Please please please..We might remove the xp popout so you can't tie a value very easily to an activity.
Looks nice, will it be a one in all craft or do we craft it in pieces and then put it together? Like C4 is one, the primer is one and the timer is one kinda thing?
As long as you can balance that correctly so its not distilled down into "the one way" to build a character, all is good. With enough variety things should be good though. Or otherwise ways to respec, etc.You can label certain playstyles as a class, but in 7 Days its really build the character you want that fits your play style. The tricky part is surviving and not getting too weak because you over spec'd into something and under spec'd elsewhere. But to me that is an interesting puzzle to solve as a gamer.
I've been saying this and I'll say it again. A17 might have been a bit poorly received but it is the framework that lets us do a TON of content with a few people. Like the level team did from A16 to A17 (after we made good level tools and introduced paintable blocks for our guys) your going to see the art team and game play xml guys move some mountains in a short amount of time. Over 100 new perk books, more new weapons in a small alpha than in the last 4 years. Pretty cool stuff. Not to mention dozens of new models to make the levels look cooler, lots of new HD pbr textures too.That is awesome. My inner smart 4ss has to say though with that much C4 you are not opening doors you are removing walls.![]()
Either way a big fan of the new graphics and idea of these charges! Well done!
so c4 will ignore LCB protection and will be allowed to place it?. people will use it to build "stairs" on walls to climb up lol, if possible to stand on it
That would be a waste of a good c4. The original design was they wouldn't do a lot of damage to entities and would be a concentrated blast to take out 1 voxel, and we would consider making one that didn't do much block damage but was nasty to living creatures.Awesome, I hope they are throw-able stickies that can adhere to zombies too.
Nice Ronnie Coleman reference!Everybody wanna be a Survivor, but nobody wanna go looting no dangerous ass dungeons.
Time Bandits. I used to love that movie when I was a kid.
No it will be like it always was, you break in with a pickaxe and it is the openable version. At least that is the plan. We could throw the loot all over the room and be realistic but I don't think people would like that.Looks nice, will it be a one in all craft or do we craft it in pieces and then put it together? Like C4 is one, the primer is one and the timer is one kinda thing?
I was surprised to see it as a block though, as it is to be used on doors and safes I was picturing something more in line with a breach charge like you see in the movies. A long and thin strip that you attach on the hinge side.
Will we see a change to the safe graphics when this has been used? Like a door torn open?
To be clear, I like LBD in some games but for a game with as many skills as 7 Days there is no way around ending up with some artificial behaviors coming from players to min max, and when I find myself doing that crap I suddenly stop enjoying the game I'm playing.As long as you can balance that correctly so its not distilled down into "the one way" to build a character, all is good. With enough variety things should be good though. Or otherwise ways to respec, etc.
I know that you're not a LBD kinda guy, but one of the things I always liked about that system was when you had a limited amount of points to use across everything, the things you used the most, would naturally rise up, and the others would go down. Eliminating the need for a respec, but as you said, could be grindy to change (depends on the design really).
Newer Unity versions should not change how we would add such features.If any dev is inclined I'm curious about Unity limits/issues with things that 'move'.
Not a coder here & not implying anything, just wondering if maybe newer versions of the engine may allow things like elevators or retractable ladders to be added without tons of bugs or custom coding?
Like the Drawbridge. If that took/takes 50 hours to custom design & code then it makes sense that the one we have may be it. Just kinda hoping/wondering if maybe down the line the engine might make adding other moving elements much easier...?
Any plans to give your prefab builders more traps to play with? I am mean collapsing floors and zeds jumping out of closets get old pretty quickly no matter how appealing the prefabs look.Adding at least 8 million more dungeons. Even a tent will be dungeon and spawn a behemoth if your game stage 1. But seriously no we're adding a lot more dungeons but are adding some more abandoned ruins types of POIS as well.
Auto turrets in some bandit locations or high tier heist / stealth quests.Any plans to give your prefab builders more traps to play with? I am mean collapsing floors and zeds jumping out of closets get old pretty quickly no matter how appealing the prefabs look.
That sounds good. I would love to get shot by an auto turret. Thank you for the quick reply.Auto turrets in some bandit locations or high tier heist / stealth quests.
Pois can be shipped pre wired or will these be "special" turrets that we can't take and use?Auto turrets in some bandit locations or high tier heist / stealth quests.