7 Days To Die Tips n' Tricks Tuesday - April 09, 2019 |
- Tips n' Tricks Tuesday - April 09, 2019
- Here is an update on my fortified city. The wall is expanding, and I added a couple towers. The one on the left is a water tower in progress, so that venturing from the city for water won't be necessary. I added an alarm to the tower on the left. The city should have electricity soon.
- My ALPHA 18 Wishlist
- Hey, looking for a maybe long term play partner navezgane survival?
- Nitrado servers on Xbox
- Mod question
- NVG Coordinates of Gold and Silver?
- What the hell did they do to construction sites?
- Weapon and armor mods
- Using a lake to make a moat? (PS4)
- 7 Days to Die Playthrough
- gilGeaR EU PVP modded server
Tips n' Tricks Tuesday - April 09, 2019 Posted: 09 Apr 2019 10:05 AM PDT Have a tip you wish someone shared with you when you first started playing? Have you discovered a tried and true method of survival? Share your secrets with your fellow survivors and help those just getting started! [link] [comments] | ||
Posted: 09 Apr 2019 01:01 PM PDT
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Posted: 09 Apr 2019 09:57 AM PDT Here is my wishlist for Alpha 18 with a brief explanation: Game Stage to not effect game stage as harshly. This discourages new players and empties out servers around day 200. Nobody likes getting radiated sleepers level1 on first POI you hit up. Storage chests and secure chests under LCB to have flipped values. As it is now the secure chest has a big buff when under a LCB that the storage and gun safe containers do not share. I think the damage reduction should be representative of the resource cost in making each. Sneaking/Stealth mechanics tune up. Sneaking in particular over industrial areas (staircases) causes player to jump repeatedly waking up everything. As it is now, the best way to sneak around is to smash any block that causes you to go up or down a level, then replace with a wood frame ramp. Smashing a block 0 noise, but fidgeting around yields 100 noise. The silencer does not work as advertised, causes 100 noise, wakes zombies up and players can hear the noise from very far. RMG issues. Too many similar POIs in close proximity. Example is in the industrial area all junkyards with 3 water plants touching is commonplace. Trader distance and location, they seem to appear ground now in dirt road areas, not 1 per city as intended. Crossbow/Blunder needs love. The force reload animation makes these weapons a liability, coupled with the move speed debuff these weapons are not worth the risk currently. You should be able to swap out to avoid the reload, allowing a player to have more than 1 in tool bar you can fire, and reload when the coast is clear. Blunderbuss ammo should be part of loot pool to get more players to use. Ammo rarity should drop accordingly blunderbuss>shotgun>green shotgun ammo, metal bullets>brass bullets , stone arrows> iron arrows> Steel arrows. Loot value to be in line with perks, with max looting and goggles it is still common place to get many 1quality items. Bleeding to have different levels like the other conditions ; white, orange, and red. A 1hp damage attack has roughly the same amount of bleeding damage as a 50hp attack. I would like to see minor attacks to give minor bleeding (white) in the 10 hp range, moderate attack to give moderate bleeding (sort of like what it currently is), and severe attacks (red) to give full bleed until dealt with. Each bandage lowers the bleed level, but perhaps a medkit lowers 2 levels. Quests: The quests rewards should differ on the type, fetch should be less than clear, and both less than fetch/clear. I would like new quest types, an idea is defend the area, you arrive, and have a couple minutes to throw up defenses then have to hold off a few waves of zombies. I would have them target a block instead of players so you cant just get to high ground and "cheese" the zeds. Another idea, escort the NPC from 1 POI to another with zeds spawning along the way. Fun pimps server: I think servers hosted by fun pimps would make people feel more at ease when playing. Nobody likes to play then have resets out of nowhere, or admins deciding to use their powers for evil. Starting items/Tutorial quest: Most of the time I toss out the torch and LCB, not needed at all especially with the new player weather buff pre 5. Med bandage seems a little OP in my opinion. I would award the skill points/trader location after the bow ( to not burden people who already know the basics), however extend the tutorial to cover storage chests, cooking basic meat, water making too if it could somehow be not problematic with the cooking pot, and sneak attack against a sleeper. I think these would help newcomers get up to speed and prevent frustration that most experience. Adjustment for loot dropping with regards to PVP. Drop all is very harsh causing many people to perma rage quit on death. Drop bag or drop belt is too easy allowing players to have some slots 100% safe. I think a middle ground would be to have a setting "drop amount" (which can be set) which drops that many items randomly upon death, say for example 5. Thank you I hope it wasn't too TLDR. [link] [comments] | ||
Hey, looking for a maybe long term play partner navezgane survival? Posted: 09 Apr 2019 06:30 PM PDT I'm on Xbox. It would be super cool to have someone I could play with every once in a while :) I don't have a mic but I have pre much every text / call app [link] [comments] | ||
Posted: 09 Apr 2019 09:11 PM PDT Hey, haven't been able to find an answer but can you rent a server for Xbox on this game? [link] [comments] | ||
Posted: 09 Apr 2019 03:33 PM PDT I tried using the mod launcher to download darkness falls and sorcery. I followed the instructions and both pages say they are compatible. I try starting darkness falls and sorcery is working but darkness falls doesn't seem to be. I see no UI changes like it says and am not sure if this is supposed to be visible right away or later on? I figured since it's a ui change it should be right away and I don't see it. Nor do I see any of the custom recipies Does anyone have any advice?I try clicking pre-sync mod and 20 minutes later it's still "refreshing mods for darkness falls" Not sure if this is normal and I need to wait longer or if there's a problem [link] [comments] | ||
NVG Coordinates of Gold and Silver? Posted: 09 Apr 2019 12:58 PM PDT I have been mining forever, even dug out the mine in the forest biome. I can't seem to find any Gold and Silver. Does anyone have coordinates? [link] [comments] | ||
What the hell did they do to construction sites? Posted: 09 Apr 2019 09:54 AM PDT I know the game is harder, honestly it's probably a good thing, though I wish they'd made the advancement curve a little shallower because leveling up as a hapless newbie is a pain in the ass, but wtf happened to construction sites? They were one of the more fun points of interest, a brief interlude with combat bits and lots to loot and a "treasure room" at the top. But I did one in the newest build and it was bugged to hell. It is positively covered in nonexistant metal "walls". You can't destroy them, there's nothing there, it's just visual blocking. The entire ground was covered in them. Worse, as I went up the zombies did a LOT of damage to the environment, and guess what? Everything that got destroyed had the same ghost effect as the magical nonexistant metal walls. I hit a land mine on the crane, climbed all the way to the top trying to get my bag and then fell to my death miles below because the crane was actually destroyed by the explosion but was still visually there. Aside the fact the crane cockpit is one of the biggest takeaways from this POI, I can't safely climb this already unsafe POI because I don't know if any square is a solid or a hole. That's aside the batshit spawn mechanics. The spawn mechanics have always been batshit, but now they are batshit AND they hate you and want you to die. If I clear a room, the room shouldn't spawn new zombies while I'm in it. Same should apply to the distinct floors on this kind of POI, yet on more than one occasion during my adventure there I had a new pack of construction zombies spawn while I was in the building climbing. At some point over the 6 years this games been in development, I'd have expected them to start tackling things like zombies spawning directly adjacent to you, but it honestly seems like they are introducing new bugs, and not bothering with old ones. [link] [comments] | ||
Posted: 09 Apr 2019 08:30 AM PDT Are you able to remove mods to move it to other equipment? [link] [comments] | ||
Using a lake to make a moat? (PS4) Posted: 09 Apr 2019 08:04 AM PDT Hi all, I started a new file and have a house next to a lake. Am I able to use a shovel to dig a moat around the house and then connect it to the lake so that the water from the lake will fill in the moat around the house? Or do the water physics not work that slick? Additionally, if it is possible, is it even a good idea? I haven't seen much from what I've searched on the internet, but it seems like a good idea. [link] [comments] | ||
Posted: 09 Apr 2019 01:41 PM PDT
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Posted: 09 Apr 2019 02:12 AM PDT Hi guys! Details: Ip: 88.99.41.76 Port: 41331 Name: -gilGeaR-[EU.PVP]_[HUN/ENG] Modifications: 2x XP, 2x LOOT, Forge: 3 slots, Auger tank: 500l, More bones and radiators Harvest, Bigger backpack, 4 digit number in Crafting, Modded generator tank: 2500 l, Modded Stacknumbers(fxmp: small stone: 20 000), Max spawned Zombies: 100. Game: PvP, 6000x6000 map, big towns, difficulty: 4 (warrior), day lenght: 90 min. We are new in the server menagemant, but we do it well 🙂 Come on guys, join us to play Togeather.. gilverto and OliGeaR [link] [comments] |
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