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paladylan

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  1. Do you by chance have a screenshot of this so its a bit easier to visualize? Thanks for the ideas in advance. Also, as many other people have posted, I drew a small stair design in paint(its very basic, and from a bilateral view) incase anyone in the future is having trouble visualizing what some people mean with putting turrets so zombies are shot from behind. The graphic has zombies chasing the player upstairs while the turrets shoot them in the back. You could possibly add electric fences near the stairs to slow them down(perhaps when they come within view of
  2. I love that you needed to strawman my entire argument as me trying to play 7d2d as a "tower defense game", its quite laughable. I dont even know where to start with your post because it jumps to so many conclusions and clearly emits a bias. Building a base is a selling point of the game, and a core mechanic as to why it is a unique survival game. Ah yes, lets just completely make one way of playing absolutely trash, and then say its complaining, excellent deduction! With the demo zombie, they severely LIMIT this mechanic for ANYONE who wants to build a base, and makes most of the end game ite
  3. I correctly updated some of the schematics requirements to be correctly aligned with the current patch, some were displaying skill levels rather than only being found in books and so fourth.
  4. Exactly, Im not sure why giving feedback on an unfinished product where they value testing and player feedback is considered nonsensical, as opposed to silently modding the game and not giving devs feedback. Its one thing to whine and do nothing, but hes modding the game because he realizes there is an imbalance, and while modding is a temporary fix, not telling the devs about the problem you encountered is certain for a lack of change on the topic at hand. As a previously stated analogy, you would interrupt a chef if they were making a dish incorrectly, and suggest how to properly make it, ev
  5. This isnt the same as reading a book where it is fluid and flows together continuously. The game is given in checkpoints(Alpha #s), and as of this "checkpoint", there is little counterplay for the demolisher, and it limits other aspects of the game. It would be logical to give them feedback on what is wrong in the current state of the game. They might not have had any plans for the demolisher to counter it, or maybe they don't realize its an issue. It would be logical to give them feedback incase they do not realize this mistake, rather than silently modding it and rolling the dice hoping they
  6. Is a game in progress not allowed to have their game given feedback in order to possibly help with it going in a direction that is healthier for the game? Would you rather no one discuss balance and have the game be released with flaws that could have been discussed and ironed out in the alpha stages where changes are more likely to be added, so that these problems aren't brought to light and people have to install mods when the game is released to make it more balanced? It would make sense to give MORE feedback during the stage of rapid development and change, in order to make sure the correc
  7. I am not expecting it to be a perfect game. When did I ever mention the quality of the game? Is a game in progress not allowed to have their game given feedback in order to possibly help with it going in a direction that is healthier for the game? Would you rather no one discuss balance and have the game be released with flaws that could have been discussed and ironed out in the alpha stages where changes are more likely to be added? It would make sense to give MORE feedback during the stage of rapid development and change, in order to make sure the correct changes are being applied, and that
  8. There is no whining going on, I am not complaining about the zombie in a subjective way, because at normal settings the demo completely limits late game possibilities on multiple aspects, it's poor game design. Your solution is like playing an FPS where a gun does almost no damage, and your proposition is "just mod it and play", why should it be that way in the first place? Should we not discuss gameplay mechanics and features that we deem unfun, unfair, or damaging to the game so mods are not required to have a fun experience? If we do not point out these problems, then they will never be fix
  9. Most of your solutions either boil down to avoiding the demolisher as much as possible(gamestage modification, editing them out), or changing the stats of the zombie drastically(which rather suits better as proposed balance changes, and can act as a temporary solution for now). These seem more like putting bandaids on a severe cut- it will work only temporarily. The adaptation of placing two blocks rather than one is quickly nullified when demolishers start coming in large numbers, and it doesnt help that two demo explosions destroy steel. While I do agree that adding some of these
  10. explosive bolts will not kill the demo, it just activates the explosive while doing damage i believe, it also doesn't help that exploding arrows are not unlocked through skill unlocks(the wikipedia said its unlocked at yeah science 2, but the wiki page of Yeah Science says otherwise, and I cannot craft them with yeah science 5) (Edited): I have just made an edit to the gamepedia wiki with the correct unlock method for the exploding crossbow bolt schematic in case anyone is looking for proper information in the future
  11. While I may not be fighting the zombie horde directly, strategizing and innovating in order to create a unique base design that works is a way of dealing with the horde. If i farm enough parts and resources to make enough traps/turrets and have enough power to sustain it, is that not a fair exchange for trading me using a gun? I am sacrificing a larger yield of resources and parts in order to make the base function, and ontop of that creating a good base design to combat it. While you can argue that I am not actively fighting them with guns(although I use a crossbow to help the traps/turrets),
  12. The problem with targeting demos before any other zombie is that in order for this to happen -demos must spawn first, or when zombie count is low so they can be identified and dealt with -identified and killed before reaching base defenses however, on later waves reaching either of these criteria are made substantially harder, because harder waves include -more zombies which make identifying demos harder, and makes the window for killing them before reaching base defenses smaller -more demos spawn, which means more firepower required(try killing 5 demos, or 5000
  13. The demolisher has an identitity crisis with doing too many things with little to no drawbacks, and leaves non-exploitation and non-cheese base building almost pointless in its current state. If the zombie has a lot of HP, fast movement speed that cannot be counteracted by spikes, an almost unavoidable AoE that essentially destroys anything under the strongest block(steel) in only one explosion(if there are two demolishers next to each other you can say goodbye to your steel wall). Traps and others are either very cost inefficient or just add fuel to the fire by triggering the explosion, along
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