RavenSyndil
New member
For those of us who are just curious, how does one get the title "Colony Founder"? Mine should read "lowly peon" for the record. Just sayin'
Comments regarding the development t of the game are what this thread is all about. Post all day long about how you don’t like that sand doesn’t hold up like it used to. Criticize level gates and leveled loot and regimented blood moons to your heart’s content. Lament those beloved parts of the game that were cut and explain why they are necessary.Noted. I was unaware that comments about the development process in the development thread was off limits. I have corrected.
Post moarFor those of us who are just curious, how does one get the title "Colony Founder"? Mine should read "lowly peon" for the record. Just sayin'
Im just guessing here, but probably have between 1000-2000 posts?For those of us who are just curious, how does one get the title "Colony Founder"? Mine should read "lowly peon" for the record. Just sayin'
I once heard something about 11 different herbs and spices too.Hmm.. Don't know really much about that topic to be honest. I've only recently learned that one uses only 1 part quartz to 1 part feldspar to 2 parts kaolinite when making pottery.. Is that true?
Thanks for this info but I already have it. It doesn't seem to work. I keep getting "message returned" notifications and pictures of a muscle flex with the caption "your head here".Apparently it’s from the Electronic Arts playbook...
Folks, the topic of discussion in this forum is the game 7 Days to Die. Feedback regarding business practices of TFP can be delivered by email. Nobody here has any concrete information about how TFP manages their projects or conducts their business because they keep that private. So all it is is gossip and conjecture. Discuss the game or go play the game.
If you really feel you have something to offer then send a proposal via email to [email protected]. That is all that is needed.
Salt is one of them I think. I know salt is used a lot in this forum anyway.I once heard something about 11 different herbs and spices too.
HAHAHAHAHA just ROFL!Ok, who thought a good zombie loot drop bag containing 11 paper and 1 water was funny, and are they all going to contain lumps of coal for Christmas? (At least I can make gunpowder from that!)
You can put the off centre poles every 12 blocks as a security, that'll cost you only 2 poles extra.If that actually works, then I concede that part of my concerns. That is hardly building support for a tunnel though, like has been suggested.
Losing backpacks to falling blocks is still a concern especially with the looser SI of ground in general. Ive lost them just trying to dig a 2m tall hole into the side of a cave entrance. (only 1 of the POI caves has the over hang that collapses I think)
They said a bug postponed it to today, hopefully.I know I missed it when trying to search the forum, but wasn't there suppose to be a bug fix/balance update for experimental yesterday? I tried to find the post/twitter feed that I thought I saw it in and can't find it!
Ok, someone in TFP NEEDS to make a mutant plant random event with corn that will spring to life and try to eat someone harvesting it!Mutant Corn...
so I found some in the house with Gracie. I also planted it, I have the garden perk and the cooking perk at 3/5.
what I don't see is what recipes I can make with it.
I was thinking about this... But you cant make dirt blocks less attractive just like that. Because that would be exploitable.@fatalCan we get a nerf on zombie dig action.
I'm not saying they shouldn't dig.
Just make more realistic choices.
I have seen it multiple times in those small white shops (pills/hardware/guns)
The zombie decides to break through the floor instead of taking the stairs 2 blocks away or even jumping the fence.
Cheers!
Instead, we will get new luggageWhile we are awaiting the next exp, could we get at least the tentative patch notes with changes?
On my most hopeful list are:
Properly working lights on helmets and vehicles
controller push speed toggle on vehicles, and more controller issues addressed
Improved standalone server.. friend most times can't see the server, or can't connect through steam because the incorrect address is passed on
forgotten resolution bug fixed.. the only way to work is manually using the address, and even then it only connects half the time properly.
With runners up being...
performance improvement (horde nights are close to unplayable at 15 fps or less)
zombie difficulty adjusted somewhere between 199 and 208 (208 they seemed a tad too easy, and if I'm not mistaken turning up the difficulty level will just get us even more ferals and irradiated which are far too numerous with 4 people playing)
mp gamestage multiplier either adjustable in xml or toned down 50% or more (we already have all end game zombies on day 28, but don't even have steel or the capability to make ammo yet)
more mods either working as expected, or new additions working added
Wish list things would be:
A return to scattered biomes instead of norther snow/mid/southern desert... we've never had the reason to venture either north or south enough to see the new desert or snow biomes.. they are lost opportunities now.
I'm also not overly fond of the small scattering of burning land.. I liked stumbling upon that big oppressive burning zone before, and I think I prefered the black smoke to the brown haze we have now.
I miss the big a16 mountain vistas, and long to come over the top on a road on the motorcycle now and see them again... I'd like the a17 towns spaced apart by the a16 wilderness and mountains, and of course the triumphant return of the skyscrapers!
Right now it almost feels like one huge sprawling town.
Hehe thanks. The day is getting old here. Not as old as the current experimental build, but still ..Best post I have seen today, and the day is still young.