Recent content by LazerOfDensity

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    Idealized 7 Days to Die

    I jumped into 7 days in the later alphas, I think it was 21. I remember it being some kind of layered armor system with clothing but a revamped armor system that has dedicated clothing and jacket slots alongside armor would also be great. Could be the standard 4 armor slots with clothing slots...
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    Idealized 7 Days to Die

    Zombie Changes Zombies are changed to use a model generator (similar to the player's character creator in the Character Creation section). From the base model, several other modifications can apply to them, and all these modifiers can stack. Each mod gives a health and damage boost. Zombie’s...
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    Idealized 7 Days to Die

    Blueprint System Land Claim blocks come in very small (21 claim size), small (31 claim size), medium (41 claim size), large (51 claim size) and very large (71 claim size) with slightly different models and build costs Interacting with the Land Claim block menu can save the current block...
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    Idealized 7 Days to Die

    Breakdowns of weapon and tool tags w/ new base types Tools Axes: (Tags: Strength, Woodcutting, Blade, Harvesting, One-Handed, Melee) Pickaxes: (Tags: Strength, Pickaxe, Blade, Harvesting, One-Handed, Melee) Shovels: (Tags: Strength, Harvesting, Blunt, One-Handed, Melee) Wrenches: (Tags...
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    Idealized 7 Days to Die

    Skill, Perk and Weapon Changes: Main changes to skills will be changing skills and weapons over to a tag system so there’s more overlap between weapons and easier to add more weapon bases into the game. Skills now cover each unique tag. Perception: bonuses to Perception weapons and tools...
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    Idealized 7 Days to Die

    Character Creation: Positive and Negative Traits to choose from as well as a core stat allocation to have some starting Perception, Strength, Fortitude, Agility, Intelligence. Positive Traits include early game biome unlocks: Desert Native: Start with the Desert ‘Adaptation’ unlocked...
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    Idealized 7 Days to Die

    These are my thoughts/suggestions/systems that would make up my ideal 7 days. There's a lot and I'll have to break it up between posts so bear with me. Traders -> Settlements: Every Biome has a large Settlement location. Every Settlement is made up of a few module settlement POIs inside...
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    NPC System Ideas/Suggestions

    Hostile Faction: Operates out of a unique Hostile Faction Stronghold POI in a biome Has a faction leader and a faction trader in the POI Hostile Faction leader will give jobs to: Constructing Hostile Faction Fighting POIs Attacking a Duke Caravan traveling through the biome Attacking a Duke...
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    NPC System Ideas/Suggestions

    Some changes to go along/improve the faction systems Visual progression of armor tiers to differentiate and determine overall level of an NPC Friendly NPCs ware player armors, hostile NPCs have their own set to immediately tell them apart High Level Overview Each Biome has an overall friendly...
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    Accessory/Utility Items

    These are 2 slots that hold items that provide some extra utility Shields (Fortitude), Backpacks (Strength), Robots (Intelligence), Exploration Gear (Agility), Scanners and Radar (Perception) Shields: Fortitude -> Combat Perks -> The Brawler Armor bonus and critical resistance from the...
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    Some Perk and System Suggestions

    Skull Crusher: Faster Attacks  Increases sledgehammer attack speed per tier: 5%, 10%, 15%, 20%, 25% Pack Mule: Backpacks  Includes Backpacks: Armor slot for a backpacks Can interact with the backpack from the character equipment screen to open it up and access some additional storage 2...
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