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Laran Mithras

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Posts posted by Laran Mithras

  1. I wonder if Bandits are a case of "bit off more than we could chew."

    It isn't just a zombie reskin; these may have firearms.

     

    I see balance issues, definitely. Playing with the NPC mod, I found there were times the wife and I were simply ambushed by a single opponent who took us both down before we figured out from where the shots were coming. Bad enough on lower difficulties. On higher, I don't think many players will appreciate being shot for 80% of their health, dance around trying to look for them, get shot again and... dead.

     

    Do the Bandits have advanced AI with the same weapons we have? Kiss your playthrough goodbye. Do they dumb down the Bandits by making them blind outside of 8 blocks? Nerf their firearm damage? I imagine this isn't going to be easy.

  2. 1 hour ago, FramFramson said:

    The farmer being all bloody and having an outfit out of a Ghibli movie set in the 30's is kind of weird, you gotta admit. 

    Coming from a state with farmers and a zillion ranchers, this is the one outfit that causes raised eyebrows on me.

    No rancher or farmer in my state ever dresses like this unless it is for Halloween. In this state: flannel shirt; jeans; cowboy hat; pistol; sheepskin jacket; work boots; sunglasses; and maybe a bandana around the neck.

  3. Noting through several map starts solo and with friends... that crafting progression is being outpaced by the progression in gamestage mobs.

    So, IOW, T1-2 weapons vs T4 mobs.

     

    Some difficulty there before a bit of catchup. This is with loot at 100%. With loot at 300%, we noted a small window of T1-2 weapons vs T4 mobs. Clubs versus irradiateds... whew doggie. Ferals were bad enough.

     

    Just observing. Choices could be to lower the difficulty. Increase loot to 500%. Or avoid missions until gear catch-up. Harder game now. Still playable.

  4. 10 hours ago, Big Johnson said:

    Hello, I've noticed an interesting bug (or feature) where no matter what setting I use, what edits I make to district XMLs, every single one of my alpha 21 worlds only have 1 of each of the skyscrapers in them, and they are always in very close proximity of each other, in 1 city per map. Has anyone else noticed this, and if so is it a bug or a feature? I don't want to make a bug report if this is an intended change, or if its a something I did in the XMLs. Thank you

    I've noticed this.

    I'm thinking a tweak to the RWG that limits repetitiveness.

     

    Really though, there probably only should be 1 Shotgun Messiah, or other T5.

  5. 6.3K hours since May 3, 2021. I say that only to impress that I didn't just buy the game and play for an hour.

     

    Feeling: crafting is better.

    Feeling: Harder progression. 

     

    I think where the hard comes in is during gamestage progression. By tightening up Trader purchases/rewards, and making crafting a "slower burn," the BM hordes and mission zombies feel as if they're outpacing the player (solo and multi-player).

    The answer appears to be increasing Loot Frequency?

     

    BM hordes tear through cobblestone fast. When cement mixers are locked behind a higher # of workstation magazines, this means being forced to endure probably 2 BMs with only cobblestone. In multi-player, I kept harassing the tool-station crafter for a cement mixer. The hapless guy kept saying he needed more mags. We pushed through 2 BMs using cobblestone, but the base was chewed with gaping holes. Exciting? Maybe, sure. Worrisome, definitely.

     

    Just an observation. I demand nothing: I can always mod.

  6. Excellent work, FunPimps. Love all of the new changes.

     

    Zombie AI does seem tweaked harder, with a seeming extension to A20 reach.
    Magazines are great. No, not too many.
    Flashing trees are gone.
    With V-sync off, cities run just a little smoother.

     

    On magazines... I expected to find them in every trash pile. Instead, I'm finding them much less than I anticipated. I'm almost always choosing the trader magazine box reward just to advance my skills. Tying seeds into magazines seriously slowed down farming: I like it. I think the magazines are fine as is.

    Maybe zombie reach should be looked at. Stretch Armstrong 11-foot arms make me sigh...

  7. I didn't watch any of the streamers; I have my own playstyle - like everyone else has theirs.

    Didn't want to have the A21 experience spoiled - I want to discover it all on my own.

    So anxious to try out all the new changes. I'm 6.2K hours in and foresee doubling it.

    7DTD just doesn't get old.

  8. Adding to Gronal's mini catch-you-up, water availability was indeed trivial in almost every playthrough I've done. There seems to be water every 100-200 meters. If I was to translate my current location to a 7DTD map, there would be 1 stream about 2K away. That's it. No pools, no culverts.

     

    Personally, I really look forward to scarcer water. In a zombie/nuclear apocalypse of 7DTD, how much perfect water would one expect to find? How many houses keep a bottle of water in the cupboard? Not many. Milk, juices - all spoiled. I imagine the only enduring atrocity remaining would be energy drinks. Enough deadly chemicals there to survive 3 centuries of apocalypse...

  9. 20 minutes ago, Scarman422 said:

    So, when A21 stable comes out, will we all have to start a new world? Can't wait to play it but if we are going to lose our progress in 20-30 days after experimental release, i'm rather wait for the stable version instead 

    I think I only recall one jump from experimental to stable that required a new map.

    Could be mistaken, though.

  10. 9 hours ago, Jost Amman said:

    Well, I don't know about audiences, but I can tell you how it will work out for me.

     

    Before knowing about the game play dev stream, I was willing to watch some streamer (probably Pocket), and see there how the new A21 plays.

    But now that I know there'll be this game play dev stream next Wednesday, I'll probably watch that one and not the streamer.

     

    I mean, it's just me... but I wonder how many more will do the same, honestly. 

    Same.

    I can't stomach any of the current streamers, anyway.

  11. From the streams, it looks like the vehicle damage from hitting a zombie is believable. No vehicle, unless it is armored, can hit a standing person at 30mph and not take damage. And the blood spray is near believable. Look at any terrorist incident of plowing through crowds and witness the spray of blood all over the vehicle.

     

    Might not be a very palatable thought to consider, but I do think TFP have modeled this well. Most vehicles available to the public are built with so much plastic to push fuel efficiency that hitting a wall or tree even once could incapacitate a vehicle.

     

    I suppose this should add realism in driving to the consideration. How many trees would you drive your car into and then complain it's taking too much damage?

  12. 20 minutes ago, Roland said:

     

    Sorry, I don't understand your hot an push sentence. I don't get what you think I was trying to do with my statement you quoted. Someone asked if there was an exact date. I posted the four possible dates in May it could be with some considerations to think about for some of them and then I said that it could slip to June. If that is some kind of "hot an push" maneuver then you'll have to help me see it...

    People are just very anxious.

     

    Speaks well of the game. 

  13. I wonder how many months of delay would be added to the game if the devs caved and slotted another 34 zombies for addition before A21 release?

     

    8 months? 12 months?

    I'm being a bit snarky here, but sort of serious.

    And the reaction from everyone demanding A21 yesterday... lol

  14. New Character Model Question: Will there be adjustable parts on the bodies?

     

    I know many of the male players might like to increase the female bust size, but my wife took one look at the model and said, "Too big."

    Will female players be able to REDUCE the bust size? :peep:

  15. DEVS:

     

    So the new models are being worked on for A22. They look great.

     

    Question: are the new female models being animated from a live female model?

    Many games cut corners by having a single live model. Unfortunately, the female iterations based on male models walk like dudes.

     

    Can you give us a teaser on the new models? Are the new females going to walk like a female and not like a dude? :tongue:

  16. 14 hours ago, Fanatical_Meat said:

    Look at the good stuff. 7D2D offers amazing building, amazingly creative building or traps, awesome random world generation and some really nice views. Also enjoyably different game play than that from big budget titles plus it is crazy fun to play with friends. Finally the horde mechanic is first of its kind to my knowledge.

    7D2D is a great game even in its unfinished state. The cost of the game is quite cheap in relation to what you get out of it. I wish more game companies would make awesome & fun stuff for less than $25.

    Look at the good news and what the future may bring, the Pimps certainly have learned something and that knowledge can be transferred to a new game with a more modern game engine.

     

    This, right here.

    Plus, the game is designed to be easily moddable.

    You can practically make this game just about how you really want it for a zombie survival game.

    You want NPCs? There is a mod for it with non-turned types ranging from medieval to orcs to aliens.

     

    The wide-eyed doom if 7DTD doesn't have one specific type of flavor is really just... petty.

  17. 48 minutes ago, HB_H4wk said:

    Keep it simple and make it a 100 x 100 prefab that is a small airport on the outskirts of a town or city.

    Yep. Doesn't need to be a full runway. Just a remnant. Rubble at the ends of the runway merging into grass. Certainly plausible after a nuclear war.

  18. 7 hours ago, Laz Man said:

     

    A feature like this is probably best used in "dungeon" levels that are procedurally generated and have a theme that is believable (e.g. sewers, cave, etc.).

    Oh my goodness.

    Love procedural generation. That's what I like about 7DTD map gen: every map is different.

    I'm trying not to drool about procedurally generated POI locations within a generated map...

    "Tease us, master. Pleeze..."

  19. 16 hours ago, mstdv inc said:

    I turned off the veins of oil shale through xml, increased the fuel consumption of transport by 50% and extracted gasoline only from cars.For 100 days of survival (60 minutes a day) I didn't have a fuel shortage.The number of cars that remained in the world would be enough for several survivings.This experience was interesting, but you need to look for a line after which an interesting gameplay will turn into a boring grind.

    I have considered a playthrough like this.

    At how many points in Salvage Operations do you find that gasoline becomes trivial?

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