So have we seen the retooled spear perk yet? I’m really curious how TFP are going to bring it in line with the other melee perks now that the throw has been axed
I’m looking forward to the new crafting system, it looks like a good blend of the Learn by Doing and Looted Schematic systems. Really curious to see how the perks are going to be rebalanced now that the crafting aspects are getting stripped out.
Hey all! Been a while. I got a question: Now that A20E is out, how are the traders doing? I know there were some changes to them from A19 and i was wondering what the scale of them was.
I agree with all of this, and i’m not saying that 7D2D is hard to mod in general or anything like that. What i’m talking about is making sure that modding in All of its forms is made as easy as possible, a huge number of the mods for FO and TES are retextures and new models in addition to...
I wouldn’t say that it is less of one but rather one that appeals to those who want to tinker with mechanics under the hood as opposed to largely visual changes that don’t change underlying mechanics. It’s more about easy access to a variety of modding “spheres” for lack of a better word.
I’d...
I think you’re misunderstanding @Matt115’s point, it looks like to me that he’s saying that lore and model replacements/retextures create good entry points for modders who want to add something to the game which were major things TES had in its favor, i don’t think he’s saying the only mods...
So what are the things you all are most looking forward to in the upcoming dev stream? I’m looking forward to more details on the new gear progression myself.
In all honesty, i’d guess the next major step for 7d2d after gold is a sequel but definitely not right away.
A sequel would allow for a clean start tech-wise and for features added at different times in the original to be built into the sequel from the beginning. DLC strikes me as less likely...
Plus the shotgun’s short range is an important offset for its sheer stopping power, giving it range equivalent to a high end 9mm or low end AR would make it insanely powerful as well as mess up its multi-target.
i very much agree about the spear though, as it stands the damage on the regular...
Honestly you could do the wall-axe trap in 7D2D, just make it out of scrap metal and obvious mechanical parts.
it’s basically the mixture of the blade trap and robo-sledge.
As far as i can tell, the only real difference between the robo-sledge and the pusher trap in Orcs Must Die is area of effect and the fact the robo-sledge is easier to place and replace. So I don’t necessarily see more kinetic traps overburdening CPUs more so than what’s already been...
While i can see what you mean in the context of yield/loot bonuses, I disagree but i do think they should have more of an offset.
that last statement though is ridiculous. Impact is not a yes/no factor, that’s literally the core principle of the entire concept of game balance. We can argue...
So because the stats are possibly over or under powered, they should be scrapped entirely?
that’s a completely useless standard, all stats can be too high or too low.
we don’t know whether or not the stat bonuses add anything of merit because we have no idea what they’ll look like outside of...