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Burrfly

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Everything posted by Burrfly

  1. It's not like the devs sit there using Unity and click a checkmark saying 'enable Ray tracing for this game' and boom. In my opinion the graphics already look amazing and even better than I would ask from a game and if they add ray tracing I think that's something for gold. Edit: didn't read faatal's reaction yet. Glad that they won't add it tbh Sounds weird but it's just unnecessary and I can imagine that it's a LOT of work to rewrite the graphics system.
  2. I understand TFP perspective by nerfing the HP, because the block has less space occupation, meaning that it should probably have less HP. But, indeed, it costs the same amount of for example concrete mix, which isn't entirely fair. I always thought to myself: okay well these blocks take up less space but have the same amount of HP and cost the same amount of concrete mix, that means that it's probably just a higher density (more of the concrete stuff compacted in a smaller area, making it the same HP as full blocks).
  3. Found a pretty scary visual little bug, probably because the crawler doesn't have a swim animation, so he just floats above the water without animations towards us. Was very scary
  4. I think the design is good because you must do something before getting the workbench. If you would be able to have a workbench very early game that would be OP
  5. This was also a concern of mine, yep. A little sad about wet and reinforced concrete being gone, as well as reinforced wood. But there truly are a lot of other epic features added, which makes this update good again (personally). I hope that they will add more building blocks to choose from in the future in general. Buildings in cities have a lot of variety when it comes to materials they are made from, while we players always will have bases made from the same materials. There don't have to be as many materials players can choose from as, for example, in Minecraft, but one or two more materials for shapes we can build ourselves would definitely be amazing. Just for example, a new material is added: titanium, which has the highest corrosion resistance and thus is the most resistant against acid that Fat Cops and Mutant zombies spit/emit, but has less HP than steel. It can be used to make a mod for the vault doors (adding the acid resistance to the door), or can be made into a block that can be placed higher up in a base (resisting against the shooting acid/puke), but isn't designed to be directly in the hordenight base room (in late game), as it has less HP. I know that this titanium was an unrealistic example, but just... yeah... to be an example But, after all, very cool that they added some more mechanical blocks, such as the shutters. This adds a lot of variety
  6. I was maybe wrong about the ammo spawns being WAY too high. I played a20 with a friend yesterday and honestly it was super epic. Although I changed the ammo in zombie loot bags to be the medium ammo spawn group instead of large ammo spawn group (in the loot.xml), and lowered the amount of ammo we would get from trader rewards, it was very balanced this way. Played on loot abundance 100%, and we had a constant struggle of not starving the first 4 days but we finally got some food and crops going now (it is cool to have that survival aspect of finding food). Also, I thought the pipe guns would be OP to have so early in game, but I LOVE that they are definitely weaker than their real gun counterparts. For example the reloading taking longer, and a lower clip capacity, which is a great way to balance it It was a VERY big mistake to try to run outside in the middle of the night with feral sense set to nighttime; we thought we could make it to another building by sprinting over there, well... that went wrong LOL. Overall, amazing update, just like everyone else has said already. But I do think that there needs to be a little nerf in some ammo in loot, but not as much as I thought earlier
  7. Same, which is sad. Too much ammo in loot and too much ammo we get from trader rewards. Throwing a pipe bomb isn't special anymore compared to a16 or a17 as you would get 20 (!), now still 10 from just doing a simple tier 1 quest. From clearing a simple POI with say 10 zombies (which may already have ammo in the loot already, or zombies dropping loot bags with a lot of ammo), you can still get 100 9mm rounds from the trader from such a simple quest. Am gonna make a mod again just like I made for alpha 19 that'll drastically lower ammo you'll receive from traders. In a19 divided by 5 (200 9mm --> 40 9mm and 20 pipe bombs --> 4 pipe bombs), but now still divided by 2.5 (as the rewards are already halved). Also lowering the chance of zombies dropping loot bags and the amount of ammo in these loot bags. I can't just set Loot Abundance to 50% to lower loot as the food/medical items are balanced at 100% Loot Abundance now. I sounded a little negative right here, but this is my ONLY real complaint / feature I wish was changed & balanced for everyone for a20. Love the rest of it, even the farm changes
  8. I remember my first playthrough in alpha 16 (I was like 14 years old back then), we were playing with friends and one of us got infected and thought we would turn into a zombie at 100% xD
  9. Thank you for also adressing this, well, kinda gamebreaking issue because it removes the fun if we have so much ammo. It may even be a bug, or someone accidentally wrote some 0's too much behind the ammo reward value
  10. No, you aren't the only one. I adressed the same issue. Some might find it cool because, well, guns ARE cool, but I think that we shouldn't be able to spray around all the time and get so much ammo back. In my opinion ammo should be used only when necessary because it's scarce, for example when a horde is coming running to you and not just to spray into a random POI just because we have so much ammo. I think it makes it even more fun to use a gun when we don't have much ammo, because this makes us think about it and use it in special accasions like 'holy crap, there is a horde with some ferals coming to us, I hope I have enough ammo'. This makes it more of a challenge, instead of just powpowpowpow and you kill the entire horde because you have stacks and stacks of ammo, even in the early stage of the game. In the Discord there are also multiple people saying the same thing as you, that there spawns too much ammo. So, no, you aren't the only one. I'm happy that other people think this too
  11. I'm playing on 100% loot (just the default) | Day 1 | In a city in the plains | Found 2 guns and 60+ ammo in a single POI | The POI seemed like a supermarket and had a basement which was easy to access
  12. My first-look review, just like other people do now I playtested it for a short amount of time and the towns and RWG is, as everyone is saying here, amazing. It feels so much more real and scarier and more epic. However, I do feel that I have gotten too much loot in this very first stage in the game. I already got more than 60 ammo rounds after looting just one kinda basic POI, and even found 2 guns (while I wasn't even in a boosted biome, I was in just the plains). I personally like it more if I have TOO LITTLE ammo VS too much ammo. This way we have to strategically think about wether we have to use our scarce ammo or not, which makes it a lot cooler IMO. In alpha 19 my friends and I came across our first gun at around day 15 or something (which felt very epic), and now I already got 2 guns before the night in the first day, which feels OP and not special anymore because I already have a lot in a very short amount of time. The amount of ammo I got and schematics I already learned also feels too much. I hope this will get fixed by stable, because this is my single ONLY very bad feeling. The rest is AMAZING, but even those amazing things will quickly feel not special anymore if you already have multiple guns by day 1. I remember playing at day 120+ in alpha 17 and still finding new cool loot, while now I think I would have everything by day 30. I hope this will be read by the fun pimps and balanced by stable, because I love this game and also see that multiple people think the same as me. Trader ammo rewards are halved but personally still feel a little too much. Long story short: In my opinion, especially ammo and guns found in loot early-game need to be lowered. For the rest it's amazing.
  13. Maybe it isn't enabled all day long. If I'm correct there is a setting 'daily time alotted' which indicates how much percentage of a day the music is played.
  14. I'm not sure wether you find that nice or too OP, but I certainly find it way too much. In my opinion ammo should be quite rare (not VERY rare, but rare), and it should feel special to use it and to use it in quite special occasions; not just use it in every single zombie encounter just because we have found 400 ammo in 1 day.
  15. I LOVE it so much already. It was just a littttttleeee sneak peek I did in the world generation, but not too much sneak peek yet, my friends and I are gonna wait for stable to actually play it From the 5 minutes I've looked around the world gen and cities, it already looks amazing, TFP
  16. This is what the alpha 20 official release notes states, tho: Many Tier 3 and 4s have been added with some new and updated tier 5s
  17. If I did recall this correctly, someone from the fun pimps noted some time ago (with the new zombie models for a20 coming) that he adressed the repitition in zombie visuals with TFP. He said something like 'we got these new soldier zombies, and somehow they all died the exact same way?' I thought that this was being said but I can't find it back. But either way, such visual things could be made for a later update and indeed isn't a huge problem
  18. The Fun Pimps this release notes is probably in my top 10 most epic things I've ever read in my entire life @faatal, @Kinyajuu, @Roland and @every other fun pimp: Thank you so much for all the work, it already sounds amazing and as far as we've seen from the dev streams, it IS amazing. Four other friends and I are going to wait for stable so we will get the full first experience how it's supposed to be. We've been excited for this a long time, and then will be my fifth 7 Days to Die playthrough. - 2 playthroughs in a16.4 - 1 playthrough in a17 - 1 playthrough in a19 - ... a20 soon
  19. OHMYGOD ALPHA 20 EXPERIMENTAL HAS BEEN ANNOUNCED LETS GOOOOOOOOOOOOO IM SO HAPPY AND GONNA READ THE PATCH NOTES 200 times
  20. Some streamers are really entertaining and some are really funny which makes it fun to watch them for example play a game with a friend and they comment on random things or for example you are curious when your favourite streamer plays your favourite game for the first time and you are hoping that they will like it too just as much as you do
  21. We're all excited that GIF is indeed a great GIF to sum up the average 7DTD alpha 20 waiter (average user in this thread)
  22. I think multiple people would like these ideas, some ideas I thought about too (like more mechanical gateways), but some you are mentioning aren't really meant to be in the game I think that way. Like the multiple blocks in 1 voxel (1x1x1) is very very hard to implement in the first place, and even harder if all POI's then have to be remade to match that new game-changing mechanic. It IS a cool idea, but even Minecraft isn't able to do such things. Some of these features would be a lot more work to implement than people might think
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