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Tmodloader

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Posts posted by Tmodloader

  1. 12 minutes ago, fragtzack said:

    Applaud 7D2D devs for doing exactly what the OP and a few others are complaining about.

    If this is what OP meant then wow these people are pretty passive aggressive too. Rereading his post, he seemed to claim that underground building is undoable now, as if there was some change that makes spaces underground cave in more easily or something. If he meant he can't exploit it but can still do it, but is mad because it's not broken, that's pretty lame. 

  2. 9 minutes ago, Matt115 said:

    Well that's happens when managment thing about numbers only not about fun and making good game. 

    Shareholders kill games- why? because they want money fast and as much as possible. That's why cyberpunk, bf and cod are so terrible- because shareholders wanted earn not good game

    I blame this on whoever still buys the games, they shouldn't be profitable with such low quality. If their reputation caused their sales to decline enough, the shareholders would demand a bit more quality.

    You are right when I think about it, all the games I like these days are indie, no corporate messes. Looking at a few big private companies like Fromsoftware too which I like. Can't think of a single good public game company, but well, somehow they still have sales and profits. So I guess their method works sadly.

  3. 4 minutes ago, Matt115 said:

    Well situation there is rly soo compilcated. and tons of drama strange news etc. 

     

    Still- damn it is so cool that the 7dtd is more popular that  cod vanguard. 

    Please  devs don't do 7dtd warzone please  no!!

     

    I can't believe how far COD fell from the early ones. I mean in hindsight it was never spectacular but now it just feels like those Madden sports games that somehow people that don't play many games keep buying and funding. 

     

    I have good memories from early CoD, especially zombies up to whatever one had the Moon level.

  4. 13 hours ago, ElCabong said:

    If you're going to all that effort by digging an underground base to escape hord night, just turn it off.

     

    The only thing I'm doing different is my base doesn't have a front door.  Otherwise I build the same way. 

     

    The only thing they've done that I strongly disagree with is they made the workstation way more difficult to come by. After you get your base built, everything else you want to make requires a workstation.

    I still don't have a work station in my underground base A20, no deaths run

    3 hours ago, Jason Tamosiunis said:

    while i do agree with you mega i feel the devs have made the statement adapt or screw you to a group that loves building undergroun

    why can't people go underground anymore? Seems like something that is easy to do still, especially once you can make your steel box. I don't see how that is "adapt or screw you"

  5. 8 minutes ago, Desmondbratcat said:

    the no more building underground

    I am confused, I have an underground base in my current game in A20, that doesn't seem to be removed. Maybe you should try playing, I think you're on tilt from reading some patchnote or something that doesn't mean what you think it means. 

     

    I do agree with you on the real life situation, but I believe in this game currently it's tilt making you feel like you can't play how you want. Give it a shot doing exactly as you want and all those things are still there.

  6. 20 hours ago, PoloPoPo said:

    If you demand hardcore realism you should not play a game that includes zombies in the first place but rather switch to flight simulator or something. A bear gives you 50 meat which feeds your character for 1-3 days, depending on cooking skills and activities. That are a few hours of playtime where you don't have to worry about starving. Sounds good to me.

     

    HAPPY NEW YEAR EVERYONE!

    That sounds like realism to me, I'm sure I could get a few days out of a bear too.

    On 12/31/2021 at 9:13 AM, Lord Morphleyes said:

     

    Only a person who has never field dressed and butchered a bear with a shard of bone in the wilderness with no refrigeration, all by themselves and with frequent wandering packs of coyotes and dire wolves would think that only getting a few meals out of it is not immersive

    It reminds me of people complaining that bears have too much hp. I've never hunted but as far as I know bears are tough as nails out there and you need special equipment to hunt them. Some people think a regular pistol shot to the head would kill a bear instantly somehow. 

  7. 15 hours ago, Krougal said:

    Early game seems to be punishing enough, especially for new players since coming to rage about it seems to be the leading cause of new forum account creation.

     

     

    I see them as experienced players that are just upset that they can't farm limitlessly early game without a point in the skill. That seems to be the leading cause. New players wouldn't even feel the difference in food between A20 and A19, you get way hungrier ever since a few alphas ago, but food is abundant. Increasing food rarity while reversing the hunger rate change would make it more new player friendly, but I assumed this hunger rate with abundance is how the devs want it since it's been this way since I think A18 or 19.

    On 12/30/2021 at 9:01 PM, stupid said:

    The one trope I'm not thrilled with are all of the surprise attacks behind every closet door, or trying to avoid the trigger which causes everything to wake up and fall from the ceiling at once

    My experience with this has been ok, if you sneak around when they wake up, they still don't know where you are and just either stand there or wander around. 

  8. 20 hours ago, Aldranon said:

     

    Adding food spoilage would solve some things wrong with food survival in 7D2D.

    Counters to food spoilage could add more challenge:  Refrigeration which would need power (Ether with a generator or moving near a POI with a completed "Restore Power" quest).  

     

    It all completes a nice plot arc.

    I like the idea of food being more difficult, but I don't think spoilage is the best option, I believe personally that reducing the amount of food you find just scavenging would help. You can survive on purely scavenged food in A20 just by looting pois if you don't care about the stamina buff.

    This would cause the player to be required to devote more time to hunting or trying their hand at farming, which would make food seem harder.

    I'd love to see a cannery to make up for it lategame where you don't need to spend much food to create cans of food for efficiency at the cost of more time and high levels. Hell give can cooking to intelligence and leave strength as fresh food, that would be cool.

     

    Fun can ensue in parties where the int guy keeps feeding everyone dog food.

  9. I totally understand some people have trouble seeing in the dark, including me, and to not remove the brightness setting. However I think the game needs a way to calculate when things do not have enough light to be seen no matter what and put a solid color there so that high brightness setting would still show a block of gray in zones where one is not supposed to see at all at the light levels. I've seen other games do this to get over gamma issues. I am not sure if this game engine is capable of this, but it is a suggestion if so. 

  10. There definitely feels like some sort of tension mission from the game. The A20 update is a huge step in the right direction as POIs now provide some pretty good scares, even still however I feel rarely truly threatened (without very gimmicky settings). I hope bandits fill that void (seen from a moderator or something that tier 6 may be bandit camps as the final and hardest tier?) and that their raiding is interesting. I have strong worries about the bandits however as that seems near impossible to code, no game has ever done that. Some have "raids" on your areas, but no heavy construction survival game like this. I wonder if fun pimps will be able to achieve it. I definitely worry the bandits will end up being dropped because of how no game even remotely in this genre has ever successfully simulated pvp-like enemies. 

  11. 16 hours ago, ricp said:

    It's quite funny, in many ways the feral sense has turned the game into a classic 'boomer shooter', with rows upon rows of enemies spawning in on you, but even boomer shooters would ease you into it. It really should be pegged to XP, imo. While I can do it, it's just not that entertaining having to fight off 20 zombies at your very first PoI of a playthrough when all you'll have is a weak character and low quality club. As I say, it's doable, just not that much fun.

    I had read from another player that sneak still works with feral sense. Maybe if you spec into stealth early you can get away with less zombies to fight, or being extra careful about your noise. That being said, I haven't tried feral sense yet but I am interested in it.

  12. On 12/22/2021 at 2:34 AM, Rince said:

    Sad times, sad times. I don't want to replant my crops every single time.

    I understand this but with the previous system I'd always accidentally hit plants twice anyway and need to replant. If they ever go back to the no replant, I'd like it to be harder to accidentally destroy the plant. 

    On 12/26/2021 at 2:30 AM, Yamamoto80 said:

    This is a bit late and rather off topic... but for those who are experiencing a drastic spike in food usage, I recently found out that the Healing Factor perk can be the culprit. While I have played around 2000 Steam hours of 7DTD (Since A13 or 14 I think?), I never realized this when the park was added. The tooltip specifies "This perk does not work while you are starving" but I had always thought it was designed to stop healing you otherwise you wouldn't starve to death from damage. It seems the mechanic is similar to that of Minecraft, where is drains your hunger bar to replace your health bar.

    Just wanted to chime in since I saw some people talking about severe hunger. If the Devs could update the tooltip with the words "drains hunger" I wouldn't be upset xD 

    That's hugely informational, thank you. I play permadeath so I think I'm too careful to get severe hunger from low hp, but back in A19 I think I played multiplayer and didn't really care about dying so I had hunger all the time. You solved the puzzle for me.

  13. You definitely can avoid death, took a few runs for me to be able to, to be fair. It's a combination of luck and knowing the new updated gear (pipe weapons) and trying different builds. I have had way more success starting with strength than anything else so far. 

     

    I also have only seen 1 wandering horde in 2 weeks strangely enough. 

    10 hours ago, Pernicious said:

     

     

    iii) Melee is mandatory for longer early game now, as pipe weapons don't reload fast enough to be meaningful except 1 vs 1, and then it's just a waste of ammo..

     

    Pipe machine gun is definitely the exception here, it saved me in my first tier 4 (yes I started tier 4 in week one or very early week 2). I got to the treasure room and all of a sudden a flood of zombies came at me, I was jumping around the room, used a medkit, popped all the buffs I had and took out that pipe machine gun which did some good work at helping me take them out as fast as I could, survived with like 20hp. Easily would have died without that pipe machine gun. 

  14. On 12/17/2021 at 7:54 AM, RLBiscuit said:

    This is my first post on this forum, so please forgive me as I'm sure it's been discussed.

     

    To make this game the way I want to play it single player, I want to be able to spend the time to dig a bunker where I would realistically be safe from zombies, even on horde nights. If I'm underground, zombies should never know I am there, and they certainly shouldn't be able to tunnel so quickly with their bare hands. I'd like to be able to set up my single player game where I can make a safe zone for myself, and face the undead when I need to forage or follow quests. Torches underground, or inside a sealed area should not increase the heat map, and machinery that I build deep underground shouldn't either. If a vault door exists in the side of a hill, zombies should just walk right past it with no interest.

     

    Again, this is just for the experience I'd like to have for my own single player game, or with a personal friend. If there are mods or whatever to make this concept work, I'd appreciate any suggestions, but it would be a lot easier if these kind of things were available in advanced options in the vanilla game.

     

    Thanks

    Turn off enemies for horde night, you can find it in the settings. It is by far the best workaround.

  15. 6 hours ago, ImATurtleMaate said:

    Hi all, anyone else having trouble finding Acid, wheels and sewing kits in A20?

    We are checking all trash and cupboards, wrenching all vehicles, we loot everything we come across and rarely find any.

    Pc, 2 player vanilla

    Day 16. We have 1 bicycle and that's it

    Wheels I have found tons in the first week, as for acid, I think I found one (between weeks 1-2), sewing kits... maybe 10-20

  16. On 12/28/2021 at 6:49 AM, Moldy Bread said:

    Is there a reason why there have been changes to farming? When harvesting crops the crop no longer reverts to a seedling, instead you have 50% chance to get a seed. What is the reason for this change? From what I have seen most people hate this change and I agree. At five plants per seed, farming isn't very viable and I don't see why you wouldn't get a seed from a crop. Luckily there is a mod to revert it back to Alpha 19 style but I still don't know why this was changed.

    I am not sure where you're seeing that farming isn't valuable. Farming was broken before and is still very powerful now, do some basic math to see. At perk lv1 you average more than 6 crops per seed, that is minimal investment with no points in fortitude. Any lower and you still find plenty of seeds in the wild to plant around. 

    On 12/28/2021 at 5:10 PM, bloodmoth13 said:

    Non fortitude specs should be able to farm without losing resources.

    1 point in living off the land makes 1 seed average more than 6 crops, making it worth it, just slower than previous alphas.

  17. 10 hours ago, Syphon583 said:

    While you're likely correct, that's beside the point he's making. It's ridiculous for a player to complain about a mechanic that others like to exploit, but which does not affect their own play style. The fact that it's possible to build floating bases is not stopping Annihilatorza from enjoying and playing the game in the way he wants.

    it definitely makes playing a server harder

  18. 13 hours 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.

     

    If you set it, set it for something long like 50 days, then you just imagine some survivor went there and did something, ended up dying in the wilderness somewhere, that's a better thought than your coma idea. Fifty days is a long time to play and it normally won't pass more than once or twice in a run.

  19. Why are gamestage achievements half of what they actually require? For instance "Reach Gamestage 125" shows /250

    So you need gamestage 250 to achieve it. 

    5 hours ago, pregnable said:

    It might be OP, but a weapon mod that increases headshot damage, while greatly or totally reducing body damage, could be fun. 

     

    I would probably use it on insane mode to make some of the weaker weapons more viable, and better ones kill faster. 

     

    It is not super hard to get headshots though, so maybe it would just end up being a buff.  Although, spider zombies and vultures... heh. 

    in emergencies even on insane you'd have to likely have another weapon out, can't rely on headshots when completely swarmed

    12 hours ago, Reckis said:

     

    So, because YOU don't agree with the play style you think the developers should remove it from the game?

     

    How would you like it if someone looked at YOUR play style and decided they didn't like some key element of it and the devs removed it?

    Just play with no enemies dude, that's an option. Invincibility being cheesed is a problem for challenge servers.

  20. 8 hours ago, dcsobral said:

    I find going back to the backpack very annoying. It's always something like a dire wolf killed me early game, and it's camping my bag, or a boss room killed me late game and all those zombies are still there. 

    The best solution is to select "delete all"

    Not like the stuff you carry around matters anyway

  21. 25 minutes ago, Khalagar said:

    I'm hoping they can nail down the sledge and turret issues in the next patch or two, the robotic weapons are in a pretty bad spot in A20. 

    While I agree with literally everything else you said, including int tree issues (it's very niche compared to the others and a bit too focused on crafting when crafting is bad in general). I started using a turret I found and setting it up in POIs to run back to as I clear rooms (maining club and shotgun) and it has actually been a big help so far. I've only tried it for a little bit though so it's anecdotal, I'll have to see how it works in higher tier areas. I want to see some of the niche stuff get fixed like buffing the party, perhaps if you are alone, it can buff you? Stuff like that. 

     

    Somehow strength feels so strong compared to everything else I've tried. I can't think of a good way to fix it though.

  22. 8 minutes ago, Callum123456789 said:

    i mean with feral sense enabled you shoot a gun in the middle of a city your gonna attract atleast like 5 or 6 zombies at a go its cool

    That does sound preferable, I probably just need to test it out, the important thing would be sneak being useful still, but if they're gonna aggro anyway it's better to go guns blazing than caught sneaking. 

     

    I worry how the new outfit system planned for A21 will affect balance. Lategame I remember, at least in A18, the only real thing you look for are mods for your gear. Other than that you just build around. I hope they add other stuff to do.

  23. 5 minutes ago, Callum123456789 said:

    on one of my worlds i have a massive farm with over one thousand farm plots and each harvest i easily get 700 potatoes 800 corn 400 super corn and about 500 mushrooms its pretty good

    This game is weird, I see so many complaints that it's too hard but I frequently find it too easy but upping the settings any more makes the zombies become bullet sponges which I don't like either. It took me a few runs to get going but I'm almost on my second blood moon in permadeath with nightmare speed at night and run speed at day with 300% block damage for player and AI (including horde night).

     

    My biggest dilemma lately is whether to try feral sense or not to see if that makes it feel tough for me without bullet sponges. I fear feral sense will make me want to go guns blazing everywhere instead of trying to sneak around.

    4 hours ago, Roland said:

    In order to have a sustainable farm you need to spend at least one skill point on Living off the Land. If farming is an important part of your game then you should spend that single point. 

    I actually kind of want living off the land 1 to give 3 plants from farming, this will still let the perk cause sustainability but it'd make it cut close with 5.5 average output. This would make you be required to invest in sustainable farming if you really want it. I am unsure if such a close cut would be frustrating though. I would think it'd be balanced with 3 for perk lv1, 4 or 5 for perk level 2, 6 for perk level 3. 

  24. 5 hours ago, Aero said:

    But I don't understand what they did in this Alpha... They really made farming a whole lot more annoying.

     

    - Why do we have to reseed everything again after you taken the grown plant. I thought this was a good decision to leave the seed in the ground. A real backwards step in the QoL.

     

    This is actually balancing QoL for me because I would always double punch plants anyway somehow so it's nice that I can just keep moving on without worry and just replant any seeds I get, I like the farming changes, makes it less "one and done" and more exciting to find wild seeds. I'd personally argue the change is excellent, farming is still very strong. If you're running out of things to plant then it's because you're cooking all your veggies immediately, you should set some aside to refill all your plots first. 

  25. Something I've noticed: There is no incentive to actually craft much of anything in this game aside from building shapes. All gear is easy to get from traders or looting. I just got a tier 5 steel club as a club build and I'm not even done with my 2nd week. There was no reason for me to devote any resources to crafting gear.  Before this I had just used a tier 6 stone club I found somewhere.

     

    The situation was a bit similar back when I played a lot in A18, there wasn't much reason to craft my own stuff.

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