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Scyris

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Posts posted by Scyris

  1. 5 hours ago, mprojekt said:

     

    I had been firing willy-nilly, when outdoors, thru some alphas. It was not until I had watched Capp00 or Glock9 perform a sneak-attack with a shotgun, that I tried it out, indoors. I was pleasantly surprised when I did not call the whole POI down on myself. This made me consider the heat mechanic a lot more and how it is affected by my weapon choices in combat. Prior to this, I was only thinking of heat in relation to my base.

    Crouch-firing all the firearms became my normal inside all POIs, ever after. When I am outdoors in the forest and the desert, I tend to RP as Frank from It's Always Sunny in Philadelphia. In snow, I am more careful, but I still go loud and proud if the area is relatively clear of trees and reasonably flat.

     

    The wasteland scares me. It whispers, "Weee are going to eeeat yooour faaace," so I don't use firearms there without a suppressor and when I do, I am crouched.

     

    Generally its best to always crouch and use a supressor period on any gun. Unless you don't really care about heatmap or your just doing a small poi. Only thing i'd kinda argue against using one is the shotgun, buckshot already has horrid effective range, and the silencer mod makes this even worse. On most other guns the range hit is negligable as in most cases even with the pistol your in the effective range inside a poi.

  2. 12 minutes ago, Old Crow said:

     

    The problem is, they seem to rely too much on "Oh don't like it? Use a mod." Why should we have to?

     

    Yeah I know. Anyway, here's a mod to get rid of the heat generation on dew collectors, as the modder says it makes no logical sense why they have it in in the first place. Forge, workbench, camp fire, cement mixer these make sense generating heatmap, but the dew collector? that makes no logical sense at all.

     

    https://www.nexusmods.com/7daystodie/mods/3102

  3. 6 minutes ago, FranticDan said:

    1) Regular shells have the same penetration as slugs
    2) Shells don't increase target armour anymore (removed in A20 I think)
    3) Only the soldier and demo has significant armour, 50 and 60. Shells do more damage to a soldier (165) while slugs deal only 138 with a Q6 fully modded auto shotgun

     

    I just checked the xml's and since when did shotgun shells penetrate thru 2 targets like slugs do? or have I just not played vanilla in so long I didn't know that?. Yeah I could see why slugs are weaker, the only advantage they have is Armor pen vs the 2 zombies types its useful against and better range.

     

    Maybe I need to play vanilla more... I mostly play modded. Had no idea about the shotgun shell changes.

  4. Honestly they need to put the default back to Nomad, as adventurer gives a really unbalanced game experience, as on Adventurer the player deals I think 25% more damage to zombies, while the zombies deal 25% less to the player. Nomad is even both zombies and players deal full damage to each other. I have no idea why the default switched from nomad to adventurer, well.. unless its just because new players today are just that god aweful that they get owned on Nomad... Which is possible, as I watched a streamer play the game her first time and it was... pretty painful to watch as even when I was a new player I was not anywhere near THAT bad. She didn't even do her intro quest. Was using raw corn as food, didn't even spend her skill points, did alright on horde night as she was in a group with 3 other people. Twitch intergration was on, so they never had to struggle for anything as people in the chat just kept handing them everything. Poor girl did not even make a stone axe, and was using a stone sledge (sometimes a bone knife) to break into things, when the stone axe would have been better overall. It just was REALLY sad to watch. Streamer I mentioned thou IS fun to watch, she just did.. horribly at 7dtd, and I largely blame the fact her first game ever was multiplayer with twitch intergration turned on, so she never really had to learn how to play the game much.

    33 minutes ago, ZehMatt said:

     

    Exactly. For a game where exploration is one of the key elements especially with all the new POIs this ruins the fun of it, and yes I know I could just use mods but do I have to seriously always mod the game to just have a good time out of the box?

     

    Yes you do, in todays 7dtd you pretty much have to. At a mimimum use khaines 60 slot backpack mod, this alone is a massivle quality of life change, its only 15 slots more than the vanilla backpack but the gameplay difference is MASSIVE. Really wish tfp would make it 60 by default. Also the amount of skulls also gives you a loot bonus. like a t4 poi in forest generally has your loot scale equail to your game scale, where as a T1 poi, your loot scale is about or a bit higher than half your gamestage.

     

    The skulls represent more the amount of zombies and the size of the poi and also chance of higher tier zombies spawning as some sleeper volumes are set to use higher tier zombies than normal.

  5. 12 minutes ago, Old Crow said:

    I would NOT play D&D with any of the Fun Pimp devs. I would certainly NOT let them DM at my table.

     

    Don't blame you I wouldn't either with how its either TFP's way or @%$# off. I'm just glad 7dtd is as modable as it is, as we can fix stupid stuff like this with mods. I am sure someone will make a no-heat from dew collectors modlet eventually. I mean they make them for the forge etc.

  6. Your forgtting slugs also penetrate thru up to 2 additional targets, as well as have farther range (effective range is 9, max range of 18, while buckshot is 4 effective, 10 max), and also are armor piercing, they also lack the armor BUFF they give enemies that buckshot does (which is why buckshot is pretty useless vs soliders and demos).

     

    If your using slugs on a single zombie that isin't at least a soldier or demo, or isin't a group of 2 or more, your actually being very inefficent with that ammo. Because it'd be better to use buckshot. Slugs armor penetration thing does nothing if the zombie has no armor to penetrate, which means its pointless vs most of the zombies in the game other than the 2 I mentioned unless your using it to attack a group of them or at least 2 at once. Utility and bikers have armor but I think its 20, so AP ammo lowers that to 10, 10% more damage.

     

    You could also see the balance like this: Buckshot=for single unarmored zombies (to put it simple, any zombie other than soldiers and demolishers), Slugs= for soldiers and demolishers, OR packs of any zombie as it can hit 3 in a line.

     

    Slugs basically trade raw damage for Armor Penetration and Entity Penetration and a bit over double the range.

  7. 2 hours ago, Riamus said:

    Easy fix for anyone with large numbers of dew collectors - place them a few hundred meters from your base (not sure the minimum distance necessary to be in an unloaded chunk).  After that, the heat it generates really doesn't matter.  Even if it was in a loaded chunk that was far enough away, the zombies wouldn't likely come to your base.  It just makes it more of a pain to collect the water than if it's at your base.   But since you don't have to worry about it being damaged, you can just put it in a field and call it good as long as you're not on a PVP game or with other players who aren't allied with you and might try to take the water.

     

    Otherwise, just put a few guns around the base and if a screamer comes, it'll die before it screams.

     

    Easy ways to avoid the annoyance of this change.  The change really shouldn't have been done for the dew collectors or should have a much lower "heat" (aka "activity") value.

     

    This does bring the issue of them getting damaged, they have VERY low hp and are easy to destroy, 1 hit from a iron pickaxe with decent perks is enough to destroy it which puts it back in your inventory. Which means a weak zombie can prob kill one in a few hits, while something like a fat zombie would be 1 shotting them. Normally the zombies wouldn't attack them unless they get to close and get stuck on it, which when stuck the zombie switches to destroy mode to try to get out. I use 3 forges in my base myself, one is for iron stuff, another for brass/lead, and the 3rd is for cement/misc stuff (prob lead). As said in vanilla they aren't running all the time so they often have time to cooldown. I usually have 8 dew collectors in a single player game, and I tend to empty them each time I come back from a quest. Might need to move them a bit away from the base (chunks are usually 16x16 blocks iirc) and put a wall around them maybe just wood with a door so I can get inside to loot them. Will have to see how it goes, I usually don't sit in my base much, I mostly craft stuff and drop off loot then I am out away from the base again.

  8. The bicycle droped from 10 m/s to 9m/s. I have both a20.7 and a21 b323 installed in diff folders so comparing the xml's yeah the bicycle was nerfed. Both in speed and torque from a20.7's version

     

    This is a21 b323 area involving max speed.

     

    <property name="motorTorque" value="500, 180"/>
            <property name="turboScale" value="1.5, 1"/>
            <property name="velocityMax" value="6, 4"/>

     

    I assume the numbers on left are when turbo is being pressed, while right is when they aren't being pressed. Actual max velocity is velocity max of 6 times the turbo scale in this case 1.5, so this makes it 9 m/s which is inline with what the speed in game says.

     

    This is A20.7

     

    <property name="velocityMax" value="5, 10"/>

     

    I assume here the lower number is non-turbo, while the higher number is when turbo is active. There is also no turboscale in a20.7, Also this is the torque in a20.7

     

    <property name="motorTorqueMinQ" value="1000"/>
            <property name="motorTorqueMaxQ" value="1000"/>

     

    I really do not understand the change in this xml, especially when the turbo scale and velocity max for other vehicles seem to almost match their a20.7 versions, other than the torque, the torque is lower on everything across the board in a21 b323. Seems like it was made over complacated for no real reason that I know of yet.

  9. 3 hours ago, mprojekt said:

     

    Curious to know if you are going loud without suppressors. In my own A21 game, without a suppressor, I get screamers spawning in if I open fire on a large wandering horde, that's caught me by surprise, with my pipe MG; the first screamer usually shows up at about the time I've expended a third magazine.

     

    If I've remembered to swap the suppressor in, then the noisy, nosey, super Karen does not show up to demand to see my manager.

     

    Also crouching reduces gun heat generation on top of a supressor, even without it, it makes a diff. With one thou and crouched I think it does 60-70% less heat gen per shot. As for OP, I am guessing they do not understand how heat works and/or possibly doing the mistake every new player does just about which is going gun crazy on slow moving walking zombies that aren't any real threat, just melee them down, or use a bow/crossbow. My current game is on day 12 or so, I still just melee zombies down, don't need guns yet.

  10. On 6/23/2023 at 4:26 PM, warmer said:

    I love the fact that I dont have to deal with jars or empty cans anymore. that was just a pain in the butt to inventory manage. 

     

    This, frees up inventory slots for other things. As single player I find 8 dew collectors able to produe enough water i can drink, make food and make glue with it. I do have one suggestion: Allow us to upgrade dew collectors with materials so they have more storage slots and faster production, maybe 3 levels? and each level has a new model with extra parts to it? Maybe, add it in between workstation tiers? Once you learn it you can then upgrade it. Or since they are easly pickupable with a land claim block, or hell you can even pickaxe them to pick them back up (they have very low hp), just have it require the tier below dew collector as part of the recipe to upgrade it.

    13 minutes ago, meganoth said:

     

    I get the impression you didn't notice that there are dew collectors now in the game.

     

    If you didn't know: You should be able to build dew collectors very early in the game, but you need to buy filters to build them at the trader. Each dew collector you have will give you 3 water a day. And with enough money you can build as many collectors as you want or need.

     

    I would guess that a normal single player will want 2-3 of them, more if he plans to use explosive arrows.

     

     

    2-3 is not enough, maybe just for drinking and some food crafting, even with 8 of them I still run out of water making food and glue, mind you I probably make more than I actually need right away. If you do a few clear quests on day 1 you can easly have a dew collector up on day 1, I usually do. I usually have 8 of them up by day 7 or 8, basically 1 a day, I mean at low character levels the traders don't really stock much else worth buying. I've adapted to the a21 changes pretty quickly myself. I got more than enough water for food and drink, its mostly having spare for glue that is the issue, or my current game I have more than enough water i've actually ran out of bones so bones are actually being my delay for making glue.

     

    If I did have one gripe, its that I feel we need to have a chicken coop or something, as getting eggs are a major issue. I'm on day 10 i've looted every single birds nest i've seen and I have a total of 16 eggs, i've never used a single one in crafting yet. Could make it where you have to "reload" it with corn after each harvest. Darkness falls does this, the first loot after making one is free, after that you have to feed it 1 animal feed each time you loot it which is made from diff crops at a 1 to 1 ratio. Generally it is lootable every 60 minutes of real time.

     

    Most of my food has basically been grilled meat and whatever i've found in loot. I do have 10 meat stews on me, but haven't really *needed* to use those yet. Meat isin't a problem I have like 2-3 stacks of it on day 10, its the eggs that is severaly limiting bacon n eggs crafting.

  11. 6 hours ago, Andy Red said:


    You're fixating on 2 - 3 parts of the update, out of hundreds of other new and improved things that were also included.

    Let's just ignore the hundreds of new items and décor pieces. Loads of new POI's. Old POI being overhauled. World graphics improvements. New quest type. New hazard type. Huge improvements to the RWG output. Extra admin abilities. Tons of fixes.

     

    New poi's is not what the game needs, nor is better deco and graphics, it needs better gameplay and mechanics, and this is where tfp is basically putting no effort into. The new quest type is just a clear quest with more enemies in it, its not that special. As for the RWG "improvements" I am on the fence, the road smoothing is nice, but if I had to be honest I prefered a20 Rwg due to the trader's location in a town. I like to base beside the trader and well, in A21 I often have to generate 8+ maps before I find one where the trader isin't surrounded on all sides by poi's for hundreds of meters. I also like my first trader to be in a big town, even more so in A21 where its a royal pain to get the higher tier vehicles.

  12. 13 hours ago, Jugginator said:

     

    Only if Trader Rekt is the one to answer the radio calls.

     

    That radio wouldn't last long as I could see most people smashing it for how much of a jerk that guy is, even thou its not the radio's fault. Sudden rage can make people do weird things.

    14 hours ago, The Civillian said:

    Zombies spawning infront of you in a POI is just immersion breaking, lazy and 100% not needed.

    Your in a POI, SPAWN all the zombies for that POI, if it's a lot, then use a lower poly model for the zombies that are further than 20 blocks away or whatever.

     

    Same could be said of the smart zombies, way to easy to herd them exactly where you want them, compared to a16.4 where they would come from random sides and just smash the first block they found in the straightest line to you no matter how many blocks they needed to go thru. This was when blood moons were actually fun, because you had to defend all sides, bloodmoons now? Super easy to just herd them to a kill box, don't even have to defend the other 3 sides they can be ignored, even if the zombies spawn in that direction they'll ignore it to take the easy path.

  13. In single player I usually end up with 8 dew collectors by day 7 or so. Its enough to have enough water to drink and make food with and have some left over to make glue with, you just need to focus on getting the prodcution going then your good. Its not like there is much else to spend dukes on early game at the traders with how gutted they are.

  14. 25 minutes ago, RipClaw said:

    No, I mean a flaw for all those who don't want to waste time running around hoping to find something and instead want to do something productive. All this exploring and looting never appealed to me. I'd rather build something of my own.

     

    Sadly 7dtd may not be the game for you anymore, not trying to be a jerk here but its the truth, TFP doesn't seem to care how the player wants to play, its their way or @%$# off basically. I had a feeling the learn by reading was going to get some people tilted as some players just like to mine or build, and now they are forced to loot and do quests in order to get the tools to do so. I've not even managed to unlock the cement mixer in any a21 run so far. Workstation mags are just too damn rare, almost get them exclusivly from broken workstations and never anywhere else. IMO they should be in: Working Stiff, Pass N Gas, Lab Equipment and Gun crates, broken workstations too of course. All of those crafting types need the work bench and forge etc as part of it, so it should be more widely available than it is considering most things NEED a workbench.

  15. 1 hour ago, Old Crow said:

    They don't want us turning it off, how else can they help new players and treat existing ones like we're stupid?

     

    Naw TFP will tell you "there's a mod for that so were too lazy to put a option to toggle that on/off in the UI Section of the options menu" That seems to be their general reply to stuff like this. There is honestly alot of options that SHOULD be in the game/pause options menus that just aren't.

  16. 14 hours ago, unholyjoe said:
      Reveal hidden contents

    1. the amount of posts has no bearing on how much game experience someone has. :) the poster may or may not even have 10 hours in the game.

    2. if a newbie/fresh spawned character goes into a t1 and just started the game with no armor or good weapons... then he is trespassing and the owner has the right to protect his property so you need to leave before he sicks the dog(s) on you.

    3. if you do hear the dogs... run.

    4. if death is the result... chalk it up to LBD (learn by dying) and try not to repeat history. :)

     

     

    seriously tho... i know what you are saying but the easiest poi(s) are T0 or just simple little partial structures. T1s and above are meant to give some level of game play and or difficulty for questing or investigating and its up to the player to play in that to which he/she can handle.

     

    if the T1 is just so irresistible at first, then player needs to be better prepared for it. the new skull system in the HUD should cause the player to think before leaping.

     

    now the other serious question is... which T1 poi exactly had the dog in it.

     

    FREE Tip... if a poi has a dog house on it... be very suspicious.. same as peaking on a roof and seeing a nest... may or may not have vultures.. :)

     

    oh and i am seriously not being offensive here either... hence the smileys :)

     

     

     

    That tip is the best way to save your butt, pay attention, do you see a dog house somewhere in the poi? that usually denotes a possible dog spawn somewhere in it, I been noticing that for a while, it doesn't mean its guarnteed to have one, just that it may, for example Joe's Usa can sometimes have a dog spawn that aggros you from a hidden spot, but it also has a doghouse in the "room" area this may happen in. I see a doghouse and I get ready to pull out a gun or nerd pole up a wall at a moments notice. Dogs have counters, players just need the skill to be smart enough to do it.

    13 hours ago, Vaeliorin said:

    As I mentioned, I'd already cleared a T3 POI just before, so it's not like I can't handle a T1.

     

    Anyway, the POI was The Purser Residence, and apparently the dog is a fairly rare spawn, because I reset the POI 5 times, and never saw it again.

     

    But things like this

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    are pretty ridiculous.  There's no way you're going to see that dog before you're right on top of it.  In a T2 or higher, fine, whatever.  In a T1, that's just cruel.  And the only reason I'm on the roof is because I knew the dog was there, and was trying to find it and kill it before it killed me.  There's literally no other reason to go up on the roof.

     

    Dying in any game is failure.

     

    I dunno the fact there is a dog kennel you can easly see should make you be cautious in that poi, them and dog houses usually are only in poi's where dogs CAN spawn. Again its not a game issue, its a player issue, the devs have those deco ojects there I feel to notify the player there might be a doggo, its up to the player to realize this and plan for it. Also you have a machine gun on your bar, dog jumps you? pull that out and shoot it in the face. Anyone can make a pipe machine gun on day 1 and ammo is NOT hard to find for it. Its one of the first things I craft a bit into my playthru specifically to deal with stuff like dogs.

  17. 17 hours ago, Survior said:

    How about someone who has been playing for 5-10 years stops complaining the game is too easy one day1 for their tastes?

     

    if anything the game needs to be made even harder as a whole, not just enemies, but other aspects like survival etc, its far FAR to easy to get self sufficent in 7dtd. Usually by day 2 in vanilla I am totally self sufficent, thats too fast. The game also scales so slowly that you easly vastly outgear the game fairly early, usually within the first 5 days. I mean I had a vanilla game where on day 20 on warrior difficulty, I still was using a wooden club and was basically 2 shotting zombies with a normal swing, do get the odd ferals, but they were super rare.

    1 hour ago, Roland said:

    The solution is easy. If the POI has a dog in it then the danger indicator could show a dog skull instead of a human skull....

     

    I'd rather make them learn how to do deal with it instead of cave in and make it easier. I mean some of the dog placements in A21 took me by surprize but you know what? this only happens once, once you know there is possibly a dog in that poi you then take precautions to deal with it. If they are getting their butt kicked repeatly by the same dog in the same poi, thats a player skill issue, not a game issue.

     

    Could you imagine the players today playing a16.4? back when day 4 or 5 always had a guarnteed dog wandering horde of like 6+ dogs. Everyone hated it, but after the first time, we knew it was coming so we prepared for it, and it became much less of an issue.

     

    If I did have to pick one major issue with dogs is the fact they move pretty much silently, and you usually have no idea its even there until it hits you, or it hits a block trying to get to you. Most other enemies are easy to hear them walking around, other than the dogs, and well bears too.... actually most of the animals need to make louder walking sounds to notify the player they are around at least for the agressive ones.

  18. 1 hour ago, Roland said:

    Here is where the Learn by Reading system makes a lot more sense to me than the Learn by Doing ever did. Learn by Doing is accurate for developing muscle memory for physical tasks you already know how to do. You don't learn anything new by repeating a simple action over and over and over and over again. All you do is get better and faster at doing the exact simple task you are repeating. To learn something new you must be taught either by reading a book, being taught by teacher who already has the knowledge, or through personal experimentation with lots of failure, or direct inspiration by a higher being/universe. It really isn't learning by doing so much as it is mastery by doing what you already understand.

     

    The type of knowledge that we acquire in this game is much more along the lines of learning something new that cannot be easily learned without some form of tutoring. Just repeating a simple task over and over and over again is never going to bequeath the knowledge that you need to learn to do craft and improve in the areas of the game-- particularly crafting. The mechanic of discovering old world knowledge that helps you acquire new knowledge is much more believable than the idea that doing the simplest task you can 100s of times will help you learn how to do something new.

     

    Now physical actions such as swinging a club or thrusting a spear or shooting an arrow-- yes, learn by doing would definitely be more believable in those cases than reading about those activities. The good news is that learn by reading doesn't increase those types of physical skills. Those you increase through the skillpoint system by doing a variety of survival activities. Skillpoints is what replaced learn by doing because for those who play the game organically, there really isn't a whole lot of difference between learn by doing and skillpoint spending. The only time skillpoint spending feels off is for those who optimize by finding one simple activity that earns lots of xp and grinding that to rack up a ton of points to max out some unrelated skill. Playing that way is an option, for sure, but it doesn't have to be played that way. Skillpoint spending's strength is that players can do focus most on what they feel is fun but still improve in areas that might become more fun to them once their skill is high enough. With LBD I can only improve mining by mining which sucks if I don't enjoy mining--especially with low stamina and poor tools.  WIth skillpoints I can do other activities that are fun and then use points to improve my mining skill so that when I do start mining it is more enjoyable. That versatility is why my preference edges to skillpoint spending over LBD.

     

    The new Learn by Reading system is awesome because it fits so well with the type of knowledge acquisition we are experiencing. If we were lost in an apocalyptic world with nobody to teach us how to do new things we've never done before then we absolutely would be at the mercy of the luck of whatever old world knowledge we could discover to help us learn.

     

    Now aside from all of that, it is a ton of fun. I know not everyone is going to agree what is fun or not but for me, the new system really has refreshed the game and the logic of it is not as bad as some people are casting it. To me, it really seems that the same people who were mad that LBD was cut are the ones that are completely unaccepting of learn by reading. They haven't wanted anything other than LBD and won't ever want anything other than LBD. I'm sure there are probably also some people who started in A20 that don't like the change with no thought of LBD but they seem to be less hostile and angry.

     

     

    Not if most of your looting is kitchens, hardware stores, and gas stations... Location, location, location!

     

     

    Anything seems to be magic to the person who cannot comprehend how it happens.

     

    Thats why you limit learn by doing to what makes sense: melee weapons, guns, and wrench/harvesting tools. LBD skill effects headshot damage, maybe a small bonus to damage/reload speed/fire rate etc, and the LBD skill governs what level say, Pummel pete/the +attack speed perk you can learn. You can stack this on top of the learn by reading system to handle craft recipes/quality. No one wants craft quality directly linked to learn by doing (this was a big issue in a16.4 and the ONLY real big issue the skill system a16.4 used had really). We just want weapons (both melee and gun) and tools like wrench/pickaxe/axe/shovel and their related perks to be unlinked from stats. With Sex t-rex being removed, using other weapons basically is a non-option if it uses stamina, as you have to invest so heavily into the weapons line to get the stam use down to a resonable level. Compared to before where all you needed was 5 str and maxxed sex t-rex to at least have all weapons and tools somewhat useable, least stamina wasn't a problem then. I still feel Sex t-rex as it orignally was should be put back into str, and let the player choose if they wanna focus on their weapon line/stat of choice, or invest a bit into str for global stamina use reductions. Could have the game apply whichever has the bigger bonus.

     

    Players like having choice, and one big issue since a17+ in 7dtd is the devs keep removing more and more choice and sandbox elements from the game and its players. With no way to have a option to enable/disable that feature, or like the case with sex t-rex, no option to go the other route, were just shoehorned down a narrow tunnel that has no turns anymore. This is the big issue I have with the game and I am pretty sure I am not alone. TFP have done some very questionable changes since a17, but never add's it on top of the orignal choice, its always a "You must play this way" never a "you can play this orignal way, OR go the new way." This is the biggest issue the game seems to have, well that and the fact the devs keep redoing game systems instead of putting actual new things into the game, like new tier of zombies, items, quests, story etc.

     

    I've been part of many early access titles, and so far 7dtd has been the most wishy-washy/confusing i've ever seen as the devs don't even seem to know themselves what they want, and cannot seem to ever decide on something and lock it in. I understand its a alpha, this is the stage this stuff happens, but come on, its been almost 10 years, its getting silly how this game is not gold yet, or even in a beta state. Many players are just confused/wondering where this game is going as not even the devs themselves seem to have a clue, and they don't really seem to wanna tell us the players where its going either. Most EA titles are out 1-2 years after they go into EA, sometimes less, so the fact 7dtd is not even in beta when its coming up on 10 years old is kinda just sad.

     

    Don't get me wrong, I like the game, If I didn't i'd not even be posting here for how long i've been around, but if I had to be blunt, vanilla hasn't gone anywhere in the last 4+ years or more, other than graphically anyway.

  19. 5 hours ago, The Civillian said:

    I feel that the game needs to weight the perks you choose a bit higher than it currently does.

    WHen tools, cooking and repair tool are keeping up with two chosen weapon perks you have an issue.

     

    Your forgetting the other part to the mag drops: the fact they drop where they are approiate. Cooking is easy to max as basically ever cupboard in a poi has a chance and often does, drop a cooking mag. In real life (yes I know you shouldn't compare the two but this one kinda fits) I get alot of fliers in the mail that have to do with tools and sales on them, so this is why you find alot of them in mail boxes.

     

    The issue here, is some of the sources for some of the magazines are rare. Like most t1-2 poi's are houses, so that limits what you can find. The vehicle mag is one of the rarest followed by workstations. I only ever find workstation mags usually inside broken workstations and rarely anywhere else.

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