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Sinz last won the day on August 23 2018

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    I'm also known as Sol

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  1. Additions: TFP mentioned future quests where player will be required to "blow up" rival faction POIs. Perhaps it would be cool if sieged CPOIs remain in ruins until rallied for a zombie quest (or a repair quest), this would only work in conjunction with the following idea. CPOI's can consist of a small variety of already existing POIs and players can be given quests to establish faction CPOIs by clearing out zombies. This would allow for regional faction forts to be dynamic. Perhaps each city might house 3 different POI types that can adapt to CPOIs (or more). And as they get destroyed they revolve around the various POI's. Would be cool but would also be a lot of work for TFP.
  2. Sorry to readers for the wall of text. This is definitely an Idea for the sequel but I think it ties in really well for an addition to the end of TFPs existing roadmap. I was playing A19 when this idea popped into mind. I realized that even when I put every setting up to hardcore I still find myself repeating end game tasks too quickly and was thinking about how I could add something more to my gameplay experience. To lay down some context for this idea: TFP have plans to make two factions, Noah's White River Gang and The Duke's Bandit Gang. TFP have plans to make POIs occupied by Bandit NPCs. TFP have plans to make quests where player can take sides and play roles between interactions of these factions. My idea: Basically, I think the conquest game type (common in other games [far cry 5 is the only one I can recall currently]) can fit within 7DTD, here's how: Fundamentals: There are a few various "conquest POIs" (CPOIs). Maybe one per city/town. Each CPOI can be occupied by either faction's NPCs. Players are given special quest options to siege CPOIs. After sieging a POI it changes faction. Over time, CPOIs change factions without player interactions from rival attacks (NPC sieges). Players within a faction under siege are notified, and can choose to go help defend the CPOI (that is, if they can make it across the map in time). Additional Supplementary Ideas: Each CPOI could have several different tiers of fortifications which can be attained by funding the faction, or doing a quest to find supplies and upgrade that CPOI. Each tier could be custom made by the level designer team. I imagine each tier housing increasing NPCs, trap defenses, reinforcements, etc. Higher tier CPOIs would take longer to be taken by NPC sieges, thus allowing players more time to respond to attacks. Perhaps ownership of a region's CPOI allows for that faction to host quests in that regions local POIs, giving incentive to fight for different regions ("don't loot in my turf"). Perhaps ownership of more CPOI's can yield other faction bonuses for players such as trader discounts since it means that faction has access to more supplies (I'm not sure if TFP plan to have a faction reputation system). Conclusion: I think this would be a good feature to add more longevity to a gamplay experience in 7dtd, almost like an unending minigame within the game, completely optional. Additionally, this will give online communities of 7DTD a form of PVP which can be engaged with or without direct PVP, which I think is a great idea for players who want to compete but don't like direct PVP conflicts or losing their bases. Anyway, I hope this one makes it into a discussion among the dev team. Love your work TFP.
  3. I actually made a modlet for this in A17. I will probably update it for A19 soon.
  4. Sinz

    Sols A17 Mod(let)s

    Updates made. See Github for details. Thanks for the suggestion.
  5. Sinz

    Sols A17 Mod(let)s

    I've updated this thread. All mods can be downloaded through GitHub. The link is in the first post. All mods have been updated for A17.1 stable build
  6. Sinz

    Sols A17 Mod(let)s

    Sorry everyone. My PC died on the 31st of dec and I haven't got an income at the moment to get it fixed. Else I would have been updating/fixing and creating mods. I'm currently operating from a friends computer so i'm limited in what I can do. Thanks for that dutchplayers Thanks for bringing that to my awareness. Gosh what a silly mistake that was on my part.
  7. Sinz

    Sols A17 Mod(let)s

    Ak47 price fix is still required for B231
  8. Sinz

    Sols A17 Mod(let)s

    Brass mining mod works for B231
  9. Sinz

    Sols A17 Mod(let)s

    Added: Snow Berry Farming
  10. Sinz

    Sols A17 Mod(let)s

    Added: Bio Fuel
  11. Sinz

    Sols A17 Mod(let)s

    Added: Learnable Attachment Schematics
  12. Sinz

    Sols A17 Mod(let)s

    That's correct and what I meant above.
  13. Sinz

    Sols A17 Mod(let)s

    I think it would be possible to force quality levels using the loot_quality_template="baseTemplate" parameter of an entire container. Of course that would effect the quality of all items that come from that container. It might also require you to create a custom loot quality template or maybe there is already one there suited. IDK, I haven't looked at them. Although I was thinking of modding the baseTemplate because as it is now, high tier items are very rare even with maxed looting perk.
  14. Sinz

    Sols A17 Mod(let)s

    I actually tried to force the quality of some of the items in my starter kit (as per the caption below which is in the default loot.xml) but it seems that code doesn't work =( <!-- To define a single item with a fixed quality range: <item name="parts44Magnum_cylinder" quality="4,6"/> --> You can also see where I tried to force quality in my code here: <lootgroup name="Starter_kit" count="all"> <item name="drinkJarRedTea" count="2"/> <item name="foodChiliDog"/> <item name="medicalFirstAidBandage"/> <item name="meleeToolFlashlight02"/> <item name="medicalFirstAidKit"/> <item name="drugSteroids"/> <item name="cowboyHat"/> <item name="runningShoes"/> <item name="denimPants"/> <item name="flannelShirt"/> <item name="meleeToolHuntingKnife" quality="3"/> <item name="gunPistol" quality="3"/> </lootgroup>
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