AuroraWhitfield
New member
HOW-D! I have been playing 7D2D for quite some time now. Its really addictive and enjoyable BUT I have a few ideas for small "additions" that will add quite a lot of variety to the game.
Building improvements
As a Fallout modder and level-designer I really put a lot of time in building aspect of the game. I noticed a few issues that would be nice to solve
More visible weapon and armor mods
Missing weapon mods
This one could be merged with the previous issue I wrote. I noticed some weapons either dont have a certain mods or cannot have existing mods equipped even if they theoretically could.
Other miscellaneous things
My personal ideas for additions
These here are only what I and my friends would like to see added in future updates:
Thats all I can think of right now, I may add more stuff in the comments later. I hope someone will actually read this and that I didnt write this for nothing
Building improvements
As a Fallout modder and level-designer I really put a lot of time in building aspect of the game. I noticed a few issues that would be nice to solve
- First and foremost: Block-to-terrain blending. There is this ugly "gap" between a block (f.e. simple cube) and a terrain "block". Maybe its just lack of my 7D2D building expertise but thats the biggest issue I have when building ANYTHING. I dont know your engine limitations and functions but all that would be needed is a script that will blend the terrain block with player-placed block IF full block was placed. IDK how to better describe it... Simply if you placed a 1/2 slab horizontally you dont want the terrain to "solidify" in this case because it will look silly. But if you place it vertically, with its full-block face touching the terrain block THEN it should blend in and solidify.
- Another issue are missing blocks. I noticed a few times that some blocks are simply missing. When I was building my most recent house I used 1/2 slabs with a notch on one end to create a window rims. On one side of the house I wanted to have 2 windows with only 1 block gap between them so I went looking for a block that have the notch on both sides but didn't find ANY. I could make a list of these missing blocks for you or even make those blocks for you (if somebody explains what format and scale of models 7D2D use)
- This one is kinda silly and not very important but I will mention anyway. Its the lack of "bed" variety in-game. You can either have the beginner sleeping bag or huge king size bed. Its quite a huge gap in quality (?) if you know what I mean. It would be nice to have a possibility to craft an ordinary mattress you see in the world and with it a bed frame. If you are concerned with lore-friendliness of a bedframes you see in POI houses and think it doesn't fit the "scrap-made" nature of the game then just made a simple bedframe model out of raw wood logs and hammered planks. Or obviously-welded plumbing pipes and wire mesh bedframe (so you can have a variety if building wooden house or metal bunker)
- Last thing in this segment is painting. Very often the textures are rotated wrong when I paint a block f.e. stairs. I wanted to use concrete trim texture or a small-step stairs only to find out the texture was applied 90° off. This could be fixed by having a rotate texture option on paint brush UI. (again, I dont know what is your engine capable of)
More visible weapon and armor mods
- Its a bit weird having f.e. a barrel extender mod on a sawed-off shotgun and still see its short. It would add a significant amount of detail if these mods were visible on weapon models, like scopes and silencers are. Of course mods like trigger mechanisms would not be visible anyway so those can stay the way they are now. Rad remover and cripple it mods would require some thoughts on how to make them visible or they could also be left untouched untill someone gets a nice idea.
- Armors also can have visible mods, having extra pouches on torso or plates of armor on chest, hips etc. Again, mods like cooling mesh would not be visible anyway so those can be skipped
Missing weapon mods
This one could be merged with the previous issue I wrote. I noticed some weapons either dont have a certain mods or cannot have existing mods equipped even if they theoretically could.
- Lever-action rifle dont have a "magazine" extender mod. Yes, lever-action rifle dont have a magazine, it have a tube similar to pump-action shotguns YET those have their own Shotgun tube extender mod. This issue could be fixed by renaming the shotgun tube extender mod to something less specific like IDK... "Ammunition tube extender" so it can be used on both shotguns AND lever action rifles
- This one is not "missing" but more like its usefulness is missing. Trigger group mods and at this point useless and good only to sell for extra cash. Equipping semi-auto mod to automatic weapon is working kinda fine but equipping full-auto mod on semi-auto weapon is a wast of mod slot. The rate of fire is so slow and weird its almost faster to fast-click on semi mode. Again, the rate of fire doesnt have to be on a @%$#ing minigun level, there is a good balance in real life when automatic pistols have very high ROF but have generally small magazines, assault rifles have medium-range ROF (between 650-850 RPM) and machineguns have very wide range ROF but its kinda a rule that heavier calibers have slower ROF (In your M60 MG case it could be 450-550 RPM). SMGs have again higher ROF due to their low caliber. Burst fire in 7D2D is again useless because its just full-auto mode that fires 3 rounds per shot. The ROF needs to be very high (over 1000 RPM) or made the burst unique option to play with.
Other miscellaneous things
- 2 Motion sensors can not be connected to one door. Many friends I play with complained about this issue. They wanted to have 1 sensor outside the door and one sensor inside the same door to make it work both ways only to discover the doors have only 1 input. This again can be fixed by either having 2 inputs on doors OR add an ability to connect 2 motion sensors to single wire relay, then connect the relay to the doors.
- Recharging batteries in battery bank limits the circuit to the "charger" level. When I use solar bank with f.e. 30W solar cell to change my 200W battery bank the entire circuit get limited to only 30W which sucks heavily. Most times the only thing that works are lights so I dont even realize my turrets and electric fences stopped working and I get uninvited visitors knocking on my doors (Which could also be disabled if they are connected to sensors)
- Biomes are located unnaturally. I think on every map I have played desert has been generated NEXT to snow biome. Which is a dumb sight to see. You could make the snow region higher, more like a mountainous place and desert somewhere far away from snow region. Make it blend better f.e. between desert and forest you could add a less vegetated forest, then tree-less plains, then dry savanna and THEN desert. The blend-biomes dont have to be huge, only few blocks of less drastic biome transition.
- Paint on weapons and armor. When paint is applied on armors, nothing changes. Thats a bit sad, f.e. enforcer outfit could have diff. color of suit. Weapon paints are barely noticable on most weapons. Lever action rifles, shotguns, assault rifles all have very subtle color changes. I know that making the whole gun green f.e. is dumb but having only a small bandage that change color is a waste of the coloring functionality.
My personal ideas for additions
These here are only what I and my friends would like to see added in future updates:
- Battery-powered vehicle. There was an 7D2D electric car concept art somewhere on the internet, most likely lost or deleted by now, which depicted an 80s looking old family car with a solar panels on the roof and batteries in the trunk. It would definitely be an unique thing to use. A car that drives infinitely during the day but depends on charged batteries during the night. The car could have its own unique mods like faraday cage, dealing damage to nearby enemies or enemies that hit the car get shocked (preventing damage to be dealt to the car) or turret slot that could either fire on its own like they do now or could be controlled and fired by player using mouse. All these mods would however draw power from the batteries, making them balanced in some way. You either have lost lasting battery power but less equippment or you install a ton of cool @%$# that will rain your batteries a lot quicker.
- A truck. Late game vehicle with tremendous storage space but slow speed and increased fuel consumption. Should be durable, deal extreme damage to enemies when ran over. Could be upgraded with seat expansions up to 6 extra passengers at the cost of limited storage space (not including co-passenger in the cabin) making it unique vehicle to drive your team to do missions
- More use to bodies of water on the map. Currently, lakes and rivers are just an obstacles to avoid rather than something to use (or even fear). I am not saying to add 150 types of fish and corals and lobsters and what-not. It would be nice to f.e. add a water wheel that could be the first type of electricity generator you can get, make of wood and nails and a pipe shaft connected to a dynamo. In a post-apocalyptic scenario this would be one of the most used generators out there due to its simplicity
Thats all I can think of right now, I may add more stuff in the comments later. I hope someone will actually read this and that I didnt write this for nothing