Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by Scyris

  1. Well paint being made in a chem lab did kinda make sense, but it didn't make sense that there wasn't a maybe less efficent recipe anywhere else that gets less but can be used earlier. Then again, other than that jacket with the move speed bonus, Paint is purely mainly for deco purposes so making it easy to get as early as the camp fire, is nice.
  2. I wish the devs wouldn't be making a game they want to play in this case because its ruining it. Now do get me wrong here I am all for this usually as usually the devs make something nice, but in 7dtd its been nothing but a steady downhill spiral since after a16. A16.4's skill system was nearly perfect it just needed some tweaks, like craft quality being removed from the action skill, and instead changed to how it works in A17. Which with learn as you do levels 1, 20, 40, 60 and then 80 unlocks a perk level which gives damage bonuses etc and also up the qual yuou can craft. It was literally all A16.4's skill system needed to be fixed. Instead, we got a complete redo nobody wanted and that many people don't even like. Now we have A20, stealth has pretty much been completly killed with most of the sleeper volumes just instantly locking onto you second you walk in the room no matter how quiet you are. Now I am aware I can bash thru the wall and go in a diff way to dodge the trigger block, but this is even more lore breaking than there being a auto-aggro trigger block, I mean banging on the walls seems like the LAST thing you'd wanna do in a possibly zombie infested location. Whats even worse, is how every zombie just about is perfectly positioned to avoid sneak attacks/first strikes from outside the room. Stealth DOES work outdoors, but the main place you'd want to be using it is inside a poi not when your out in the open and can easly get away from anything or have distance. Stealth was the "Slow but safe" approach to looting, its much slower than just going in shooting/bashing/stabbing, and it also severely limits what weapons you can use since many are too noisy to be used for this purpose. Now to mention the poi's where they come out of the cieling and such, No other game really does this, and when they do its a very rare thing not a almost every single poi you into thing like it is in 7dtd, Office_04 is a prime example about how to design a poi that makes no sense. Literally every sleeper volume aggros second you walk into the room, almost every volume has 1-3 zombies that drop from the cieling. The worse though is when you go into the loot room, a zombie literally spawns to the right of you basically hugging you the second you walk in, you cannot avoid that cheapshot there. As it doesn't spawn till the volume triggers which isin't until you actually walk into the room. It spawns in the very next block beside your char. Usually in a new poi I walk in the door a block or 2, then walk back out to see what aggros from where, but that did not work here I still got a unavoidable cheapshot out of thin air. The dungeon style poi's when I first heard about these I thought "cool, might be a neat if once in a while there are these." I was not expecting almost EVERY single poi to be one of these, it makes no sense what so ever. I mean the designs are nice don't get me wrong. but like many things in 7dtd just feels completly out of place for the type of game it is. I mean if people could barricade them selves up that well, how did they all die so easly? some of those houses are more secure than a damn bank is. I will say this though the graphical look of the game is above and beyond what I ever thought it would be in a good way, but I think its time to tone down working on graphics and start working on gameplay issues and such instead, which the game has a alarming amount of issues in that section. I used to make underground bases just cuz the Si system seemed much more lenient down there. Was much easier to dig a hole for a early base than actually build something. I mean you still can, they just can now dig down to you, so its not 100% safe anymore.
  3. I actually used to do that with my vehicles etc, but it was quite inefficent, so I went back to just unloading on them with a gun. It does the job much faster.
  4. Not like you even have to make ammo with how common it is, unless you just suck at the game and have to use a gun for everything. my current game i've only used guns to kill bears or direwolves, no need to use guns on ferals, I just club em. I got the cement mixer schematic real early this game but couldn't for the life of me find the workbench, game threw me a bone though, when I ranked up from t2 to t3 a workbench was one of the choices, so you bet I took it. There are certain things in 7dtd you buy as soon as you see them: workbench, chem lab to name 2. If I don't have a chem lab and one is for sale, I will do anything I can to get my hands on it. I play with no int in my games, so I am at the mercy of rngesus for what recipes I find. I just get 1 point in adv engineering which can be gotten with base intel so I can get a forge up early. Vehicle parts especially motocycle ones I also will buy if I have the dukes even if it drains me to 0. I actually love the loot in A20, its added some needed difficulty to the game that it lacked in A19. Was far FAR to easy to get everything in A19. I like the new challenge with loot.
  5. There is a Day 2 night vulture/wolf mini wandering horde that seemed pretty consistant in terms of showing up on day 2 at night. Learned that my first game in A20 exp and now I prepare for it.
  6. Git Gud is all I can say. I kill ferals at night on day 1 with a wood club on warrior difficulty. 3 slow walking zombies should be cake. As for direwolves, when u run away from them zig-zag a bit however if your encumbered at all, your pretty much dead. I am also out questing at night on day 1. Meleeing/Using the bow to kill things. Expect the first night to be rough. As it seems wolfs and such spawn the first night at night. If I am not questing on night 1, I usually am working on my shack on stilts, so I am not on the ground for anything to get at me
  7. Iron ones end up with more HP in the end, but you need steel, so early game you'd wanna use the other ones I assume.
  8. The problem is its the same on any difficulty, Difficulty does not stop auto-aggro volumes from rushing you second you walk in, it doesn't stop zombies from being behind things constantly. Its just getting stupid now. Especially the zombies in closets, hidden walls and even dropping down from the cieling, they make NO SENSE, like what the was a zombie doing in those places anyway? its completly immersion breaking and quite frankly just unfun. Office_04 in A20 exp is a prime example of a unfun poi. literally every single sleeper volume auto-aggros second you walk in, including zombies dropping from, the cieling/walls in almost every room. Whats worse is in the loot room one of the sleepers spawns right beside the place close enough to be hugging them, this sleeper doesn't spawn till you actually walk into the room, so its a 100% cheapshot as its right beside you when it spanws. Like stealthing does save ammo when you can actually get a sneak attack which in A20 is kinda rare due to most sleeper volumes just knowing your there second you walk in and charging you. Stealth clearing is also much slower than just going in guns blazing, your trading speed for saftey. I've pretty much stopped investing in the sneak perks in A20 as they are of very little use anymore.
  9. The special zombies can also be explained by the game lore that they tried using nukes to deal with the problem but they took to long to do it, so it was too late. I mean the wasteland biome deff looks like a nuke hit it. Yeah they tried using nukes to stem the flow after a point, but all that did was breed newer stronger more mutated zombies. They made the problem worse not better.
  10. I mean with how useless stealth is in A20 you might as well. Since second you walk into the room everything most likely is going to charge you anyway. Might as well start with a big boom.
  11. On day 13 i'd still be using a baseball bat, steel club or archery to kill zombies and wouldn't even be wasting bullets, unless something like a bear, or dire wolf showed up. I feel the same way about shotguns, way to much block damage very risky to use it in most poi's as its easy to have a pellet miss then destroy a loot container behind a zombie. One time in A19 I had a horde night I used a shotgun, and by the next morning it dug a pretty big cave outside in the direction I was shooting from the stray pellets.
  12. Oh yeah I could see that being a bad one, because even if you shoot the fake door, the noise from hitting a metal object is going to wake everything up anyway. So your kinda screwed no matter what in that poi, plus as you said narrow hallway, so no real way to snipe anything. I also voted No on your poll, I've never liked the auto-wakeup/ambush mechanic, unless its like in the loot room, nevermind the stupid placement of sleepers and how it completly makes stealth pointless.
  13. Don't even get me started on the fake walls with zombies behind them that are very rampant in A20, One Poi in A20 Exp almost every single sleeper was behind one of these.
  14. Its back but thankfully not AS bad, before the vehicle would disappear into the void, at least now its usually nearby a few blocks underground. It happens in single player too so its not just a multiplayer issue. I only play single player and I have it happen 1-3 times each game (I play hardcore so I die I delete save). It might have something to do with the zombies falling thru the floor issue I been seeing, Half the time I kill a zombie with melee, he dies half buried in the ground up to its waist for some reason, Block is still there, it just glitches thru it. I've also had crawling zombies, including the new spider zombie literally glitch inside of concrete blocks, I could not hit them, but they were able to hit me.
  15. I been playing a20 exp as many have, and I've notice almost every poi now is full of ambushes etc, some of them like office_04 literally has a ambush and zombies dropping down from the cieling EVERY SINGLE ROOM. The main issues I have with stealth is the Auto-aggro zombies, and the stupid placement of sleepers with how they are always behind an object or in some closet, some might say its smart placement for anti-stealth and it is, but it kinda breaks immersion seeing all these zombies perfectly positioned to not be snipeable at all without waking them up first. Stealthing thru a poi is already the slowest way to clear a poi by far. But because of that slow speed we gain saftey in exchange. However A20 has pretty much removed the saftey part, when every single sleeper volume just about wakes up second you walk into the room. I mean the loot room having a ambush or right before the loot room? I am perfectly fine with that, but this almost every sleeper volume just waking up the second you walk in is getting tedious, along with the placement of sleepers being a big F*** you to stealth gameplay as by the time you can align a shot your waking them up anyway from walking. The zombies in the closets and such really have to stop, it was cool back when it was first put in, as it was a rare thing, but now literally HALF the sleepers are inside the damn walls or cielings. Tfp may think this is a great gameplay concept, but to most players these issues just annoy the hell out of them and are generally disliked especially people that like their immersion. Zombies aren't going to always be perfectly behind objects or in closets/fake floors in cielings. I've pretty much stopped putting any points into the stealth skills are they are pointless in A20, they went downhill a ton in A19, now this is pretty much the final nail in the coffin to the point they might as well remove the perk entirely for how useless it is. Well yeah if you place a block on the "trigger block" then walk on top of that, it usually is not gonna trigger as its expecting a player to stand on it, not a block. Same way for some of these triggered poi's if u bust the wall out to the side in and go in they sometimes don't trigger either. Like I get what they were trying to do, they are trying to create a experience, but this gets dull fast when its repeated multiple times per poi and in virtually every poi. I used to only get Agi for the stealth perks in Vanilla, now I don't even bother as the stealth perks are pretty much useless in the place you'd wanna use them the most: Inside a poi. I guess the sneak attack damage one is still mildly useful outdoors at least.
  16. yeah if your going over the supported number your doing so at your own risk of it being bad in various ways. the game is designed for 1-8 players, no more. If your going over 8, thats on you when the game is not setup for it. I mean you can, but if your going above the reccomended max of 8, thats kinda on you and you can't really complain about issues when your not staying in reccomended limits.
  17. Few things I feel need changing from experimental: Stealth perks at this point might as well be removed with almost every single room in a poi basically being a ambush with zombies in closets, cielings coming out/dropping down, they aggro no matter how quiet you are, completly negating anything spent in stealth, its stupid, as stealth already takes the longest to clear poi's, its bad enough how every damn zombie is always hiding behind a object so you can never get a clear shot, its just stupid that the poi's are like this now, if you plan to stay like this you might as well just remove the stealth perks so people stop wasting points in perks that don't even do anything useful anymore due to the poi design. Inventory needs to be bigger, at least 2 more rows on the bottom, hell I'd even take 1 for now, there is too much clutter around, and even tossing more than half the stuff I find, I often fill up before I am even half done with a poi. Having to micromanage inventory every single time I go into a poi is just not fun at all. Putting a chest outside does not solve the problem either, as your still going to have to make multiple trips back and fourth. Ways to remove clutter? get rid of: fishing weights, trophies, brass door knobs, radiators, etc and just have it give the raw material instead, alternativly make brass/lead items scrap much faster. Scrapping a brass candle stick takes 1 min 15. scrapping a suit of steel chest armor? 30 seconds, it makes no sense. Lastly the stat system needs to go in the garbage can, seriously its garbage. It was supposedly made to remove level gates, except it just made the problem worse, as there is now 5 gates instead of just one. Lower it to 3 stats, 1 has all weapons, 1 has all defensive stuff, last has survival stuff like cooking etc. Annoys me and others so much that were forced to spend points into stats we have nothing else we want in just so the weapon is viable. Honestly i'd prefer learn by doing for the weapon skills, and everything else having a min char level gate. say 1, 20, 40, 60, 80 for weapons for tier 1,2,3,4 and 5 of the perk, which also ups what u can craft, basically its the perks we have now just no longer stat locked, and locked instead to actually using that weapon type. I've said this ever since it first came in, but I will keep saying it till I see a change. Its a horrid system and really hurts single player games severely.
  18. Well look at it this way, if a majority are using the 60 slot backpack mod, it shows that there is a problem with the base inventory size or else they wouldn't feel the need to use it. 60 feels about right with how much clutter there is. I don't know about you guys but I am finding some materials that were common in a19 to be quite hard to find in a20. Paper being one of them, used to find tons of it, now it feels quite rare. Lead I usually toss, as its easly mined, Iron I keep, as its always useful and your going to get it every poi you go to. Brass I try to bring back the items for smelting if I can, to get the full value out of it, plus they tend to tie up the crafting queue for long periods of time due to how long it takes to scrap, why DOES brass take so damn long to scrap anyway? all in all we need a bigger inventory, at least 2 more rows at the bottom would be enough. that would give... 63 slots. I also wish schematics would scrap into something useful, like why not have it scrap into a generic schematic, and uses say 5+some other mats generates a box that gives a random schematic when opened. Would be better than each just turning into 1-2 paper.
  19. I agree, the ambush rooms should ONLY maybe be in the loot room or near it. Office_04 poi is just ugh, EVERY single room is a ambush where second you walk in every single zombie wakes up, every room just about has random zombies fallign down from the cieling, the loot room has a zombie sleeper that literally spawns right beside you as you walk in out of thin air and immedatly ambushes you with the 2-3 others in the small room. You WILL get hit by the one right by the door as it literally spawns soon as you walk in out of thin air and is pretty much hugging your char. Like I said in a thread I made, they might as well just remove stealth perks entirely if they are going to keep this stuff up, as there is noi way to avoid causing the ambush. Its bad enough every damn zombie is smart enough to hide behind an object so you cannot shoot it from the door way. I mean stealth clearing is already and always was slower than just going in guns blazing, I felt that was more than enough of a downside in a game where you need to prepare for the horde nights. Like I am fine with ambushes inside the loot rooms, I'd expect it, but it shouldn't be in every other damn random room in the poi too.
  20. This is the second time now this has happened, I had a vehicle parked outside the poi I was going to quest in, when I finished the quest and go to go back to my vehicle it is no longer there, it is now buried sometimes multiple blocks underground in a random spot nearby, this time, it ended up.. here in the basement of this house, look at picture. I don't even know how it FIT in that spot. Edit: Forgot to mention This is happening in single player, so its not just a multiplayer issue.
  21. Well, the main time I am stealthing IS inside poi's there is little reason to be doing it outside when you can outrun most things, not all but most. Its just getting to the point its getting stupid with some of these zombie spawns how perfectly they are placed, and the ones that drop down from the cieling are especially stupid, what the hell was anyone doing up there anyway? They drop down from fake floor blocks that break when the zombie is aggroed. I mean a zombie behind a door I can see, but all these ones in closets, falling from the cieling, always behind objects so you can't get a shot at them is just killing the game for me and others, because of how immersion breaking and silly it is, not to mention the above sleeper volumes where they just charge you second you walk in the room no matter what you do, we need to have some sort of counterplay to that mechanic.
  22. Well i've noticed the blocks tend to.. snap to a grid more than they do in A19. So I actually found it easier to play things and have been making less mistakes than usual, as you can clearly see where its gonna go, as well as if the structural intergrity will hold up, if something is red/pinkish when you go to place it, its going to collapse if you place that block, least I assume thats what it means when it goes pinkish red like that. Yes and no, some of the categories are well done, some are not. like Finding the bars was a bit of a journey. You can upgrade bars all the way to steel now, follows the same upgrade path of any block.
  23. I also like the fact its also a flying storage chest that follows you everywhere, I been told it can even keep up with the motorcycle/4x4
  24. I am asking this because pretty much every room just about in most poi's has zombies that just gps to you the second you enter, if they don't they are always behind furnature or in those stupid closets. Stealth should be a viable build but the devs seem adamant at doing anything that can to make it a waste of the players time to even try. Do you think they should just remove the stealth perks and just be done with it already? I'm starting to think so, as the perks are useless when zombies gps to you second you walk into a room. I mean clearing a poi via stealth is already MUCH slower than going in guns blazing, so I don't feel the need to penalize it more by making these triggered zombie volumes aggro on room entry. I liked this game because I could be a sneaky zombie destroyer, but lately, its getting less and less viable due to sleeper position changes and the above mentioned triggered rooms. Doing this poi office 4, and so far every single room had a sleeper volume with sleepers hidden behind things so you cannot get a clear shot, and second you walk into the room no matter how high your stealth perks they just lockon and know your there. I don't know but it seems the devs keep doing things to ruin stealth builds, I don't mind zombies picking up on noise easier (as they very well do in A20), but the whole triggered auto-aggro zombie volumes almost every room needs to stop. As well as hiding every sleeper behind a closet door, or behind objects just so that you can't get a clear shot also needs to stop as its just annoying. Not to mention the zombies always hidden behind objects just looks silly when you know anything about zombie lore. They are supposed to be stupid, not smart enough to hide. This officer_04 poi is a prime example, EVERY single room has zombies falling down from the cieling or sitting behind objects so you cannot shoot them, they also aggro second you walk into the room even if stealth meter is basically at 0. Its just getting stupid lately.
  25. You seem to miss the point entirely, I am not complaining about the encumbrance penalty, I am talking about the physical number of inventory slots being to low. I never get the pack mule perk its not needed, can get almost full slots just via mods. Once you get a vehicle inventory encumbrance on your char basically becomes a non-issue for travel. Since your char can be 20 slots encumbered it doesn't slow down a vehicle any. Undead legacy has a weight based inv system and it works really well. you can hit about 250-260 weight via mods with no perks, with perks you can hit 500-600. In terms of actual slots, your gonna hit the weight limit before you'd fill up every inv slot I'd think.
  • Create New...