madmole
Fun Pimps Staff
No, but we might add a steel spike set that actually looks functional. A giant cone wouldn't hurt anyone unless the fell right on that one little tip.bring back log spikes please
No, but we might add a steel spike set that actually looks functional. A giant cone wouldn't hurt anyone unless the fell right on that one little tip.bring back log spikes please
I'm assuming your talking about spikes that do more damage, and not the ugly aesthetics of the log spikes?+1Exactly.
I actually liked how they looked.I'm assuming your talking about spikes that do more damage, and not the ugly aesthetics of the log spikes?
We need a nose drip icon to match the butt drip icon for dysentery.Yeah sure, tell that to the millions of grandma's that tell us to bundle up or we'll catch a cold. A runny nose from being in lower temperatures can happen, and you have germs on your hand you wipe your nose and boom, infected. So while the temperature isn't directly related to catching a cold, the runny nose from being cold opens up the gateways to catching stuff.
We are reducing counts indoors. If we can get performance up I can add more zombies outside.@MadMole
Do you have any plan on making the number of zombies inside POIs more varied? And making more zombies wander in cities? Any comment on this thread?
https://7daystodie.com/forums/showthread.php?114666-Zombie-Numbers
Great! I'm so happy to read this!We are reducing counts indoors. If we can get performance up I can add more zombies outside.
I acknowledge that performance is pretty bad, at times hellacious, but also I've not personally seen it tied to zombie count. Sure, yes, horde nights and such FPS dips - to be expected - but I've also seen a 100-count frame build in my queue go ting-ting-ting-pause-ting-tingting-pause as something else - with no zombies around - chokes the system every x-amount of seconds or so. And solar panels and pressure plates are HELLISH on performance.We are reducing counts indoors. If we can get performance up I can add more zombies outside.
Its all fun and games...till someone falls on the tip!!No, but we might add a steel spike set that actually looks functional. A giant cone wouldn't hurt anyone unless the fell right on that one little tip.
I already stated that we're going to be looking at guns, quality, mods and random stats for A19. I don't like part, I was never on board with all mods increasing damage, it was just too much work to do guns, mods and a perk system. Hopefully A18 resolves perks. We're adding back reasons to loot with top tier weapons being find only or craft with a schematic like mods, and pinks are never craftable. It SHOULD be pretty kickass by A19.1 - That's your entire game design though; you're already preventing players from doing feats, from finding good loot and from fighting hard creatures, so your argument isn't really consistent with the rest of the game. =) That being said, I'm fine with parts being taken out, but NOT quality levels. And sure, sure, yes we have quality levels, but they mean /nothing/ without mods, and by the time you can make/use mods you can make the weapons to USE them, so it's a wash. There is zero excitement level. You removed an entire mechanic ("real" quality) for the sake of what net gain? Mods would have been an interesting value add, but they're worthless as a replacement system. And yeh, you got a borderlands guy, so it's easy to see where you're going with this, but in the interim it's pretty "meh".
2 - Not too much confusion over that one; it was just like literally every other recipe.
3 - That's simply not true. Like, even a little bit.
4 - Agreed, at least on the repairing parts issue. We still repair items, so I don't know where you're going with that... hell I never need a new stone axe, I just use up a rock on the same one from day 1 to day 1000.
5 - Agreed, that would be an interesting thing to add, but a lot of times you guys "add" things, you're also taking something away, so the net gain of 0 is frustrating to your current player base.
...also, you don't get to say "given that everything I said is true" in a debate. =) Here, let me try: "Given everything I said is factual, you should design the game how I want it to be designed". See? Not a great argument. =)
And God, please will someone put a filter on the word "fallout" for the forum? I'm pretty sure I bought 7 Days to Die, not ♥♥♥♥♥♥♥, and it was a very fun game until it started trying to replicate ♥♥♥♥♥♥♥. Now it's just a clone of a bunch of other games that don't mesh well together.
I don't think it's so much of missing the memo of what you want to establish. It's more of, not seeing the need in having tiers for stone tools and weapons. Unless you are adding different types of stone/wood you can use in the game craft with? That would make sense in having tiers for them then, or you all, are actually going to set things up in such a way that you will be stuck with stone items for a longer period of time in the game.Obviously you missed the memo about having three tiers of every weapon class. Stone sledge craftable in the first minute of the game will be good for sledge players. Now go file those TPS reports this Sunday at 8 am.
spears are a must haveSpears are WAY too OP!!!
(I just want to be the first on record to say that)
Go spears!! :smile-new:
-Morloc
Hell yeah to all the design choices since a17, as Kage848 once said about 18's books : " that's straight up thinkin' out of the box". It seems to be a snowball of rainbows from now on. Nevertheless I wonder if the half year mark is a bit too early of a deadline for stable a18? Don't mind me, I enjoy dying once or twice a day on insane because of stupid choices . Might beat the death achievement in no time.I already stated that we're going to be looking at guns, quality, mods and random stats for A19. I don't like part, I was never on board with all mods increasing damage, it was just too much work to do guns, mods and a perk system. Hopefully A18 resolves perks. We're adding back reasons to loot with top tier weapons being find only or craft with a schematic like mods, and pinks are never craftable. It SHOULD be pretty kickass by A19.
Our original Pre Kickstarter elevator design was a survival game where fallout meets the walking dead in a minecraft tech voxel world, so deal with it. It doesn't mean fallout in the sense of power armor and future/retro vibe, it just means an open world RPG. We'll work the kinks out. I was doing art while we hired a guy for design, and sadly that turned out to be a mistake. I've retired from art 100%, so the game play is now all mine but its going to take time to correct everything. I think A18 will be huge improvements and 19 will be amazing.
Just a thought on things quality would make sense to affect (not that you haven't thought of some of these but just tossing out stuff):Sorry but it needs to be accessible. The original system with clay molds, nobody but a couple of us that worked on it actually knew how to make guns. It was too complicated. Then we did the find the parts thing, but it was too complicated to assemble and repair. I think we're where it needs to be now, but we need to look at mods and random values found on guns, and what does quality mean. Then we'll have something pretty good IMO.
Anything not ready will get pushed to the next Alpha. They’ll be ready with plenty.Hell yeah to all the design choices since a17, as Kage848 once said about 18's books : " that's straight up thinkin' out of the box". It seems to be a snowball of rainbows from now on. Nevertheless I wonder if the half year mark is a bit too early of a deadline for stable a18? Don't mind me, I enjoy dying once or twice a day on insane because of stupid choices . Might beat the death achievement in no time.
I think 7days to die already start to copy more and more Mechanics from other Games and "force" them into this game.So just copy fallout 4 then? TBH most of that crap was meh except damage. Range was ok. So there are 3 mods, now what?Finding gun parts might have been an ok game mechanic, but from a realism standpoint it sucked. Hey dude have you seen my shotgun barrel? I seemed to have misplaced it. It was overcomplicated mess. We're not done yet, I'm sure we'll land on something good. I'm not a fan of damage on every mod either, I just need a full alpha to redesign mods that are interesting that don't do damage.
One thing that I miss about the log spikes is that they don't take damage unless they are hit by something. All the ones still in the game damage very fast, including the ones made of forged iron.I'm assuming your talking about spikes that do more damage, and not the ugly aesthetics of the log spikes?
This makes me very sad. With the limited numbers of outside zombies and the fact that when you clear a region of zombies they never return to the same population as before clearing them, the only real zombie risk is in poi’s. If I can alter a Christopher Walken quote “We need more zombies”. Don’t listen to the whining.....zombie numbers inside are just fine, heck I wouldn’t mind even more. Or maybe make poi zombie count configurable?? This is the best zombie game ever, keep the focus on them. Thanks for all you do.We are reducing counts indoors. If we can get performance up I can add more zombies outside.