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V1.0 Why did the armor icons get worse than in alpha 21?
bachgaman replied to BlackcurrantYT's topic in General Discussion
Agreed, the current icons are hard to distinguish. It would be better if they featured an icon corresponding to the class, something like a read indicator for journals -
I think you need a few mods for zombie movement
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Alright, bro, I’ll definitely do that on the 9th game day next time I play using intelligence. After all, it’s way easier than applying a helmet mod. Thanks for the lifehack!
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Am I correct in understanding that, in your opinion, a significant portion of the content is designed for min-maxers and is simply not accessible to regular players? And you see this not as bad design that needs fixing, but as a feature?
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This thread is exactly about that. 1 point of 10th level intelligence is equivalent to 3 levels, the same applies to a cigar, for example, for strength. So, these two mods essentially give you +6 levels, which is quite a lot. Not using these attribute mods will either result in unnecessary level points wasting (and you won’t be able to replace these mods with anything useful - you’ll just have empty mod slots on your helmet) or you'll lose part of your perks. For example, Moner and Mother Lode at level 5 won't be active if you're using the cigar. As for body armor and full set bonuses, full set bonuses are indeed often not that important, but +100% wood, is that not important? Farmer’s body armor gives +1 crop when harvesting crops. In many cases, you want a full set, though I agree that’s not always the case. For example, right now I’m not using a set but separate parts from different sets.
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easier than what?
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Still more than just click. But the main problem is the mods and the fact that you'll have to learn how to visually distinguish the preacher gloves from the enforcer gloves. I don't know what settings you're playing with, but in my current game with fairly normal difficulty and loot settings, by day 35 I've progressed all the way to the gyrocopter, the best T6 armor and weapons, etc., but I still don’t have enough attribute mods for intellect, strength, and a few others to fully equip all possible gear sets. The issue is more pronounced in the early game, as that's when the game is most challenging and fun. Once you have everything T6 and you're tired of T6 missions, you don't need to keep switching gear anymore. The game is probably over for most players at that point. You probably have about 16 chests per player at your base for every single armor set, otherwise, I have no idea how your items know which chest slot is "their" place. Or you spend a ton of time obsessively organizing items into "their" slots, only to do it over and over again. If you have some genius and simple system for quickly switching gear, I’d be really grateful if you could share it. I don’t have any truly good solutions for that. I haven't seen that. That's great. Looking forward to it!
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With the introduction of new armor sets and modifications, the game offers a wide range of specialized gear. However, this also creates a problem: every time a player goes off to chop wood, mine resources, complete quests, or hunt, they find themselves wanting to switch armor and mods for maximum efficiency (unless playing inefficiently is your playstyle, and you enjoy it immensely). Manually changing gear, moving mods between items, and searching in stash the right items for each task can become quite a tedious process. This is especially true for attribute mods, which are essential for activating certain perks. Constantly doing this by hand turns into a routine, and it’s often easier to just skip it altogether. My suggestion: Add a wardrobe feature to the game — an object that allows players to save gear presets, including armor and modifications. By interacting with the wardrobe, players could switch between these presets with a single click. This would significantly simplify the gameplay, allowing players to quickly adapt to different activities, whether it’s combat, looting, or resource gathering. The idea isn’t original, but it’s still relevant. Many other games already have similar systems. This improvement would make the game much more convenient and give players more flexibility in how they approach different situations.
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The difference between 20 meters and 3 meters is not that big, but if I've decided to build my base near a trader, why should I build 20 meters away instead of 3 meters from the fence? Especially if I don’t know that for some reason the developers have imposed these strange restrictions for different activities? I didn’t create this topic for myself — now that I know about this ridiculous restriction, I’ll build only at the distance allowed by the LCB if I continue playing near a trader. Obviously, this imperfection in the game is quite absurd and needs to be fixed since others might face the same issue. That's why I created the topic, not because I urgently need a hotfix to correct a few dug-out blocks near my base.
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This is my first big dive into the game since version 1.0, so I decided to test the trader rebalance. It’s a pity that there are still no checkboxes or sliders in the world settings that would allow influencing the trader’s spawn, quests, trading, or rewards (except for the new daily quest progression limit, which practically doesn't affect anything), but as you say, the trader isn't important. At least there are new trader bases and LCB settings (which is what really matters). I tried what you mentioned regarding the LCB deadzone, and it partially helped, at least solving the second issue regarding turrets. Thank you. The first problem is still unresolved, see the screenshot.
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Hi there. I want to point out a problem with the protected area around traders that causes inconsistent gameplay. Current Problems with the Trader Area: You can destroy terrain blocks if they are more than 1 cell away from the trader's fence. You can place blocks if they are more than 3 cells away from the trader's fence. You can place a land claim block more than 36 cells away from the trader, even though its effective area is a square with a 20 cells from the center. Consequences for Players: Players can ruin the landscape around the trader and can't fix it, because the area where you can destroy blocks is bigger than the area where placing blocks is protected. You can place blocks like turrets 3 cells away from the trader's fence, but you can't remove them because the land claim area only starts 16 cells away. This inconsistency causes unnecessary problems, especially for players who want to build their base near a trader, who is an important part of the game. Suggested Improvements: To fix these issues, it would help to make all restrictions around the trader area consistent. The idea is to have the same distance from the trader's fence for destroying, placing, and managing blocks. This would get rid of the inconsistencies and make the gameplay more enjoyable.
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Has the A21 been moved to the next Christmas sale?
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Well done. Did I wrote somewhere that I teach children at 7dtd? It's funny how you ridiculed my grammatical error in one paragraph and showed in the same place that you can't read. This is post-meta-irony I guess
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What is the contradiction? How should my criticism even relate to how I play? Whether I play with the trader or not is not important. This does not change the fact that the trader is currently very poorly designed and ruins the game. And you can’t oppose anything except to be offended and throw me to the mute