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falloutcloud

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Posts posted by falloutcloud

  1. On 9/17/2022 at 4:18 PM, hiemfire said:

     

    I see walls of "Rekt" taking @%$# to the players with the occasional cat fishing of snow dog by "Jen" in that alternate reality.

    With some of these posts you just feel the need to respond like Rekt. I see an endless list of awesome quotes

  2. 23 hours ago, AaronG85 said:

    After Bandits are in and working I hope we get friendly NPC's.

     

    Just a small idea I had

    • I know that coding even a few NPC's into the wild would take a while and the code would probably be a nightmare so my suggestion would work like an old school RPG
    • A new trader Mission Style called Rescue
    • Each mission sees you rescue a particular NPC, these could be timed events, buried events, restore power events.
    • Once you successfully rescue the NPC they become active in that particular Trader
    • As you successfully complete a mission the Traders building adjusts accordingly OR the NPC appears in a new room of the trader and are static like the existing traders.
    • These NPS could then offer different services
      • Main Trader acts as it does now offering missions and selling and buying
      • First NPC is Medical: By rescuing this NPC He/She sells your medical items at a discounted rate but can also heal you for a price.
      • Second NPC is a Builder: By rescuing this NPC He/She sells you building items at a discounted rate but can also build you items for a price.
      • Third NPC is a Marine: By rescuing this NPC He/She sells you weapon/ammo/armour at a discounted rate but can also be hired to protect you. (in this case as the NPC's are static this Marine protects you by offering the Marine buff that lowers damage and lowers energy usage for a period of time with a cool down)
      • Fourth NPC is a Hunter: By rescuing this NPC He/She sells you Food and Drinks at a discounted rate but can also hunt for a price (again being the NPCs are static you pay the Hunter and after a time period you come back to collect what he has hunted, the reward being random depending on money given)
      • Fifth NPC is Zombie: By capturing this NPC He/She is used for research (research being a random chance draw to receive stat buff items and medical curing items)
    • All NPCs are static like current traders and if you do not successfully rescue/capture the NPC once the mission is accepted you will not get another chance to compete that mission and the NPC is lost forever, adding to the risk vs reward.
    • This will only require a rework on the current traders bases to start with 6 rooms for each trader + NPC.
    • Each Trader could offer all 5 NPCs, some could offer less.
    • Could work in tandem with Bandits, using the rescue mission.
    • If you successfully rescue everyone for that trader all Trader + NPCs get an additional discount buff making things cheaper + more effective.
    • Could even have a Escort Mission where an NPC follows you to a particular location but if they die, you lose.

    I would like to see more of a variety of missions. If they are still building the dynamic event system some of these could be random events too.

  3. I haven't been following the new changes too closely, but if you want to increase the value and immersion of tool/weapon/armor parts include them in the item's repair. Might have to increase the drop rate but it does give the loot value beyond just crafting an item.

  4. 5 hours ago, The Gronk said:

    Okay, I'll jump on the speculative fiction bandwagon...

     

    How about a fungus that's commonly mistaken for or referred to as a virus to due lack of knowledge or cultural bias?  The hyphae would be able to create a network to pass nutrients through the body, although at a slower rate than normal blood flow.  This would go a long way to explaining the slow movement, difficulty thinking, and abnormal behaviour of the zombie.

     

    Something like Ophiocordyceps unilateralis for animals with a central nervous system.

     

    https://en.wikipedia.org/wiki/Ophiocordyceps_unilateralis

     

    If a very real fungus can turn ants into zombies it's not much of a stretch of the imagination that something could infect humans similarly. The US government already has a plan for a zombie apocalypse called CONOP 8888.

     

  5. 38 minutes ago, bdubyah said:

    It would be nice if the game kept track of the POIs you do quests for and at least tries to avoid sending you to the same type of POI very often. And early on, since all traders on city edges, and city edges are always farms, almost all quests are farm related ones. The farms look nice, but they get old pretty quick when you have to quest a bunch of them in a row.

    It would be nice if the trader avoided sending you to the same POI twice or at least change the text color so you know it's one you've done already

  6. 43 minutes ago, Laz Man said:

    Yep, they are also designed with multiple ways in/out and make for potential horde bases.

    I think the ol' laundromat was either removed or redone to the point I don't recognize it anymore. It was a great POI to get started in.

  7. 1 hour ago, POCKET951 said:

    What? What Is your secret? With how little acid I find, the Greasemonkey perk feels so useless and wasteful because I'm not even finding enough of a key resource to craft with it. Why invest in something I will never have the resources to craft? 

     

    I have found 2 acid by day 20. I have not used either in crafting. I bought my chem station from the trader and I took the vehicle bundle when I had progressed to the next quest tier. I have also looted 1 tire. There are other options if you're willing to use them.

     

    I have not put a single point into Intelligence yet

  8. When making a melee base I would essentially put two plates back to back to double the hp vs a single block. Also, making posts that consisted of 4 poles vs a single block was making them 4x the hp and taking up less space. I don't like it, but it makes sense.

     

    Maybe the initial frame block placement would be the same material cost as this would ease the burden of filling your inventory with different block shapes. Upgrades and repairs could be reduced based on the target's hp (maybe this is already done?) 

  9. I have looted 1 acid in 30 days. I have found most of the tires and bought acid from the traders to build the chem station. I had to bounce between 5 traders on every respawn day to just find those.

     

    I built my minibike and my motorcycle and now have 7 wheels in storage. All those wheels are from looting, not crafting. (Default settings solo)

     

    edit: no issue with sewing kits though. I've crafted 2 complete armor sets and sold a full stack to the trader.

  10. On 12/8/2021 at 6:59 PM, Khalagar said:

     

    I think it's to stop players building next to the trader and using the trader as a shield / building a walk way that goes up and over the trader's compound

     

    Bigger issue to me is you can't place your land claim block near a trader so I always accidentally put my house too close to the traders

    May have been addressed already but if you remove the deadzone for claim blocks it improves this issue

    4 hours ago, Roland said:

    Quick answer: There is no way in hell anyone official is going to answer that quick question.

     

    Congratulations to TFP: They broke their previous record today on number of players concurrently playing the game. https://steamcharts.com/app/251570

     

    Lathan also mentioned that we broke our record on Twitch a few days ago with 677 people streaming 7 Days to Die. (normally there are 100-200 streamers playing the game)

     

    The game is feeling like it's getting at the end of alpha.

  11. 4 minutes ago, Jay_ombie said:

    I am close to a trader, adjacent POI and have fallen through the floor into a cave like structure underneath the building. The hole is above me but as I am so close to the trader it will not allow me to place a block or destroy any to get back up.

     

    How do I escape my dilemma ?

    Of all escape mechanisms, death is the most efficient

  12. 1 minute ago, Star69 said:

    I can’t complain about anything….it is all awesome! I’m fortunate enough to play at 4k and all settings maxed ultra getting 100+ fps and the game world is gorgeous. I keep finding little surprise changes that I didn’t know that I needed but now can’t see going back to A19. Most of the bugs are minor as expected. As a start-over guy by day 40, I can’t wait to see how long I go before restarting. I was dubious when it was said that this is the biggest alpha but now I understand. Very very nice job everyone!

    Ditto! There's so much new stuff to explore. This is going to keep me busy for a long time.

  13. 51 minutes ago, Blake_ said:

    Just a tiny check on steamdb. 7dtd jumped from position 64 to 21 in just 1 hour. And It's a Monday. I can't even begin to predict a21 player base. The green line of the graphic charts jumped so high that the internet runned out of virtual ink to draw it.

     

    Some people are still getting off work ;)

     

  14. 1 hour ago, Gazz said:

     

    No primitive item has random variation because of the low cost they would all be trivial to spam-craft until you have the "good one".

    That is not gameplay that we want to encourage.

     

    That is understandable in theory. I would guess, that put into practice you wouldn't see this very much because by the time you have enough supplies to "spam-craft" you are likely to have already reached the next tier of weapons.

  15. 2 hours ago, MechanicalLens said:

    So I just happened across a tiny channel on YouTube of less than 20 subscribers that has reposted the A20 dev streams uncut. Should I just let them be or would you (ie anyone affiliated with TFP who happens to be reading this) recommend I report them?

    Dammit Carl!

  16. Just watched the presentation from last Wednesday and there was a lot to love. Glad to see the blunderbuss getting replaced with the pipe shotgun. It looks, moves, and sounds awesome!

    I liked the pipe baton but I have to say I was not impressed with the animation. The movements didn't feel very smooth or natural. I can only imagine how much work goes into animating the weapons so I apologize for being critical.

    I'm very excited for the new cellar doors. So many new opportunities for POIs and builds. They look great and the ability to shoot and throw grenades through them adds a ton to the gameplay.

    Can't wait to see the next stream!

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