AlTheSlacker
New member
I've played 7d2d for about 4 months and I think I'm done for now. So here is some feedback for the devs and some minor mods I tried out for everyone else:
I really enjoyed the learning curve... I died so many times and in an unbelieveable number of different ways in the first few weeks.
Then I sort of stopped dying for a while; except to dogs. I died 4 times in a week to dog attacks, they were pretty annoying as I felt somewhat powerless to prevent them - I either did not hear them at all or it was already too late when I did. Once I had a gun this problem was reduced.
The first big development I made was farming. Crops grow too fast, require almost no processing and last forever. In the space of a few days I had more food than I could hope to eat in a month, and the more I had the more I could grow. I went from a day-to-day struggle to survive, to sitting back and drinking beer (well, cutting wood anyway). It was a good insight, if required, on the role of agriculture on the development of society - it gave people time to think and make things. But it is too easy and too fast as currently implemented. A definite requirement for a food preservation mechanic.
Next I finally figured out the dig down option and the easy times arrived. This both made and broke the game for me. I see I am far from the first to observer this...
The combination of dig down and the Z's being able to smash through buildings with ease, made constructing any sort of surface fortification pointless, which was a real shame. After grabbing a few buckets of water and some mushrooms I moved underground for a long time.
So I thought I would shake it up a bit and tried some mods.
1) I edited materials.xml setting dirt, clay and stone <property name="stability_glue" value="0" /> gives some fun results. You can no longer dig enormous mine tunnels/rooms, but you can still mine a little hidey hole straight down and you can open cast mine for resources. This also added value to the underground POIs: They don't collapse unless you try to expand / mine them further. It did result in the few houses with cobble blocks over locked doors loosing the top of the doorway if you smashed the doors open. Easy fix is to add wood or concrete lintels to such POI doors and windows.
2) I wanted to be able to actually shelter in houses so I changed the entityclasses.xml file and replaced with lines that attacked blocks and doors with ApproachAndAttackTarget instead. This results in the Z's hanging around on the other side of doors waiting for you to come out - occasionally amusing. This was crude, but it was easy.
3) I nerfed farming into the ground by changing the grow time blocks.xml (edit "cropsGrowingMaster" changing GrowthRate). I'm not sure this was a good idea as the constant struggle to find food can be quite dull. There is probably a sweet spot for the correct growth time. Or have yield built around block fertility - at the moment it is too easy to hoe a large area of grass into productive farmland. It would also be nice to see some irrigation requirements (perhaps varying by crop type to reduce land flexibility). I think farming is nice, but it needs to be much more costly than it currently is (try asking a farmer what he does with his time between the 1 day to plant and the 1 day to harvest!)
4) The final change I made was to prevent cop explosion damage (Explosion.BlockDamage in entityclasses.xml) This was a shame as I think they would really bring something to horde night later in the game, but my first encouter with them was so annoying - after much searching I found my first missile silo. It had two cops in it that exploded and completely ruined the POI.
I think the whole rebuild civilisation thing could go a lot further (I really liked the chemistry station / science, but it could be so much more). I would recommend "The Knowledge" By Lewis Dartnell for some great ideas for this.
On a related note, it would be good to have some win scenarios, e.g. recapture the map from the Z's.
The big POIs need to offer something special - by the time I could actually explore a hospital I didn't need anything there. Water purification, hydro-power and piping fluids about (water/oil) would be fun. And railways please.
So in short: Great game, great alpha. Needs a little bit of tuning, the xml files are an amazing option - I think it would also be nice to see some fixed menu options within the game for things such as spawning frequency, crop growth, Z interaction with blocks/doors etc.
I really enjoyed the learning curve... I died so many times and in an unbelieveable number of different ways in the first few weeks.
Then I sort of stopped dying for a while; except to dogs. I died 4 times in a week to dog attacks, they were pretty annoying as I felt somewhat powerless to prevent them - I either did not hear them at all or it was already too late when I did. Once I had a gun this problem was reduced.
The first big development I made was farming. Crops grow too fast, require almost no processing and last forever. In the space of a few days I had more food than I could hope to eat in a month, and the more I had the more I could grow. I went from a day-to-day struggle to survive, to sitting back and drinking beer (well, cutting wood anyway). It was a good insight, if required, on the role of agriculture on the development of society - it gave people time to think and make things. But it is too easy and too fast as currently implemented. A definite requirement for a food preservation mechanic.
Next I finally figured out the dig down option and the easy times arrived. This both made and broke the game for me. I see I am far from the first to observer this...
The combination of dig down and the Z's being able to smash through buildings with ease, made constructing any sort of surface fortification pointless, which was a real shame. After grabbing a few buckets of water and some mushrooms I moved underground for a long time.
So I thought I would shake it up a bit and tried some mods.
1) I edited materials.xml setting dirt, clay and stone <property name="stability_glue" value="0" /> gives some fun results. You can no longer dig enormous mine tunnels/rooms, but you can still mine a little hidey hole straight down and you can open cast mine for resources. This also added value to the underground POIs: They don't collapse unless you try to expand / mine them further. It did result in the few houses with cobble blocks over locked doors loosing the top of the doorway if you smashed the doors open. Easy fix is to add wood or concrete lintels to such POI doors and windows.
2) I wanted to be able to actually shelter in houses so I changed the entityclasses.xml file and replaced with lines that attacked blocks and doors with ApproachAndAttackTarget instead. This results in the Z's hanging around on the other side of doors waiting for you to come out - occasionally amusing. This was crude, but it was easy.
3) I nerfed farming into the ground by changing the grow time blocks.xml (edit "cropsGrowingMaster" changing GrowthRate). I'm not sure this was a good idea as the constant struggle to find food can be quite dull. There is probably a sweet spot for the correct growth time. Or have yield built around block fertility - at the moment it is too easy to hoe a large area of grass into productive farmland. It would also be nice to see some irrigation requirements (perhaps varying by crop type to reduce land flexibility). I think farming is nice, but it needs to be much more costly than it currently is (try asking a farmer what he does with his time between the 1 day to plant and the 1 day to harvest!)
4) The final change I made was to prevent cop explosion damage (Explosion.BlockDamage in entityclasses.xml) This was a shame as I think they would really bring something to horde night later in the game, but my first encouter with them was so annoying - after much searching I found my first missile silo. It had two cops in it that exploded and completely ruined the POI.
I think the whole rebuild civilisation thing could go a lot further (I really liked the chemistry station / science, but it could be so much more). I would recommend "The Knowledge" By Lewis Dartnell for some great ideas for this.
On a related note, it would be good to have some win scenarios, e.g. recapture the map from the Z's.
The big POIs need to offer something special - by the time I could actually explore a hospital I didn't need anything there. Water purification, hydro-power and piping fluids about (water/oil) would be fun. And railways please.
So in short: Great game, great alpha. Needs a little bit of tuning, the xml files are an amazing option - I think it would also be nice to see some fixed menu options within the game for things such as spawning frequency, crop growth, Z interaction with blocks/doors etc.