If we assume the mod system did not change then you should be able to insert up to 4 mods in each armor piece, 16 total. I don't see a reason for them removing quality and the variable mods slots.
I do wonder if the mods you unlock from investing in each stat are all part of the same mod group and are not stackable (like you cant put a large and a small gas tank on an augur for example, or the +2 and +1 armor plates on the same piece)
I.e you can only wear a cigar or only wear nerdy glasses but not both at the same time because they are in the same mod group
I haven't added any restrictions to the Cigar + Attribute Mods...yet. We'll see how testing goes.
Attribute Mods can only be installed into headgear, so no stacking issues there with other armor pieces.
You cannot have more than one Attribute Mod installed on a headgear at the same time.
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Regarding armor sets, I am wondering this as well. If the armor doesn't have any stats beyond what we have now, there is little reason to mix and match and give up on the set bonus. They would need useful stats on each piece that would give you a reason to choose to mix up the armor in order to get a mix of stats at the cost of losing the set bonus. But I have a feeling that won't happen. Which means everyone is going to start looking identical... not a good thing.So, given this new information that armor sets will have the set bonuses, is mixing and matching armor pieces going to be worthwhile? I don't really like the thought of using a full set always being better then using a mix, is there some overlap? Will there be some additional considerations to armor choice? I just think these small decisions in games (like deciding between say- a chestpiece that has 50 defense vs one that has 30, but resists a status effect), are fun. I'm worried set bonuses would have an impact on variety/choice. Main concern is needing to carry around armor sets for various tasks due to the set bonuses likely being highly impactful. Could be wrong though, this is merely speculation since I haven't played myself. I just hope it turns out to be fun.
Based on some videos I've seen, lighting looks better. The new zombie albedo variants look pretty good.
It's nice to see gloves on the character's hands. New block placing animation by the looks of it.
Looks like there are 4 armor pieces, head, gloves, pants, feet. Doesn't look like there's any others. The armor pieces still have quality. Not sure what this means for the temperature system, but it looks like none of the old clothing items are returning? That's only an assumption based on what I've seen, since there dont appear to be other slots.
Saw an item called an "armor crafting kit" from another stream's videos. I assume you might require that to make armors.
I'm still kind of hoping for less dungeon style poi's, in all honesty. Empty ones with an open layout were always atmospheric to me in the old versions. Not like they didnt have main loot, but they didnt have a chest at the end, and one correct path.
I also saw a youtube video from pax that had the "legendary parts" in a crafting recipe. Honestly, not sure how I feel about that.
I really hope they make it so the yellow lines on the roads aren't solid objects anymore. It's been like that for a while.
Also, seems a bit weird to me that a cigar is a mod, not like, a seperate slot for an accessory. Not a big deal though.
Not sure if I'm allowed to put in photos of the video I saw from pax so I'll hold off on that for now.
They are still shapes but have a property that allows blocks to placed over them.The road decals (the yellow and white lines) are confirmed to not be blocks, so you will be able to build on to of them in A22.
Thanks. I kind of thought that but worded it wrong.They are still shapes but have a property that allows blocks to placed over them.
They are still shapes but have a property that allows blocks to placed over them.
I'm assuming they were simply given the same property as grass where placing any block on top will remove them.
That seems a bit more intuitive and easier to implement than a system where two voxel objects can actually sharing one voxel space.
I mean swatchs put something so go crazyNot sure if I'm allowed to put in photos of the video I saw from pax so I'll hold off on that for now.
But do they show?Tough Guy Glasses
Yeah, I guess you're right. These are publicly avaliable through youtube/twitch. Guess it was a bit dumb to worry.I mean swatchs put something so go crazy![]()
But do they show?
And how about that enforcer set? Do you put glasses on your glasses?
The new armor system is 4 parts and I was able to find the mining helmet , each slot has a particular bonus and wearing all 4 pieces gives a full set bonus,
I really like the new layout for the armor. And yeah the create does looks new.Yeah, I guess you're right. These are publicly avaliable through youtube/twitch. Guess it was a bit dumb to worry.
Courtesy of Shema & Spartan 85 on youtube / Dollishdes on twitch for these. Surprisingly: Redone crates? Could be wrong, I haven't played in a minute, but I swear they look different. Looks like you can get armor from any chest too. Sorry for the quality.
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Yes. Works like grass.I'm assuming they were simply given the same property as grass where placing any block on top will remove them.
That seems a bit more intuitive and easier to implement than a system where two voxel objects can actually sharing one voxel space.
Yeah, I guess you're right. These are publicly avaliable through youtube/twitch. Guess it was a bit dumb to worry.
Courtesy of Shema & Spartan 85 on youtube / Dollishdes on twitch for these. Surprisingly: Redone crates? Could be wrong, I haven't played in a minute, but I swear they look different. Looks like you can get armor from any chest too. Sorry for the quality.
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I have an idea Roland, look into the way Division 2 green sets are done. In Div 2, you only needed four pieces of the green set to gain the entire set bonus, each armor also has a separate bonus i.e. ammo capacity, critical hit damage the more of the set you wore.. The chest and backpack would give you an additional bonus stat as long as the original set bonus was active. Since 7D2D doesn't have a 6 piece armor slot set to directly compare Division 2.. and that 7D2D really only has 5 armor slots (Helm, Chest, Gloves, Legs, Boots), everything else is clothing which only gives you optional pocket slots if crafted, and depending on the type of clothing.. heat and cold resistances and bonuses to bartering, movement speed, etc.. currently. So one could assume you would only need at least three out of the five pieces for the max set bonus, any other pieces of the set could be a complimentary additive bonus if worn with the 3 piece set.That's like saying that not wearing any of the pieces gives a "zero set bonus" so even if you wear nothing you're still getting a set bonus. Your semantics are fine but you think that if you put "set" all in caps it changes the meaning. I can do that too: PARTIAL set bonus.
What Matt wants is to get the FULL set bonus for wearing everything but the flipflop because otherwise he will feel forced into wearing the flipflops. Go back and look at the two lists of bonuses you posted for Diablo. Does Diablo let someone get all the bonuses from the second list if they aren't wearing everything from the set? If so, you've got me and I'll retract my statement. If not, then you're just agreeing 100% with me while capitalizing the word set.
If it helps, I will amend my statement to emphasize that what I meant was that no game in existence gives a full set bonus for only wearing a partial set. Some games will give a partial bonus (including 7 Days to Die A22) for wearing a partial set