i though so too. but they do come, i just have the feeleing not as much. and as allwaysSorry if it's been brought up but are cooking pots rare in the wilderness POIs including cabins? My partner and I were separated by a few KMs and hit around a dozen POIs apart and together but no pots. Loved all the POIs along the long roads - really impressed by some and even the plain cabins look great inside now. So dunno if it was bad luck, cabins don' have pots, or what. [Brutal first game w/ my first "purposeful" dysentery but it was fun.]
As for the Robotic-Turret weapon... You currently have the sledge and the gun-turret. They could do scrap-turret/iron-turret/steet-turret, but I like them all having diffrent uses. Maybe... sledge, blade and gun? With the blade-turret slicing zombie limbs instead of knocking them down? Like a one-armed blade-trap that you carry in your arms?
It's in the original A21 release notesAm I crazy, or are there not several changes that weren't in the patch notes? So far I've noticed Junk turret ammo now uses lead for some reason, and the physician perk now allows a 10% chance instant death per hit with batons which is neat but I don't remember ever being on that perk. I don't remember either of those being in the patch notes lol
Not complaining, but I feel like I'm being gas lit when I read something and then fry my brain trying to remember if that was a thing before
and
- Recipes for regular robotic turret ammo use lead instead of iron. AP uses half iron and half lead.
- Physician perk has gained the ability to treat sprains and give more XP when using healing items. Dismemberment gets a boost with batons on level 4 while level 5 has a chance to instantly kill the target with a stun baton.
One thing that annoys me is that you can't walk/run over zombies that you knocked down. Turned out to be one of those soke-up damage types and my wonderful avatar chose that point to get tired. Bad when you got two other zombies trying to hit you from behind. So.. I had to shoot my way out.
It's in the original A21 release notes
Again there are other posters here on the forum already claiming INT to be the new meta
I don't know what forum you are seeing that on, but I'm seeing the exact opposite on every forum and the subreddit lol. Most are saying Int is outright the weakest by far, especially in A21 where quest rewards are hilariously trash to the point of daring adventurer being a waste##
At the moment DA gives you access to the new secret stash.
I am playing with DA lol, it was literally the first thing I rushed on my current character actually along side the baton perk line to test out the changes to it with the speed +10% instant kill. So far my rewards match what others are complaining about, where I pretty much just get 3 trash options + 25 steel and sometimes a crafting mag option
So far in A21 on my new character after the latest experimental update I've done around 40-50 quests I think? and don't think I've had a single good item from a quest reward. The trader level up rewards are a bit better but even those mostly are meh. I've leveled several traders up to 2 and 3 and my current one up to level 4 quests while trying to find a good town, and mostly just ended up taking the farm plot bundle since they kept spamming things like cloth armor bundles or pipe pistol bundles.
I've had better loot from air drops and t1 PoI boss loot than from my T3 and T4 quest rewards
What secret stash? Am I missing something? Secret stash was removed AFAIK so all I'm getting from DA is some extra dukes and getting to pick 2 of the trader level up rewards since those are the only decent ones. Dukes themselves aren't all that great imo as my traders at least don't sell much that's that impressive, I've just been buying food and crafting mags from them and basic stuff like cobblestone and not much else
DA Changes the Items in the Trader inverntory to higer tier Items. It does not add stuff. Just testet it in my test game.Sorry, I edited my post later to clarify a bit. Yes, there is a "secret stash", just that the additional items are mixed in with the normal loot.
DA Changes the Items in the Trader inverntory to higer tier Items. It does not add stuff. Just testet it in my test game.
with 0 DA i see a AK47 lvl 4
with 4 points in DA the AK 47 is gone and i see a Machete lvl5 in the inventory. this is just 1 example of the changes.
This is a known bug with quest rewards and will be addressed:Khalagar said:Oh good catch, I didn't notice that when I read through I guess! The Stun Baton instant death is interesting. Weird since it's hidden in a seemingly unrelated perk and the last 2/5 parts of the physician perk don't buff healing at all, but interesting.
The turret ammo change though is really weird and another direct nerf to Int which is kind of odd, since lead is better used for real bullets instead of burning through 9K worth of lead on a t4 PoI
I don't know what forum you are seeing that on, but I'm seeing the exact opposite on every forum and the subreddit lol. Most are saying Int is outright the weakest by far, especially in A21 where quest rewards are hilariously trash to the point of daring adventurer being a waste
Here's a t6 reward from the frontpage of the subreddit atm
and a t5 one
You can get better rewards by just chain doing T1 or T2 quests rather than wasting time and resources on a t4 or higher, and there's usually not 2 quest rewards worth picking. Since you don't get crafting mags as an option nearly as much, you usually only have forged steel as an actually good reward
I proudly support either making sledge turrets craftable without a workbench or making a pipe tier variant.
Int builds are just kinda boring gameplay wise for too long while every other build has variety in weapons even in pipe tier/stone tier
Also I feel like the magazine system ends up making every character feel like more of a generalist build rather than specialized builds which I'm pretty 50/50 on if I like that or not.
Also dew collectors feel out of place as free infinite magic water generation in an update that allegedly wanted to make the survival elements harder.
I don't understand how you'd die of thirst or hunger in alpha 21 unless you got an awful map with no towns for like 2 kms away.
I do think zombies feel more threatening with their scaling and additional injury chance, It's really fun early game peaking into even just snow biome and seeing ferals as you just start.
I was willing to take the additional damage to vehicles in stride as testing went about, but is the intention for Player vehicles durability reaching 0 to shortly after explode so quickly?Roland said:Remaining in early access and spending money for ongoing development and hiring specialized talent is not milking. You may not be able to see all the labor-intensive work that has been done on this game over the past 18 months but I can assure you that the amount of development put into this game has been epic. You want extra content because you're bored of the current content and so are dismissive of the type of work that has been done but that doesn't change the fact that TFP has been busy.
Nobody on the 7 Days to Die team is ignoring this game to work on some future project. They have an entirely different team working on their next project and nothing that team does steals any talent or resources or time from this game. There really is no more to say about non-7 Days to Die projects though since that is off-topic for this thread. The 7 Days to Die team is 100% focused on getting this game finished which is why they are not spending time doing extra content that expands the base game even though there are those that only want those kinds of updates.
The change to vehicle damage was not simply increasing vehicle damage. It was balancing vehicle damage with environmental damage and damage to zombies. It was adding graphical indicators of the damage that vehicles are taking and when that damage is getting close to complete vehicle failure. It was also adding graphical indicators to zombies for their damage from vehicles. It also included changes to the Grease Monkey perk and the balance of how much damage repair kits fix. It also involved play testing to dial in the right amount of damage and fixing to make the feature balanced. It was a bit more than one line of code.