Soaperator
Refugee
1. Functional mannequins for armor
2. Aiming Down Sights crosshair removal
3. Stun baton balance
I've been playing this game for a while and I just wanna say. Thank you Fun Pimps for giving us such a great avenue for having a good time and making fond memories.
Post town hall is looking sweet for the future of the 7 days to die. Thank y'all for not trying to patch JaWoodle, but instead collaborate with him and the community for the best of the game.
Listed below are some small changes I'd personally like to see added to 7DTD in the future.
1. There was a mod for this a while back, but now I think functional armor mannequins should be in the main game. Just like Minecraft, mannequins that can wear the armor you earned would be an amazing display of progress. Simply (maybe not simple to code) left clicking on a armor mannequin can make the mannequin wear the armor you are holding. The mannequin could have a small inventory for armor and clothes. Right clicking could exchange the armor on the mannequin for what you are wearing for a quick swap. Use case, when you are about to go mining. You can walk to the mannequin displaying your mining armor and just exchange the fit. Now you are ready to go mining while the mannequin becomes a preacher.
2. Note screenshot 2, the crosshair gets in the way of my cool red dot. Please remove it when certain mods are applied as it clutters the focused field of view.
3. Change to the stun baton. The stun baton has made a comeback with compounding effectiveness: nerd tats, melee buffs, physician level 5 (10% instakill), stun repulsor mod, Intellect mastery levels 4 and 5, calculated attack level 5, electrocutioner level 5, and tech junkie series volume 6. These achievements in a stun baton playthrough make it awesome, but maybe too awesome. Keep in mind that Intellect mastery 4, intellect mastery 5, and tech junkie volume 6 technically all do the same thing. They make the stun baton become charged more often. I lobby this is where balance can me made with changes. My recommendation is to change level 4 mastery to increase base damage of stun batons instead of making it charged in 2 hits. Level 5 mastery should be nerfed to level 4's effectiveness. Where Level 5 intellect mastery allows the stun baton to be charged in 2 hits. These changes allow tech junkie vol. 6 to be modified into providing a different buff for the stun baton (the buff being anything needed: base damage increase, stamina efficiency, or even unlocking a new type of upgraded stun baton that is made of steel.)
Thank you for sitting through my spiel.
Also maybe bring back wet concrete it was cool.
2. Aiming Down Sights crosshair removal
3. Stun baton balance
I've been playing this game for a while and I just wanna say. Thank you Fun Pimps for giving us such a great avenue for having a good time and making fond memories.
Post town hall is looking sweet for the future of the 7 days to die. Thank y'all for not trying to patch JaWoodle, but instead collaborate with him and the community for the best of the game.
Listed below are some small changes I'd personally like to see added to 7DTD in the future.
1. There was a mod for this a while back, but now I think functional armor mannequins should be in the main game. Just like Minecraft, mannequins that can wear the armor you earned would be an amazing display of progress. Simply (maybe not simple to code) left clicking on a armor mannequin can make the mannequin wear the armor you are holding. The mannequin could have a small inventory for armor and clothes. Right clicking could exchange the armor on the mannequin for what you are wearing for a quick swap. Use case, when you are about to go mining. You can walk to the mannequin displaying your mining armor and just exchange the fit. Now you are ready to go mining while the mannequin becomes a preacher.
2. Note screenshot 2, the crosshair gets in the way of my cool red dot. Please remove it when certain mods are applied as it clutters the focused field of view.
3. Change to the stun baton. The stun baton has made a comeback with compounding effectiveness: nerd tats, melee buffs, physician level 5 (10% instakill), stun repulsor mod, Intellect mastery levels 4 and 5, calculated attack level 5, electrocutioner level 5, and tech junkie series volume 6. These achievements in a stun baton playthrough make it awesome, but maybe too awesome. Keep in mind that Intellect mastery 4, intellect mastery 5, and tech junkie volume 6 technically all do the same thing. They make the stun baton become charged more often. I lobby this is where balance can me made with changes. My recommendation is to change level 4 mastery to increase base damage of stun batons instead of making it charged in 2 hits. Level 5 mastery should be nerfed to level 4's effectiveness. Where Level 5 intellect mastery allows the stun baton to be charged in 2 hits. These changes allow tech junkie vol. 6 to be modified into providing a different buff for the stun baton (the buff being anything needed: base damage increase, stamina efficiency, or even unlocking a new type of upgraded stun baton that is made of steel.)
Thank you for sitting through my spiel.
Also maybe bring back wet concrete it was cool.