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MechanicalLens

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Everything posted by MechanicalLens

  1. Finally I can terraform terrain and not feel irritated that as soon as I traverse a few dozen blocks in the opposite direction it doesn't magically visually pop into existence. With that being said, I'd prefer not to engage in this tedious practice in the first place. Hopefully in Alpha 20 the player is able to locate reasonably flat locations outside of towns instead of the terrain being showered with never-ending ditches, mountains, and rolling hills.
  2. Also, will there be quest types that give the player the choice of giving up valuable resources for a potential worthwhile reward? For example, a quest that instructs you to deliver antibiotics to an infected NPC (within a certain time frame?). On a side note, instead of having traders available right off the bat, I think it would be fair if the player had to assist in rebuilding the compound and getting the traders back on their feet. Perhaps their compound is infested with zombies and must be cleared out. After that, x amount of basic resources (wood, cobblestone, etc.) must be delivered to the trader so that reconstruction can begin. Perhaps a nearby bandit facility is posing a significant looming threat and must be eliminated. Only after a certain amount of tasks are completed do the full functionality of the traders open up.
  3. @madmole Regarding the new quest types being added into the game in a future update, will "combination quests" be implemented for them? (Ex. Quest to restore power + clear all zombies.) I also heard something about infestation quests a couple of times. I sincerely hope they are what I can predict. My current criticism with the clear quests is they don't really offer any kind of unique experience versus standard looting. A quest that doubles the spawn rates within a POI, maybe increasing the POI's gamestage in the process as a bonus, would be pretty sweet.
  4. This. Absolutely this. TFP, we respectfully request that you look into this whenever you can.
  5. Until it runs up to you with its tiny little legs before leaping into the air at head height and shreds your face off. *Cough* Petting zoo POI *Cough*
  6. That decision is not up to you. Also, yes, it is being eliminated. It will be replaced with the pipe shotgun; there will also be a pipe pistol, pipe rifle, etc.
  7. Demolishers are triggered by explosives. Observe @Promethean Winchester
  8. What about jumping sleepers? Can we have sleeping zombies hop skipping around the house like rabbits that had too much sugar, please?
  9. Will this also affect loot or is it just zombie spawn types?
  10. An attack multiplier would probably be the ticket, yes. One of the cheapest horde bases to date involves a short stairway, a suspended single block wide corridor with a roof over its head, and lining the corridor are iron hatches which are very easy to maintain. You can add as many as you care to as long as the zombies continue to see it as a valid path to the player. The real eyebrow raiser though lies in triple upgraded vault hatches. When fully upgraded, they have a combined total of 21,000 HP. A steel block that downgrades to r concrete has a total health pool of 12,000. Not sure if this is a wanted feature or not. Unless TFP make it so that zombies will actively try to climb through hatch walls where there is 1 block of space above them, people will continue to produce these essentially retractable super walls. There is no bug here, nor that much of a complain, just something I thought I'd point out. Since zombies don't seem to attack hatches when placed in a conventional manner (at least to my observations), I see no harm in adding a damage multiplier to hatches from zombie attacks. It's already been done with regular poles when placed horizontally, after all. This is essentially pole walls 2.0 *Shrug* (Pole walls 3.0 is the use of a single row of blocks along the ground and on top of them a layer of plates placed upside down. You can support an entire base in this manner, with the blocks at head height being waver thin; basically a "floating base". Another little fyi.) Edit: In summary, either a damage multiplier could be considered, or reducing the total health of vault hatches (maybe iron hatches as well), or TFP can just leave it be, but with the knowledge that people will abuse this new meta.
  11. Any idea on how it will adapt to obstacles, such as being trapped in a separate room from the player? Teleportation or wall clipping for example?
  12. Will a counter to the "hatch base" be finalized in Alpha 20? Much like pole walls of old, this newer concept has taken the 7D2D community by storm; basically everyone is using them to create melee only horde bases. (This is not to mention that triple upgraded vault hatches have almost double the max HP of steel blocks. Fun fact for you there.) TFP's vision for how the player should deal with the horde is pretty clear, and one that I agree with. The player should be expending bullets and the occasional explosive or molotov on horde night, not swinging a sledgehammer or a club all night. I hope a countermeasure can be put in place so that these melee only horde bases can be successfully thwarted.
  13. It seems we are playing sister worlds with sister bases. Fascinating, quite fascinating. While I am open to the idea of at least some variety, it would be unfortunate if the gamestage increase of some biomes was great enough that it discouraged the player from looting in the forest biome almost entirely. (Ex. Why loot in the forest biome to find quality level 1 AK's and the like where as if you loot in the wasteland you can get quality level 4 or 5 equivalent weapons.) Hopefully the new dangers of the wasteland can really create an in-depth risk and reward system.
  14. It's not so much of a challenge, just more along the lines of "original balance". 😛
  15. Weak. I'm currently on day 23 on Insane/Nightmare (permadeath). Almost died on day 22 though to two rad soldiers and a rad biker at the end of a T4 POI. Just taking a jab, nothing harsh meant by it. I wish you luck on your Insane/Nightmare adventure!
  16. I'm currently engaged in a playthrough where I am initiating zero contact with traders. It's quite liberating. If you're still playing the game, I suggest you give it a try at some point. I have little issue with traders, both in Alpha 19, as it's been pointed out numerous times already by other individuals including Madmole himself, they are terribly unbalanced when it comes to loot progression, but in their stock and quest rewards. As it stands they are just overpowered vending machines that are one step away from the creative mode, essentially giving the player "free" handouts every few days. They are air drops or regular vending machines on steroids. Remove the human element, and that's all they are really. If you want to avoid traders, play with that mindset. I'm curious what they'll be like in Alpha 20, although I suspect they'll be as "essential to gameplay" as they are now. Hopefully we won't be getting nail guns and T4 augers for T2 quests though. Edit reason: spelling error
  17. I'm pretty sure the actual saying is, "Eating a sandwich only makes it tastier."
  18. Another easy solution is to take a knife to the face and blind your character's eyes. 😛
  19. One option to hide wiring however, if your base design allows it, is to run the wires through the floor and have arrow slits placed down that form the floor, allowing you to access relays, lights, etc. down through them with ease.
  20. Whut u gunna due abowt it? Wee all masturs of Aenglish hear.
  21. Sup Madmole? What you gonna do about it, Roland?
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