Adam the Waster
Hunter
One thing already with limited crafting. I get not being able to make alot but at least allow crafting of all Primitive melee weapons like spears and knives lol
or evil?While playing 7D2D I've always wanted to have the option to actually clear some areas for good.
The new signs are the same thing as the old Call Of Duty emblem maker. Do you remember that? Most people just made a variety of ■■■■■ emblems or Batman insignias. But sometimes people made some really good stuff with it.Also I have a question
Are the new sighs man made or Ai? Idkw they look... off or strange.
Earlier in the thread, faatal (developer) said that that was a bug, having zero loot, and that would get addressed soon.A few underlying rules seem to have changed between 2.6 and 3.0, namely that there doesn't seem to be a bare minimum 'mercy rule' on loot spawns anymore.
Like, I played exclusively PINF 25% loot in 2.6 and saw that most containers would always generate at least 1 item, even if it was just a piece of wood or paper or whatever, and, POI loot chests would have at least a few items even if it was just like 2 bandages and a chili, and so forth.
In 3.0 most containers have literally nothing including loot chests and I was wondering if there was a way to fix that? Because the game is sort of unplayably difficult now for total lack of supplies but I also don't want to increase ALL the loot EVERYWHERE 'cause that makes the game too easy in turn.
Also agreeing that mod quality needs a sanity check; some of them like Ergonomic Grip should be like 5/10/12/14/16/20% instead of 10-60% because the numbers simply don't work otherwise
Bro here just farming reactions?Are reactions to posts bugged on this forum?
I don't see this ever happening. Zombie pathing relies on their ability to crouch. Could the animation transition and speed be improved? Sure, but turning it off will completely break the "trickling" sleeper spawn mechanic they introduced in a recent update.Option to disable zombie crouch.
Could they not make it so zombies can crouch only when in 'sleeper' mode? That would preserve their ability to crouch in the various new places they've been placed in while crouching, but prevent them from crouching while actively pursuing the player.I don't see this ever happening. Zombie pathing relies on their ability to crouch. Could the animation transition and speed be improved? Sure, but turning it off will completely break the "trickling" sleeper spawn mechanic they introduced in a recent update.
All the new signs in POIs are made by the designer of each POI using the tools within the sign tech. editor.Also I have a question
Are the new sighs man made or Ai? Idkw they look... off or strange.
Currently, they can only be created in the level editor. We hope to expand its use to normal play in a future version.Question for anyone, not just Laz: Are the new signs craftable?
Okay thank you I must be going crazy too much with ai wormsAll the new signs in POIs are made by the designer of each POI using the tools within the sign tech. editor.
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Currently, they can only be created in the level editor. We hope to expand its use to normal play in a future version.
Good to knowFor me this update makes the game nearly perfect. The Matinee preset makes for an excellent IRL zombie apocalypse experience.
I think a couple additional options could make it absolutely perfect.
Zombie intelligence.
- The lowest setting would be zombies that only path straight towards the player. If there's a hole (missing block(s)) in their path they will walk right into it. If there's a block in front of them that is a meter tall they'll fall over it instead of walking around it. This might require additional animations...or maybe a zombie tries to move directly toward the player - the obstacle is low enough to collide with the body - the zombie enters ragdoll / stumble state - momentum carries it onto / over the obstacle - the zombie recovers and resumes pursuit.
- The highest setting would be where their intelligence is now.
You could have settings like "all dumb all the time", a mixture, (or my favorite) progressive intelligence over time / tied to gamestage...so as the player progresses the zombies get smarter.
The zombie intelligence during bloodmoons could stay as is. What could be cool about this is it could create more contrast between bloodmoons and regular days.
Attack behavior.
- I also think it would be more fitting and more fun to see zombies prioritizing windows and doors when trying to break their way into a building that the player is in. If there is an abundance of zombies trying to break in then some of them can start attacking walls and such.
- Biting. It would be fantastic to have the option to make zombies try to bite the player instead of using melee attacks. Now that we can increase the number of on-screen zombies, this could make things very dangerous for the player. It should have a 100% chance of infection.
Adding these things could make this the absolute ultimate zombie apocalypse game...at least for me.
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The new signs are the same thing as the old Call Of Duty emblem maker. Do you remember that? Most people just made a variety of ■■■■■ emblems or Batman insignias. But sometimes people made some really good stuff with it.
One thing already with limited crafting. I get not being able to make alot but at least allow crafting of all Primitive melee weapons like spears and knives lol
Weapon modifications are too powerful. If I have Skull Crusher level 4, which gives me 50% reduced stamina consumption for heavy attacks and 25% for light attacks, then adding an ergonomic grip level 5, which gives another 50% stamina reduction, results in heavy attacks not consuming any stamina at all, no matter which hammer I use. Only light attacks still consume stamina.