PC Alpha 21 Discussion Overflow

And it also looks exactly like a typical shooter works. That isn't necessarily a bad thing. But it removes originality from the game. And you rely only on scarcity of ammo for this and you didn't solve the problem how to make this happen.
Well typical shooter is "rich " in bullets'' - Cod , bordelands etc. 

Only shooter "well know" ( i think nobody remember cryostasis) with something like that was RE and TEW. Well... this hard to call Deep Rock Galactic typical shooter. But i don't inspire here with shooters but... The walkind dead, day of living dead movies and ...( this will be shock) mad max etc. Well this movies are soo good - and lack of ammo is usual problem. In mad max you have sometimes bullets but most time you have to use or fists or  use your car as ram. This solve this problem - now if you have 4 points in shotgun you will probably make shotgun slugs because it will be the best effective option. Here - this will depends on what do you need - that's why i suggest and weaker and armored zombie into 7dtd 2 - you want to go to cementary - SMG bullets because your rifle will be too slow, you want to visit military minefiled - take a heavy sniper rifle to deal with armored minesweaper zombie.

Ammo is not scarce because of crafting, mining and lots of other sources. And it is the scarcity of ammo that makes your design work, NOT LBD. A perk system in a game where ammo were really scarce so that you need to use all weapons would work almost exactly. With some changes to the current perk system the result for players would even be identical.
 Well some changes... probably yes. If  dmg and critical bonuses of perks be removed  - just bigger durability etc. i can agree about that.

Not even exactly - this is connected with zombie types  too - Total war games are good example that if you change 1 think you can totaly change diffrent things not connected directly with this.

But if there is dmg bonuses - you have to use only type of guns to save resources probably the most universal one. But if there would be LBD - you will use guns depending what you want to do - you want to loot cementary? you have to make smg bullets etc. So depending what you will do the most you will be better at this - if you deal a lot of weak but fast enemies you can do this fast but armored zombie can be big problem for this.

But All crafting in my opinion should  be LBL + milestones - if you want you can look for "universal" bookshelfs , specialistic bookshelfs ( you want to make a car ? loot car factory and in safe you can find schematic) + something like " if you make 10 grilled steaks you can now make stake and potato meal" 

Farming - totaly not connected with perks

The current perk system would have no problem at all with a "slow but with good recoil MP5" and a "fast with bad recoil PPSH41" available together. It isn't the perk system that prevents those weapons, it is a decision of TFP that either they don't want many similar weapons or that it isn't worth their effort, i.e. they have better uses for their development time aka other priorities

(By the way, the reason they add weapons that don't look exactly like a real counterpart (for example a PPSH41) might be because they probably would have to pay the weapons company royalties to have that weapon in the game, at least for weapons new enough so their appearance is still intellectual property. But that has nothing to do with the argument, just a side note).
is problem because dmg , critical bonuses - probably big enough bonus could made low dmg gun  good enough to be universal. IF this would be only reload durability etc it's true. Well i understand about their priorities so that's more about  how this could work in 7DTD 2/next game situation not in 7DTD1

To this note - i give this PPSH41 as example because  well is famouse and most players know how this guns  works usually in games - big magasine, bad accuracy.

So ofc this would be something diffrent in game but it's the  best way to describe something - if i give example from diffrents games or movies i do this to describe something as best as possible without overcomplicated describtion. if i write " something like l4d2's splitter"  i'm trying to give to most universal example but   i don't mean copy something - this can be big fat zombie who create infected pool after dead. Btw i think most WW2  guns - arisaka , 98K, thompson etc are free to use now and probably most of CCCP guns

 
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Well typical shooter is "rich " in bullets'' - Cod , bordelands etc. 


I was reminded of classic shooters, for example the Doom series. The ammo is handplaced and usually not enough so that you can't just use one gun

Only shooter "well know" ( i think nobody remember cryostasis) with something like that was RE and TEW. Well... this hard to call Deep Rock Galactic typical shooter. But i don't inspire here with shooters but... The walkind dead, day of living dead movies and ...( this will be shock) mad max etc. Well this movies are soo good - and lack of ammo is usual problem. In mad max you have sometimes bullets but most time you have to use or fists or  use your car as ram. This solve this problem - now if you have 4 points in shotgun you will probably make shotgun slugs because it will be the best effective option. Here - this will depends on what do you need - that's why i suggest and weaker and armored zombie into 7dtd 2 - you want to go to cementary - SMG bullets because your rifle will be too slow, you want to visit military minefiled - take a heavy sniper rifle to deal with armored minesweaper zombie.


No. With unlimited ammo and LBD you are pushed to using one gun as much as possible because the more you use it the better you are in it.

If you want people to use different weapons the best way is scarcity of ammo AND no advancement at all except if it advances all guns the same (in other words advances the characters abilities instead of learning to use specific weapons).

 Well some changes... probably yes. If  dmg and critical bonuses of perks be removed  - just bigger durability etc. i can agree about that.


I think you might not know that for example critical bonuses from perks are adjusted for the shooting speed of weapons. So an SMG has less critical bonus per shot than a magnum with the same perks.

Not even exactly - this is connected with zombie types  too - Total war games are good example that if you change 1 think you can totaly change diffrent things not connected directly with this.

But if there is dmg bonuses - you have to use only type of guns to save resources probably the most universal one. But if there would be LBD - you will use guns depending what you want to do - you want to loot cementary? you have to make smg bullets etc. So depending what you will do the most you will be better at this - if you deal a lot of weak but fast enemies you can do this fast but armored zombie can be big problem for this.


Why? If ammo is unlimited in an LBD system I would use the universal gun and always that one because the more I use it the better I get with it. If I use two guns instead, both would be only half as much advanced as that single one.

With a perk system on the other hand you could use speciality guns on occasions even if that would not advance your main gun. You would still get the xp to advance your main gun.

But All crafting in my opinion should  be LBL + milestones - if you want you can look for "universal" bookshelfs , specialistic bookshelfs ( you want to make a car ? loot car factory and in safe you can find schematic) + something like " if you make 10 grilled steaks you can now make stake and potato meal" 

Farming - totaly not connected with perks

is problem because dmg , critical bonuses - probably big enough bonus could made low dmg gun  good enough to be universal. IF this would be only reload durability etc it's true. Well i understand about their priorities so that's more about  how this could work in 7DTD 2/next game situation not in 7DTD1


Dream on. They already solved that problem in 7D2D 1 by making damage and critical bonuses depend on weapons speed.

To this note - i give this PPSH41 as example because  well is famouse and most players know how this guns  works usually in games - big magasine, bad accuracy.


Yeah, all gun nuts and players of shooters know. Other people don't. Just assume that whenever you talk about CoD with me you could as well talk to a stone.

So ofc this would be something diffrent in game but it's the  best way to describe something - if i give example from diffrents games or movies i do this to describe something as best as possible without overcomplicated describtion.


This is not best as possible. Best as possible to talk about a gun with big magazine and bad accuracy is to say "gun with big magazine and bad accuracy". Look how clear that is. No specialist gun nut knowledge necessary. 😉

if i write " something like l4d2's splitter" 


Whatever that is. Never heard of it.

i'm trying to give to most universal example but   i don't mean copy something - this can be big fat zombie who create infected pool after dead. Btw i think most WW2  guns - arisaka , 98K, thompson etc are free to use now and probably most of CCCP guns



 
You guys should put another section to the first post called " confirmed features to be removed ", as apparentely you love removing the cool and unique features that made the game interesing in the first place.

 
I was reminded of classic shooters, for example the Doom series. The ammo is handplaced and usually not enough so that you can't just use one gun
Yep that's true. still i love seriouse sam- most time shotguns are perfect except when enemy have regeneration

No. With unlimited ammo and LBD you are pushed to using one gun as much as possible because the more you use it the better you are in it.

If you want people to use different weapons the best way is scarcity of ammo AND no advancement at all except if it advances all guns the same (in other words advances the characters abilities instead of learning to use specific weapons).

I think you might not know that for example critical bonuses from perks are adjusted for the shooting speed of weapons. So an SMG has less critical bonus per shot than a magnum with the same perks.

Why? If ammo is unlimited in an LBD system I would use the universal gun and always that one because the more I use it the better I get with it. If I use two guns instead, both would be only half as much advanced as that single one.

With a perk system on the other hand you could use speciality guns on occasions even if that would not advance your main gun. You would still get the xp to advance your main gun.

Dream on. They already solved that problem in 7D2D 1 by making damage and critical bonuses depend on weapons speed.


I doesn't mean unlimited ammo - i mean you have enough gunpowder to make( let say we have enough rest neccesary resources) 30 smg bullets or 5 sniper rifle bullets. So you have to choice what type of ammo you want to make because every gun have diffrent role

 Example - There exist low health but fast enemies rotten , very armored zombies and normal zombie. You know that on cementary you can find money, diamonds gold etc but there you can find rotten zombies. In military base you can find mostly armored zombie  - so you have to choose  - smg or rifle. In theory you can make 3 rifle bullets and 15 smg bullets but this will be not enough for any of both POIs . So one time you will go on cementary,  after making or looting bullets you will go into military base. 

So you have to plan what you want to do - diffrent POI mean diffrent "optimal" guns  in this place.

But why two types of this weapon category is better? 

Okay  let say : there is two types of fast enemies - dogs and foxes. foxes are in highter numbers but low hp - so smg with bigger magazine will be better that smg with bigger dmg good againts dogs

This is not best as possible. Best as possible to talk about a gun with big magazine and bad accuracy is to say "gun with big magazine and bad accuracy". Look how clear that is. No specialist gun nut knowledge necessary. 😉
Well but here is the problem  usually most smg have +-30 bullets. So big magazine can be for someone will be  45 bullets and this is logical. But PPSH 41 magazine is 71 bullets- so this is so a lot. Hm okay so when i will trying to describte you something i will do this but my comments will be longer, 

Whatever that is. Never heard of it.
Taller that normal zombie infected woman who split acid and create pool of acid, big dmg in melee , low hp , pretty slow and after died she create smaller acid pool but will do dmg faster but smaller

 
Wait, let me think.

Learn by doing - perfect system for such games, and dont start with the stone axes. It could easily be fixed in many ways. Like crafting the same stuff could be less and less profitable, where crafting new ones would be more. Perhaps combine it with perks/books system, like a16. Or even stick with perks, but bring back lbd for action skills, such as shooting, melee, athletics, looting, etc.

Gun parts where each part corresponds different gun statistics. That one got me in love with exploring, finding that better barrell to bump up my magnum a little and try to max it out was always exciting. 

Wellness, which made creating better food actually worthful. What was wrong with it?

Food smell. That one, together with gore blocks were controversial, but for the survival with horror elements, it was perfect, and that was the direction i expected the game to go. Not the casual, simplified fps.

Burnt forest was kinda bland, due to tfp ignoring it rather than making it more interesing, but it was still fitting well with the atmosphere, fog, and burnt environment. 

Too bad instead of making it cooler, they just removed it, leaving us with 4 biomes.

1-600 quality, where stuff like clothes, engine, tires, basket, handles (remember when making a vehicle wasnt just "do 10 quests or find two parts"? When you could keep upgrading your minibike, with the 7 different parts?)

Temperature system. What we have now, is just a leftover from what we had in earlier alphas. Nowadays it doesnt matter at all if youre naked in snow biome, if its searing hot or its raining. Everything it does are the small debuffs you wouldnt even notice if not the big indicators like red flashing vinette, images of red sun or blue snowflake together with the dangerously sounding "youre freezing! Find a shelter fast!". 

No, youre not. Youre just having a tiny debuff, and these notifications are from times where you could die to the weather. God, they didnt even bother to change them lol.

Log spikes. Not a big deal, but why not let us have more diversity in making the defences? I really loves to put them on my base walls.

Wall tiers (which applied to log spikes by the way). Why, please tell me why can not i have something between the very weak wood and strong cobblestone? What was the point of removing half of the levels, leaving just lousy 3 updates?

Continuing, wet concrete. Or even blunderbuss. It may be not much, but it was one of these little unique things that made the game cool. And since they barely add anything new, the game is getting dangerously empty.

Do you want me to keep going? Or should i move to other parts of the game? Like how bases are obsolete nowadays due to the quests being the only important thing, and the zombies that will always dig you out of your underground base, (hello supersense, trying to hide somewhere in some lost and abandoned basement to wait until its day time? Well, no luck. They will always find you, and always take the easiest way. Did you perhaps block the only entrance with some strong material? Well, out of luck again, because they will just dig around your barricades, and always find the weakest spot.) while on the other hand theyre still easy to outsmart? 

Or perhaps should i talk about the upcoming yet another overhaul of core game systems? Do you really think that the game on its ninth year of development should be at the stage of figuring out how they want the most fundamental stuff to work?

Oh, maybe about the lack of actual content, many features working still the same as they did in 2015, some missing since always? The only meaningful things that came since 2017 were quests (which are cool, but drove players away from the bases), and gun attachments.

Oh wait, we had new models and textures for stuff like inv icons and zombies. Something noone ever asked, yet such remakes always take at least 1/3 1/2 of an entire update (which take... 12-18 months) 

Well no wonder there is no new stuff, since the updates consists of texture remakes, core systems overhauls, and features removals.

In the end, maybe its well optimized without bugs? Oh wait.

I probably forgot tons of what i wanted to share, but.. Anything else youd like to discuss? Or youre busy watching 47th dev dairy videos about the bandits (promised in 2014), which from what im reading, will be just zombies with guns. Spawning out of nowhere, wandering aimlessly. But at least we will have few more models for constant retexturing in the future updates.

Edit: since when i play i only use rh or df mods, i didnt notice that they even removed the zombies population slider, lol. Whats coming in a21? Difficulty level flattened to normal and hard? Bike being removed? Wouldnt be surpised.

 
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Wait, let me think.

Learn by doing - perfect system for such games, and dont start with the stone axes. It could easily be fixed in many ways. Like crafting the same stuff could be less and less profitable, where crafting new ones would be more. Perhaps combine it with perks/books system, like a16. Or even stick with perks, but bring back lbd for action skills, such as shooting, melee, athletics, looting, etc.

Gun parts where each part corresponds different gun statistics. That one got me in love with exploring, finding that better barrell to bump up my magnum a little and try to max it out was always exciting. 

Wellness, which made creating better food actually worthful. What was wrong with it?

Food smell. That one, together with gore blocks were controversial, but for the survival with horror elements, it was perfect, and that was the direction i expected the game to go. Not the casual, simplified fps.

Burnt forest was kinda bland, due to tfp ignoring it rather than making it more interesing, but it was still fitting well with the atmosphere, fog, and burnt environment. 

Too bad instead of making it cooler, they just removed it, leaving us with 4 biomes.

1-600 quality, where stuff like clothes, engine, tires, basket, handles (remember when making a vehicle wasnt just "do 10 quests or find two parts"? When you could keep upgrading your minibike, with the 7 different parts?)

Temperature system. What we have now, is just a leftover from what we had in earlier alphas. Nowadays it doesnt matter at all if youre naked in snow biome, if its searing hot or its raining. Everything it does are the small debuffs you wouldnt even notice if not the big indicators like red flashing vinette, images of red sun or blue snowflake together with the dangerously sounding "youre freezing! Find a shelter fast!". 

No, youre not. Youre just having a tiny debuff, and these notifications are from times where you could die to the weather. God, they didnt even bother to change them lol.

Log spikes. Not a big deal, but why not let us have more diversity in making the defences? I really loves to put them on my base walls.

Wall tiers (which applied to log spikes by the way). Why, please tell me why can not i have something between the very weak wood and strong cobblestone? What was the point of removing half of the levels, leaving just lousy 3 updates?

Continuing, wet concrete. Or even blunderbuss. It may be not much, but it was one of these little unique things that made the game cool. And since they barely add anything new, the game is getting dangerously empty.

Do you want me to keep going? Or should i move to other parts of the game? Like how bases are obsolete nowadays due to the quests being the only important thing, and the zombies that will always dig you out of your underground base, (hello supersense, trying to hide somewhere in some lost and abandoned basement to wait until its day time? Well, no luck. They will always find you, and always take the easiest way. Did you perhaps block the only entrance with some strong material? Well, out of luck again, because they will just dig around your barricades, and always find the weakest spot.) while on the other hand theyre still easy to outsmart? 

Or perhaps should i talk about the upcoming yet another overhaul of core game systems? Do you really think that the game on its ninth year of development should be at the stage of figuring out how they want the most fundamental stuff to work?

Oh, maybe about the lack of actual content, many features working still the same as they did in 2015, some missing since always? The only meaningful things that came since 2017 were quests (which are cool, but drove players away from the bases), and gun attachments.

Oh wait, we had new models and textures for stuff like inv icons and zombies. Something noone ever asked, yet such remakes always take at least 1/3 1/2 of an entire update (which take... 12-18 months) 

Well no wonder there is no new stuff, since the updates consists of texture remakes, core systems overhauls, and features removals.

In the end, maybe its well optimized without bugs? Oh wait.

I probably forgot tons of what i wanted to share, but.. Anything else youd like to discuss? Or youre busy watching 47th dev dairy videos about the bandits (promised in 2014), which from what im reading, will be just zombies with guns. Spawning out of nowhere, wandering aimlessly. But at least we will have few more models for constant retexturing in the future updates.
Might wanna play a different game brah.  I dont post on forums of games i hate, i just dont play them.

 
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Point is, i really liked the game, back in a15-16, and since the game was being developed that way since few updates, i thought this game had a huge potential, and that im excited.

Sadly, a17 was a complete failure, thats basically when the devs decided to completly change the game, and the 18-20 only continued that way. It keeps changing, but on the same way, it keeps getting simpler and less survivalish.

So yeah, im writing that, because im kinda frustrated at how the game completly wasted its enourmous potential

Unlikely at this time.

Finish the damn game so we can start playing whatever new fun pimps properties get announced.
Considering the mess theyre doing with 7d2d, i wouldnt stay excited for any of their new game.

 
Point is, i really liked the game, back in a15-16, and since the game was being developed that way since few updates, i thought this game had a huge potential, and that im excited.

Sadly, a17 was a complete failure, thats basically when the devs decided to completly change the game, and the 18-20 only continued that way. It keeps changing, but on the same way, it keeps getting simpler and less survivalish.

So yeah, im writing that, because im kinda frustrated at how the game completly wasted its enourmous potential

Considering the mess theyre doing with 7d2d, i wouldnt stay excited for any of their new game.


Sorry to hear you are unhappy with the game's direction since the Alpha you most enjoyed.  All of what you mentioned has been discussed and rehashed multiple times here on the forums.

Hopefully you can still find some enjoyment in the game when it's finally done.  If not, I hope modding can bring back some of that spark for you.  And if that doesn't work, I genuinely hope you find another game you can be positive and excited about.  Life is too short to be dwelling on what could have been.

 
Change is part of development. The game won’t get pure add-ons until it’s done. While in development you should expect change and replacement features as devs experiment and iterate on their design. 
 

Once the game is declared finished and complete, you won’t see any more overhauls, cuts, and reimplementations. But until then, anything is fair game to be changed. 

 
Point is, i really liked the game, back in a15-16, and since the game was being developed that way since few updates, i thought this game had a huge potential, and that im excited.

Sadly, a17 was a complete failure, thats basically when the devs decided to completly change the game, and the 18-20 only continued that way. It keeps changing, but on the same way, it keeps getting simpler and less survivalish.

So yeah, im writing that, because im kinda frustrated at how the game completly wasted its enourmous potential

Considering the mess theyre doing with 7d2d, i wouldnt stay excited for any of their new game.
His/her way of wording might be a bit "mean", but I kinda agree with him/her. I don't think a17 was a complete failure, there were a lot of cool things added, but some of the latest alpha's just keep on removing things??? And they keep on simplifying this game which indeed, makes it less survivalish... Alpha 16 felt more a survival game than alpha 20 did for me...

That's literally what I was talking about with the simplification of the upgrade path. Come on Fun Pimps, don't remove or simplify already cool existing things! 😕 I hope TFP reads this

 
His/her way of wording might be a bit "mean", but I kinda agree with him/her. I don't think a17 was a complete failure, there were a lot of cool things added, but some of the latest alpha's just keep on removing things??? And they keep on simplifying this game which indeed, makes it less survivalish... Alpha 16 felt more a survival game than alpha 20 did for me...
Yeah it's true. it's barely a survival game anymore. All we do is grinding materials and build kill corridors. I miss the old, random AI that attacked everywhere cause it felt more zombie like.

I wish the zombies would act this way again, while the bandits should get this focused AI.

The thing I miss the most are the gun parts with different qualities. It made exploring the most rewarding experience.

Hopefully the bandits aren't just zombies with guns/meele weapons, there will be more traps, more horror feeling, better sounds and more stuff to do besides farming magazines, building kill corridors and questing

 
The game is good and all, I keep playing it occasionally. What actually bothers me is that there's still no actual point to it.
There's no consolidated storyline or quest system that leads up to something.
I mean, I gather resources, weapons, food and all that, in order to achieve what, exactly?
I'm not really up to speed with game updates and betas but there doesn't seem to be any actual work towards this direction. Not to mention the fact the game hasn't left Alpha stage despite being worked on for years and years. I'm not even trying to be hostile or anything, I enjoy the game as I said, I just think that sooner or later a game has to have an actual goal for the player to achieve.


Honestly what the game needs is less of a story and more of an over all reason to move through the more difficult biomes. Right now the trader, any trader, is ludicrously over powered, But even besides that, there is not enough biome specific things out there . no biome specific weapons, very few biome specific resources,  trader specific inventories with themes. enemies...  most stuff is tied to the game stage. but because the game stage largely keeps pace with the player.. the player rarely needs to move out of their comfort zone.

So the other biomes feel like a bump in challenge without any novel rewards.. just better loot.. that you were going to get anyway by grinding levels.

They need to solve this issue before thinking too hard about story imo

Wait, let me think.

Learn by doing - perfect system for such games, and dont start with the stone axes. It could easily be fixed in many ways. Like crafting the same stuff could be less and less profitable, where crafting new ones would be more. Perhaps combine it with perks/books system, like a16. Or even stick with perks, but bring back lbd for action skills, such as shooting, melee, athletics, looting, etc.
learn by doing was great for action based skills, and terrible for crafting, that was its main flaw. And honestly I wish they kept lbd for action based perks.

Gun parts where each part corresponds different gun statistics. That one got me in love with exploring, finding that better barrell to bump up my magnum a little and try to max it out was always exciting. 


I have to admit without rare heavily rng based things like gun parts.. looting really doesn't have much variety in it  But this technically could be something they could address by simply adding more stuff. more attachments, find only weapons .. etc

Wellness, which made creating better food actually worthful. What was wrong with it?
Yeah I dont get why they got rid of this either.  Wellness was really the only thing justifying making fancy food.  That being said Wellness as a concept was good, its execution was not.  Honestly I think DF did a good job fleshing it out  and serves as a good example for what might have been

Food smell. That one, together with gore blocks were controversial, but for the survival with horror elements, it was perfect, and that was the direction i expected the game to go. Not the casual, simplified fps.
This honestly I kinda understand.  The gore blocks  were a resource load and would have made even simple blood moons almost unplayable.  That being said food smell was a novel concept until you realize that most of the time  you would either never experience it or randomly pick up something and forget it was there until it bit you in the ass. 

If hunting was a more fleshed out process I would miss food smell more.

Burnt forest was kinda bland, due to tfp ignoring it rather than making it more interesing, but it was still fitting well with the atmosphere, fog, and burnt environment. 

Too bad instead of making it cooler, they just removed it, leaving us with 4 biomes.
Isnt this one coming back as a sort of sub biome in the wasteland? That being said I do wish the game had more biomes then just 4 .. or that they actually did more with said biomes. 

1-600 quality, where stuff like clothes, engine, tires, basket, handles (remember when making a vehicle wasnt just "do 10 quests or find two parts"? When you could keep upgrading your minibike, with the 7 different parts?)
the quality 1 - 600 system was a bit too much and while i think the 1 -6 is too simple all the 1 600 system was .. was the 1 -6 with 2 extra decimals . something you could easily strike a better balance with by going with a 1 - 60 system.

Temperature system. What we have now, is just a leftover from what we had in earlier alphas. Nowadays it doesnt matter at all if youre naked in snow biome, if its searing hot or its raining. Everything it does are the small debuffs you wouldnt even notice if not the big indicators like red flashing vinette, images of red sun or blue snowflake together with the dangerously sounding "youre freezing! Find a shelter fast!". 

No, youre not. Youre just having a tiny debuff, and these notifications are from times where you could die to the weather. God, they didnt even bother to change them lol.
No sandbox survival game i know has done weather  or temperature well at all. With the possible exception of survival games where things like the seasons or  surviving the weather was the core concept like  dst or the long dark.  But of those two I would only consider dst to be a sandbox

Log spikes. Not a big deal, but why not let us have more diversity in making the defences? I really loves to put them on my base walls.
I miss these too I always felt they were the companion to the spike traps.. where the spike traps were fragile but damaging the logs were  durable but  largely ineffective on their own.

Wall tiers (which applied to log spikes by the way). Why, please tell me why can not i have something between the very weak wood and strong cobblestone? What was the point of removing half of the levels, leaving just lousy 3 updates?
I disagree here , It felt tiresome to have like 3 upgrades dedicated to what was basically a single tier of defense.  I think it is cleaner to have a tier of defense to match your tiers of offense. 

Now what I think the real issue is that we simply do not have enough tiers of progression.  going from stone /pipe /wood  -> iron/ t1/cobble  - steel /t2 /concrete  -> power tool/t3 /steel  for the entire  playthrough  when you  can leisurely work through each tier in 7 days or less means we really only have tech related content for  28 days .. after  which.. nothing. That is a pretty serious issue to have.  And again this goes back to a point I made earlier and the lack of reason to go to other biomes for progression.  There really should be biome exclusive  tech gating ore , who cares if it is gamey this is game. 

Continuing, wet concrete. Or even blunderbuss. It may be not much, but it was one of these little unique things that made the game cool. And since they barely add anything new, the game is getting dangerously empty.
The blunderbuss IS the pipe shotgun.

*the other stuff*




I have to admit if it weren't for mods like darkness falls that actually adds the content the game is sorely missing I would have probably moved on by now.  Too many juicy looking survival games on the horizon.. some of which might even do the whole horde survival thing decently well enough ( I am shocked how so few survival games have even tried to do this)

 
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Yeah it's true. it's barely a survival game anymore. All we do is grinding materials


Uhh, isn't that the core activity in a survival game?

and build kill corridors. I miss the old, random AI that attacked everywhere cause it felt more zombie like.

I wish the zombies would act this way again, while the bandits should get this focused AI.

The thing I miss the most are the gun parts with different qualities. It made exploring the most rewarding experience.

Hopefully the bandits aren't just zombies with guns/meele weapons, there will be more traps, more horror feeling, better sounds and more stuff to do besides farming magazines, building kill corridors and questing

 
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