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MechanicalLens

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Posts posted by MechanicalLens

  1. 2 hours ago, Kyonshi said:

    This is a great idea. I'm gonna give it a try, but without the Nomad part. I prefer having my stuff in a permanent hideout.

     

    All that matters is the essence of the challenge remains intact and that you have fun. :) Go for it!

     

    Edit: I'll probably go without the storage part of the Nomad challenge as well, come to think of it.

    2 hours ago, Roland said:

    Ooh, I like this one as well. I'll give it a try. The best part is that I can get the quest and wait to activate it until after the bloodmoon. Instant repairs. :)

     

    This sounds pretty cool. It'll also be a double edged sword since activating the quest in the morning means you either have to complete it (and get double loot and XP... heh-heh) but it eats into your day time you could be spending fortifying your next base, or you cancel the quest and not get anything out of it, trader reward wise. From T1 to even T3 POI's this wouldn't be much of an issue (time sink wise), but once you get to T4 and especially T5's...

  2. Just another challenge idea I thought I'd share.

     

    This challenge combines two previously existing ones - the Nomad challenge and horde night every night - and puts a spin on it. You don't get to decide where you hold down the horde - the traders do. Every day, assuming you survived the previous blood moon, you must return to your trader, select a quest (not buried supplies or restore power for obvious reasons), and whichever POI the trader sends you to (provided you haven't been there before), that is where you must hold down the horde. You are allowed to loot other POI's before the blood moon rises, but because this is Nomad, inventory management is key.

     

    How long can you survive?

     

     

    EDITS

     

    1) If the trader sends you to the same place twice, you can choose to either cancel the quest and choose something new, or you can choose to use it again. However, you must activate the quest marker if the previous defenses and destruction are present. It would be cheap to reuse the same modified base. :)

     

    2) The "inventory" side of the Nomad challenge is optional.

     

    3) Optionally, but recommended, this is a permadeath challenge.

     

    4) As mentioned by Roland, it could be considered cheap to just knock out all the staircases and cower away for the night. If you want an extra challenge, you can bar yourself from doing this.

     

    5) However, what is non-negotiable is you cannot build a structure around the POI that isn't supposed by its structural integrity, and you especially cannot defend from that location. (Ex. A wall, a steel cube, a tower, etc.) Otherwise that would defeat the entire purpose of holding down said POI.

  3. For anyone who is looking for a challenge or gimmick run in 7D2D, I've got one for ya. The premise is pretty simple: You are one of the last human beings on Earth and you refuse to leave your childhood neighborhood. You are restricted to fighting hordes within a suburban neighborhood. You can choose to put most of your effort into fortifying one house, but the spirit of the challenge lies in tactfully spreading your resources across many houses. If one house falls to a horde, you must retreat to another. Alternatively, you could also choose to fight a little on the streets if you're brave and prepared enough. You can lay traps down, both primitive and electrical, create artificial chokepoints and death zones, whatever your sick twisted imagination can conjure. Expand and survive. Immerse yourself into the mind and experience of this survivor.

     

    Additional stipulation: Horde every night / every 3-5 nights. Optional, but it would certainly amp up the intensity of the playthrough.

     

     

    If you have any questions, feel free to inquire!

     

    Image reference provided below.

     

    spacer.png

     

    Imagine the streets lined with traps. Chokepoints lined with electric fence posts, conglomerations of spikes and barbed wire, hand built fences roughly control the flow of the horde, blade traps, turrets, you name it.

  4. 11 hours ago, bdubyah said:

    They aren't very far into A21 yet, so it'll be a while. Also depends what all they feel has to be included in a21. If they decide to push some things back it could make it arrive quicker. But yeah, I'd think Sept. or Oct. at the earliest, but end of the year 2023-2024 wouldn't surprise me at all.

     

    My thoughts exactly. :)

  5. On 5/3/2022 at 3:54 PM, Gamida said:

    Are you also doing a Canadian version.

     

    Bang

    "Sorry"

    Bang

    "Didn't meant that eh"

    Bang

    "Accident. Here have all my Dukes"

     

     

    I second this. I've been living in the Canadian biome for a while and I'm not seeing any igloos, caribou, polar bears, or evidence of any maple syrup business conglomerates. #ImmersionBroken

     

    At least TFP got the representation right with the lumberjacks. ;)

  6. 1 hour ago, Kalex said:

    Why can the gravedigger and ironbreaker mods be used on a stun baton but burning shaft and barbed wire mods cannot?

     

    Because the stun baton is good enough on its own. It doesn't need additional types of damage added to it.

  7. 18 minutes ago, Tmodloader said:

    Lootstage shouldn't be based on level. I've come to the conclusion the best way for lootstage to be is to have it tied to kills since last death. Like maybe lose half or so of your lootscore on death so that there's progression over time still. Level focus makes the rng feel more rigged than my idea, and makes you want to rush levels early instead of enjoying the world.

     

    Wouldn't this just rush players to kill as many zombies as possible as quickly as possible? Two sides, same coin.

  8. 6 minutes ago, Kalex said:

    Just a little feedback:

     

    As a crafter/builder, I think the XP from upgrading needs to be halved at the minimum. Otherwise if you do a large base build, your game stage will FAR outlevel your loot stage and totally bone you and your group (if you are co-op) on horde night.

     

     

    Anybody else noticing normal/feral zombies making leaps that previously only a spider zombie could make and definitely more than any non-parkour player can jump. Last horde night, we were routinely seeing feral Steves jumping 5 - 7 block gaps.

     

    Alternatively, you could build out of the tougher shape menu blocks themselves (cobble, concrete, steel, etc.) and you won't get a single pinch of XP. :)

  9. 15 minutes ago, Gamida said:

     

    I just used an auger for first time in maybe a couple of alphas. Within 10 minutes I got a screamer. Killed her and 10 minutes after that...I got 3...at same time.  I was within 200 meters of our base so maybe that affected the heatmap. I had used a steel pickaxe before that mining nitrate (a lot further from the base) and mined 5 stacks and never got one screamer though.

     

    Mining metal, which includes iron and lead, generates significantly more heat than mining stone related blocks, such as stone, nitrate, coal, or oil shale. Just an fyi. :)

     

    Also, in case you don't know this trick, crouch while mining. You generate 50% less heat that way.

  10. 31 minutes ago, Tmodloader said:

    I think zombies started getting real bad by BO3 or so. Multiplayer a bit earlier. Campaign I just hadn't had the time to check out but the old stuff was okay. That is a bigger step screw up than usual but I don't think any CoD release has been good for years. 

    I guess if TFP ever went corporate, they'd make us pay for every 7dtd alpha lol, or release DLC before the game was released, or suddenly go out of alpha for the PR with the game still broken.

     

    Not to mention NFT's. 😜

  11. Currently the mutated zombie feels... slightly weak? To help rectify this I offer these two suggestions: 1. Buff its health a bit, perhaps similar to a feral cop, for instance. 2. Perhaps it should explode upon dying, dealing massive entity damage. Just one player's feedback. :)

  12. Have any of you ever played for 10 hours straight, to the point where you were too exhausted to continue and had to log off to retain your sanity?

     

    Oh look, a Mo Power Electronics Store is across the street. Maybe just one sneak peak inside...

     

    spacer.png

  13. 2 hours ago, Quantum Blue said:

    This is not an admonition or anything about what cycle anyone uses or how to play.  I would even promote trying 90 or 120 or even the 30 minute settings.  One of the reasons 7D2D might be so successful is because it has so many ways for people to experience.

     

     

    Agreed 100%. Plus you're not limited to these settings, with some small XML tweaking you can add in custom daylengths. I'm currently playing on 75 minute days and I find it to be the healthy middle ground I've been looking for between the non-stop chaos of 60 minute days while also offering the opportunity for the player to smell the roses every once in a while like in 90 minute days, with the latter I've been playing for almost 5k hours but have since dropped permanently.

  14. 13 minutes ago, Aldranon said:

    When loot respawns, I would like it if the entire POI gets reset as well.

     

    I just started looking at POI's I already looted as someone mentioned something about respawn of loot.

    Sure enough the loot was there and some of the zombies but all my ladders and wood frames were stuck around and I often got to the main loot without a fight.

    That just cant be how its suppose to be!  But if it is, I guess the "No Loot respawn" option is mandatory for me.

     

    Now if this is part of the plot arc showing up (player is in a coma?) then I accept that, but will still stop loot from respawning for me.  Way too easy.

     

    I severely disagree with this. I convert POI's to horde bases all the time, sometimes multiple ones, and doing so would be infeasible for me if every 30 days all of my hard work and effort vanished right before my very eyes.

  15. 6 minutes ago, meganoth said:

     

    If most of your gear is directly bought from the trader or quest reward that means the trader is overpowered. You might not care because you may want the game to progress faster. But there is obviously a balance problem if the trader progresses much faster than the in-game loot for most players.

     

     

     

    Like this wasn't obvious already. Lol. Traders have been overpowered for a long time. I get it, they objectively make progression faster/easier just because of their existence and people utilizing them, but imo their goods should only be slightly above the player's current lootstage. +20 or so, give or take.

  16. Here we go again. :pop2:

    I wonder when the next LBD thread will pop up.

    (In all seriousness, for all of the reasons stated above. Plus, just my personal take, anyone who wants violence against children in video games, even zombie children, seriously needs to have their head checked, I'm just saying.)

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