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JStanleyF

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Everything posted by JStanleyF

  1. This game is best played in multiplayer with friends (in my opinion). It would be really fun to incorporate group or raiding POIs that are not intended to be solo-able. This would incentivize more group play and collaboration. The tier 5 POIs in the game can be soloed without much difficulty by an individual person and while you can technically scale zombie difficulty it's not going to make it more fun. Me and some friends ran through one the other day with very little if no real difficulty on nomad (3) difficulty settings. I thought if there were a POI or quest rigged specifically for groups that would be pretty fun and exciting with the idea in mind there are 2 - 4 or more/less players at the location with the quest logged and started. Thanks for considering.
  2. I was wondering if there are plans to make zombies less predictable. For example in buildings they sit/sleep in the same spot in every POI, there are few if any random roamers that go into buildings really. I'd like to see roamers inside the POIs in addition to sleepers and randomized amounts of zombies in POIs. Zombies would be neat if they have object point of interests they could interact with. Going into a POI you've been in before would be more interesting if you had no idea where the zombies would be before hand. For example, beat on glass, scratch at doors, pick up a weapon, try to unlock a door, pound on things with realistic sounds, knock over trash cans / partially breaking a door/wall and climbing through. Tier 6 quests would be awesome to look forward to, something a group can do. The progression system is too fast as well in my opinion and biome bonuses are way over tuned. You could leave the system as is and let some end-gamers obtain unique and rare items that are hard or lucky to obtain to give a brass ring to people that play too many hours per day. People that play too much with an unhealthy gaming addiction need something that can keep them busy while the rest of their friends play casually. Lots of people play together with groups of friends, and you have certain friends who play 12 hours a day "consuming product" until they're done with it and bored then leave the rest of the regular people high and dry regarding friends to play with. Just a suggestion.
  3. Yeah mods will balance what you need to for now usually - they work pretty good. I myself will likely be limiting trader loot to tier 4 and reducing the sell prices of weapons/armor while leaving harder to earn stuff like electrical parts/mechanical parts/duct tape etc etc normal. Tier 4 lets you get something you want while still wanting to get a better version of it - giving an incentive to go out and loot more difficult POIs. People on my server will team up until someone one of them gets an easy dig quests, dig loot - ditch the zombies and just drive back to the trader without having to fight anything - high reward - no risk. It should be a quest requirement to kill all the zombies spawned by the dig spot before it can be completed if you ask me. Digging a hole and getting an auger a week into the game in my opinion just kills any sense of balanced progression. Solar banks should require a lot of dukes. Right now with the magnum, cheesecake, drink and perk buffs you can knock a solar bank down to a laughable amount, same with just about all trader stuff- of the original price which in my opinion needs to be nerfed. I don't think barter perks should affect the best end game stuff. It should be useful but end game should have unique very rare drop items that are highly sought after, which gives an incentive to stick around and play with friends instead of jumping to another game which is what people tend to do end game. They get bored after getting tier 6 weapons/armor. There needs to be content that takes awhile to achieve and is worth the time to complete if you ask me. The content should outlast the players ability to obtain it - there should always be a something to do. I don't think there needs to be trader work before A20 or anything, but it would be cool if you included it as part of a content/quest/story/progression thing later on when you guys work on factions/traders/NPCs/humanoid enemies.
  4. Sounds good. People on my server like to "wheel and deal" their way to the top. They don't want to break anything down, they just park 4 - 5 pocket vehicles out in front of POIs and fill them up as a way to bypass their inventory limitations. Then they drive them to the various merchants on the map and sell all their weapons and armor. Once they have 100k dukes because they perk specifically into all the merchant related perks they just buy stuff from everyone else and trades their way to victory. I would like traders to be MUCH more limited, they make the game too easy if you ask me.
  5. I actually never heard of that mod lol. Nice.
  6. Call me crazy but .. wouldn't it be way more resource efficient (for artists) to make a couple basic zombie models based off the player model (naked or with underwear) and dress them in randomly generated vanilla cloths that already work on player models and that already exist in the game? That would give much more randomization.
  7. JStanleyF

    TechnoBike Mod

    I created a TechnoBike mod for my private server and though I should share it with the community. Here is a screen shot and a link to a github. It's also on the nexus Mods site. A motorcycle vehicle mod. Craftable using the same materials as a vanilla motorcycle. It has roughly similar settings currently than the vanilla motorcycle and comes with the same amount of mod slots (4). The players on my private server asked to have a bike mod, I thought I'd share the mod with the community. I've tested this as of the latest version (Alpha 19.5) and also Darkness Falls (19.4B7) and appears to be working fine. Speed: 15 - 25 (can be edited) Gas Tank Size: 250 (can be edited) Hit Points: 6000 (can be edited) Seats: 1 player Comes in the following colors Red (default) Black Blue Gold Green Orange Pink Purple Teal White To Edit, change the following numbers in the following file locations inside the mod folder and save it. (note *** your install location may be different) (note *** you'll need to do this for each color if you want to change them as well) Speed - C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\TechnoBike\Config\vehicles.xml ---- Edit <property name="velocityMax" value="15, 25"/> , change the 1st and 2nd value to min and max speed. Gas Tank Size - C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\TechnoBike\Config\vehicles.xml ----- Edit <property name="capacity" value="300"/>, change the 300 higher to increase capacity or lower to decrease it Hit Points - C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\TechnoBike\Config\items.xml ---- Edit <passive_effect name="DegradationMax" operation="base_set" value="6000"/>, change value to set HP of vehicle ------------------------------ Installation instructions 1.) Unzip this folder 2.) Place this folder inside your mods folder 3.) Structure should look similar to the following \mods\TechnoBike\ ... multiple folders 4.) It should NOT look like the following \mods\mods\TechnoBike\ .. files
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