Easy to make, fun to use. Simple suggestions

Akuman

New member
Let's face it, not being able to use transport on a bloody moon is heartbreaking for post-apocalypse fans. Who wouldn't dream of being in a world where you can break through hordes of zombies in an armored jeep? And where do you think you can get hordes of zombies in 7 Days to Die except during a blood moon? That's right, nowhere. After all, luring zombies out of a building is a disgrace, and zombies themselves don't crowd the streets, with the exception of a rare wandering horde. The worst thing is that during a blood moon, any zombie attack almost stops a car! In other words, the transport mechanics are currently bad and need to be improved. I also want to complain about the monotony of melee weapons. Almost all it do is deal damage. There is no serious difference between the melee weapons in the game. The only weapon that brings any variety is the stun wand with modification. Regarding this, I would like to propose the following solutions, which, IMHO, will not be difficult for developers to implement. I believe that these modest solutions will significantly diversify the game and make it even more interesting. See for yourself:

- Repair kit for a benzine tool (from parts of a benzine tool. For a drill, chainsaw, generator and transport) with a repair delay for transport. this will make it impossible to abuse transport on a bloody night, given the rarity of components and the time it takes to repair
- reduce the slowdown of transport on a bloody night. This is ruining the gameplay and needs to be changed
- add skidding of transport when turning after hit a zombie. It will add risk and fun

- increase damage from a spear strike to limbs (reduced zomby knockback). Designed for attacking from cover and generally having fun quickly dismembering zombies.

- increase zomby knockback of a mace. It will be easier to fight off a crowd with a club...

These updates require the listed weapons to be more special and interesting (transportation is weapons too). If you liked my suggestions, like them, write a comment. I want my suggestions to reach the developers

 
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The developers can also add a zombie slowdown debuff to the pipe club when hitting a zombie in the head (not a knockback like a regular club). This will also add variety to the gameplay.

 
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I also want to complain about the monotony of melee weapons. Almost all it do is deal damage. There is no serious difference between the melee weapons in the game.
What else should a weapon do if not kill? And the weapons are very different. The brass knuckles do little damage, but they are fast. The Sledgehammer is slow, but it does a lot of damage. Each weapon has its pros and cons. It is very strange that while playing the game you did not notice these differences.

 
TFP made vehicles unusable on horde night to prevent someone simply driving away. Preventing this and still allowing what you propose isn't really that easy. My guess is they won't change that but if you personally want to play that way you could simply use a mod that turns off that "feature".

Also there are two cases where you can get groups of zombies outside of horde night: A wandering horde and zombies called by one or two screamers. Just let your workstations run all day and you will eventually get lots of screamer hordes to test your driving skills on.

 
Knives applied a bleed DOT that you can stack with multiple hits.  Great to thin out groups of zombies and then watch them die from DOT.

 
What else should a weapon do if not kill? And the weapons are very different. The brass knuckles do little damage, but they are fast. The Sledgehammer is slow, but it does a lot of damage. Each weapon has its pros and cons. It is very strange that while playing the game you did not notice these differences.
I think weapons should have more effects, like the club tipping over and the knife bleeding. The spear and sledgehammer don't have those effects as far as I know.

TFP made vehicles unusable on horde night to prevent someone simply driving away. Preventing this and still allowing what you propose isn't really that easy.
in my opinion the damage from hitting zombies is quite big, and it is possible to leave without encountering zombies right now. I would suggest increasing the speed of either birds or dogs during the blood moon, or both. You are talking about leaving. I am talking about staying and killing zombies. The time to repair vehicles with a repair kit will make it impossible to abuse vehicles in the game.

Knives applied a bleed DOT that you can stack with multiple hits.  Great to thin out groups of zombies and then watch them die from DOT.
Now the advantages of weapons among themselves are not obvious. At least, between a spear, a club and a sledgehammer for sure.

not to mention the pipe club

 
TFP made vehicles unusable on horde night to prevent someone simply driving away. Preventing this and still allowing what you propose isn't really that easy.
Now, interestingly, they made it so that zombies attack all night long. If the places for the appearance of zombies are chosen randomly, then we cannot exclude random damage to transport, which will sooner or later cause it to break down... and the player won't be able to fix it quickly.

among other things, drifting after hitting a zombie (sliding in blood) will add immersion to the game and seriously complicate the driving process, especially on a bloody night

 
Now, interestingly, they made it so that zombies attack all night long. If the places for the appearance of zombies are chosen randomly, then we cannot exclude random damage to transport, which will sooner or later cause it to break down... and the player won't be able to fix it quickly.

among other things, drifting after hitting a zombie (sliding in blood) will add immersion to the game and seriously complicate the driving process, especially on a bloody night


Lets just say in previous alphas without the feature it was very easy avoiding zombies even if they appeared randomly. I know because I was late coming back to the horde base on a few occasions and had to drive back with the minibike while the horde night was already on. No damage to the bike (or me) at all.

 
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Lets just say in previous alphas without the feature it was very easy avoiding zombies even if they appeared randomly. I know because I was late coming back to the horde base on a few occasions and had to drive back with the minibike while the horde night was already on. No damage to the bike (or me) at all.
I think if there is a constant amount of 4 individual fast dogs per player, provided that transport is used, then it will be very, very fun. If the player gets off the vehicle, the constant is disabled

 
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