New guy, new idea...

gomopar440

New member
First of all, Hello everyone here in the chat. I've been onboard with the 7D2D game since before the full v1.0 release and have put a few hundred hours into the game since I first downloaded it. I've mostly played solo, but recently started playing multi player. I host an ongoing game on my PC 4 days a week for my friends, since one of them is on a PS5 and can't use the regular servers yet. We're all looking forward to the co-op update so everyone can play together in the same world at any time, not just when I'm online.

I signed up here just to ask the developers a question about an Idea I came up with for the game. I searched the forum and didn't see any reference to the idea, so I figured it'd be ok to ask about it in a new thread.

Ok, so hear me out...

Trampolines and/or trampoline traps

A player without any points into Parkour is at a serious disadvantage when trying to reach high places. They could craft a small trampoline and bounce their way over or onto an obstacle. It would have to be picked up and put down wherever and whenever needed, so it wouldn't be a way to just skip Parkour altogether. Trampolines can be dangerous IRL, so it wouldn't make sense to have the fall damage resistance of Parkour Master, so you'd have to be very careful using it, or just carry a lot of splints or casts.

Trampoline traps could be used to launch zombies away, similar to a robotic sledge, but more or less vertically. Placed smartly, you could launch a zombie into another trap, or off a cliff to get them off your back for a while. I would think if you made the trap powered it could self reset. Triggering the trap could be done with a sensor or pressure plate and a timer.

Honestly the more I think of this idea, the more ways I see that it could be creatively implemented. Then there's also the comedic factor of seeing a horde of zombies bouncing around in a trampoline lined pit. Placed well, you could bounce zoms out of the pit just high enough to get some good head shots. 

Ok, I put the idea out there, now lets see if anything happens with it. I would think the physics from the robotic sledge could be modified (vertically) to be used in that part of the coding. The trampoline itself wouldn't be too hard to render graphically from what I've seen from the abilities of this dev team. 👍

 
Ok, so I mentioned this post to the group I play with. One of the responses was, "why didn't you ask for gliders too". That wasn't my idea, so it wasn't my place to post it here. However, the person that asked me why I didn't mention it WAS the person that came up with that idea, so I'll give it a go as well.

So... Gliders

I like the idea in general, and in apocalypse situation, I'm sure something could be scraped together to make an impromptu glider of some sort with the materials available. I wouldn't want to appear to rip off SotF's glider idea, but hang gliders have been around IRL long before that game came out, so it's not like they would have exclusive rights to the idea IMHO. Off the top of my head, Aloft, AER Memories of Old and the Batman series of games are just a few others that make good use of the glider mechanic to navigate locations in game. Gliding to me would mean a fair amount of work to get the physics to feel right, but not impossible a task to accomplish.

Any other input on this or the above trampoline ideas would be appreciated. Our crazy bunch can't be the only ones out there to want to see this kind of stuff implemented in 7d2d. 

 
A player without any points into Parkour is at a serious disadvantage when trying to reach high places.
If there was no construction in the game, I would agree with you. But since it exists, I don’t agree with you.

You can build stairs, or you can put a block right under you while jumping (I usually do that). Parkour provides convenience, but nothing more. You can climb anywhere without parkour.

 
Ever fall and broken your legs? Ever fall into a death drop room with no ammo left and have to survive by frantically jumping over the zoms hit range just to see a path out? IMHO when seconds count, parkour master is a skill that is hard to beat to get you out of a tough situation. Placing blocks will also get you elevated, but adds an extra steps of having to select the block and then place it before you can use it, then jump onto the block and hope it lasts long enough for you to jump to a surface above place another one to get out of reach. These situations are all reasons why personally I always spec points into parkour ASAP. The trampoline idea, among other things, is a workaround for players that choose not to build up their parkour. The trampoline wouldn't give all the parkour perks, but if they player chooses not to spec into it, then they shouldn't receive all the perks. Where parkour shines is getting out of tight spots fast. The ease of navigating without having to use blocks so much, and the fall damage resistance, are just bonuses to me.

YMMV, as these are my opinions based on my experiences and my playstyle. I acknowledge that this game can also be played perfectly well by characters not using the parkour skill, as you said by blocking their way around. I've tried it that way as well, and personally had a much harder time trying to evade zoms during fights when getting mobbed. So if if your playstyle works for you, stick with what works at keeping you alive.

3 hours ago, 4sheetzngeegles said:

****

Unfortunately, I suck at figuring out how to get mods to work...

Building/placing blocks while not being attacked isn't the same as trying to build/place blocks while surrounded by a mob of zombies IMHO. That is where the parkour skill, especially lv4 master, really shines.

 
Unfortunately, I suck at figuring out how to get mods to work...
Then you came to the right place, other than mods there is a request and help

section, and tutorials created by players. Someone will always help here, all you

do is ask. And give time for a response. There are 87 pages of mods to read through.

Just start with something simple, like if it says, its an xml only mod. It is just a copy

and paste. Then as you get more comfortable, get a more detailed mod.

In the beginning, as @Suxar posted, get some wood and make building blocks,

without parkour, 1 2 3 4 stacked beside a wall, create stairs to an upper level.

Or create wooden ladders, but start building them at least the third position from

the ground. I don't us parkour. The ladders, are early game access, cheap to make.

And you can have them pre-set on a wall, so if you get into trouble, just jump climb

and recover.

 
Last edited by a moderator:
Ok, so I mentioned this post to the group I play with. One of the responses was, "why didn't you ask for gliders too". That wasn't my idea, so it wasn't my place to post it here. However, the person that asked me why I didn't mention it WAS the person that came up with that idea, so I'll give it a go as well.

So... Gliders

I like the idea in general, and in apocalypse situation, I'm sure something could be scraped together to make an impromptu glider of some sort with the materials available. I wouldn't want to appear to rip off SotF's glider idea, but hang gliders have been around IRL long before that game came out, so it's not like they would have exclusive rights to the idea IMHO. Off the top of my head, Aloft, AER Memories of Old and the Batman series of games are just a few others that make good use of the glider mechanic to navigate locations in game. Gliding to me would mean a fair amount of work to get the physics to feel right, but not impossible a task to accomplish.

Any other input on this or the above trampoline ideas would be appreciated. Our crazy bunch can't be the only ones out there to want to see this kind of stuff implemented in 7d2d. 
I think a glider for the gyro would be cool 

 
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