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ungkor

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  1. Are there any visual clues that let you place a vault hatch so that it opens upwards instead of down?
  2. "I mean, that is basically what Alpha game development is." For ten+ years? " So if you liked a16 the best, you can keep on playing it. " - Alpha 17.4 has been crashing continually for me, so without bug fixes to back releases, that really isn't feasible long term. Anyway, I'll check back on the status of the game if it moves to Beta. Which I don't think will ever happen, but we will see. Take care everyone
  3. Does everything think that the loot by learning system (collecting hundreds of books) is going to stay in place? As well is the idea of having to collect parts for guns rather than just looting a gun? Or is there a chance that the game might move back to something more similar to alpha 17.4? They change things so drastically alpha to alpha, that I'm unsure what may happen next. I'm think I'm done with the game unless it moves back towards a crafting/building centered game vs a looting/raiding game. Not that anyone cares what I think:), I'm just curious what everyone's best guess is about the future of 7d2d.
  4. This is a random late night thought, but it seems like this game has been going in the direction of games like Diablo. Run POI's (dungeons) over and over and over, to incrementally gain skills and weapons. Instead of finding a weapon, you find gun/weapon parts. Instead of leveling and applying skills, you read 100's of books over and over to gain skills. I might be in the minority here, but I'd much rather see this game evolve into a more RPG experience than a Diablo experience.
  5. I've playing through some older versions of 7d2d, and spawned a map in alpha 17.4 that appears to only have one trader. The map is very large. Has anyone experienced that issue before?
  6. I tried giving the 'loot by learning option' a chance. I started several new games to see how the leveling and crafting progress went, and I have to say I don't like it. I don't feel like I'm in control of my character's path. My ability to craft, or play the game like I want to, is basically up to chance. Having to loot hundreds of books to unlock X crafting is just not fun. Maybe go back to basic experience leveling, and then make crafting perks cost more points? I thought that having level restrictions on certain perks was a perfectly fine way of moderating the progression rate. The game is less fun now. I enjoy crafting and building in equal measures with looting and doing quests. This change has made quests/looting the only way to progress, and it is just less fun.
  7. I'm glad to hear that I'm not the only one. Hopefully they figure it out. I'm not a fan of random behavior.
  8. I was watching some videos by "guns nerds and steel", "kage848", and "glock9", and they seem to be having the same issues I am. In Alpha 21, it seems like zombies almost seem to get 'distracted' and won't follow a path to me. And it seems to be influenced by distance. If I have a base with a killing corridor, that wraps around to the side and merges with the platform I'm on, the zombies will completely ignore the path around my island, and instead attack the front of the corridor. If I back up 10 steps, they instead ignore the front of the corridor, and start rushing the wrap around path to my 'island'. I'll upload some graphics if people can't picture what I'm talking about. But the Zombie pathing in 21 seems really weird.
  9. One of the biggest draws of this game, at least for me, is the building aspect. I get kinda bored by looting after a while, but building for me is very fun. One thing I like about games like Satisfactory, is you can tear down constructions and you get all the materials back, so you can try out new designs. I think it would be a nice addition if 7days added the ability to 'deconstruct' blocks and return the resources (or a partial amount) back into your inventory. I find the building fun, but the resource gathering a bit tedious. Once I've accumulated X amount of building resources, it would be nice to be able to re-use them again, minus some sort of building reclamation penalty. For instance, instead of having to destroy/mine a concrete block, if it is in your land claim block area, you could hold down "deconstruct" and get some percentage of the materials back. Speed up base design basically.
  10. Tonight I tested bleeding kills, and am getting zero experience for deaths cause by bleeding. Let me know if you'd like more info.
  11. I'm not sure how I managed to turn this on, but in the upper right hand corner of my screen, replacing quest info, is a recipe for a forge. I already have a forge. I must have hit a key combo or something that stuck a forge recipe in my right hand upper corner. How do I turn this off so I can see the quest info again? Edit: I just found that buy going to my quests, and marking the quest I'm interested as active, that the recipe in the upper right was removed. Great. But how did I manage to get a recipe in the upper right gui to begin with?
  12. I'm more referring to the last 10 years of changes. Not just this recent alpha 21 change. Leveling, looting, perks, and basic game mechanics have been changing for years.
  13. Lots of good discussion. Thanks everyone. I guess my bottom line is, its been something like 10 years. You'd think that after a decade, they could have decided on a the basic leveling/looting mechanics, and moved on to making the game grander and bigger. Surely they must have enough money at this point to hire tons of developers and make this game move forward. As a developer myself, I've never, ever, seen any software product in an 'alpha stage' for a decade. The excuse of "well, its just in alpha" is getting a bit tiring after 10 years. Make a decision about the skills, perks, and basic game mechanics, and start moving the game forward in terms of content and expansions. Stop hiding behind the idea that "oh, we are just a small team". 10 years... If they aren't making a ton of money, they are doing something wrong business-wise. They've sold 10 million copies according to wikipedia. How can you not make a robust, expansive, finished and polished game at this point. At this rate, it will be in alpha for the next 10 years, with every other new release completely overhauling the skills and perks each time.
  14. Deep Cuts "Specialize in using bladed weapons like knives or machetes (not axes) to bleed your foes dry." Do iron or steel spiked knuckles also cause bleeding damage? I haven't tested yet.
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