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Posts posted by geengaween

  1. 1 minute ago, Kyonshi said:

    But Dire Wolves and Zombie Bears should remain the same in terms of behavior.

    Yes, because they are zombies. It's not even about what's realistic, there's really no point in having wolves in the game at all if they're just going to act exactly the same as zombies. 7DTD isn't the only game that's guilty of this, pretty much every video game ever made has wolves as a generic enemy mob that attacks you on sight mindlessly. It's always broken my immersion and annoyed me a bit.

    • Like 1
  2. 47 minutes ago, pApA^LeGBa said:

    So you basically say we should get rid of them. Because what you want is wolves that are basically no threat at all.

    No, I think wolves should act like wolves, that are only a threat under specific circumstances, such as when you're very low HP. Just like in real life. If they're going to act like zombies then there's no point in them existing as living animals, they may as well just be zombies. There's no reason for them to mindlessly attack your base, that isn't how opportunistic predators like wolves behave. The game already has zombie dogs.


    Scenario: You're limping home with a backpack full of stuff, you've sprained your leg and are on 20% HP. You hear the howl of a wolf and see 3 or 4 of them following you at a distance. It's only a matter of time before they decide to rush you, and they're not easy to hit with ranged weapons. Get ready to defend yourself.

    • Like 3
  3. We already have zombie dogs, there's no reason for wolves to attack you on sight and behave like mindless monsters.


    They should never try to break into your base, bears might try to do this but wolves would never do it. They should watch you from a distance and run away if you get too close. Maybe if you're badly injured, limping, and extremely weakened, they should attack in a group after following you at a distance for a while. If you reduce their HP they should run away again.

    • Like 3
  4. I want a radioactive biome that is only safely accessible with special equipment. They could get really creative with the appearance, with glowing green lakes of toxic waste and trees with luminous veins.

    • Like 1
  5. One of the things I loved about the Bethesda Fallout series was the way you could be travelling through the world, find a manhole or a door in the wall, and find yourself in a dark warren of sewers or maintenance tunnels. Does the engine of 7DTD permit that kind of thing now? Or are PoI's strictly arranged on a 2D plain?

  6. Since A19 the game is apparently a lot more modular which should open up opportunities for more different types of quests than "fetch", "kill", and "dig".


    Some basic types could be:


    Courier - take an item to a location and drop it there


    Survive - stay at a location and fight off waves


    Assassinate - go kill the leader of an NPC gang of bandits


    Investigate - go to a survivor's outpost to find out why they're not answering the radio (spoiler: they're all dead)


    Climb - travel to a radio tower and climb to the top




    These are all I could think of but they're kind of basic and boring, anyone got any creative ideas? Any side missions from your favorite RPG that sticks in your mind?

    • Like 1
  7. On 9/16/2020 at 2:55 AM, iamnuff said:

    We need an entry-level weapon in electrocutioner, otherwise the entire skill-tree isn't useable until the midgame




    I think the stun baton should be the entry level weapon for intelligence, but increase the range and lower the attack speed. Mid tier should be a gun that shoots saw blades. High tier should maybe be some kind of microwave gun with an invisible beam that lights zombies on fire. End tier should be a rail gun that shoots spent uranium rods. Keep the scrappy made-from-garbage aesthetic so it doesn't look too unbelievable.


    Keep the sciencey theme but there's no reason why intelligence should be exclusively electricity. It would be better if it was more for status effects.

    On 9/16/2020 at 2:55 AM, iamnuff said:






  8. 2 hours ago, meganoth said:

    But the way of delivering and installing the prefab or quest from modder to user will be handled through steam.


    Yes. Which will hopefully mean the process is hugely streamlined and we'll be able to download packs of 100 prefabs and quests, with the best ones getting voted to the top of the lists based on yearly/weekly/all time criteria. IMO just this, not even including extra weapons, biomes, armor, etc, will give the game a ridiculous amount of extra replayability.

  9. At the very least, there will probably be a way to easily integrate community-made prefabs into your game's prefab list. I hope for a mission list similar to the prefab list, where players can write their own branching questlines or just one-off missions from the trader.

  10. Does anyone know what modifications the Steam Workshop will allow? I hope it will allow modders to completely overhaul the game adding new zombies and weapons, etc, but I'd be satisfied just with community created missions and branching quests.

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