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About ForWar01

  • Birthday 06/21/1993

Personal Information

  • Biography
    the one everybody hates. Negan, TheGovernor, Godfather. if you call yourself a pvper and you dont know me. you didnt play long enough.
  • Location
    The Sanctuary

ForWar01's Achievements


Refugee (1/15)



  1. They shouldnt remove almost anything they just need to tweak some things out , and add a bit more of other things and will be perfect. nobody wants another pvp game like the ones there are allready there. we want the same feel leveling grinding etc but with pvp
  2. Since A16 is lets say near i would like to adress the pvp issue in a proper manner kind of easy to fix, the true problems also. Why should anyone listen to me? first of all i have been on this amazing journey with this game from a1, i saw all its ups and downs , and all my gameplay experience is just multiplayer pvp (i dont even go to servers that are half pvp or belt drop etc) I also own, and had big clans/gameplay experience on Ark,Rust,h1z1,Space Engineers. So with all this being said i will try to adress problems in a order of their importance and how easy would be (in my opinion) to fix them. 1. Player jumping/relog : Players now can jump unrealistic distances and depending on the height they keep hovering like bats for kms, with little damage taken or using relog to not get any dmg from the fall. This is the biggest breaking problem in 7dtd because the main goal of the 7dtd is building, the creativity is limitless is just beautiful but with this problem people are forced to either build underground or "skytowers" thus cutting a big part of the game (reason of pvp not being so popular ) Fix : Limit jumping to 3-4 blocks then you straight fall down no matter what without hovering foward. 2 Weapon Damage: at this point weapon damage is a bit wierd and makes sometimes no sense. Fix : increase the dmg multiplier for headshot so that with max stats rifle and max perks u can land a headshot oneshot kill (maybe 2 headshots for automatic weapons/pistols . Shotgun up and close from 0-1 m should have same effect if u shot full player body, insta kill. but dmg should be reduced from distance or increase spread. Player Weapons carry. I find it very unrealistic that somone can pull out 10 rocket launchers and 20 snipers 5 shotguns and 3 pistols in 2 seconds from belt or even bag if they are fast enough. Fix. Limit the first 2 slots to weapon 1 weapon 2. that would require 20 seconds or 30 to equip to that slot but u can switch thru them easy (like in cs go ). and every other ranged weapon in your inventory just an item like others that you are carrying. OR option 2. make weapon parts stack to 5/10. disable carrying more than 2 fully functional weapons at one time Weapon Carrying part 2. Not only that people can carry and scroll thru dozen of weapons but also you have no idea what to expect.Random naked pulling out 600 rocket launcher from his butt then switching to Ak47 and turn from lamb to mass murderer. Fix: make some holster models or not even that and place weapon 1/2 visible on a players back /leg Lack of a local/gang system chat. is not important when you play with friends but when you meeting people in the game is a pain. Those are the big problems, in rest is decent ( i did not include bugs , see thru textures etc ) As for the leveling up/building durab/landclaims/wellness or every other options i think and i advise to remain the same. This is the unique feel of 7dtd this is the game itself. There is no need to change any of that. The only option that should be fixed or lets say removed should be drop. Should be made drop all on pvp no matter what. On big private servers were alot of talks and i wont go over again on a full explanation. not losing everything makes people abuse of it and keep going without any tactic or fun attacking for litteraly hours until they achieve their goal and the reward for being skilled and winning fights is almost 0. And last advice there should be 2 big default settings (ofc u could tweak them in settings outside game or something ) Pve /Pvp. And that could fix the 9084172 billion servers with 0-3 ppl on them, because everyone "thinks" he know the best settings and usualy ends up messing them up. Also in the long run is helping people, because if u are a pver but u say meh is just bag drop landclaim is 64x i will play on this pvp server, then ofc you build mostly and when somone starts camping you and killing you over and over you wont be that happy because you dont really want to pvp. Ive seen alot of unhappy people due to the unclear settings of a game that they started it, and works both ways. Thats all peps have a great day. For those who still didnt die of old age and want to understand more how the jumping problem is the first on my list. So this was my pvp base in a14.7 https://i.imgur.com/AmTBNSh.jpg Decent right? about 4 towers with a main keep in middle, pit, 2 layers of walls, different elevation so even if you pass first wall u cant get in second. (on the edge of the mountain majestic ) i dont remember the exact numbers but the main keep was about 12x12 or 15x15 i think, and rest of towers 7x7 5x5 depending, and about 10 blocks of courtyards and walls and 6-7 blocks pit it was. Thats about 29 more or less blocks from edge outside the pit to the middle of the main keep.(keep that in mind) We got attacked by other large group that lasted about 7-8 real life hours (8-9 people attacking us) while we at peak were 4. At first they had no chance with all the shooting spots and defences i created but when they made progress and got close we ended up defending vs WAVES OF PARATROOPERS that somehow were landing right on the MAIN KEEP flying over all those 29 blocks because of frame towers. They gave up after 8 hours and we managed to defend that day but then i realised the effort needed to defend a base online (cause if is offline is bye bye ) just because jumping is broken. Unless your base is an ugly sky tower from bedrock. Thank you all that endured and read everything i said. PIMPS please stop united airlines from reaccommodating Pvpers in Mid air.
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