madmole
Fun Pimps Staff
Exploding heads with my fists is pretty satisfying.The most satisfying way to deal with the final zombies in a loot room.
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Exploding heads with my fists is pretty satisfying.The most satisfying way to deal with the final zombies in a loot room.
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I've always done 90 min days since I never seem to have enough time to do anything before it turns to night. Usually I'll explore, do quests during the day. At night I will craft, or mine or reorganize my resources, depending on my needs.How many hour days yall prefer playing on A18 ? I did notice the increase in difficulty from A17. I’m on 60 min, nomad difficulty currently and I love it, I feel like 120 is too easy lol you’ll have a fully functional base made of steel with shotgun turrets and blade traps by day 14 lol 90 min is perfect for the casual player. I’m a day 1 player of 7dtd so I’m a veteran who wants a challenge. What’s y’all thoughts ?
Yeah I used them to watch my back on dig quests, but mining I typically have a ladder hatch over my head to protect me.this is why you should always take a junk turret with you when mining View attachment 29936
my ass would have gotten eaten in A17
This is not true, there is a wide range of random stats. I found like 4 better purple m60's in my long game over time. I found purples much worse than my blues too, which kept me on the hunt.Sure is possible to balance the probability to find an "high level item" but after you find it, the item is here to stay forever, no reason to continue to loot parts or crafting except repair kit.
I'm seeing if we can add an option, I hate ADS lock myself.So, any chance of getting manual ADS option back for hunting rifle? (and whatever other guns lock you into ADS after taking a shot)
real man!!Only real men should be playing experimental.
Ya the flat barbed wire wasn't great but with its removal and the removal of the log spike trap and no indication from you guys about different trap types and styles for base defense and design make it frustrating for people who try to create a trap defense that isn't corridor based or just a swamp of spikes. I don't know If you guys do intend to add new traps but previous comments on your end makes it seem like you are against making a strong trap based defense viable(and fun to make). It feels like that part of the player-base who build AI/trap exploit bases are controlling the balance.Yes people placed them flat and zombies had no choice but to walk on them, very slowly and not attack them ever. The stick barbed wire blocks them so they can break it if they want to. They were ugly and difficult to use too.
There should be zero fog now, I killed the chance for it. You mean rain?Screamer farming, gotta love it.![]()
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Apologies for the image quality. Gamma is at 38, but that darned fog rolled in again.![]()
And of course, we've got to end it with fire. Kill it with fire!![]()
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Most of those exist already though.Hey guys, I have a idea for a book, you could make it based on the Indians , for example vol. 1 could be about a trick how to gather more feathers, with vol. 2 you could craft a bow mod for better stats, vol. 3 you could craft poison arrows against humans and animals, vol. 4 you could make a hood which would boost your resistance against heat, vol. 5 maybe something like a water skin, vol. 6 boots which would make less noise, vol. 7 add a chance for more hide and bones from animals, and the set bonus you could craft the tomahawk![]()
Oh sorry didn't watch the whole thingI did both normal way and upside down. Even stood on the upside down near the end of that video, and took 1 damage pr hit. The ground however was not completly level.
but the tomahawk could be cool! as a melee weapon and range weapon like a spear!Most of those exist already though.
Good deal. Torches were making too much heat too.Looking better, noticed a big difference in Screamer Spawn since 1st XP & previous Alphas...Saw the fix, I think it had to do with the cool down time...
Dude just stop, everything is working perfectly.i made a knife q5 and its better than a purple one...so not only crafting looks broken...looting is as well.
but i hope once factions come in i hope there could be a Indian faction.Hey guys, I have a idea for a book, you could make it based on the Indians , for example vol. 1 could be about a trick how to gather more feathers, with vol. 2 you could craft a bow mod for better stats, vol. 3 you could craft poison arrows against humans and animals, vol. 4 you could make a hood which would boost your resistance against heat, vol. 5 maybe something like a water skin, vol. 6 boots which would make less noise, vol. 7 add a chance for more hide and bones from animals, and the set bonus you could craft the tomahawk![]()
No way, then everyone thinks they need every attribute maxed out. We had it that way in 17 and everyone hated it including me, but I did the best I could in 6 weeks and 30 hours testing.Madmole, i feel the one thing really missing in your perk system is a bit of sync between attributes. I think it's a missed opportunity to only tie the benefits to a subset of weapons instead of generally helping out. For example, perception gives headshot damage bonus across the board, agility could be swing/reload speed. Things like that where you could start to gain bonuses from one attribute to help with another.
Overall the updates are working great and it is really playing well. I wouldn't also mind some attention to the survival/crafting portion of the game. It does tend to feel like all i do is quest, loot, repeat lately and I at least miss the ability to be semi self sufficient from previous alpha's. To me the biggest original draw was the simple concept of starting with nothing and slowly building my infrastructure back up and now you are forced to loot to find schematics even if you fully perk into things.
Anyway, keep up the good work.
You will know when we update the zombies.Is it me or do all zombies have grey-ish hair in patch b152??