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If I am reading this right, the purpose you put forth of putting a sewing kit into the first aid kit recipe is to add challenge? You see a problem with how people use the items you give them in-game to heal themselves. So that's what this is about? I am not a doctor either but I stated before I was put through training to be capable of making the right choice if a bleed situation were to occur that needed intervention. My work's response to a bleed situation is something called a "Stop the bleed kit". It usually has sterile packing gauze to pack the wound, and then a tourniquet. It does not involve a sewing needle and thread. If we don't have a kit on hand we make do with something to pack the wound, or slow blood flow to prevent bleeding out.

 

Nothing about what you are proposing is adding challenge. It instead adds a minor annoyance at best that the players will find a way around. Clearly you want more of a penalty involved when players have a severe wound. Currently if someone breaks a leg, they have to splint it. If they are not careful they can re-injure the limb. You could introduce a similar system for bleeds. Make minor bleeds and major bleeds.Think of it as the difference between getting a surface scratch or cut from regular zombies versus being chomped on by a bear or wolf. One is a more traumatic bleed injury versus the other. Minor bleeds can be bandaged. That doesn't change. Major bleeds need a "Bleed Kit", that involves a First Aid Bandage, Aloe Cream, and a Tourniquet(seriously this would be a nice addition to the game). Once you treat a major bleed the possibility is there to reopen the wound (and bleed again). This forces the player to back off and exit the fight since they have taken a serious injury. This adds an element of challenge because if you take a major injury in fight you can't just spam heal items and keep fighting. This will force you to consider having appropriate armor when picking your fights, and consider the consequences of getting in over your head. Finally make First Aid kits only heal a decent amount of health but not fix major injuries. Remove the Sewing Kit addition, and have them only require what they used to.

 

I know I'm not a game developer, but I've been playing zombie games for a very long time. I love the idea of added challenge but I'm not sure the current redoing things that already exist is the best way to do that. Especially when they only make things annoying, or don't make a lot of sense.

EDIT: I do truly appreciate that you take the time to respond at all. I am sure you all are very busy and tire of people like me.

 

Long story short the current game design requires the best craft able items require at least one component that is only obtainable through loot. In this case, the med kit is the best healing item in the game and the lootable item is the sewing kit.

 

On a side note, I think the blood bags are now only lootable as well so I dont know if the double lootable only material requirement is overkill or not...?

 

Also, the sewing kit is required for so many nice items perhaps it needs alittle balancing. I think its needed for several mods, first aid kits, etc.

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Long story short the current game design requires the best craft able items require at least one component that is only obtainable through loot. In this case, the med kit is the best healing item in the game and the lootable item is the sewing kit.

 

On a side note, I think the blood bags are now only lootable as well so I dont know if the double lootable only material requirement is overkill or not...?

 

Also, the sewing kit is required for so many nice items perhaps it needs alittle balancing. I think its needed for several mods, first aid kits, etc.

 

Yes the blood bag is only obtainable through looting, and yes the sewing kit is required for many other items. So this can make things harder for multiplayer. Yeah a little more re-balancing may be needed, but perhaps they could follow some logic in how medical works, and add a different item other than the sewing kit that can only be looted. Hence why I suggested a Tourniquet which is something that is actually used for bleeds during emergency situations.

 

 

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Dear Mr Mole,

 

The Corona Virus is a serious problem, and it is very Important to keep as many people in Isolation as possible. You as a developer of a very good home entertainment can help here. A single release of a new version of "7 days to die" will keep people of the street for weeks! Even the anouncement glues them to their seats at home.

Help Amerika, help the World, fight Corona Mr Mole.

Release the Kraken!

 

:glee:

 

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Dear Mr Mole,

 

The Corona Virus is a serious problem, and it is very Important to keep as many people in Isolation as possible. You as a developer of a very good home entertainment can help here. A single release of a new version of "7 days to die" will keep people of the street for weeks! Even the anouncement glues them to their seats at home.

Help Amerika, help the World, fight Corona Mr Mole.

Release the Kraken!

 

:glee:

 

the kraken is still a fish egg, wait til it hatches first

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pressure bandage, etc, to stop the bleeding until it can be properly sewed up.

 

Granted a suture needle is different from a sewing needle, but do we need to have 2 types of "sewing kits"? NO!

 

Getting sewing kits for a FA kit is just fine. I end up with stacks of those kits (and FA kits too)

 

 

 

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Yes the blood bag is only obtainable through looting, and yes the sewing kit is required for many other items. So this can make things harder for multiplayer. Yeah a little more re-balancing may be needed, but perhaps they could follow some logic in how medical works, and add a different item other than the sewing kit that can only be looted. Hence why I suggested a Tourniquet which is something that is actually used for bleeds during emergency situations.

 

 

You can still stop the bleeding when it occurs with a simple bandage, but that doesn't stop it from randomly bleeding again like a proper med kit does. Its like a broken leg, until you apply some sort of proper first aid its going to be a problem.

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Added this to the first post:

Trader to trader quests

After graduating to the next quest tier traders offer a special quest that will take you to the next trader.

 

Sounds awesome!

 

I'm hoping that the number of quests you need to complete to advance to the next tier will be increased then. (Maybe 10-12.) Currently there's little time to settle into the current tier, and with this mechanic, then we'd unlock all/most of the traders on the map exceptionally quickly.

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Sounds awesome!

 

I'm hoping that the number of quests you need to complete to advance to the next tier will be increased then. (Maybe 10-12.) Currently there's little time to settle into the current tier, and with this mechanic, then we'd unlock all/most of the traders on the map exceptionally quickly.

 

That is assuming you are willing to travel that far and have the luxury of time. I pretty much stay in one area until I get a vehicle and a base up and I'm ready for the horde, then I start traveling with spare time.

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That is assuming you are willing to travel that far and have the luxury of time. I pretty much stay in one area until I get a vehicle and a base up and I'm ready for the horde, then I start traveling with spare time.

 

It seems we have two similar but nonetheless different playstyles then. Nothing wrong with that, perhaps I could learn from yours. (:

 

Edit: I keep on forgetting that 90 minute days is not default. Lol Perhaps I'll go with mostly default settings (ie day length) once A19 hits in the coming months.

Edited by MechanicalLens (see edit history)
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Added this to the first post:

Trader to trader quests

After graduating to the next quest tier traders offer a special quest that will take you to the next trader.

 

<gets out torch and pitchfork>

 

Wait! That's... that's actually a great idea.

 

<puts away torch and pitchfork>

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Added this to the first post:

Trader to trader quests

After graduating to the next quest tier traders offer a special quest that will take you to the next trader.

 

Oh yes, finally. What if there are more than 5 traders? Are we still directed to de next one after a bunch of quests?

 

Also, Tier 1 buried supplies quest doesn't give anything to the player admin in Multiplayer other than the supplies, but it still does give that overthetop seed/food recipe reward to the client.

 

I would be served with the promised quest tier list and that balance problem tweaked.

 

Buried supplies tier 1 shouldn't give much. Maybe 1 or 2 cans. Because It's easy money reward and no threat.I think if we get a solid threat in the future and not 3 easy avoidable Zds, reward could be tweaked to previous levels.

 

 

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Added this to the first post:

Trader to trader quests

After graduating to the next quest tier traders offer a special quest that will take you to the next trader.

 

Awesome. Do you know if we have to level each one up individually (preferred) or if it's like now where you level up one trader and they all are. It used to be you level a trader individually which led to more things to do late game. It was also incentive for making sub bases close to this trader so you didn't have to travel so much. It was kind of awesome. Now they all level up at the same time which is convenient but boring.

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Along with the new books for spears, are we going to see mods for them? For example, provided they make fire damage better I'd love to see Molotov spears like you can fasten together in Forest.

 

you mean the burning mod? I use it on my spear. it isnt just for clubs, you can put it on blades too

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