meilodasreh
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RELEASE TARGET: October/November
let's get prepped everybody...but act fast, there's only limited stock.
RELEASE TARGET: October/November
I don’t think it will be an issue. Not all sleepers are loaded into nearby POIs. Only the closest sleeper volumes within those POIs. In the example that faatal gave of a spawner it was max alive “4” which, from my experience will put around 12 zombies from spawners in the vicinity around you. We could up that max alive number to 8 which would then be around 24 zombies in the chunks around you. 24 zombies spawning around you in the cities is going to feel like a lot and it’s doubtful the number of sleepers in the closest volumes is going to be anywhere near 40 so we could even pick up a few more outside roamers and it still wouldn’t affect the sleeper population inside.Well the max alive will still come into play. Some sleepers are loaded. So either it will balance between low biome spawns or low sleeper spawns.
I hope they split the max alives between the two types.
That's a perfectly legit tactics in my book. That's probably what a group of survivors (or you alone if you feel tough) would do to control the kills and clear areas.Heck, you can do it in SP. Because the pois are now basically fortresses except for that well lit correct path, go around, start a horde and go inside. Old trick, still works.
IF the zeds came out of the pois, I'd 100 percent agree.That's a perfectly legit tactics in my book. That's probably what a group of survivors (or you alone if you feel tough) would do to control the kills and clear areas.
Well so to avoid this in MP put demo zombies inside POI as living trapsBlake, I really don't think you understand; the very argument you're making is exactly my point.
Roland, think MP; one person is outside activating the biome spawns but easily avoiding them while the other goes inside a high tiered building that's now NOT going to spawn a lot of zeds; heck isn't that the reason the biome spawns went bye bye the first time?
Heck, you can do it in SP. Because the pois are now basically fortresses except for that well lit correct path, go around, start a horde and go inside. Old trick, still works.
Nothing to do with the XML faatal added, that'll just mean we can control WHAT zeds we can round up.![]()
I used to worry about people exploiting limitations. They used to build fires outside the hub cities to develop a large horde and then run into an empty city and I thought the devs had an obligation to prevent stuff like that.Roland, think MP; one person is outside activating the biome spawns but easily avoiding them while the other goes inside a high tiered building that's now NOT going to spawn a lot of zeds; heck isn't that the reason the biome spawns went bye bye the first time?
Still no word on Intellect Ranged weapons
Pick up and carry around the junk turret. Word.Still no word on Intellect Ranged weapons
Still no word on Intellect Ranged weapons
While held: Fire rate sucks to start off then ramps up to uncontrolable after just a couple of points invested, can't aim it with sights since that function is bound to placing it, recoil makes a 10 gauge magnum look tame and fires in a cone with a doorway sized radius at 4 blocks out.Pick up and carry around the junk turret. Word.
We’ve had widespread reports that placing a turret or two and then in concert using whatever other random crap you find is pretty powerful if not outright OP. So yeah, I agree that this is the intended design. There won’t be a rail gun or laser pistol that matches in dps to the tier three ranged weapons of other branches.nt is supposed to use whatever other random crap they find to supplement those.
Regardless, it is the intellect ranged weapon. That you can place it for better effect and join in yourself with another ranged weapon for even better effect doesn’t change that. I doubt there will be a better range weapon created for intellect.While held: Fire rate sucks to start off then ramps up to uncontrolable after just a couple of points invested, can't aim it with sights since that function is bound to placing it, recoil makes a 10 gauge magnum look tame and fires in a cone with a doorway sized radius at 4 blocks out.
Using the robotic turret in hand instead of placing it is a massive waste of resources at best, complete suicide on the average.
It works good if not cross specced. Once you cross spec is when it ramps up to being "op". Eats allot of resources. At least 3 into M60, Auto shotgun with auto trigger group, or SMG + 2 turrets is really good at chewing through tougher swarms. Sniper rifle/AK/Tac rifle/9mm handgun/Desert Vulture + 1 turret with only the turret specced is decent. Don't bother with rifles + 1 turret before you get a Marksman rifle or higher , the bolt action will get you plowed. As will the magnum revolver. Save doing melee + turret for wide open areas or a kill corridor.We’ve had widespread reports that placing a turret or two and then in concert using whatever other random crap you find is pretty powerful if not outright OP. So yeah, I agree that this is the intended design. There won’t be a rail gun or laser pistol that matches in dps to the tier three ranged weapons of other branches.
I CAN'T AIM WITH IT!Pick up and carry around the junk turret. Word.
Well that should be the point of Intellect range weapons, uses Junk and not used items too muchFrom what I recall this is the only thing Int is going to get that is portable with any form of ranged capability that the Int tree affects:
Robotic Turret - Official 7 Days to Die Wiki (fandom.com)
Int is supposed to use whatever other random crap they find to supplement those.
I think people are too focused on what Int tree doesn’t have and missing what it doesStill no word on Intellect Ranged weapons
thats becauases right now we don't have muchI think people are too focused on what Int tree doesn’t have and missing what it does
Honestly INT is a problematic because food in mid/late can be find easy, so live off the land is not so o. this same problem with top chef. So INT could be underpower or overpower. welll it is too late to remade this system but in my suggestion how perks should looks would be: tree with 5 parts :thats becauases right now we don't have much
its mostly a crafting skill then a Gameplay skill right now
We have Right now is the shock baton, Junk sledge and junk turret... Thats it in terms of weapons
in Alpha 20 we will get the Junk baton and junk drone
We still missing a tier 3 Baton and although its a nitpick. we got no dedicated range weapon class, Like i said Yes you could uses the junk turret as a Run in gun weapon, but the Recoil is Trash and you have to hug the target to uses it. you can't aim with it, And the only uses is a "Stand your ground/defend" weapon. its a Unity tool like the Junk sledge
Thats fortitude with living off the landHonestly INT is a problematic because food in mid/late can be find easy, so live off the land is not so o. this same problem with top chef. So INT could be underpower or overpower. welll it is too late to remade this system but in my suggestion how perks should looks would be: tree with 5 parts :
1. melee combat
2. range combat.
3 body
4. crafting
5 surving