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Lockdown1995

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  1. 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.
  2. 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.
  3. Can we fix the hatch door exploit and get retractable ladders?
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