Bandits have been listed as a feature in several dev diaries going back several alphas. I can’t remember the first alpha that listed them though. However, none of that really matters. Most of people complaining about their absence haven’t thought much further than: “it would be cool if there were bandits.” And the reality is many won’t be happy when they are added because all they have been doing is wishcasting, i.e., assuming what they want to happen is what will actually happen. It’s similar to people who complain about games spending too much time in early access. This complaint only makes sense if the player assumes that the things they don’t like about early access will be fixed at full release. But why would anyone make this assumption? It could easily go the other direction. For some players, the full release could be worse than the early access version. There are ample examples of that here during the game’s development.
Personally, I’m very skeptical about the addition of bandits to 7dtd. I can foresee a lot of ways it could go wrong or simply change the game loop in a way that I don’t care for. When will you first encounter bandits? Will you have sufficiently strong ranged weapons to deal with them? How often will you encounter them? Will you end up getting swamped by screamers during or after gun battles with them? How many changes will have to made to existing game systems to accommodate the addition of an entirely new class of enemies? What will be the performance cost of adding bandits? Will the value added be worth the cost? Et cetera, et cetera.
yup. when i re-read my post i realize i suggested people were looking for a bump to damage, that wasn't necessarily my intention. I wouldn't complain about having more uses for .44 ammo.
Used to I would run around with a couple clubs of some sort but with the mutated zombie I now run around with a club and a shotgun and an automatic weapon.
Used to I would run around with a couple clubs of some sort but with the mutated zombie I now run around with a club and a shotgun and an automatic weapon.
You can still do that. With new sledge saga books and perks like siphoning strikes or the endless buffs for the stun baton the melee game has never been easier. Take two steps back, wait for the mutated zombie to do its thing and then resume with right mouse button spam.
Or take them out with guns if you want to make use of the endless amount of ammo the game gives you completely for free.
If they really wanted to change up our playstyle during horde night they should have zombies with different and random behaviour. Now every zombie does the same and takes the same route. You build your base and know exactly what will happen. Every zombie knocks on the same door and waits for his turn to get killed. 8 zombies, 64 zombies, who cares, no difference.
You can still do that. With new sledge saga books and perks like siphoning strikes or the endless buffs for the stun baton the melee game has never been easier. Take two steps back, wait for the mutated zombie to do its thing and then resume with right mouse button spam.
Or take them out with guns if you want to make use of the endless amount of ammo the game gives you completely for free.
If they really wanted to change up our playstyle during horde night they should have zombies with different and random behaviour. Now every zombie does the same and takes the same route. You build your base and know exactly what will happen. Every zombie knocks on the same door and waits for his turn to get killed. 8 zombies, 64 zombies, who cares, no difference.
Usually I set my bloodmoon frequencies to 14 or 20 days, by then I can make steel clubs, at least pump action shotguns and AK47s (both with AP ammo) along with already being able to make compound bows with steel arrows.
Bandits have been listed as a feature in several dev diaries going back several alphas. I can’t remember the first alpha that listed them though. However, none of that really matters. Most of people complaining about their absence haven’t thought much further than: “it would be cool if there were bandits.” And the reality is many won’t be happy when they are added because all they have been doing is wishcasting, i.e., assuming what they want to happen is what will actually happen. It’s similar to people who complain about games spending too much time in early access. This complaint only makes sense if the player assumes that the things they don’t like about early access will be fixed at full release. But why would anyone make this assumption? It could easily go the other direction. For some players, the full release could be worse than the early access version. There are ample examples of that here during the game’s development.
Personally, I’m very skeptical about the addition of bandits to 7dtd. I can foresee a lot of ways it could go wrong or simply change the game loop in a way that I don’t care for. When will you first encounter bandits? Will you have sufficiently strong ranged weapons to deal with them? How often will you encounter them? Will you end up getting swamped by screamers during or after gun battles with them? How many changes will have to made to existing game systems to accommodate the addition of an entirely new class of enemies? What will be the performance cost of adding bandits? Will the value added be worth the cost? Et cetera, et cetera.
You have the right to feel this way. I believe you are right to be worried about how they will be implemented.
I am curious...are you on PC or console?
I do want TFP to deliver on overdue features...because they are overdue. You are right about THAT part too. At this point I cannot guess how they are going to implement Bandits, how it will add to gameplay, or if it will cause a bunch of BS like screamer hordes from gun battles...no idea. But, I don't think fears of things that can be balanced is worth not adding Bandits to the game. After all these years of waiting it seems a lot of people are scared that they will be terrible...that all this time was just wasted waiting for nothing.
I'd like to see a poll on bandits: my personal belief is that console is more positive about bandits than PC...but, I'd rather have better info. lol
You can still do that. With new sledge saga books and perks like siphoning strikes or the endless buffs for the stun baton the melee game has never been easier. Take two steps back, wait for the mutated zombie to do its thing and then resume with right mouse button spam.
Or take them out with guns if you want to make use of the endless amount of ammo the game gives you completely for free.
If they really wanted to change up our playstyle during horde night they should have zombies with different and random behaviour. Now every zombie does the same and takes the same route. You build your base and know exactly what will happen. Every zombie knocks on the same door and waits for his turn to get killed. 8 zombies, 64 zombies, who cares, no difference.
You have the right to feel this way. I believe you are right to be worried about how they will be implemented.
I am curious...are you on PC or console?
I do want TFP to deliver on overdue features...because they are overdue. You are right about THAT part too. At this point I cannot guess how they are going to implement Bandits, how it will add to gameplay, or if it will cause a bunch of BS like screamer hordes from gun battles...no idea. But, I don't think fears of things that can be balanced is worth not adding Bandits to the game. After all these years of waiting it seems a lot of people are scared that they will be terrible...that all this time was just wasted waiting for nothing.
I'd like to see a poll on bandits: my personal belief is that console is more positive about bandits than PC...but, I'd rather have better info. lol
I haven't tried a sledge or knuckles run either.
The knuckles just look terrible, even maxed out, and the early stamina cost for sledgehammers is a definite no from me.
Since the game only has sooo much space left for new stuff, I am okay with melee, ranged and Leader. A lot can be done with that. (i hope). I realize now that I am really only looking at how they will play on random gen maps not Navezgane...since I don't like that map or how it plays, I avoid it.
You got me curious though...What kinds of zombies would you add? Do you mean different mechanics or different appearances for variety?
I haven't tried a sledge or knuckles run either.
The knuckles just look terrible, even maxed out, and the early stamina cost for sledgehammers is a definite no from me.
Lately ive been with spears but I get bored of just using the rifle that's why I wish we had more of a open weapon build system rather then strict builds
I haven't messed with knives but knives I always keep as a back up but im not a fan of the agility perks aside from parkore
And knuckles late game ive seen can be fun but im just not a fan them early game im on survivalist and ive died twice with them. You need to be a drunk in order to use it.
Basic Specials: specials that are low tier but have something special
Burning zombie
Normal/fat
Moves faster and sets you on fire
Husk
Male/female/fat
less debuff damage and reduce damage taken
Frozen walker
Male/female/fat
Slower but hits harder takes much less damage and less debuff damage
Ghoul
Male/female/fat
Emits Radatioactive effect and restriction and reduced damage taken
Mutated zombie
spits a volley of radioactive goo and emits aoe Radation...
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Lately ive been with spears but I get bored of just using the rifle that's why I wish we had more of a open weapon build system rather then strict builds
I haven't messed with knives but knives I always keep as a back up but im not a fan of the agility perks aside from parkore
And knuckles late game ive seen can be fun but im just not a fan them early game im on survivalist and ive died twice with them. You need to be a drunk in order to use it.
Yup, totally agree. I'm with you too on I'd rather have more zombie types than bandits.
Maybe I'll eat my words once bandits come out but I'm sticking with that for now.
I like to use dual purpose weapons to save that inventory slot. Maybe I'll try a battle miner type build like GNS just did. I used to use the axe as a main weapon, again just to save on an inventory spot since the axe is also used to break down doors, chop wood, etc.
That's why I love the knife/machete build. It's pretty strong once you get it leveled up.