JaxTeller718 534 Posted October 24, 2018 Share Posted October 24, 2018 Terrible idea, especially if you are running a server. Not all players want to start over. If you want to, you can by yourself, don't force such stupidity to other players, it must be optional. Or have it like Eco game did (you had a meteor impact, that you had to deal with) - have a possibility to build an anti nuclear missile defense system, that can shoot the nuke down from the sky, that's very difficult and hard to craft, but doable even if you play solo with 24 minute days. And have a scripted event happen showing that your defense system activates and blasts the nuke in the sky and show you credits screen. It would create nuclear fallout and make the game world harsher for a while, but not destroy it and you could still survive in such a world until it slowly settles down. I never knew i needed this in my life until right now. AWESOME idea and good end game content to work for. Link to post Share on other sites
Zadwanaa 9 Posted October 24, 2018 Share Posted October 24, 2018 I never knew i needed this in my life until right now. AWESOME idea and good end game content to work for. make it happen. I believe in you! I'd love to see more enviromental hazards. Harsh winds, snow storms, hail etc. etc. Nothing that'll kill you directly Link to post Share on other sites
wolffblood 7 Posted October 24, 2018 Share Posted October 24, 2018 make it happen. I believe in you! I'd love to see more enviromental hazards. Harsh winds, snow storms, hail etc. etc. Nothing that'll kill you directly Lol, leave out hail then. Get hit by that in the head of even a small chunk and lights out. Get the baseball or even a golf ball size and could kill you if hit right. Guess a bit too realistic, but getting caught out in that would suck. Link to post Share on other sites
MonggolKhan 0 Posted October 24, 2018 Share Posted October 24, 2018 Yeah, I'd considered this, but there may be a problem. The pathing is not recalculated the moment you switch the doors. There's a lag, and not all the Z's will adapt to the new path simultaneously, so some will still be tracking left, while others are trying to switch to tracking right. Once they find themselves obstructed by other zombies they might just start taking out their frustrations on your walls. I like the idea to keep them moving, rather than digging / climbing or bashing, but it needs to be done in a manner that allows you to headshot any rebels in the group. With the new pathing system, it's easier to funnel down the zombies to one place where all your traps will be. I'm thinking make the 3 sides 2 blocks thick and one 1 block thick with the door where all my traps are. Link to post Share on other sites
archergod 12 Posted October 24, 2018 Share Posted October 24, 2018 I'm not sure what you meant, but A16 has no end. There are no coherent quest chains, so there is nothing to play through except for the starter quest set. So, no one has "finished" A16.4 I think you mean, almost every one who played 16.4 has finish it Link to post Share on other sites
Wut 0 Posted October 24, 2018 Share Posted October 24, 2018 So no real answer on the gyrocopter + raiding situation? Just "put spikes and auto turrets"? Am I the only one who thinks flying over peoples' bases is really dumb? Link to post Share on other sites
Aldranon 230 Posted October 24, 2018 Share Posted October 24, 2018 I have a question for everyone that cares to answer: Recently it was thrown out there that they might level gate the attributes. - What if they spread them out (somewhat) evenly over the 200 levels? Character Level 1 = Attribute Level 1 Unlocks ( and it looks like we start with this) Character Level 20 = Attribute Level 2 Unlocks Character Level 40 = Attribute Level 3 Unlocks Character Level 60 = Attribute Level 4 Unlocks Character Level 80 = Attribute Level 5 Unlocks Character Level 100 = Attribute Level 6 Unlocks Character Level 125 = Attribute Level 7 Unlocks Character Level 150 = Attribute Level 8 Unlocks Character Level 175 = Attribute Level 9 Unlocks Character Level 200 = Attribute Level 10 Unlocks Divide by 2 all character levels needed, then it would be better. Link to post Share on other sites
Aldranon 230 Posted October 24, 2018 Share Posted October 24, 2018 I think you mean, almost every one who played 16.4 has finish it Finished with it, for sure. But there is 4-6k people who are still going at it. The mods are amazing game extenders. My two favs are from people who have posted in the last day. Don't want their heads to get too big... Throws off your equilibrium. Link to post Share on other sites
Roland 2,853 Posted October 24, 2018 Author Share Posted October 24, 2018 So no real answer on the gyrocopter + raiding situation? Just "put spikes and auto turrets"? Am I the only one who thinks flying over peoples' bases is really dumb? I will say that with the new pathing and zombie behavior without actively defending your base in conjunction with passive defenses the zombies do a great deal of damage. So to be able to land on someone's roof and attract a horde into attacking the base while just watching may be an OP tactic especially with the other player most likely being offline while it all happens. Now with auto turrets and spikes on your roof it seems that this could be prevented. If a gyrocopter trying to land on a roof takes fire from turrets it is almost certain to get rekt and spikes covering every block would keep players from jumping onto the roof. So why wouldn't this be a real answer? What other reasons other than horde bating from a roof makes the ability to fly over a base really dumb (as in unbalanced I take it by your context)? And how would turrets and spikes NOT be adequate defenses against that? I'd even go so far as to use the false floor block to make a fake roof with spikes below that so that if they land on it they fall into spikes and get stuck.... Link to post Share on other sites
Aldranon 230 Posted October 24, 2018 Share Posted October 24, 2018 I will say that with the new pathing and zombie behavior without actively defending your base in conjunction with passive defenses the zombies do a great deal of damage. So to be able to land on someone's roof and attract a horde into attacking the base while just watching may be an OP tactic especially with the other player most likely being offline while it all happens. Now with auto turrets and spikes on your roof it seems that this could be prevented. If a gyrocopter trying to land on a roof takes fire from turrets it is almost certain to get rekt and spikes covering every block would keep players from jumping onto the roof. So why wouldn't this be a real answer? What other reasons other than horde bating from a roof makes the ability to fly over a base really dumb (as in unbalanced I take it by your context)? And how would turrets and spikes NOT be adequate defenses against that? I'd even go so far as to use the false floor block to make a fake roof with spikes below that so that if they land on it they fall into spikes and get stuck.... Do zombie avoid fake floors? This could be an amazing and funny way to defend your fortress. The possibilities are large... and deep. Link to post Share on other sites
Roland 2,853 Posted October 24, 2018 Author Share Posted October 24, 2018 Do zombie avoid fake floors? This could be an amazing and funny way to defend your fortress. The possibilities are large... and deep. That can be tested in A16... Link to post Share on other sites
Erik Louden 6 Posted October 24, 2018 Share Posted October 24, 2018 @Roland You take the fun out of snarky replies =( Link to post Share on other sites
faatal 1,357 Posted October 24, 2018 Share Posted October 24, 2018 During horde night, the occasional vulture should show up. Not just for making a gyrocopter flight unsafe (reducing the value of a cheap horde-avoidance), but also to make the player have to consider defending against airborn threats when defending the base. The gyrocopter should have its main purpose to scout out the area, and reach some position quickly that is far off. But it should not be the choice for extended loot runs (low inventory). Having a high fuel consuption will make it expensive, and make the ground vehicles the default mode of travel. (flying is else just a too powerful alternative) It could even require special fuel (high % alcohol) that must be grown, fermented and distilled by farming. Vultures do show up at higher gamestages. The gyro uses a moderate amount of fuel, but those numbers are not locked in yet. Link to post Share on other sites
faatal 1,357 Posted October 24, 2018 Share Posted October 24, 2018 But anyways. I don't see the devs saying (anything) about this. Nope, not a word. Well I guess it will still be just-as-easy to dig and hide in Alpha-17 IMVAO. Isn't that right TFP's? Yep. It is so much fun, we now start you off in a hole at bedrock. Link to post Share on other sites
The Gronk 414 Posted October 24, 2018 Share Posted October 24, 2018 Vultures do show up at higher gamestages. The gyro uses a moderate amount of fuel, but those numbers are not locked in yet. What's the balance to prevent people cheesing horde night by just hovering above an empty field? Link to post Share on other sites
archergod 12 Posted October 24, 2018 Share Posted October 24, 2018 Funny reading post, people want TFP to surprise with all details and people are asking so much game play questions which at time are not yet coded. From all those post about gyro hovering player base, I think the best stop TFP can make it that one should not be allowed to Land on Land Claim box. much like one is not allowed to but frame block. If they want to stop it. But I have no problem if they don't stop hovering. But I do want Gyro to be shoot to destroy and Turrents been upgrade to Rocket launcher at some point, but if not Funpimps I am pretty sure some modder will do it. So I am cool with it. Link to post Share on other sites
Aldranon 230 Posted October 24, 2018 Share Posted October 24, 2018 That can be tested in A16... Isn't the pathing in A17 different than A16? Would the AI consider a fake floor to be a valid path in A17? Link to post Share on other sites
0ldman 2 Posted October 24, 2018 Share Posted October 24, 2018 Noch mal meine Idee. Zs kِnnen Material nur schlecht zerstِren aber sie kِnnen dich leicht finden. Nahrungsmittel verderben, auch im Kühlschrank. Hast du ein Feld in einer sicheren Basis wنchst ohne Dünger nichts. (Dünger finden / kaufen) Fleisch hat hِheren Energiewert wie Gemüse also jagen. Materialien findest du wie bisher aber dazu musst du die Basis verlassen. Draussen wartet die wütende Meute. In der Blutnacht kِnnten die Zs stنrker und mehr sein. Link to post Share on other sites
Aldranon 230 Posted October 24, 2018 Share Posted October 24, 2018 What's the balance to prevent people cheesing horde night by just hovering above an empty field? My guess, as Roland seems to have been given "no help" orders, is hopefully the gyrocopter is very, very hard to get. Once you get it and can fly above game space, a lot of perks will not be so useful. So late game, hopefully. Link to post Share on other sites
The Gronk 414 Posted October 24, 2018 Share Posted October 24, 2018 My guess, as Roland seems to have been given "no help" orders, is hopefully the gyrocopter is very, very hard to get. Once you get it and can fly above game space, a lot of perks will not be so useful. So late game, hopefully. I'm hoping it gets every kind of nerf imaginable, air superiority is a powerful tool. Link to post Share on other sites
Aldranon 230 Posted October 24, 2018 Share Posted October 24, 2018 I'm hoping it gets every kind of nerf imaginable, air superiority is a powerful tool. To put a positive spin to it: You will then be in a MadMax kind of game stage. Looking for your next fuel, trading things you found for ammo. It has possibilities. But should be a late game item IMO. Link to post Share on other sites
trielkee 3 Posted October 24, 2018 Share Posted October 24, 2018 One way to make the game harder without fiddling too much with difficulty levels is to, as someone already mentioned, prevent placing blocks below you while jumping until you buy a perk or two for jump heigth increase. Link to post Share on other sites
Arkonik 3 Posted October 24, 2018 Share Posted October 24, 2018 Hum IMO if you go over day 100 this game isn't for you. I never make it past day 22 before making a new map. By day 7 first horde night I'm already like level 50+ of course I play with lower night cycles and max day cycles but that's how I like to play. I really like playing that way and day 7 horde night when set this way all zombies will auto know where you at until I think 4am at this setting. My best fun is starting over and changing things up never same building or base style. In long term MMO's and such I don't like to lose what I earn, but 7 Days to Die is not a MMO and I treat it as such restarts and changing things up is how to get the most fun out of it. Try this if your board... Restart map never pick the same building don't build your own choose a prefab in game and always a different one. Don't pick military bunkers or skyscrapers. How do you do in different buildings? Link to post Share on other sites
kamer1337 7 Posted October 24, 2018 Share Posted October 24, 2018 Isn't the pathing in A17 different than A16? Would the AI consider a fake floor to be a valid path in A17? fake floor is supposed to trick zombies, what would be the point of them, except poi traps and pvp? brain dead cant know what is fake floor and whats not Link to post Share on other sites
meganoth 924 Posted October 24, 2018 Share Posted October 24, 2018 (edited) I looked and there are over 30 perks I plan to buy into (assuming they don't change much from videos) so that would still leave me with plenty of choices to make of what to take when. Yes, but some people might like to play specialists in each playthrough to make them more variable. It doesn't mean you have to allow the 15 point max perk at level 10, but IMHO there should be no restrictions on at least the first two levels of each perk. Probably except for some build-perks that would unbalance the game too much. For the build perks gates could also be avoided by making one or two ingredients of the recipe not craftable or at least dependant on another recipe only found in the world or at the trader. Sure, some of you hate the RNG nature of this, others like it because it makes each game unique. You can't please everyone. The biggest worry is likely to be base attacks that take place when the base is absent... a wandering horde on a beeline for the base when I leave (and fail to spot them), or a screamer banging away on a wall. No worry. As soon as you are far enough away the wandering horde despawns. So no real answer on the gyrocopter + raiding situation? Just "put spikes and auto turrets"? Am I the only one who thinks flying over peoples' bases is really dumb? The answer is: Adapt. Not by asking on the forum what to do. But by playing the alpha and finding new ways to defend. If players can't find a way, the feedback will show TFP that they have to fix it. We are the guinea pigs. We suffer for the greater good Edited October 24, 2018 by meganoth (see edit history) 1 Link to post Share on other sites
Recommended Posts