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What are some things you miss that could be integrated back in?


chriswheeler22

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Exactly. Progression doesn't feel as fun as it did. More zombies, the plains biome, reduction of dungeon POIs to non-dungeon POIs, turds, iron ore, varying speeds on vehicles based on quality of components (hopefully mods brings this feel back), quality up to 600 and combining. Just to name a few ;)

 

Stop, you're making me all teary-eyed

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In regards to weapon parts, I really prefer the current mod system over weapon parts. It just feel more immersive and entertaining to me.

 

I still have a chest full of mods like I had a chest full of gun parts, but opening said chest gives me that "warm fuzzy" feeling that parts never did.

 

I also like chasing multiple versions of guns and modding them for certain situations (i.e. an AK set up for CQB for POIs with a silencer, laser sight, fast reload etc. but lower range/damage - and an AK with a scope, extended mag, more damage for horde night). Yes you could just swap out mods and do the same thing, but why bother when you're late game?

 

If anything I'd like the mod system to be expanded. Give mods quality levels. Have lower quality mods have slight penalties to go with bonuses. I play a lot of Division 2 and they implemented this system and while many players complained, I certainly find it adding to the late game chase. You are always chasing better mods, or more mods that can be attached to balance out each others penalties.

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I kinda miss zombie loot tables.

I have fond memories of getting excited when I saw a nurse zombie because that meant healing supplies and maybe, just maybe, a beaker.

Similarly, I enjoyed killing soldier zombies because they might drop military armor.

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Snip

 

I think mods have so much potential, but could have been done in a way to add to the gun implementation that was already there.

 

I kinda miss zombie loot tables.

I have fond memories of getting excited when I saw a nurse zombie because that meant healing supplies and maybe, just maybe, a beaker.

Similarly, I enjoyed killing soldier zombies because they might drop military armor.

 

I miss this as well. Good add.

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Only thing I really miss is the hub cities and the increased zombie activity around them.

 

I definitely don't miss LBD, it sounds good in theory but shapes player behavior in a really stupid way. Spam-crafting stone axes, holding down W and running into walls, hurting yourself on purpose, etc.

 

Gun parts were neat but the mod system is better IMO. If gun parts are reintroduced I hope its limited to 2 parts (ie. uppers and lowers)

 

Vehicles could use some mods though. The old minibike parts system was cool, but it was gated as ♥♥♥♥ (ie. completely dependent on Minibikes For Dumb♥♥♥♥s) and minibikes themselves were a buggy mess.

 

Oh, and another thing: maybe we've been spoiled by A17/A18, but the game used to be pretty butt-ugly compared to now. It wasn't as noticeable in 2014 since Minecraft had set the bar pretty low for voxel graphics, but after playing other games and coming back for new alphas you definitely noticed it. The POIs that haven't been updated since A16 or earlier all stand out in a bad way now.

 

Edit: definitely do not miss the old log spikes! These were sooo overpowered in earlier alphas, and I remember the playerbase complaining like crazy each time they were nerfed and eventually removed.

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hurting yourself on purpose
Oh man, I'd forgotten about that.

Sprinting through the desert with a fistful of yucca and deliberately bumping into cactus along the way in order to "train" stamina and armor skills - man, that was fun.

Stupid, but fun :)

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I definitely don't miss LBD, it sounds good in theory but shapes player behavior in a really stupid way. Spam-crafting stone axes, holding down W and running into walls, hurting yourself on purpose, etc.

 

Only min maxers do that. And now the same people light 20 campfires and farm screamer hordes. It is a mindset and has nothing to do with LBD.

 

I have never done spam crafting or intentionally hurt myself. I played, fought and build normally. If I didn't use something or didn't use it often then it wasn't maxed out. So what ? No big deal.

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Procedurally generated caves! Because I have the most fun exploring a space I've never seen before.

 

Lootable zombies! Because I could target specific types of zombies for the kind of loot I wanted, and the loot can tell a story in a way.

 

Gore blocks! Because though ugly, they created a persistence, that mass doesn't just evaporate, and zombies had an additive way to manipulate the 3D voxel world instead of just subtractive.

 

Plains and other biomes! Because it looked good, and only one 'good' biome to live in is boring.

 

Hunger and thirst bars! Because these stats are too important to bury in the interface or merely show indirectly.

 

Lights with decent ranges! Because we're going to add enough of them to see well regardless, so we might as well do a few bright ones instead of many dim ones.

 

Graphics free of horrible corruption on my old Mac! Because I've put up with it since A17E :p

 

In-hand models for items! Because I'm tired of eating these squares of burlap, and what we have now looks shabby against the new HD item icons.

 

Snow-capped peaks! Because they made the world feel more expansive and gave a reason for navigating rough terrain.

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I do not know if everything was there but I would like to find in the gold version:

 

- no more spawn based on the player location but instead related to the game world. In a map a bunch of dogs spawned in a stairs where I was :) come on, so much for the immersion :) ;

 

- animal spawn on caves or nests or something. Boars should move looking for food, rumming trash not just randomly. Deers should fear cities best thing they'll look for something 'natural' to eat;

 

- I like dumb Zs such as A16.4 but if it's fine to maintain super smart Zs such as now: in any case I would like to see more ways to kill them such as the single spike or the rotating blades or even something more. Smart Zs instead will require more smart things such as different traps types otherwise they'll avoid everything;

 

- I've received many confirmations about a plot: after so many years waiting for it I hope It won't be on single map i.e.: Navezgane. To me it should begin with a 4x4 map where you should reach some goal towards the next map. Just an example: first map you must build the minibike and gather some fuel to safely reach the 2nd level which is another map. Sompething plausible. Navezgane should be the last map of the plot;

 

- Fallout 4 like turrets: it would be nice to have laser turrets, heavy laser, missile turret for the damn artillery cops and thinking to Path of Exile towers something like stun towers and freeze/block towers;

 

- Make base useful again... just to generate some boss in the middle game whom is able to destroy it :) or some atmospherical event such as thunders which could start a fire on your base and so on. To give the players a some sort sense of protection but that it can indeed be destroyed any days if not cared. As of now even the most thin zombie could destroy your base in an instant. To give a meaning to the concrete again :)

 

- I'm not for pets but nowadays games count on these thingie so having a pet which I do not know during the blood moon horde is grinning or something to alert would not be bad. I guess even in multiplayer pets could be useful, just a guess.

 

Thank you.

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I definitely don't miss LBD, it sounds good in theory but shapes player behavior in a really stupid way. Spam-crafting stone axes, holding down W and running into walls, hurting yourself on purpose, etc.

 

Pretty sure almost everyone who would like LBD returned wants it back in a sensibly implemented way, with the main faults of the old system fixed. [Although they already fixed spam-crafting, guess you just forgot that?]

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Gun parts were neat but the mod system is better IMO. If gun parts are reintroduced I hope its limited to 2 parts (ie. uppers and lowers)

 

Problem with the mod system is that I've found or made multiple copies of all good mods by day 14 in every single playthrough since A17. And that's it. I'm maxed out in the mod department every time by day 14. Unless the player is a completest who wants tier 6 of everything, most players will have tier 6 of everything they use with all best mods by the 3rd or 4th week at worst. Where do you go from there? There is absolutely nothing left to collect. No end-game except watching your gamestage rise (increasingly) slowly making each horde night slightly harder. Gun parts, at least, gave us end-game (of sorts).

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Problem with the mod system is that I've found or made multiple copies of all good mods by day 14 in every single playthrough since A17. And that's it. I'm maxed out in the mod department every time by day 14. Unless the player is a completest who wants tier 6 of everything, most players will have tier 6 of everything they use with all best mods by the 3rd or 4th week at worst. Where do you go from there? There is absolutely nothing left to collect. No end-game except watching your gamestage rise (increasingly) slowly making each horde night slightly harder. Gun parts, at least, gave us end-game (of sorts).

 

Have you considered that you are playing the game almost like a speed runner? Most normal players don't have every mod by day 14. Novice players definitely don't

 

I assume you go directly for the end room in POI's because you remember for each poi where it is. At least this is one way to completely kill the loot balance of the game. They could redesigned all POIs to distribute the valuable boxes instead of keeping them in one room. Which is sadly not something they seem to think about at all. You might have to willfully ignore such knowledge if you want to have (nearly endless) replayability

 

The other loophole, that you get too many weapons and ammo in the first day or week might get fixed by a slower loot spirale soon. The game should be slower If everyone needs to use bow and wood club mainly in the first few days

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"Learn by doing".

 

I know that some people don't like it, because of spam crafting, but I think it's nothing that can't be solved by a good design. For example, diminishing returns or internal upskill cooldown for crafting, so that you wouldn't notice it unless you went out of your way to spam craft.

 

What I liked about learn by doing is that every action in the game had extra progression behind it. Even mere running was leveling athleticism skill. I didn't feel the need to run in circles to level it up, but it felt super nice knowing that while I'm running errands, I also level my running skill. Same for mining, or any other repeatable activity. I thought it was a great thing.

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I never skip POIs. Mods come from traders and trader quests mostly.

 

I very seldom see mods in trader rewards. Traders inventory always has a few, but mostly the same basics in the beginning, I never saw a rad remover in the first 14 days for example.

 

But we can agree on the trader being still too OP

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Spam Crafting. If I make a stone axe 1000 times, I should get better at making stone axes.

RWG Options - sliders for percentage of biomes and landscape. Oh, wait, that has never been there....

No or very limited death penalty. Don't nerf me just because I died. Or at least make it an option to allow death penalties or not.

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Spam Crafting. If I make a stone axe 1000 times, I should get better at making stone axes.

RWG Options - sliders for percentage of biomes and landscape. Oh, wait, that has never been there....

No or very limited death penalty. Don't nerf me just because I died. Or at least make it an option to allow death penalties or not.

 

Make it a mini game so we actually have to manually split the flints, sharpen the edges, plain and fire the wood and haft it all together with plant fibers we've manually wound - all in real time; and it only makes you better at the stone axe - you need to go through the same process for every single item to make it 'better'.

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This is my first post on this forum but I started playing 7d2d in December 2015 (I actually saw my receipt the other day and I bought it on 12/13/2015). Several of my friends and I play on private hosted servers and I play around in single player.

 

To answer the question:

 

I second the different types of meat. I think it would be awesome to have pork, venison, snake, etc recipes. (I've forgotten what the various different recipes were back in the day)

 

I will take a hard pass on the turds. The guys in my group used to laugh so hard when they would loot after me and find all the turds I left behind.

 

Hub cities for difficulty. Yes! Having to be powerful enough and prepared enough to go downtown was great fun.

 

HUNGER AND THIRST BARS - yes bring them back. When I'm traveling or running for my life I do not enjoy clicking around to see if I need to eat or drink. When I have enough resources I'll just smack the drink and food on my bar and call it good.

 

Revoke the Z's MIT degree in Mechanical Engineering (the z's are too smart and and z's are not supposed to be in MENSA)

 

I do miss the lootable zombie corpses. I enjoy looting just to see what I get, even if I give to my friends.

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