Tombuilder
New member
Love the game, have around 700 hours since starting playing just before the release of a18(I know, I know, but there was a lot of free time in lockdown if you don't have kids!).
Also took me forever to write this as my wrists are still sore from surgery scars this week but it needs to be said before we go too far down the T0 expansion rabbit hole. I really hope by posting here it is considered by Devs, not bundled in to a longer thread. So here goes:
Unlike many others I don't mind the slower progression of loot in A19. In a18 you were fully kitted out with badass gear very quickly. Though it would be nice if there was a 1/5000 chance or so to get a level one higher tier item outside your gamestage tier.
A better balance for me to solve people's issue with finding stone age stuff in safes etc would have been to find ammo, mods and WEAPON PARTS in better chests/safes/etc. Then top crate looting is still worth it and people who are desperate for a real gun they can put a perk point in to that weapon type and craft it.
What I think is a terrible idea is removing the blunderbuss and replacing it with crappy tier 0 guns.
The first week or two (subject to leveling speed) of gameplay is a time to get a feel for the horde, be afraid, get used to melee and In a tight spot, blunderbuss some zombies who jump scare you in the face.
I like the difference the blunderbuss brings to the game in terms of strategy and playing differently. Ditto picking up basic melee weapons and giving them ago before you get better stuff and settle in to a type or in to easy zombie annihilator Mode.
I just don't understand the need for tier 0 guns. It's just pandering to a dumbed down, FPS style game experience, and it makes more of the game more samey. Weaker zombies weaker guns. Stronger zombies stronger guns. Having weapon parts and the rudimentary blunderbuss instead makes the player make choices (do I put that point in pistol crafting so I can have a gun early with these parts I'm finding in safes, or do I go with cardio to run away from the random horde I'm not yet ready to face? Or do I perk in to iron gut so I can spend less time looking for food?)
My being able to fashion a rudimentary pistol from day 1 out of old pipes is for me is far more immersion breaking than finding a few stone tools around the place, and even if it weren't I'd solve the stone tools thing as mentioned above with weapons parts (or in other types of crates more springs, mech.parts, food etc etc.)
More importantly, it makes the game dumber and makes the gameplay the same throughout. 7d is wonderful because it's different and challenges you to work in different ways/do different things as you progress, and crucially, it makes you make choices.
T0 guns seems like the worst of all worlds to me.
I do like the sound of some areas being harder and equally more rewarding loot (as planned for a20), and think that could be implemented in conjunction with this solution instead of T0 guns.
I would be interested to hear others thoughts on this. I would be thrilled to hear some Devs views on this solution.
Also took me forever to write this as my wrists are still sore from surgery scars this week but it needs to be said before we go too far down the T0 expansion rabbit hole. I really hope by posting here it is considered by Devs, not bundled in to a longer thread. So here goes:
Unlike many others I don't mind the slower progression of loot in A19. In a18 you were fully kitted out with badass gear very quickly. Though it would be nice if there was a 1/5000 chance or so to get a level one higher tier item outside your gamestage tier.
A better balance for me to solve people's issue with finding stone age stuff in safes etc would have been to find ammo, mods and WEAPON PARTS in better chests/safes/etc. Then top crate looting is still worth it and people who are desperate for a real gun they can put a perk point in to that weapon type and craft it.
What I think is a terrible idea is removing the blunderbuss and replacing it with crappy tier 0 guns.
The first week or two (subject to leveling speed) of gameplay is a time to get a feel for the horde, be afraid, get used to melee and In a tight spot, blunderbuss some zombies who jump scare you in the face.
I like the difference the blunderbuss brings to the game in terms of strategy and playing differently. Ditto picking up basic melee weapons and giving them ago before you get better stuff and settle in to a type or in to easy zombie annihilator Mode.
I just don't understand the need for tier 0 guns. It's just pandering to a dumbed down, FPS style game experience, and it makes more of the game more samey. Weaker zombies weaker guns. Stronger zombies stronger guns. Having weapon parts and the rudimentary blunderbuss instead makes the player make choices (do I put that point in pistol crafting so I can have a gun early with these parts I'm finding in safes, or do I go with cardio to run away from the random horde I'm not yet ready to face? Or do I perk in to iron gut so I can spend less time looking for food?)
My being able to fashion a rudimentary pistol from day 1 out of old pipes is for me is far more immersion breaking than finding a few stone tools around the place, and even if it weren't I'd solve the stone tools thing as mentioned above with weapons parts (or in other types of crates more springs, mech.parts, food etc etc.)
More importantly, it makes the game dumber and makes the gameplay the same throughout. 7d is wonderful because it's different and challenges you to work in different ways/do different things as you progress, and crucially, it makes you make choices.
T0 guns seems like the worst of all worlds to me.
I do like the sound of some areas being harder and equally more rewarding loot (as planned for a20), and think that could be implemented in conjunction with this solution instead of T0 guns.
I would be interested to hear others thoughts on this. I would be thrilled to hear some Devs views on this solution.