Ghostlight
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+1 on thatCompletely agree here. I should be afraid of zeds, cause they can kill me, not cause I dont have time to kill them.
+1 on thatCompletely agree here. I should be afraid of zeds, cause they can kill me, not cause I dont have time to kill them.
The enemies need a general overhaul imo.My advice would beerception ( increases ranged weapon damage ) - Boom headshot
Agility ( gives stamina btw ) - Hidden Strike
Result 1 hit Headshot most ferals including cops.
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And yes there could be less ferals guarding the loot in the attics, and sneak could be better so you dont trigger them all jut by "falling" from a small stone, cant jump 1 block high while sneaking... - it will be fixed I m sure, but for the first time it feels like post apocalyptic world that tries to kill you from the start - thats why its post apocalyptic world and not a Disney world.
I like the idea of zombies have different behaviors or properties.The enemies need a general overhaul imo.
A good approach described very briefly would be:
-Getting rid of most bullet sponges (except, say, for one specific kind of special, that will have to have a synergizing mechanic like a "swarmer", "forcing" players to prioritize).
-Normal zombie random combat behavior - different zombie behavior profiles to make them more unpredictable (without having "clever" zombies).
-Much rarer specials with their number and types appearing/increasing as the GS progress, with much more threatening special abilities (no superpower abilities needed like sniping zombies, just more status and various other "immersive" effects).
They can get very creative with threatening mechanics without making zombies look like "generic monsters with abilities", get rid of bullet sponging completely and still increase/keep threat level scaling for a long-term playthrough.
The biome idea is good but given that TFPs are actually reducing biomes, i think its not going to happen. The wasteland in my personal opinion is just a wast of player space. Same with the burned forest. Very few player will live in those biomes and at best they are "walls" that the player quickly crosses or avoids. Biomes need to mix more and have a less strong changeover. When you move from a forest to a burned biome, it changes too much. And the ambient sound alone makes most people avoid specific biomes for living, as it drives you crazy.There is a super easy solution: Zones, aka biomes, of different difficulty. Have a large wasteland with very hard zombies. Early game, the player will go the other way if they see that biome, late game they have a challenge left. Put desirable stuff in there, good loot, quests, materials, so everybody wants to go there. Daily challenges can be created by wandering hordes. Currently, at least that was the final state in A16, and the xml does not show any apparent difference, wandering hordes only cover 50 days, so on day 51 you get the wandering horde of day 1. Which is pretty lame, obviously.
Then again, I don't dislike it at all when you've grown strong during a game, so that you can one shot all kinds of trashmobs, on the contrary, that's a lot of fun. But I agree, that the game (vanilla) needs an end-game challenge, that is not just the bloodmoon horde, which is practically 15 minutes of gameplay out of 420.
Yes equipment is a whole other thing that can differentiate them (already does for a lot of them like football players or soldiers). Could be expanded with various props having a chance to spawn on zombies, like for example a soldier zombie rarely carrying a grenade on its belt etc.I like the idea of zombies have different behaviors or properties.
Like hazmat zombies for example would be immune to burning damage, Military zombies would be more resistant vs bullets ( kevlar is great agains bullets, but not against arrows IRL ), cop zombies can remain bullet sponges and they explode,...
Just as you said so player would have to use different tactics vs. certain types of zombies while exploring or on horde nights. This is a great idea, I dont hink it would be difficult to implement it.
Doesnt seem to work on insane difficulty. Level 4 headshot, level 4 sneak attack and level ???perception is still not enough to kill even a normal feral. It is Almost enough tho. At level 5 it should be enough, I guess. But what to do with radiated ferals while you climb to level 100? I started meeting them since level 30. And been ignoring all clear quests from trader, cause they make those quests pretty much impossible.My advice would beerception ( increases ranged weapon damage ) - Boom headshot
Agility ( gives stamina btw ) - Hidden Strike
Result 1 hit Headshot most ferals including cops.
When shooting irradiated feral wights, 4 headshots with iron arrows - ofcourse pick them 1 by one, don't just drop on them and trigger them all. Shoot arrows at closets so you break the doors and reveal them, better than letting them jumping at you while you try to sneak by.
Have you actually tried it in the current version? All I play is survivalist or insane. They arent that beefy. You dont need to spawn in anything or chop trees.I would love to see how anyone can play this game from the start on insane difficulty and actually fight the zombies. I'm sure someone could hide in the wilderness and chop trees until they level up and unlock the right perks to fight, but that's just a workaround. Try it out, start a fresh game on the higher difficulties, spawn in a sledge hammer and see how many times you need to power attack a zombie in the head before they even die.
Bugs, glitches and exploits I can live with, but this is just poorly balanced difficulty modes, and it's ruining the longevity of this game for me. Either I'm the bullet sponge or the zeds are, it gets lame and tedious pretty fast.
Problem is how do you balance a game that has infinite possibilities per player. You already see the result of that around here.I don't agree at all but I do understand people like to play different playstyles. I wish they would really add more settings into the game that the user can control. The idea of a sandbox game is for players to carefully craft the experience they want. A slider for things like BOTH zombie health and zombie damage can go a long way towards making everyone happy, we can all find our perfect settings.
I did. Last night I spent a couple hours testing out the different difficulty levels as a fresh spawn with no points into anything. I got lucky and found an iron sledge, but even with that it was a never ending battle on the harder difficulty levels. This is especially true with the lumberjack zombies, on insane difficulty if they hit you once you lose half your health (which is great) but you have to power attack them in the face god knows how many times before they go down. Even the regular zombies were crazy difficult to put down on the higher levels. I can't remember the names but the lowest 2 difficulty levels were the only ones that felt realistic in terms of hits to down a zed. Couple hits or 1 hit seemed to feel right when tackling a regular zed with power attacks using sledge.Have you actually tried it in the current version? All I play is survivalist or insane. They arent that beefy. You dont need to spawn in anything or chop trees.
Start game--> Do starter tasks--> perk 2 levels into sledge--> make stone sledge and stone spear--> Start looting, good 2 go.
Not that I would be against making hard hitting glass cannon zombies, sounds great. But I wouldnt want them all to be low HP, they would be the same as crappy default zombies if they dont hit you.
Yep you are totally different animal than me. For one our definition of "difficult to put down" is oceans apart. Secondly I could care less about what makes sense with "real zombies" since those dont exist. And I will always put the gameplay ahead of realism even if they did exist.I did. Last night I spent a couple hours testing out the different difficulty levels as a fresh spawn with no points into anything. I got lucky and found an iron sledge, but even with that it was a never ending battle on the harder difficulty levels. This is especially true with the lumberjack zombies, on insane difficulty if they hit you once you lose half your health (which is great) but you have to power attack them in the face god knows how many times before they go down. Even the regular zombies were crazy difficult to put down on the higher levels. I can't remember the names but the lowest 2 difficulty levels were the only ones that felt realistic in terms of hits to down a zed. Couple hits or 1 hit seemed to feel right when tackling a regular zed with power attacks using sledge.
Of course this is all just my personal preference.
I can one hit most zombies in my regular game on day 12 with a maxed out sledge on default difficulty. I personally think it's a mistake to make our damage with weapons go up based on perk levels, our ability with the weapon should improve from perks, like stamina usage, animation time, etc, but swinging the same sledge hammer should always net the same damage weather you are a fresh spawn or have 5/5 in the tree.
It feels like I am either spending far too much time on each kill, or bored because it's so easy once i get points into the tree. Early game feels like a chore, late game feels like a cake walk, mid game feels like it never existed.
You should make a game then. Because zombies are actually fake and can be whatever the artist or writer decides. In a game they can even be adjusted to the limitations of what is possible to make with what you have. Which is why we have what we have atm.This is why I tend to play on standard difficulty with specific scenarios in mind, because I follow the Zombieland rule of the double tap.
The special zeds like the cop, wight, feral, and irradiated I consider to be a different genre of undead and a thus a bit tougher. They usually get a free pass, especially in the early game.. It's the heavyset zeds that tend to annoy me the most.
Also, I have a theory about Zombies why they should be strong. It's because they don't have the pain of self awareness. I can see them biting and ripping through flesh pretty easy. Were soft. They are not aware they are also doing damage to themselves and thus will always risk doing so to feed. They also cannot heal themselves. It's when zeds start ripping through concrete and rebar that I feel things have lost their immersion.
On the other hand, one can make the argument that 7 Days Zombie genre is its own Genre and thus should not prescribe to specific movie genres.
Did the fictional zombies get infected with something that makes their skulls turn to titanium? Then they suddenly turn back to bone when you put points into a skill?Yep you are totally different animal than me. For one our definition of difficult is oceans apart. Secondly I could care less about what makes sense with "real zombies" since those dont exist. And I will always put the gameplay ahead of realism even if they did exist.
Having low HP high damage zombies on high difficulty (apart from there being 100s of them on my screen) wont cut it for me, I just wont get hit.
How do you develop expectations of something that does not and cannot actually exist? How can you assume your fake being is more realistic than someone else's fake being?Did the fictional zombies get infected with something that makes their skulls turn to titanium? Then they suddenly turn back to bone when you put points into a skill?
I never said anything about "real zombies" I only mentioned my feeling while playing the game in certain scenarios. It's a common thing in video games, if the player does things and the game does not react in a way that seems authentic to the player, the player starts to become less engaged and feel less immersed in the virtual world. It's not that all games need to replicate reality 100%, it's that players have expectations as to what is going to happen based on what would happen in reality. If we went to gas pumps and got canned goods, players would mention it, because they expect gas to be in gas pumps. We don't have to go to the extent of siphoning the gas from underground tanks, which would be realistic, we just need to meet a minimum level of player expectation. When I hit a zombie with a sledge hammer, I expect it to inflict significant damage to the zombie, that's not always the case in this game, so I'm mentioning it.
Wasn't a comparison, it was an example of player expectations.How do you develop expectations of something that does not and cannot actually exist? How can you assume your fake being is more realistic than someone else's fake being?
Gas pumps actually exist, you are comparing apples to monkey thumbs (oh wait monkeys thumbs exist, so it is even worse than that)