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Stack sizes. Ammo craft costs. LBD/Skill System thoughts.


Scyris

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Any plans to up the stack sizes for ammos to a17 levels? I cannot bring myself to use the ak47 due to the cost of the ammo material wise, and how low the stack size is. That and it only does about 20 more dmg than a same tier pistol that has much cheaper ammo to craft not to mention way more common. Not to mention the crafting times of gunpowder are insane.

 

Also, shouldn't Hollow Point bulet tips use.. less lead since they are hollow inside? for some reason they make it cost 2 bullet tips.

 

Like I can rarely bring myself to use guns in 7dtd due to the ammo cost craft wise, other than the pistol, the problem is, I am not speced in agility and other than pistols there is nothing else i'd both getting in the tree. I really hate the fact that weapon perks are tied to stats.

 

I'd rather it be learn by doing how Darkness Falls does it, where weapons have their own skill (Pistols, automatics, rifles, shotguns, Blunt, Blade etc), athletics (running jumping etc), and armor use. Which then has its perks based on levels of those. This way were not forced to invest in a stat we do not want just to be able to use a weapon decently.

 

Also, people are still pigeon holed into certan builds as others just are not viable past adventurer difficulty. For example int build is just plain bad weapon wise. Neither really does any decent damage. Only one thats really viable on higher difficultys is probally str, due to club/slegdes knockdown.

 

Str/Fort are widely taken as it they have the best all around perks in general in them that are useful everywhere. This is why I suggested that things like miner 69'er, motherload, sex t-rex etc should all go into a general perk pool that their unlocks are total stat points invested into across all 5 stats. Instead of beaing locked to say str, or fort, or agi etc.

 

I feel the devs need to play the game on survivalist, and try out the diff builds or insane and take notes on which ones work and which don't and thoughts on how to improve the weaker ones. Its mainly a melee weapon issue as the guns are generally good all around, except archery which suffers from a severe lack of feathers due to lack of nests around, its easier to get gun ammo than it is to make an arrow which is kinda silly imo.

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I agree with all of the above. I like the idea of the perk system, but it is still very restrictive. I would like to see it go back to the way it was in A14(?) as well, where weapon/tool skills are built up by use.

 

Overall the game keeps improving in my opinion. Putting skill books back in was a win. But OP is correct in stating that only 1 or 2 builds will be viable in later game stages with the way it is currently.

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LBD is something I never encountered (joined too late to try in a current build) so I can't talk about that without sounding dumb

 

INT build needs either a passive AoE stun on the baton and more accurate stun rate

 

STR/FORT are a great combo, personally I run purely FORT besides a few points in STR for mining help

 

and as to your ammo issues, yes actually, hollowpoints should cost the same amount, not more (can't use 1/2 a lead tip can we? would be kinda funky to create unless its crafted in batches of 2 per crafting tick)

 

and as for feathers and arrows vs bullets, I have experience making my own arrows IRL (Archery tournaments when I was young and archery competitions at Renaissance faires) and I can tell you, bullets would 100% be easier to make compared to arrows, especially using just any old feathers, there is a reason I only use Goose feathers to make arrows, most types of feathers wouldn't work properly and make missing your target an almost guarantee without point blank shooting

 

TLDR: > LBD sounds interesting, Hollow points should use either the same or less lead you're right, Stun baton and INT tree needs some balancing, STR/FORT builds are beast but guns beat out melee no mater what, Arrows would be honestly hell to produce from random components so bullets would honestly be easier to reproduce

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LBD is something I never encountered (joined too late to try in a current build) so I can't talk about that without sounding dumb

 

INT build needs either a passive AoE stun on the baton and more accurate stun rate

 

STR/FORT are a great combo, personally I run purely FORT besides a few points in STR for mining help

 

and as to your ammo issues, yes actually, hollowpoints should cost the same amount, not more (can't use 1/2 a lead tip can we? would be kinda funky to create unless its crafted in batches of 2 per crafting tick)

 

and as for feathers and arrows vs bullets, I have experience making my own arrows IRL (Archery tournaments when I was young and archery competitions at Renaissance faires) and I can tell you, bullets would 100% be easier to make compared to arrows, especially using just any old feathers, there is a reason I only use Goose feathers to make arrows, most types of feathers wouldn't work properly and make missing your target an almost guarantee without point blank shooting

 

TLDR: > LBD sounds interesting, Hollow points should use either the same or less lead you're right, Stun baton and INT tree needs some balancing, STR/FORT builds are beast but guns beat out melee no mater what, Arrows would be honestly hell to produce from random components so bullets would honestly be easier to reproduce

 

Synvastian get the darkness falls mod for alpha 17.4 to see an example of LBD, or get alpha 16 to see it. Basically as you used say, sledgehammers it'd up your blunt weapon skill, which then had perks simmlar to the ones in a17/18 that need 0, 20, 40, 60 and then 80 in the skill to get. The darkness falls mod is alpha 17.4 but it removes the stats, and replaces them with a learn by doing thing for weapons/tools, and class system for the rest. Which the class system usually has unique recipes only that class gets (You can get more classes by scrapping +1 skill books like for blunt etc you don't need, then craft a class book and choose a class) Each class has a small questline too. The mod also has a tier above steel: Titanium, and 2 higher weapon tiers: Coil guns and then sci-fi laser stuff. The mod is coming to a18, its just not out yet. Once it is out, i'll probally never play vanilla a18 again, as darkness falls just offers so much new stuff and a greater challenge than vanilla can.

 

I kinda like my sledge, I just got level 4 in the perk, and its nice when I have a bunch of zombies in a pile, I power attack killing 1 (and with sex t-rex I get the stam back for the power attack) and I knock down every other zombie near it. My record is knocking 5 down at once in one swing. It also often stuns them, even more so with the weighted head mod, so often they are down for 5+ seconds before they start to get up. What the other melee weapons need is better crowd control as most of the others really offer none. I'm almost on day 18 and I still mainly use melee, I only pull out a gun if I have like 3+ ferals running at me. Its a waste of ammo to use guns on a single feral or normal zombies.

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