Announcement

Collapse
No announcement yet.

Current high demand Pimp Dreams (Constant W.I.P)

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by Dimpy View Post
    Sandbags are already a thing, and they exist just as you described.
    You cant craft sandbags though.

    Comment


      Sand Bags are reserved as a Dev block because stacking them would look wrong. There's no use for them other tthan aesthettic I believe.

      Comment


        I would like it if zombies could drown in water after some time. This would allow for a wider range of base ideas and a little more realism. There should also be water zombies- zombies that have snookel gear on but can walk on land too.

        Comment


          It would be nice to see
          Actual spiders that are infected
          Crocodiles
          Fish
          Cats
          Goats
          Bees
          Birds
          Tigers
          Flamethrowers
          An actual water pump system with pipes that need to be linked up to a sink to get water.
          A radar system to open the entire map - craftable at mid to late game.
          Vehicle music
          Easier xml file like Alpha16 was.
          Extra xml files for other entities, blocks and items which don’t really go with the game just for fun such as dinosaurs which we could just copy and paste in to game files.

          Comment


            Great suggestions!

            Although I think the current focus should be on:
            1. Reduced lags
            2. Better skill progression system (Hybrid between A16 and A17)
            3. Improved sound design.

            However after this - I'd clearly like to see ALL of your suggestions implemented!

            Comment


              Looking for some help with this.
              We have a 7 day horde
              I want an eighth day horde as well containing only dogs bears and vultures
              Then a ninth day horde containing all feral. I want them to still get harder each time and follow the game stage rules.
              Any help let me know thanks

              Comment


                I would really appreciate "stupid zombies" option in the game. With this turned on, zombies would never attack blocks unless they sense something behind it and cannot reach their target otherwise.

                #nomorezedgriefers

                Comment


                  -Better sound options would be great, the zombie will be 30-40 feet away but it sounds like it's an inch away from your face, that and the grunts and sounds coming from the player character are blasting compared to the SFX of everything else.

                  -Dying from dehydration should be a gradual life loss instead of dying on a dime instantly.

                  -Have a 24 hour cycle clock so you could match game time to real time.

                  -Rideable lawnmower (mentioned this in an old post, not sure if any such thing was ever considered)

                  -Be able to loot zombies again, one of the first things I noticed coming back was zombies have no loot and you can't harvest them for meat or bones, at least from what I first saw.

                  -Change the sound effect of when an item is done crafting back to the original one, I made a bunch of the cloth items for the intro quest and I was like "Whoa whoa whoa.. who's shooting at me!?" it sounds like a sniper taking pop shots at you constantly.

                  -Be able to loot cotton and the other plants/crops easily with the pick up button again, feels too slow now swinging your axe at every little thing.

                  -A sort button for inventory and chests.

                  -Zombies shouldn't be able to climb ladders but in a dog pile be able to climb each other.

                  -Food and water meter drain way too fast to be realistic, maybe implement a body fat/muscle ratio mechanic and meter.

                  -Dust particles in the flashlight follow the player around currently, just looks strange.

                  -Tools degrade way too fast, I realize I'm using Lvl 1 items but still, I'm repairing 30 times a minute here.
                  Last edited by Manslaughter; 02-22-2019, 12:35 AM.

                  Comment


                    what I would like to see is: 1 propensity q and e to look around corners. 2 the opportunity to take the character in the 1 unit or crawl. 3 led in the first person ( I think it's cool ). This is purely my opinion, just offering ideas

                    Comment


                      Can we fix the hatch door exploit and get retractable ladders?

                      Comment


                        Back in the early days, sandbags were a retrievable barrier block that fell like gravel. They were good for seeking temporary shelter inside buildings if you had to stay the night.

                        Comment


                          First off, I am a huge fan of the game and have been since I started playing in alpha 13. I’ve logged almost 600 hours now into the game and gotten 10 or more of my own friends and family hooked on the game. My sister even does a 7DTD Twitch stream now every Saturday at 7:00 as NanukNanuk, where I play as DJ Danger Dan, the mixer of a wasteland radio station, broadcasting to all of Navazgane with a walkie talkie duct taped to a radio tower. I write a script, come up with Navazgane conspiracy theories, compile set lists, trivia, commercials for game items, and so forth. That’s how much I love this game and want everyone else to love it.

                          Needless to say, I was extremely excited for A17 and spent the entire year getting everyone I knew aboard the hype train. I am mostly happy with how it turned out. As it stands, the game is very good, but as any player would, we just want to see the game be even better. So, from our large weekly group, here are a few of the most common suggestions.

                          • Remove magazines entirely. Nobody every uses them for anything but a quick sell at the trader. They would be much better replaced with rare secret recipes for late game prestige items or useful recipes that can also be unlocked to give early players a head start.

                          • Make it easier to see food and water without checking stats. Nothing is more immersion breaking than treating your character like a car, checking oil and coolant levels when you stop for gas.

                          • Give the blunderbuss a reason to exist. Even in Alpha 16, the blunderbuss was always trumped by a good bow or club because it has a lower dps than a bow and a shorter range than a club. Now, with guns being far easier to find, I can’t even think of a reason to have a creatable blunderbuss.

                          • Bring back looting zombies. In alpha 16, we got addicted to scavenging the remains of corpses after horde night, and what we miss now more than ever is the clothing drops. Simple clothing like jeans and t-shirts seem nearly impossible to find now. Removing zombie gore pile loot containers was a good move to reduce memory, but the zombie loot bag drops should be more common and should have tiers, higher difficulty enemies like pukers and white zombies dropping better stuff and lower tiers dropping lesser. That way, players would be more rewarded for living in areas with more dangerous enemies.

                          • Bring back item quality. There was nothing more disappointing than the realization that my level 5 club did just as much damage as the level 1 club, when the only trade-off was how often I had to repair it. Having only a few quality tiers is a fantastic way to save memory, but the 6 tiers should at least be distinct in actual item stats, incentivizing players to seek out better quality items and make them feel more accomplished having finally obtained them.

                          • Bring back action-based skill leveling. It makes sense to deposit skill points to prevent players from repetitively grinding to achieve higher stats in certain things, but it is extremely immersion breaking. The two should be used side-by side. A player’s use of a certain skill should provide the passive bonuses of certain perks ex: +5% block damage, +5% reload speed, -5% running stamina etc. These things make an experience player feel like an experience player. The skill points can be spent on active effects ex: +1 quest reward, +10% chance to dismember, +6 item slots. These things let a player personalize their experience with a uniquely and strategically spec’d stat tree, linking special abilities for powerful combinations.

                          • Some mods make absolutely no sense. I love the idea of stacking crazy mods to make a normal item both unique and powerful, but there is a lot wrong with a lot of them.

                          • Dyes should not be removable. When has anyone taken the color of their favorite shirt and put it on a different shirt? Make the colors permanent, perhaps showing a preview of the item first, and then also make colors creatable so teams can show their pride more easily. That’s what colors are for.
                          • The sawed off shotgun mod should also not be removable. It should also be applied to a shotgun at any time on a workbench.
                          • Barbed wire mod should only be regular barbed wire put in the mod slot.
                          • Spikes mod should only be regular nails put in the mod slot.
                          • There are many more.

                          • Mod recipes should be reusable or different mod recipes should become creatable at higher levels. There is no reason that they should be consumed other than to make them more rare, but if you just want to make them more rare, save the memory and make it so they can’t be crafted and increase drop chance slightly to make up for it.

                          • Disassemble into components. With a high enough level intellect, a player should have the option to scrap an item into more than 1 of its base materials.

                          • Zombies should be able to attack hatches while on ladders. For too long have we exploited this one simple mechanic. It makes an impenetrable base as easy as a ladder and a hatch. It would be much more challenging if we were either forced to break the ladders up before a horde night or spend resources on a creatable retractable ladder.

                          • Creepy ambient music at night. During our big games, I have DJ Danger Dan take nights off and instead I play creepy ambient soundtracks from other games like Amnesia and Levels of Fear. Everyone has unanimously LOVED the vibe that it gives night-time, especially with the impressive new lighting.

                          • Revisit gore blocks. For one short patch, zombies would decompose into piles of gore that stacked up, giving hordes of zombies a way to reach elevated defenses by climbing over the piled remains of their cohorts. I believe the reason this was taken out was because the gore blocks didn't look right especially when sitting on top of a hexahedron and not an octohedron voxel. With new designers, it may be worth considering a revisit.

                          Anyway, that's the whole list so far. I hope at least some of it is original ideas. I and all of my friends really love this game, so on behalf of all of us, thank you all so much for your hard work and dedication to what can only be described as a zombie survival masterpiece in the making.

                          P.S. I save my entire script and various playlists for the DJ Danger Dan character, and would love to share it with you if you ever consider adding some sort of wasteland DJ to the game.
                          Last edited by Lockdown1995; 03-15-2019, 07:25 AM.

                          Comment


                            More Zombie animals and more zombie types like zombie children

                            Comment


                              Originally posted by Kage View Post

                              *Expanding on XML abilities
                              - Allowing item entities to spawn other entities (example: Pressure plates that when stepped on will allow a zombie or animal to spawn)
                              Expanding on the modding capacity of quests through xml would be superb.
                              1. ability to define custom variables within quests, especially objective types.
                              2. make the character stats more accessible to quests (km/miles travelled, zombie kills, player deaths, player kills, etc).
                              3. a quest creation tool would be so helpful, something like the Prefab builder but one designed to help layout a quest and all its needed variables in order to function.

                              Comment


                                I love most of these ideas, especialy fishing and farming animals, i think there should be more crafting recipes too though, like for example why cant i craft empty cans? or store oil in glass jars? like i can manufacture a flawless assault rifle on a workbench but i cant turn a lil scrap metal into a soup can? lol

                                Comment

                                Working...
                                X