Auto-turrets protecting the area is the only good idea on that list, fyi. No offense to the devs who came up with the others, but um, "fully destructible world" is in the title description, AND it's just weird.Players want to feel rewarded and find a substantial loot cache. Piece mealing it would be like when we removed the payload harvest at the end, it wasn't good.
We've talked about several ideas, heres a couple that need to percolate a bit.
Add a boss to the level area who's hard to kill. He drops a keycode which unlocks the super chest at the end. Super chests will become invulnerable and the keycode would be the only way to get in.
Could involve some kind of switch that opens the box, or turns on power to read on a terminal the key code or releases the kraken that has the code.
Could hide the code on a corpse in the map somewhere randomly.
Auto turrets could help protect the loot area. Find kill switch to disable them or fight them.
We're still thinking about it, its an a19+ thing.
When you kill one mob another apears instantly.Or turn down the difficulty. 32+ is pretty insane IMO.
EDIT:
WTF, I just checked my settings it was only 12 alive???? You guys saw 12 alive and it was insane. I'm impressed with our AI now if that was only 12 alive.
Sorry but I have a low tolerance for comments (not even people, its nothing personal) who don't read or watch the videos and then complain without an accurate understanding of what they are complaining about.Do you need to be insulting like Roland is?
I'm not claiming knowledge on something I haven't played. I've reasoned, perhaps incorrectly using things that you have said on here. And now it seems that INT will be another thing to avoid rather than spec into. I'm more than happy to be corrected just try to do so graciously.
Suppose a player for whatever reason, however, chose to invest into INT for those unlocks, since youve gimped the exp - aren't they going to be forced into looting POI's as well as into some alternative builds that they may not want just to get their kills for exp?
This is what I fear, being forced to invest points into something I don't want just to get something I do. If I misunderstood then by all means correct me, just leave the sting out of it
Look at the stats on items. They are all random AFAIK.wait different mag?!?!? Can you elaborate on exactly WHICH STATS on said guns are random?
Let me just say that there were about 10 things you needed to find to be end game before, now there are hundreds, and thousands if you consider the variants of pink quality items. Like once you found pink steel boots, gloves, etc and a pink axe, pink pick, pink gun of choice it was game over. Now there are hundreds of perk books/schematics and millions of random stat items to find. Its no comparison A18 will double your pleasure, in one session, and each major build gives that 5x the fun, so IMO you guys are literally in for at least 5 new A18 play throughs that last you 75 to 500 hours each.I might not understand your definition of loot. When I opened a toilet and found a pistol, wasn't that loot? Or when I looked in cabinets? I know I was doing those things at least in a17. I won't absolutely swear to it, but I believe we looked for junk in a16 as well.
After killing a zombie in a16, didn't we "open" its body to get the "loot"?
Let me know if this isn't your definition of "loot".
EDIT:
OK...never mind. By reading posts a few pages after this one, I have determined that what you are calling "Loot" is actually the yellow bags that some zombies drop from time to time, not the crap in the cabinets and such.
That's it... I'm going upstairs and loading up a18... pw is still guppyisawesome right?Let me just say that there were about 10 things you needed to find to be end game before, now there are hundreds, and thousands if you consider the variants of pink quality items. Like once you found pink steel boots, gloves, etc and a pink axe, pink pick, pink gun of choice it was game over. Now there are hundreds of perk books/schematics and millions of random stat items to find. Its no comparison A18 will double your pleasure, in one session, and each major build gives that 5x the fun, so IMO you guys are literally in for at least 5 new A18 play throughs that last you 75 to 500 hours each.
Sorry if I offended you. I love the game so much now, any attack on it I kind of take personal because I really love what we've done. I feel like most comments they just don't know what they are talking about or are an odd 1% guy and the masses are going to love what we've done to the game. Fun cannot be faked, I'm loving this game for the first time since about A11. Its finally all there.Yeah
We are supposed to be for each other here, you know, making suggestions and giving feedback, even having reasoned arguments based on features or lack thereof that people are diametrically opposed to.
I don't understand why people have to be so harsh. Especially when I just saw that MM actually gave a great answer explaining INT a page or two ago.. just not to me. I got the ♥♥♥♥ end of the stick![]()
I'm very confused about this statement, A16 was the build I joined the game on and got many of my friends to play on. An we would pack up and ride out on minibikes to loot far away towns and citys I don't think the smash items together mechanic was perfect and many good things were done A17 and it looks like there are good things in A18. Looting got hit hard and hit bad in A17 but now it seems like you are way over correcting in the other direction. I think the 1-6 quality rating is part of the problem for both crafting and looting. In A16, sure the incremental increases were not game changers but they made the difference between a level 100 item and a level 600 actually feel like a large jump. As for the idea that you don't want people sitting in their base crafting good stuff, so what. Sitting in your base crafting is that players decision. I also wholeheartedly disagree with the idea that there was no reason to loot. Crafting the good ♥♥♥♥ took a long ass time and you could find better stuff in the mean time. I don't know where the balance is and A17 was a big change and I still liked it but it condensed a lot down and removed a lot of nuance that was there. Yes I haven't played A18 yet and I am still excited for it however I want to point these issues out because I want the concern known. Through many of your statements I get this feeling you end up to over correcting for things that are not entirely an issue. It also just sort of feels like you have this contempt for the part of the player base that wants to build a strong defense.What looting in 16? There was no loot. 18 is the first version with loot, ever. Guns actually have multiple random attributes now so finding the perfect gun is a never ending process. In 16 every item was the same if it was pink. Now you might have something that does more damage but has a small mag, or vice versa, among other random state.
...if you consider the variants of pink quality items.
Madmole, I really think that the All night horde should be tested with you doing another new game, survival, full steel reinforced late game uglyarse tower with an iron bar cage for vultures with full fledged defenses 100 molotovs and 5000 bullets with an m60 with 120 min game and 64 Zds alive.Or turn down the difficulty. 32+ is pretty insane IMO.
EDIT:
WTF, I just checked my settings it was only 12 alive???? You guys saw 12 alive and it was insane. I'm impressed with our AI now if that was only 12 alive.
I think that's just him saying purple, unless they actually added a level 7.Are pink items better than purple items?
-Morloc
I always thought it was meant to be magenta?I think that's just him saying purple, unless they actually added a level 7.
That would hurt when I amend my taxes!I knew it! You're planning to go back in time to release A18 as the first alpha to 7 Days to Die! I'm onto you...
Nope, just quality and degradation. If its tier 1 (brown) I scrap it because 3 parts are worth more than a brown gun, otherwise I repair everything because repair kits are cheap now 1 duct tape and one forged iron, so its worth the xp and coin to repair stuff, and glue is no shortage with bone harvesting.Do stats affect resale value?
Yeah I thought about giving it some advanced ammo so its usefulness could improve.Ah that's good to hear, shotguns feel pretty weak right now and I've always loved shotguns in general. The blunderbuss is T1 I'm assuming, so it will soon be phased out by proper shotguns, yes? If that's the case I'd like to suggest maybe giving the blunderbuss unique ammo options so it has more uses outside of just being an early shotgun. I mean, it's essentially a cannon, why not fill it with cool stuff! It could be a more niche situational option during mid or even late game.
Couple of suggestions:
Glass Ammo: Weak on initial damage but gives a severe bleed debuff. Useful for armored zombies.
Doorknob Ammo: Just shove a doorknob down the barrel for a huge slug! Long reload time and short range makes this bad for sustained fights but it'd be hilarious to nuke a moe with a doorknob. Perhaps some armor pen as well?
Gunpowder Ammo: What happens if you just replace the projectile with more gunpowder? A flame cannon!