management would indeed come in handy...without going too much into the factorio direction of course. But I would rather see the implementation of a higher tier water source with higher production and storage capacity, (pump or whatever), instead of having to have a higher number of "stone age tier" stuff that has to be handled regularly/repeatedly, no matter how easy it would be to do that.
  10. last time I looked (haha...) there were lots of places where I couldn't see sH!% at night. So I assume it might not be - as FranticDan already suggested - an issue with the overall "darkness design" of the game itself, but with brightness settings for the game, or your global monitor settings/colour mode/whatever? On the other hand, some kind of "really dark mode" where you can't see anything at all outside the light cone of your flashlight could be interesting.
  11. I especially like the mucky brake discs. They just tell the same story as the whole badass bike design: I don't brake for nothing...or never at all to be exact 😀 weird side note: the moment I saw the first screenshot, I immediately remembered that location as my spawnpoint in Navezgane I think it was the very first time I started the game back in...I guess A16?. Crazy how the game burns itself into your brain isn't it?
  12. ah great...now cute kittens have finally leaked into this thread, which was the last resort of the whole internet without those. ...well then, beware of these two apex predators:
  13. I don't appreciate violence against birds
  14. He knows...he was just trying to trigger snowdog with it. ...still don't know why it didn't work, it was THAT BIG of an opportunity.
  15. Honestly, I would mod something like that right out of the game. For me, the blurred vision is bad enough when you bleed, and that effect only lasts a few seconds. Going a whole day with only one eye would be unbearable. How's that supposed to work anyway? Half of the monitor staying dark? Or did I just miss that point of time where everybody got a pair of VR goggles, just me yokel still sitting in front of a big flat-panel? So, no not for me. Me pays lotta bucks for ye big ol' ultrawide thingy, not gonna let you new-fangled city boys cut it in half. WHAT SH!& THE F%§K UP GRANMA YEAH I'LL GO FEED THE CALVES RIGHT NOW! ...geez where's that titty-bottle again...
  16. That used to be the case in former alphas. I liked that too. Iirc it was abandoned in A16(?). Before that you had quality levels 1-600 or so, and each time you repaired an item it dropped a few levels. Also, weapons were combined out of parts, and each part had its own quality level, so changing one part for a better one made the whole thing better. I don't quite remember how it worked exactly, maybe I'm even mixing stuff up a little. But I definitely liked that gun parts thingy. That initially brought be to DF, where this does still apply, along with the "repair but quality loss". But you also have the option to repair and even "upgrade" (raise quality) by combining two weapons of the same kind. I hope that "upgrade" mechanics is somehow adapted to vanilla. I think it would benefit the system a lot. People are even more encouraged to get out and loot (which is what TFP intend), but also it would address those who complain that the best stuff is "loot-only", when it would be allowed to combine let's say three identical quality6 weapons into a q7 one. (maybe even then 10 of these to an end level 8, must not be infinitely raisable of course) That would be quite rewarding for the crafters, when they can say "hey it was hell of a grind to find these, but now I can craft that thing that can never be found". I'm sure that kind of system has its downsides too, just as every system that was, is and maybe will be there, has its pros and cons. So, just expressing my thoughts here, no need for "no because..." responses. I know there are.
  17. Good example. TFP turned away from that, explicitly because they didn't want players to "sit comfy at home and craft all the stuff they want", but wanted to encourage to go out and loot. But the game always already relied heavily enough on looting, you always had to go out to get the resources you need, or the books for the skills/perks, and all the other loot-only items. Many decisions that were made recently just focussed the already existing focus another additional bit. people aren't encouraged to go looting, they're forced to do so. I'm fine with that playstyle, but I can absolutely understand people who express their opinion that it has developed a bit too much into that direction now.
  18. make one "construction site cave" that's totally hidden underground beneath the street, fill that lil cave with some gas barrels, then just put some landmines on top across the road. That should be some fun.
  19. probably because looting is the one big predominant aspect, and all the others aren't even possible without looting. Not complaining about it though.
  20. As an easy fix they could hire slimer himself instead of his brother. I already asked him and he's eager to participate. ...omg what have I done...now I will never be able to unsee it.
  21. Yep, it's sometime cheese or being cheesed now. You don't want to trigger them the way TFP want you to do it, because you don't like being ambushed and so suddenly being surrounded? Just dig yourself a new way. But. Problem with going though walls is that they often spawn right into your face when you enter are before-"uninhabited" room, because the trigger point was set elsewhere, so that it was intended to avoid you being able to see them spawn in. So, not a particularly satisfying option anyway, I had situations where I got S.W.A.Tted worse trying said "cheese-shortcuts" than if I'd chosen the intended ambush.
  22. as far as I understand, the current NPC/bandit AI you see in many mods is just the AI TFP already coded into the game way back (A15/16?), but they were not content with it so they "checked it out", the code still being there but remains unused in vanilla. Modders just reactivated it. So yes, they could have done it. And I'm not too sad they didn't, because AI behaviour is indeed rather weird more often than one would like. I have absolutely no clue how many adjustments were made though, so I hope nobody feels offended by my thoughts here. All these mods are still absolutely great work, and I can easily live with the current limitations of NPC AI, they still add greatly to the fun!
  23. I don't share this feeling. For me this is "nice and creepy" for about 20 seconds, and then it already starts getting on my nerves. Couldn't stand to have that nonsense babbling whisper constantly in my ear, just annoying.
  24. While moddability makes a game's "lifetime" greatly elongated, because people who otherwise lose interest in the game as a whole might just give it a new try with a mod, and it is a total new experience, which is very cool. The downside is - and bandits are the perfect example - every time TFP want to implement something new, already the bar is set very high because modders already did what they want to do. So there always is the problem that there has to be some degree of "perfection" especially with implementing the bigger announced stuff. Because it's easy to disappoint people when they do something that modders have done long ago. They're always under pressure to exceed what already exists. Just doing a similar version with the same limitations, they only would be @%$#stormed by people, and bandits have been "hyped" and teased for so long, expectations are very high. TFP have to stay "the original", so bandits too must not be a cheap copy but the real thing, right from the start. Main problem in the end is: bandits being delayed over and over again starts being a bigger disappointment than an available unfinished version.
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