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Scyris

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Everything posted by Scyris

  1. I don't think TFP even knows what it is at this point. All I notice is more and more sandbox/player choice elements are being taken away each alpha, Big one in A21 was removal of sex t-rex, yes they added it to the weapon/tool lines themselves, but i'd have liked the orignal perk to have remained so you had a choice, you could focus on your main weapon, or get sex t-rex for lower stat costs on everything. But instead of that, they just took away the choice. Could have both ways in and just whichever has the higher value is what takes effect for that specific weapon/tool, and yes the game can do this, as it already does this with the tag system. How I see the game going is basically a forced on rails fps game with building elements. As each alpha seems to shoehorn players into a certain playstyle more and more. in A21, you are forced to loot, and do trader quests more than ever before. I mean I don't mind it personally as I did that anyway, but this pretty much screws anyone who liked to just mine, or just build, their playstyles are basically destroyed in A21. Well not destroyed you can make it work, what some groups do in a21e is decide who is going to learn what and they funnel all mags they find for that, to that one person. Since there is no point to having say 4 people with pistols at lv 10, 11, 7, then say 15. Much better to funnel them all to ONE player to have pistols at 40-43 that can then make better pistols for everyone else. Basically in a MP setting you have to micromanage who learns what now. Its a change players have to adapt too sadly. Or the moon shaped one, or the triagle shaped one, oh and your not allowed to use the circle one either, here have this zigzag bucket to use its all you get deal with it. -Tfps view on the game these days.
  2. in A21 b317 I had 10 corn stalks, and I got 1 seed back after harvesting all 10. So the games 50/50 chance seems incorrect unless I was just THAT unlucky. I'm not a real fan of the replanting chance. like I'd not mind if after harvesting I am guarnteed a seed I have to replant manually, I'm ok with that, but this 50/50 (or less) chance thing of a seed is kinda BS. I never build a big farm in vanilla a20 or 21, I usually have 15-20 plots and just plant whatever I happen to find with LoTL 1, as I know your basically not going to be able to be self sustaining. There are new animal feed palletes thou u can shovel for corn seeds on farms usually.
  3. Yeah thats what the game badly needs. Just have a general perk's stat for all the non-weapon stuff, and learn by doing for weapons/tools perks like pummel pete and the headshot damage. I've hated the stat system since it was first announced, tfp's reason was to remove "level gates" but instead of removing the single level gate most perks had, they now made it 5 gates, so they made the problem worse, not better. I do like the magazine system though, it makes the game have a unique playthru each time even if you use the same build, since having high in the perks doesn't guarntee your going to find the mag, it just skews it in your favor a bit. Some of them though have to many levels, Vehicles and Workstations to name 2 that are especially bad. More so vehicles, I've seen people on day 40 that still only have a bicycle as they still haven't gotten enough mags to make a minibike. Mind you in a20 I never went intel so I usually had to buy my minibike/motorcycle parts, but with how traders were gutted so bad, its damn near impossible to buy the main parts (handle bars and chassis). It would be nice if the minibike bundle ALWAYS gave the handlebars and chassis, and you just had to find 2 wheels a engine and a battery. I usually have all that long before I'd get the parts.
  4. Tips for doggo's. Always keep wood frames aka building blocks on your bar, you got one chasing you? find the nearest wall and nerd pole up the side of it asap, then take it out in whatever manner you see fit. If your in the open, nerd pole 3 high, and then make your own little wall quickly, then kill the dog. I play on warrior myself and yeah the zombie dogs are BS on day 1-3, I avoid them at all costs. I I do have to kill one I just hope I get it while its sleeping as even on warrior with no perks a sneak attack primitive bow stone arrow to the head will usually 80% kill it if it doesn't one shot, and then a 2nd hit with almost anything else finishes it. Well I mean if your running thru any poi poping off guns like a nutjob then you kinda deserve everything you pull as you made the noise to aggro it. Most dogs in poi's are sleepers who are always in a inactive state on spawn. I say most as there are some poi's where they spawn mid sleeper volume and just come out of no where. That tier 1 Joe's Usa poi is a prime example of this. I still don't even know where that dog spawns from in there is. It seems to not be a guarnteed spawn as there are times i've done a clear quest for it, and the dog was not there. When it is there its usually when your in the outside part and 2 zombies bust out of a shed, as you fight them, the dog just kinda comes out of no where assuming it spawns.
  5. Erm your losing bonus 50% damage, reload speed and other things, not to mention the headshot damage. Using a weapon without investing is prob using it at about half its potental or less. Its why I want learn by doing skills for weapons that controls its perks like pummel pete level you can have, as well as the bonus head shot damage being in the learn by doing skill. Harvesting tools would control miner 69'er/motherload, Salvaging could be wrenching. Basically, I want the stat system gone, or at least have weapons/tools decoupled from it. Darkness Falls is a good example of this done right, though craft tier for items is more level gated than anything. like lv 1, 10, 20, 40, 80. lets you make Ql 1, 11, 21, 31, 41, 51. All the weapons and mining tools etc, have their own learn by doing perks. Apocalypse now does it a bit differently, it has one General Perk stat to control all headshot damage, and all weapons perks that goes up to lv 20. Then it has classes for more specific perks, like Miner has heavy armor, miner 69'er and motherload, and you up it by crafting books from scrapped schematics/recipes. Both are far better systems than vanilla has. The whole stat system needs to go in the damn trash, as its especially poor for single player. I myself pretty much am still forced to go str, as it has miner 69'er and motherload, both fairly vital perks in single player, so I usually just use clubs as my melee. I dispise the fact I have to waste points in a stat to be good with another weapon, and yes its a waste. I like rifles, but there is really nothing else I deem vital in perception, so investing it in just for the rifles skill is a total waste of skill points. The issue is even worse in a21. Sex t-rex is gone, so now you have to take a stat to 10 and max up the weapon/tool line for that one specific thing to match what sex t-rex used to do for less than half the perk points cost of one line that applied to everything globally. Like have people not done the math? Sex t-rex was 5 str to max. and greatly reduced stam costs for everything, now in A21, for the same amount of points, you get half the effect of sex t-rex on only ONE weapon or tool type. Its a net loss. Yes I go str builds, but even if I didn't I'd still be talking about how gated it is now. It how costs you double the perk points or more, to get the full effect of sex t-rex on only 1 weapon or tool. I hope you people are happy, as you just made it super inefficent for everyone. I wish TFP would add sex t-rex back to str, and just have the game use whichever gives the greater stam reduction bonus. Thus giving players choice, they can ignore str and focus on their chosen weapon, or spend the lower perk point cost to get stam reduction on everything across the board. So tired of Tfp removing choice from the players and forcing us to play in inefficent ways to meet their vision whatever the hell that is these days. Its actually nasty in the vehicle dept, a streamer I watch was on day 40 and still only had the bicycle unlocked, he also was a int build. The vehicle books are FAR FAR to rare. I am just thankfull the first time you tier up at a trade you get a guarnteed bicycle as a choice or else this would REALLY suck. when you tier up from t3 to t4 quests there is also almost always a chem lab as a static choice. Or at least everytime I tiered up from t3 to t4 quest there was always a chem lab as one of the choices, which of course I took the chem lab myself as I usually don't even have 15 workstations by this point due to the rarity of the book.
  6. Ahh the good old dog hordes from alpha 16.4 are back. I used to hate those till I learned to predict when they would spawn then they never got the jump on me again. Also yes, in a16.4 they were also super quiet, you'd not know they were coming till they hit you, or attacked a block nearby. Tips to deal with them: Close doors behind you, so if it does show up you'll hear them breaking the door down, giving you some time to react.
  7. Hi power as bears have no armor. But you also have to consider that AP ammo penetrates one target (or more depending on weapon type) so vs groups its overall superior in general, its why most people just run AP ammo later game. The fact it can hit more than the inital target makes it worth.
  8. Most people who doesn't have a opinion/are against it on learn by doing has never played alpha 16.4. So the playerbase is very skewed there. Best way to solve it is have a22 use learn by doing, then ask which system they prefer, I have a good feeling learn by doing would win as long as they don't screw it up. Btw the learn by doing I mean is just for weapons/tools, like say clubs, and the learn by doing skill level determines what level pummel pete perk you can get, with the pummel pete perk being completly detached from str as a example. Bascially have a LBD system to determine how high you can take perks for weapons/tool lines instead of stat gates. I mostly go clubs because miner 69'er and motherload are too vital for a single player game, and you wanna up it early, but if there was a learn by doing skill for harvesting tools, I wouldn't need str, as I could use the tools and use that to level up miner 69'er and motherload. Basically to make a long story short, I want weapon and tool use to be decoupled from stats and be its own thing, so were not gated by stats for our weapon choice(s).
  9. I been wondering this since a17 and up, As I seen them removing more and more sandbox features, which seems weird when the game was supposed to orignally be "minecraft with zombies and tower defense" as a basis. However I been noticing after a16.4 they keep removing more and more of the games features to try to force a certain playstyle on the players. Issue is, I don't even see what their end goal is. We have a20, then we have a21 which has learn by reading, which i'll be honest as a person who plays single player I rather like this system as it adds some randomness to each play thru. The stat system needs to go or be improved though, its alright for multiplayer (as others can be miners etc), but when your a single player you need to do everything yourself and you need too many diff stats to be efficent. They kinda fix the sex t-rex issue, by adding it to all weapon/tool lines, next we need this somehow done to miner 69'er and motherload so were not hard locked to str for that. I like my block damage too much and extra resources from ore nodes and such to give them up. Every game I play I generally take str to 5 first, to get sex t-rex maxed (not a thing now in a21) and Miner 69'er and motherload to 4/5. The water change doesn't bother me again as I am a single player, I can get enough via loot etc for my needs, but I could see a Multiplayer issue, maybe we need higher tier dew collectors? that collect faster and have more storage slots, could use a claw hammer and the right mats to upgrade to the next tier. Overall I generally like a21 other than the stat system, and the lack of a new tier of enemy/items. So my question is: just what IS/do you think TFP's vision for 7DTD is going forward? To me it looks like they are sort of trying to go with a on rails straight line action adventure game type thing with how more and more sandbox elements are removed each alpha, and how they keep trying to force certain playstyles.
  10. Play Darkness Falls mod in a20, (not avail for a21 yet), to see a learn by doing system that doesn't have the a16.4 issues the system had. Unfortunetaly TFP doesn't give 2 @%$#s about what we think or want, they said in a interview "We'll consider players suggestions as long as it aligns with our vision for the game" or something simmlar. Basically, if it doesn't fit their agenda they won't care what you suggest. Honestly? if they'd listen to the playerbase more this game would be far better than it is now, but they seem to have a hard line to stick to whatever vision they have for the game now.
  11. I'd just like to see some new zombies with some actual special abilities other than a boring puke attack. No the mutated doesn't count it never hits the player with that acid thing it does. Game really needs zombies above radiated and means to deal with them badly.
  12. I generally try to avoid being hit in the first place, especially when I got nothing to deal with infection. I usually hit any stump I see and buy honey if I see it at a trader. I always carry some. I've only ever had a infection get over 14% once in my 7600 hours of 7dtd. Jen and Rekt in a21 often sells a few honey. If you do get a infection you should semi-focus on getting it cured, before it hits 14%, or better before 4.5% this way honey will cure it. Yeah I try to have at least one before I hit the trader the first time, its basically top priority for me on route to trader.
  13. Goodbye. Stop getting attached to some pixels. Or don't play experimental.
  14. They need to put sex t-rex back in str and let the player choose to focus on one line, or get sex t-rex, I know which i'd choose, sex t-rex for sure as its stam reduction on everything for way less perk points than it'd cost you to max it out for one thing. Just have whichever has the bigger bonus take effect.
  15. That would be giving the player choice though, thats against TFP's rules. I still feel they need to re-add the sex t-rex perk back to str, so its a player choice, don't wanna touch str? stick to your weapon line and pay 2-3x the perk points to get stam reduction for only one item type. Me? I'd always go sex t-rex no matter what because it covers everything for way less perk points than it'd take to max it out for ONE line. The game is so annoying in A21, as no stam reduction for me as a str char on wrenches or butchering, so it just makes it drag on and on. There is a way to improve it, make the first point in a weapon/tool line be front loaded, as in the first point has the biggest stamina reduction. This way its less painful.
  16. What are the thresholds for when they get another weapon in stock? Also anyone else notice that at level 1 all traders of the same type generally have the exact same stuff for sale? like Hugh ALWAYS seems to have a Bellows for sale on a new game, and Jen usually always has anvil's and med supplies.
  17. Just have the highest bonus apply. It annoys me not having sex t-rex as getting max stam use reduction for even ONE item costs 2-3x the perk points it used to cost to get str to 4/5 and max sex t-rex. Its made the game terrible for me as wrenching anything now is just a massive stam drain, a drain which sex t-rex solved as it was a universal perk. I mostly go str builds anyway, so the loss of this really hurts. Not to mention it just costs more skill points in total to max a stat to 10 then the weapon perk to 5/5 to get the max stam reduction just for that single weapon/tool type. As someone who mostly single player the stat system as a whole is pretty garbage. You have to go str still for miner 69'er and motherload so them removing sex t-rex from it doesn't change much for single player as you still are going to want it. It is better for multiplayer thou. But lets be real, I bet the majority of people play this game single player. Or better yet, redo the horrible stat system and compress it. Have 2-3 stats instead of 5, Offense is one, this has all weapons both melee and gun, and sex t-rex in it. Then you have Survival, This is were most non-weapon perks go. Eg miner 69'er, motherload, Stealth (well stealth could actually be considered offense too) Bring back sex t-rex as a general perk so weapons other than my chosen one can actually be friggin useable again.
  18. I hate that poi with a passion because of that dog, the zombie dogs are lethal early game, I play permadeath and every single one of my deaths has been a random zombie dog aggro as they are hard to run from if you have any encumbrance, and if they sprain or break your leg your just dead even with only one of them. I once had a situation where I was forced to melee a dog on day 1 as it was a clear quest, and I had no where to run, I killed it, almost died to the bleed because I lost 6 health during the first aid bandage use animation, I lived with 2 health, and: laceration, abrasion, concussion, infection and of course the bleed too. I pretty much just started a new game at that point as I haven't even seen a painkiller, and stumps were being real stingy with honey, couldn't find any sewing kits either, so I literally was running around with about half health as my max due to injuries I can't really fix atm. Not to mention the concussion which lowers all stats by 1 or more completly screwing my perks over. Moral of the story: avoid zombie dogs as best you can, they are never worth killing unless you are forced to have to kill them. To high risk for too little reward for taking the risk.
  19. Hasn't been the case for me, I often have 2-3km runs to the first trader. Because the quest doesn't look for the nearest trader, it looks for the nearest one in the forest biome specifically. One time I spawned near a trader in the desert and the quest still sent me to one 2.5km away in the forest, even though the desert trader was not even 250m away from my start position. I also wish they would put the trader back where it used to be in towns in A20, so tired of a trader buried in the middle of the residental area with no good spot to base nearby. In a20 it was always on the outer side of the residental sections. Not in the middle of it like it is now. Yeah I am the same way, once I settle down I don't move my base ever, and with how A21 generates cities now, with the trader being sometimes buried in the middle of the town surrounded on all sides by poi's I often have to generate several maps in a row before I get a decent one. in A20 I could use basically any map it generated cuz the trader was always in a good spot with a field nearby to build a base on. I just had to retry till I got a decent sized town, and not trader rekt (cuz hes an a-hole), but once I got the town size I want and the trader I always knew I had a spot for a base. Back in a16.4 traders never spawned in towns, you'd be lucky if one was within 400 meters of the town. Glad that changed. Though it seems in a21 they are starting to spawn in random spots in the wilderness again and when I get a map like that I usually just delete the world and generate a new one if thats where my first trader is located.
  20. I been wondering this for years now, as pummel pete has a huge bonus to stunned zombies (eg level 3 has a whopping 120% more damage to stunned on top of the other bonuses), but if I had to be honest I don't think i've ever seen it actually work and I been playing since alpha 10. The damage mods to stunned zombies are huge and should deff be easy as hell to notice but I don't seen to ever see it happen. So what exactly counts as a "stun" on zombies? as its apparently not the knockdown you can do, though that should technacally count as a stun imo, as they can't do anything till they get back up. Been wondering about this for years, as I've not managed to stun anything with clubs yet, as I said with the dmg bonus to stunned being so high it should be noticable even on a wooden club, but i've never noticed doing any higher damage than normal.
  21. I play on warrior difficulty myself, zombies hurt, but also aren't super bullet spongy like on higher difficulties. Feels about right to me. Just gotta know whats safe to mess with, like don't mess with boars on day 1/2 with only a primitive bow, you WILL get wrecked unless you like hide on the side of a poi or something, you wanna wait till you get a cross bow (pretty much will 1 shot them on a sneak headshot) or some gun with more than 1 round per magazine (so no hunting rifle/pipe rifle), Also don't try to melee one early game, it won't go well. Hell even on day 10 or 11 like my current game, where i use a ql 5 baseball bat i'd still not risk meleeing boars. Yeah I often do this just to save resources like ql 5 wooden club is better than the baseball bat till the bat is ql 3 or 4, at which point you might as well wait a bit longer and just wait till you can make a ql 5. As even on day 12/13 on warrior difficulty a ql 5 wooden club still kicks zombies butts, mostly due to the super slow scaling of vanilla. Even on day 13 most pois still only have the basic starter tier zombies, and I am questing in tier 4's. Literally 2 normal attacks to the head kills most of them with a modded ql 5 club and like 2 or 3 in pummel pete, if 2 doesn't kill 3 will, except the fatties, big momma/tourist/biker and those Thugs have fairly high hp. Soldiers suck in general with their massive armor they have no matter the weapon you use.
  22. Food useage is largely effected by missing health too. You burn food to heal, its why healing factor is generally a perk you DO NOT WANT because it'll burn thru your food like no tomorrow if you have it to heal yourself up. Food also is used up a tiny bit by stamina but stam regen is mostly a water cost. Its why you notice so much more water use than food when mining because your constantly draining your stamina. I do feel they increased food/water costs across the board though.
  23. You have multiple people working together, buy water filters and setup dew collectors asap. in my single player game I have 8 dew collectors already by day 9 or so. Course you'd need alot more with that many people. They need to just make higher tiers of it I feel, that produce more water over the same time using the same 2x2 space. Maybe start with the base Dew collector, then you can use a upgrading tool like claw hammer with enough materials to tier it up so it produces more faster and has more storage slots. There is a mod on nexus that actually sort of does this already. it lets you combine 3 into 1 which generates packages of 3 water per slot 15% faster than the base one would gen 1. (as its 3 in 1 basically), then you can 3 of these triple dew collectors and turn it into one that generates packs of 9 water per slot, all in the same 2x2 space. This would help in MP as your going to need alot of purifiers for the people. Heres the mod maybe it'll help at least on the space needed, and it does make them produce 15% faster than normal as well when combined. https://www.nexusmods.com/7daystodie/mods/2986 You should know by now that TFP doesn't like the player to have choice, as they keep taking away more sandbox elements each alpha, it all started really with stealth being made so bad and poi's behind designed to be anti-stealth, then you have digging zombies, so you can't make a underground base. Also don't say it was done so you can't avoid horde night, go on any moderate sized poi and knock the stairs out and you can pretty much avoid any bloodmoon horde that way. They just wanted to remove choice from the player which is pretty much their motto these days. TFP seems to want to force us to play a certain way and will change things to do so. Most recent being the magazines. In single player its fine, as you'll be out looting anyway, but it really screws with multiplayer as you can't just be the stay at home builder or miner, you have to go out and loot now to get magazines and water. Its the opposite of the stat system, the stat system is aweful for single player, but works fine in MP as you can have your community str dude for mining etc, but when your in single player you have to do everything yourself and the stat system just forms 5 level gates, instead of a16.4's single level gate.
  24. Other than stealth I have another issue with the sleepers in general, why are they almost always perfectly hidden behind things? usually in a way that there is virtually no way to get LoS on them for a shot. Walk into a room, you see nothing, second you walk in you see 4 zombies all walk out from behind a block/obstruction, this annoys me more than anything as not only does it mess up stealth, it also feels artifical as hell and completly ruins any sort of immersion. in A16.4 for example the sleepers were in random spots in each poi's sleeper volume, usually in the open as the zombie just went into dormant mode where ever it was last, which makes sense. What doesn't make sense is why they would all go behind something to hide than go dormant. I feel it was a change just like the Ambush volumes (aka attack volumes) just to screw stealth playstyle over. Which btw, Stealth playstyle already cleared poi's far slower than just running in shooting, the tradeoff was it was safer. Now a days? there is basically no real benefit to a stealth playstyle anymore due to all the steps TFP has taken to make it non-viable. At this point they might as well remove the stealth skills entirely as they are mostly useless inside the main place you'd wanna use them which is when exploring a poi.
  25. Sadly I hate to say it but, tfp doesn't seem to care, they want you to play the game their way or @%$# off basically. Thankfully there is mods, Darkness Falls won't have the magazine BS I don't think, nor will most of the other major overhauls they use their own systems. Its better to look for mods as vanilla 7dtd has been a crapshow for years now. I mean other than graphically the game has gone no where since a16.4 (or even earlier) but in a downward spiral. A16.4 still had the same top end steel tools, and same radiated zombies as highest tier, hell a13-14 I think had these. My only hope is this learn by reading system will end up turning into a learn by doing action skill system for weapons and tools, as people loved that in a16.4, to many people who played it a16.4 was the best 7dtd has ever been and its just been going downhill since. Yeah the LBD system in a16.4 needed some tweaks everyone agrees with that, but it would have been easier to tweak LBD than make the crappy stat system they have now. Its like they did a 180. Stat system screws over single players as you need to do everything yourself so there are madatory perks you need to get period like miner 69'er and motherload. But the stat system worked fine in MP as you can have someone else be your miner. The magazine system is the opposite, it works great for single player, as you don't need to have all these diff stats to learn stuff etc, but it screws multiplayer up, as its harder to specilize due to everything being unlocked by magazines. I mean lets be real, Tfp copied most of a21's *new* stuff from mods like Darkness Falls, Undead Legacy, and Apocalpyse now, why not copy Darkness falls skill system (Its like a16.4 learn by doing with crafting tiers level locked, and the a16.4 issues fixed) I mean you copied basically everything else new from it and other mods, might as well go all the way at this point. Apoc now uses the stat system too but in a diff way, it has one stat you invest into that hs 20 levels this covers all weapons tools crafting and a whole host of general perks, then you have classes, like Miner, this one has miner 69'er and Motherload in it, how do you unlock it? you craft class books, by scrapping schematics you don't need and crafting ink, to make a class book which you then read. Its a far better version of the stat system than what vanilla has imo.
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