Jump to content

Scyris

Members
  • Posts

    2,175
  • Joined

  • Last visited

  • Days Won

    6

Posts posted by Scyris

  1. It would be my current game, I have cleared 2 entire towns pretty much of cars, I have storage chests full of batteries and engines, but know what I don't have, a SINGLE frigging headlight so I can make my damn minibike. The 2 traders I know where they are at haven't ever stocked one either. I think i've easly wrenched over 200+ cars, and not a single headlight.

  2. This is the problem with most sandbox titles, once your established, there is very little reason to keep going, even more so in a survival type game. Since the goal is to survive once you got food/water sorted out there is really no reason to keep going. I mean if these games had some sort of a story and such might last longer till your thru the main story. You kinda have to make your own content, set a goal like make a big castle or something to keep you busy.

     

    I personally play dead is dead in 7 days to die, if I die, I delete the save and usually the world and start over. Only exceptions is if I say die within the first 1-3 days, i'll just start a new save on the same map. Playing higher difficulties really ramps up the challenge when your playing dead is dead mode.

  3. random questions below:

     

    If your playing a mod or Vanilla, and npcs can sell usually class exclusive workstations... Will you buy them if they appear? or wait till you unlock it normally and then craft them?

     

    Also same question for Schematics and those perk magazines, do you buy them if you want it? or loot only? I do these things (as in never buy schematics or perk mags off traders), and wondering if its kinda silly to do so, same with above question. Should I just buy em?

     

    I usually don't buy workstations or perk magazines/schematics, am I being silly for not buying them if I want them? I don't know if its a way to try to extend the game for me since relying on rng can well be... yeah.

     

    Do you follow any personal rules like this?

  4. This is the horde base I use in darkness falls, and let me tell you the blood moons in vanilla are a complete joke compared to darknessfalls, you have radiated and zombie bears on the very first blood moon, they also do not stop coming till 4am hits, compared to vanilla where u can have them all dead and no more spawn not even 2 game time hours after horde night starts. My vanilla horde nights start at 22:00 and usually by the time the day switches i've killed everything, DF like i said keeps spawning till 4am. Anywhere here is the base, should work fine for single player in vanilla to, only diff is in DF u can upgrade bars to steel and beyond, but you can get around this in vanilla by just using more. Yes this is a screenshot from Darkness Falls, but as I said the blood moons are much harder in DF than vanilla, and this base works in DF just fine. Eventually u upgrade it all to stainless steel. The block hp of the bunker is higher than the block hp they need to go thru the bars, they only usually attack the top one. So they go for the catwalk instead of the bunker as it reads as a shorter path to the zombies, you have electric fence poles to slow them, and you can stick a blade trap on the + thing as well as by the base of the stairs on the inside where its flat to kill a ton of zombies.

     

    1321166701_HordeBaseSimpleDesignScyris.thumb.png.fa549441b01e3f29bd151f1fe922cd1b.png

  5. On 3/28/2021 at 3:27 AM, Jost Amman said:

    I didn't see anyone mention that if you want heavy armor you're FORCED to spec into STR, while wearing padded is great if you're specializing in a different tree.

    That's the main drawback of heavy armor in my view, you either go full strength or you're just wearing a suboptimal armor.

     

    Which is the main reason the entire stat system is complete garbage and needs to be tossed out. It pidgeon holes you into things, wanna be good at mining? str, heavy armor? str, melee str (blunts are best imo) Automatics, better regen? end. Its why I tossed vanilla in the garbage pretty much, The stat system has ruined the game for me and does not add anything of value to it. Should have stuck with a16.4's system and just tweaked it, thats what darkness falls mod does, and it works WAY better than the crap stat system vanilla currently uses. I mean i'd be less annoyed about the stat system if the stats actually DID anything, yes, I know they up headshot damage but it needs to do more than that.

     

    If you insist on a stat system I suggest a change, lower it to 3 stats, Survival, Combat, and Something else maybe life skills? and it has all the crafting stuff under it?. Survival has armor skills, stuff like cooking and mining, Though combat might also have the armor skills. Combat controls perks for EVERY weapon type, both melee and ranged of all kinds. The base stat ups headshot damage like the current ones do, then you can pick what weapons to spec in. This puts all weapons, and the stealth perks etc under 1 tree. Though you could argue stealth could go under survival too. I find the current stat system just limits you way to much, until your a high level anyway.

  6. On 3/25/2021 at 2:48 PM, Aldranon said:

     

    I'd pay them $100 bucks if they did that!  Another $100 for curing cancer, global warming and Youtube Ad spam!

     

    youtube ad spam fix: get ublock origin for firefox, boom no ads on youtube anymore, or anywhere really for that matter, its also avail for chrome but google has parts of it blocked so some google ads get thru it, which is why I prefer firefox.

     

    As for the stuff that might be released, I am kinda intersted, who knows what kind of weird stuff the govt has under wraps.

  7. I like some aspects of A20 but I feel dumbing down the gear system from 10+ slots to 4 is kinda taking it too far, it just seems like its going to cause more inventory clutter. Currently in 7dtd you can make a optimal clothes setting that generally gives you moderate protection in any temp, but to do this in A20 I have the feeling your going to need to carry extra sets of gear. I don't understand why you couldn't have added the outfits and kept the old system. a bigger inventory though can help with this problem somewhat. Would have been perfect that way. The linear loot I hope gets tweaked as it takes far to long to go from the stone to iron age imo. Love the new quest system, its going to be nice not getting locked into only having t5 quests to do that are never worth doing due to the time they take.

     

    I do have a suggestion about the skill system though, get rid of the 5 stats, and make 3 pools, Weaponry, Defenses, and Survival. All weapons go into weapontry, all defensive things like armor etc in defenses, and perks like miner 69'er, motherload, physician etc go into survival. I personally hate the fact that weapons are locked to diff stats, really pigeonholes me into what I can use effectivly. My suggestion here would fix that problem, you still need to invest in weaponry and then the weapons perk itself, but at least now its all under 1 stat instead of 5. You could even implement crosspool skills, for example Parkour could be classified both as Defense and Survival, so have the active level of the perk be for whichever of the 2 pools has the higher level of it. Just to give players options. The current stat system works decently for multiplayer, but it sucks horribly for a single player game as its too limiting and you do not have party members to pick up the slack.

    5 hours ago, quixe said:

    Here's hoping we get rid of that obnoxious critical wound system.  I don't know what was wrong with wellness system  2.0 or even 1.0.  2.0 Punished you for not taking care of yourself. 1.0 punished you for dying or being an idiot and throwing your corpse at a POI.  The critical wound system seems to punish you for just playing the game which is really annoying considering the gamestage bound loot drops that were added in with the wound system....And the vultures

     

     

    If your sitting there tanking hits from zombies your playing the game wrong, your not meant to sit and tank them, your meant to dodge, and avoid being hit. Armor is just there for if you screw up (and you will eventually) to lower the impact of that screw up. Look at any zombie movie etc, no one lets themselves get hit by zombies on purpose unless they are planning to suicide, as thats what the result will end up being as all it takes is a single bite to infect you and then your dead anyway even if you somehow get away. Getting hit by zombies is supposed to be punishing as your not supposed to let them hit you in the first place. The crit wound system just reinforces this part of it by making it more punishing. It also allows zombies to always be a threat cuz even if you have 80-90% dmg reduction, all the wounds are going to add up and eventually lower your health to the point they CAN kill you, which I am guessing is the goal behind the entire system.

     

    If I had to complain about something it would be the stealth system, not only can zombies pick up footsteps WAY to acutely, there is also the poi design where they seem to sit most sleepers behind a block so you cannot get a clear shot at them, and since they hear footsteps so easly even with maxed stealth perks, you can't get a angle to hit them usually. IMO with maxxed stealth perk your footsteps should be pretty much silent unless your in full unmodded heavy armor.

  8. 9 hours ago, faatal said:

    I did a test speed up. I think it made the official list. It is nowhere near x2 speed. The speeds are limited due to worst case chunk load speeds, else vehicles freeze while chunks load.

    Depends largely on the persons pc, with my pc I can go 40 m/s in a modded car and it keeps up fine. Mod I use is darkness Falls and it has almost 5 gb of new content. I do understand though that you have to think of the average user which means limiting things in certain ways due to people with potato's for pc's. Even a 50% speed up would be nice, 15 m/s minibike, about 20 m/s motorcycle/4x4. would be good.

     

    As for the autorun its real simple just have a keybind for it that user can switch in the options. Then they can set what ever key they want, its simple and it works which is why most games with a auto-run function have a user configurable key.

  9. So I watched the dev talk for A20, and I can't help but feel the outfit system is sort of a step backwards and not really forward. Your removing char slots for equipping stuff it seems. Not to mention the amount of inventory clutter this is going to cause when its already super cluttered as it is. You could have added these sets, and kept the current system as well, I don't get why you scrapped it. I mean it won't fix the inventory clutter either way but. It feels the whole thing is a case of: "The current equipment system was not broken and did not need to be "fixed"."

     

    RWG stuff, I just hope the terrain is like a19.2 and not that horrorfest a19.1 was where even on seemingly flat ground there was mass variation in actual height of terrain which killed vehicle speed to the point it was often faster to walk on foot.

     

    I'm all for new quest types.

     

    The loot, the changes in A20 will help, but I still prefer the randomness of a18 loot, where you can get lucky and find something nice early. I've not played much of a19 because I play dead is dead, and the linear loot has completly ruined the game for me. Its made every game I start feel like the exact same thing as the loot is generally always the same.

     

    Will Vehicle mods include one that increases speed? A mod I play Darkness Falls, has a mod that doubles vehicle speed when installed, makes a minibike go from 10 m/s to 20 m/s. Motorcycle goes from 14 m/s to 28 m/s. Its a game changer.

     

    For the junk drone, how is its AI, if yoru trying to be stealthy I am going to assume having a drone out is a bad idea since I imagine its flying around would make a ton of noise.

  10. 2 hours ago, HungryZombie said:

    How do you get this setup by day 7 hordenight?

    90 min days, making it out of cobblestone/cement works too for early hordes. only real damage will be the bars.

    2 hours ago, pApA^LeGBa said:

    @Scyris Midnight? Meh, nope. Not in MP. Day 35, 90mins, they came all night long. Those fence poles look very exposed on your screenshot. Don´t they get destroyed by cop puke?

    Sometimes, but they are more just to delay than anything critical only time they get hit really is if a cop reallllly screws his aim lol. I finish most horde nights with the poles intact, but disabled from their self damage for shocking thing.

    1 hour ago, Fox said:

    You guys try way too hard to defend against zombies, which in the end just leaves you vulnerable for a long time until you finally get set up, which leaves you committed, and what if it doesn't work out in the end?

     

    I've been sticking with my simple 5x5 tower base with 7+ layers of metal spikes and 1 or 2 layers of barbed wire since around Alpha 1-ish and it has yet to fail me. I also run electrical fencing around it mainly for the spider zombies that manage to jump over the spikes. Even those suicide bomber zombies can't penetrate my defenses, yet it costs so little to create. I have the base raised by 2 blocks before the floor and it's completely solid concrete, so even if by chance the zombies break through the wall, they still can't get inside the base and it would be like shooting fish in a barrel. 

     

    I've said it before and the devs kept telling me my base design would only work for so long... but they're wrong because I'm still able to use it and feel like it's the most efficient base to build.

     

    FA73C0CD3AD4E6D8332FEA0B2D5A09CBDD941207

     

    26EC65B878BB593893C36DBAC041B89E27DAF659

     

    I was considering putting a draw bridge instead of a jump gap, but that's far too ugly and expensive for nothing. And yes, I do plan on putting more blade traps near the stairs... but it already works great as is, so I'm in no hurry at all to make improvements.

     

    Something I have yet to try out is waiting out the blood moon in a gyrocopter. Just fly around until it's over. Or if you're a jerk... fly over top of someone's base and have your zombies attack them.

    Honestly though vanilla horde nights are kinda a joke you don't need much to win them. The only real threat to bases ever is demolishers, the rest honestly won't do much in a well built base.

     

    The mod I play has radiated zombies coming at you on the day 7 horde on 90 min days on nomad, and if its not radiated its feral minimum. Day 14  or the 21 horde I had a few demolishers come in the waves. They aren't that hard to handle just don't use turrets and have good aim, or detonate them away from base if u can.

     

    For the first 2 vanilla hordes I don't even build a base, I just find a poi where its at least cobble stone, and block off 3 of the 4 blocks of the entrance, which has the zombies focus on the one with the empty space, and I just melee the zombies to death while repairing that single block thats seperating me from them. I've never gotten super far in vanilla though, because quite frankly the game bores me by day 7 or 14, there just is not enough to do in the game thats actually intersting. I've experienced high lv vanilla horde nights thru the mod I play, as its day 14 horde is like a day 70-100+ horde in vanilla. Once your established in vanilla there is literally nothing else to keep playing for. Compared to darkness falls, where there is 2 weapon tiers (Titanium and sci-fi) above the normal and a whole titanium tier for blocks and armor etc, Plus the stat system was tossed in the trash where it belongs and he has a class system with each class having special recipes, and they have a mastery too which u can loot, buy off a special trader, or do enough quests to gain 30 trader reputation then he'll offer to sell it to you. Gives endgame goals, something vanilla sorely lacks.

     

    I'm just getting tired of TFP removing choice from the player, every alpha takes something away and add's nothing back, First was digging zombies, then the vultures and swimming zombies, and in A20 they are going to screw with vehicle offroading (was supposed to be in a19 but was pushed back to A20+), removing yet more choice from the player.

  11. 8 minutes ago, pApA^LeGBa said:

    We play on survivalist now and i  again highly recommend someone specs into demo. We have an electric fence where they get stuck, i use a contact grenade on demolishers followed by a frag rocket wich kills them when you use atom junkies. Very importnant: Everyone else stops shooting when a demo shows up so the button doesn´t get triggered by accident. Works like a charm. We hardly ever have a demo exploding.  Add in some dart traps and it´s even easier. The base design can vary as long as you have an electric fence where they get stuck.

    People really underestimate how good the electric fence poles are. The stun is amazging on horde night, for 2 reasons: 1: it stops them from hitting your base, and 2: when shocked their heads are ALWAYS in the same position, so once you learn this position you can aim for headshots and just wait for them to be stunned then BOOM. I just wise they didn't break so fast, they lose durability with each zombie stunned, (can stun about 300 before it will disable itself) Though in vanilla this may not be a problem with how you can finish horde night by midnight usually.

  12. Make a base like this, it works in a mod called darkness falls that has a worse horde night on day 7 than vanilla does at day 70+ It works in this mod and in this mod the zombies come from 22:00 till 4am non-stop. Give it a try. p.s. the bunker is 5x5 with 4 block height, the catwalk is 13 blocks long. then 2 more after that which you attach 2 blocks to the side then the stairs. You don't need the double bars, and u can also move the electric fence pole colums out farther, as for the log spikes, you can replace those with normal spikes in vanillla, they are used more to keep the zombies away from hitting those poles than doing damage to them. As the AI Avoids traps. Only downside to the base its a gun heavy base, you can't really drop bombs on them etc unless its exploding bolts. The blue blocks are from the mod, its titanium a tier above steel. By this base should work in vanilla as steel/stainless steel, and the log spikes swapped to spikes.

     

    7DaysToDie_2020-10-15_21-06-10.png

  13. The loot system needs a overhaul again, I like their tiering from primitive, to iron to steel, the problem is quality 4-6 items drop far to often (literally every single time you open a loot container), My current game I only get qual 6 tier 1 items, but its just stupid that every single container I open has a qual 6 bow, or qual 6 scrap armor etc. Keep the tiering as it is, but make it so getting qual 4 is rare, 5 is very rare and 6 is super rare no matter how high your gamestage is, back like how it was in a18, its just far to easy to get a full set of quality 6 gear now in the game, that it removes most of the fun of looting as its too predictable now. Honestly the A18 system with just loot tiered as it is now would have been perfect, compared to how stupid the current system is with every container being guarnteed quality 6 items.

     

    This is a double sized problem, because all the quality 6 items, means you can easly make a ton of dukes even without any barter perks. Its not a huge issue with the tier 1 items, only big seller is blunderbuss and scrap armor, but once you can get quality 6 from every container of the next tier, your going to have so many dukes you won't know what to do with them, as the quality 6 stuff drops like water does out of cupboards. Problem is even bigger if you actually invest in the barter perks. I've never had such a easy time amassing a ton of dukes like I had in a19, and thats due to all the guarnteed quality 6 items in every container.

     

    Its really my only issue with a19, is just how stupidly easy it is to get quality 4-6 items all the time. If they set that back to a18 levels, where finding quality 4 was rare, 5 was super rare, and 6 was like being blessed by rngesus, it'd work fine. Plus it'd make crafting worthwhile, as currently I see little incentive to craft much anymore, even less than in a18 since I know i'll just get a quality 5-6 handed to me soon in a19.

     

    Also this is beating a dead horse, but learn by doing needs to come back, but only for: weapon skills, and mining. With the weapon/mining skill levels controlling what levels of the perk you can get at Skill 1,20,40,60 and 80 for level 5.  I really hated the stupid idea of having weapons tied to stats, when half the stats are pretty much worthless in terms of what they offer besides the weapon skill. They kinda broke stealth yet again in a19 with all these stupid scripted aggro rooms, where no matter how high your stealth is, everything just gps to you the second you walk in the room, that should not exist in a game with a stealth system. Its not every poi, but there are many with rooms that fully aggro second you walk into it no matter how little noise you make. A17/18 had these rooms too, but they were not in the abundance they seem to be in now. Its pretty much made a stealth build not worth it again.

  14. On 6/30/2020 at 11:10 AM, Darthjake said:

    I want my wooden bow!

     

    Seriously though, I'm the agi / per guy for the group.  I've got LL 3 and one of the guys gave me the goggles, I've found 4 level 6 stone spears, a lvl 6 primitive bow, and 2 purple stone sledges.

     

    Also have found qual 2 hunting rifle, fire axe and pistol, as well as a qual 3 ak.  Next I'll be putting points into lockpick as well.  Already have been buying the candy

     

    We've got a 3 man group 2 of us with spears and the 3rd with a sledge with that we cleared the red mesa base which is were we found the yellow AK, among other stuff.

    They need to severly nerf how often t4-6 items drops, its WAY to common. 4 should be rare, 5 very rare, 6 should be EXTREMLY rare no matter what your gamestage is. As it is now, pretty much anything I open has tier 6 crap always for the primitive stuff, but in later GS's it'll be the mid tier then high tier where its always guarnteed to be quality tier 6. Makes exploring boring as its way to easy to get a full t6 kit going, was much better in A18 with how much more rare it was.

    7 hours ago, Forgotten Memes said:

    To be fair it's not defended by anything if you have enough frames and know where the loot is.

    This is so true, in many of the poi's you can actually just nerd pole to the loot room skipping the entire poi. I don't do it myself as I feel its cheating in a way, but people can play their game how they want. I feel the same about junk turrets, if your placing them anytime other than horde night for defense, your abusing them and cheating. They need to nerf their activate distance down to 1-2 blocks, so you have to stay right beside it or it won't fire, its stupid how you can drop one down 2 floors in a poi and have them clear rooms out while you sit somewhere perfectly safe possibly helping it kill.

     

    Its weird, for all the ways they buff zombies so players can't cheese them, they then put in automated placeable anywhere turrets which just enable the same thing, except worse as its now mobile, instead of just at a static location like a base.

     

    I also find it REALLY stupid how zombies can swim faster than the player can, thats just *facepalm*, I have no words to describe how stupid that is to me.

  15. On 7/3/2020 at 12:30 AM, Demandred1957 said:

    Both the Mountain lion and Direwolf have been made too OP. Between pain resistance, skipping attack animations, increased health, and whatever else TFP have done to buff them, there are pretty much unbeatable at early game stages with common weapons. I pelted a mountain lion with 6 arrows, and then power bashed it a couple of times with a club and it still killed me. And just shot a direwolf in the face with a blunderbuss at point blank range, and it killed me in 3 bites.. WTF!!! Nerf please.

    Working as intended, your not supposed to be able to face tank those unless your in heavy armor with good weapons. me? i'd build a small structure out of wood frames and upgrade em once maybe a 2x2 colum about 3-4 high, with the bottom 2 layers being upgraded, and fight those animals from that. Even in a17 i'd not touch boars without at least a gun of some kind, something other than the blunderbus, while it has good burst damage, if it doesn't 1 shot what your shooting at your usually in trouble if its something that can move faster than a walk. The fast attacking they do though might be a bug. Even if it wasn't wolves, dire wolves, bears and mountain lions hit like trucks.

     

    Look at the bright side, you now learned how dangerious those enemies are, and you'll prepare better for them. Also calling for realism in a game filled with zombies and the player being able to carry around 10 tons of concrete doesn't really fly, nevermind the fact I can put a 4x4 truck in my back pocket like its a hot wheels car.

     

    TL DR: git gud, and prepare better before taking on things you KNOW are dangerious from previous alpha's.

  16. 2 hours ago, madmole said:

    I'm pretty sure it does. Obviously you can't hit the armor cap in padded.

    I will tell you a little secret. Heavy armor is the best, if you get all the perks, install the advanced fittings to reduce maximum movement and stamina penalties, then wear an athletic jacket you will be just as fast as a naked, possibly faster. It takes some time and investment but you will have 85% damage reduction with the best armor and pretty much no movement penalty. At that armor rating who cares about being quiet?

    But if you insist on stealth yeah padded is great, leather is better but takes work and perks to get to the quiet level of padded.

    Another nice thing is purple padded spawns quite early in the game.

    Yeah I feel the tier 4/5/6 spawning needs to be toned down as its far to common imo. Thatt is good to know about heavy armor though, you can still sneak with heavy armor, just can't get as close before shooting is all. The problem is when your past primited stuff and your getting t6 pistols etc like water, and you can make a fortune at trader with these even without better barter etc pretty early in the game too. a t4-6 blunderbuss for example sells for 300+ dukes easly, and on day 4 i've been finding them fairly often.

  17. I rather like it compared to what you were using before, Layout is much better and it seems a hell of a ton faster than it used to. As for the pole I picked "Decent POI which could be upgraded into a solid base. " Its pretty well done just needs a few tweaks here and there that people have already mentioned to make it no-scope demo tier XD.

  18. This may have been asked before but does this work in 18.1 experimental B6? I am really getting sick of the default rwg making the same boring map (and taking for flipping ever to do it) that often is missing important poi's like the supercorn poi (house_Old_gambrel_03 iirc is the rwg name). I mean you have a skill in game where the final skill lets you make the supercorn seeds, which only spawns in 1 very rare poi that rarely ever spawns in vanilla RWG. Though they could fix it by adding supercorn to trader/loot lists so you have alternate ways of getting it.

     

    Anyway, yeah, Does this work on A18.1 B6 experimental yet? Been thinking of starting a new game, and kinda sick of the vanilla rwg both in how slow and how often its the same towns over and over.

  19. Hey Scyris,

     

    I would not suggest to begin with archery. Bear in mind that arrows tend to explode, that feathers are not always that easy to come by and that I've been people playing with bow and having to use 8 arrows to down a zombie. Then, with the natural progression, you'll need metal arrows for the compound bow (or whatever its name is in English, as this is not my native tongue) and that's gonna be expensive. Plus, you'll miss blut weapons such as baseball bat, which is pretty killer, specially thanks to its unique mods (the pickaxe mod, for instance).

     

    General tips

     

    1. Try to find a source of infinite water. This is the most important, basic aspect of this mod (a well, a lake, whatever). It is paramount to focus on this first.

    2. Keep doing all the missions. It's very important to get them done so you can get more exp. Also, accept any and all missions from merchants, that's the only way to get good money (you CANNOT sell anything anymore)

    3. Loot, loot, and loot again. Vital for everything.

    4. Gas and molotovs no longer work the "normal way". You cannot get gas from cars anymore (you get empty gas tanks). You can only get gas from gas stations and barrels of gas (and you need a recipe to know how to craft barrels into gas). Also, molotovs will only give exp from first zombie you kill, it seems. Until we get an answer from modders, maybe you wanna go with the flamethower (it's easy to make)

    5. Watch your back AT ALL TIMES. Zombies can 1 shot you if they attack you from behind.

    6. Try to go for the grill (you'll need...a grill? I'm not sure about the name in english, it's the thing where you usually do your meat). It's a recipe (level 2 masterchef or something like that) but grilled meat it's cheaper to make and sustains you for longer (for instance, beef jerky costs 12 meat to have 20 satiate points, grilled beef costs 5 meat to get 10 satiate points. So you can get same satiate points for 2 less meat. Considering how difficult it is -sometimes- to find animals, that's a huge improvement). I'd also recommend going for the well ASAP (that gives you infinite water) but you need bucket and I'm not sure if you can make it now without recipe. Does anybody know?

     

    I noticed #5 when a zombie suddendly hit me for half my health from behind. Also yeah, from what little I played getting a good water source is important, including the purifier. Also why is the pistol so weak? I found one and it had 19 damage, thats lower than a wooden bow. Which is kinda silly.

  20. Hi Scyris,

     

    Yes, zombies here are quite tough (or you are quite weak at the beginning, either or). My suggestion is that you spend the first few skill points in damage output (I do melee, so I go with skull crasher. If you do archery, maybe the skill that allows you to have a higher chance of crit).

     

    To avoid (in as much as possible) breakage when repairing, you have repair before it gets the red square and you have to level up as much as possible your construction skills.

     

    This is a VERY tough mod, so you'll have a very rough time. Vanilla, Darkness Falls, etc got nothing on this mod in terms of difficulty (not to mention that this is a very loot-dependant mod, so you have to loot a lot to be able to survive and even more to be able to make any progress).

     

    Yeah the only thing I dislike about the mod so far is the way to tanky zombies, but thats because I usually go for block damage and such first, I'll just have to go for damage first so I can explore poi's, Still feel the zombies are too tanky though, actually not just the zombies everything kinda is. It'll just take some getting used to I guess. I'm not going to play dead is dead with this mod thats for sure though. Like Darkness Falls it is much more difficult compared to vanilla.

     

    As for the breakage, it seems to happen if the tools quality is below 10, like my noobie stone axe breaks if I repair it if its below 10 quality. I might go bow's first as my first class and then spec into blunts later, since you can retrieve arrows it might be better to go ranged early game in Ravenhearst.

     

    Any general tips for someone new to the mod? Not new to 7dtd itself, well over 2000 hours played, but the mod is basically a entirely new game just about.

×
×
  • Create New...