7 Days To Die Seedy Sunday - October 13, 2019 |
- Seedy Sunday - October 13, 2019
- Already read this book
- Mod to have map on 2nd monitor
- I love this game
- Stun Baton In Depth Testing vs other weapons. They really need a buff.
- Don't you hate it when...
- Vision blurry through bars - normal?
- Updated my Berserk Dragonslayer weapon mod for A18 & finally made a craftable mod item that adds the "Clang" sound effect for the right click. This is my short preview video.
- Demolition zombie on horde night
- I might be dumb
- Did anyone manage to read the text that got posted then deleted off the official 7DTD twitter account?
- Pyramid bases, do they work?
- Anyone know where to get farm plots on Navezgane?
- Question regarding the Baseball bat
- Looking for that console command that disables something and improves performance? Anyone know what I'm talking about?
- These new HD ground textures
- Couple Alpha 18 questions
- The missing spear
- [idea's] Moar Gadgets for everyone!
- PSA farm plots can be harvested from POIs
- How do you play or create random-gen maps?
- Here's a quick video I made of the best killing corridor imo in alpha18
- Reading is good for YOU.
- Progress in A18
- Now, I'm not necessarily complaining, but construction might be just a liiiiiiittle OP here.
Seedy Sunday - October 13, 2019 Posted: 13 Oct 2019 10:05 AM PDT Have you found or are looking for a good or interesting seed to use? If you're sharing a seed please use something similar to this format for others to easily find what they might be looking for
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Posted: 13 Oct 2019 12:11 PM PDT I'd like it if the game let me know if I already read the book so I don't read it again. [link] [comments] | ||
Mod to have map on 2nd monitor Posted: 13 Oct 2019 02:41 PM PDT | ||
Posted: 13 Oct 2019 09:30 PM PDT
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Stun Baton In Depth Testing vs other weapons. They really need a buff. Posted: 13 Oct 2019 09:59 AM PDT Nothing is assumed here, everything can be verified via your own testing. XML files were also looked at but conclusions and numbers were based on repeated in game testing. Stun Baton is hands down weaker than other comparable melee weapons. I compared T2 only, weapons with T3 like Baseball Bat, Machete, Steel Sledgehammer, and Steel Spear, etc obviously fare even better vs Stun Baton and Stun Baton should be considered a T2 weapon. Spawned in weapons have the same consistent stats, so no RNG involved.
No mods will be used in testing. Mods are a % base damage increase and utility for the most part. It should be noted that clubs can use every mod stun batons can + club specific mods. So for example both can use weighted head for stun and slow chances, but clubs can additionally use metal spikes/barbed wire/metal chain for armor piercing/bleeding/additional knock downs. Likewise knives/spears can use any mods stun baton can + serrated blade and tempered blade for bleeding and additional durability. Stun batons have inferior mod selection to all other weapons.
Spear Skill improves throw range/speed.
Quality 3 with 3/5 Javelin Master:
Reinforced Club Skill improves damage vs stunned enemies, knockdown ability, and gives bonus damage for consecutive hits.
Quality 3 with 3/5 Pummel Pete:
Iron Sledgehammer Skill improves damage vs stunned enemies, knockdown ability, and has a chance to knockdown nearby enemies.
Quality 3 with 3/5 Skull Crusher: 32 damage to body, 76 damage to head. 28 stamina used.
Iron Knuckles Skill Gives chance to stagger, chance to knockdown, increased chance to explode heads.
Quality 3 with 3/5 Brawler:
Hunting Knife Skill gives increasing chance for bleeding, which stacks higher as skill ranks are gained. A stack of bleeding does 36 damage over 20 seconds. 4 stacks of bleeding did 78 damage over 20 seconds. Bleeding stacks appear to increase the overall damage dealt using a formula of diminishing returns. However the additional damage is still incredibly significant. Importantly, regular light attacks inflicting bleeding will refresh the duration of all current stacks of bleed. If allowed to fully bleed out with 1 stack of bleed damage increases to 52/74 for normal attacks
Quality 3 with 3/5 Deep Cuts:
Stun Baton Skill is supposed to increase stun duration, which would theoretically increase damage as well. However it does not appear to be functioning. Stun Baton shock mechanics. Stun Baton shock charge up basically works on a points system. Left click strikes are worth 1, right click strikes are worth 2. When you get 4 points your next strike will stun. So 4 regular attacks or two power attacks will charge your baton and the next strike will electrify. Prolly the fastest way that won't completely wreck your stamina is 2 left clicks and 1 right click to make the next charge shock. You must hit a live enemy to build charge. Hitting blocks/air does not count. The electrical effect itself is 8 procs of 3 damage over approximately 5 seconds while preventing the enemy from moving. The enemy can still swing and hit you during this time. This damage does NOT scale with weapon quality. The damage also does not scale with Electrocutioner skill ranks. The Stun duration also does not seem to scale despite the tooltip saying it's supposed to. The skill is broken.
Quality 3 with 3/5 Electrocutioner:
Conclusions:
Suggestions:
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Posted: 13 Oct 2019 05:14 PM PDT Don't you hate it when you finally got a bunch of lockpicks... find a safe.. and almost all your lock picks break however the last one gets you in... Then it turns out the safe is empty.... RRRRR!!!!! REALLY GAME!!! REALLY! [link] [comments] | ||
Vision blurry through bars - normal? Posted: 13 Oct 2019 01:50 PM PDT
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Posted: 13 Oct 2019 09:32 PM PDT
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Demolition zombie on horde night Posted: 13 Oct 2019 03:26 PM PDT With the addition of the suicide zombie (which I love btw) there is the obvious huge problem of it blowing everything in its radius to death. (Up to and including reinforced concrete) The problem I have is the game doesn't have a trap, turret etc that can stop it besides you, and of course steel with the added explosive resistance. So my question is how do you guys build a horde base that can deal with all the normal zombies. Using funky traps and electrics to deal with the 99% of zombies. Yet create a base that won't be nuked by 1 demo zombie in the future that will ruin everything you've built. Rendering every trap in the game almost pointless in the end game. What do you personally do to "future proof" your base. [link] [comments] | ||
Posted: 13 Oct 2019 08:51 PM PDT Trying to build my first base and cant seem to figure out where the ramp and corner pieces went for wood or flagstone. Why cant I build these? I must be missing something. [link] [comments] | ||
Posted: 13 Oct 2019 02:23 PM PDT Did anyone manage to read the tweet that just got posted then deleted on the 7DTD twitter account? I got a notification pop up saying 'Here's a little bit of console news' but by the time I clicked on it an opened twitter it said the tweet had been deleted.. [link] [comments] | ||
Posted: 13 Oct 2019 06:18 PM PDT I'm trying to find the most useful and a buddy suggested building a flat topped pyramid with your entrance being a hatch on top. This sounds like a good idea but do zombies just kinda just treat the ramp walls like normal and rip them up? [link] [comments] | ||
Anyone know where to get farm plots on Navezgane? Posted: 13 Oct 2019 04:17 PM PDT I read to 'dig up farm plots' but went to the farm with the super corn and the big pig and don't see where abouts you're suppose to dig them up like people were suggesting. Anyone happen to know where specifically they are? [link] [comments] | ||
Question regarding the Baseball bat Posted: 13 Oct 2019 02:13 PM PDT Is the weapon damage affected by "Pummel Pete" or "Heavy Metal"? My guess would be Pummel Pete but the skill and item descriptions in this game are sometimes so vague and misleading that I'm not sure. Can anyone clarify? [link] [comments] | ||
Posted: 13 Oct 2019 01:53 PM PDT I've seen in the past where someone had a console command that would disable something that they added in a17 and it helped performance a bunch. Anyone know what that is? Anyone have any other nifty lesser known console commands? [link] [comments] | ||
Posted: 13 Oct 2019 06:29 PM PDT Really need tessellation. The wasteland ground texture with bricks and rubble horribly stands out as being flat now. The same can also be said for the grassland texture once the plants have been removed. [link] [comments] | ||
Posted: 13 Oct 2019 01:27 PM PDT Hey Everyone! I know that we've just got into a new Alpha Build and was wondering if Lucky Looter is worth it? Or if I should go down in Intelligence tree for Daring Adventurer. I can't find any real in depth data contrasting the two or which is a better route for getting those juicy top tier items. My main source of damage currently is coming from Agility plus the movement/sneak stuff is a must for my play style. As another side note do zombies destroy Junk Turrets? I know the build is currently unstable but my two turrets just de-spawned while I was in a factory. So I didn't know if that was them getting killed or the game glitching. [link] [comments] | ||
Posted: 13 Oct 2019 02:05 AM PDT They need to create an icon on the compass (like for the bicycle) for a thrown spear. I keep losing them in the long grass... [link] [comments] | ||
[idea's] Moar Gadgets for everyone! Posted: 13 Oct 2019 07:27 AM PDT My first testrun in a18 was as a int build and the junk turrets placing and strategic ground covering altered my normal gameplay significantly. Every Class shoul have a gadget! Same as Jt's: start with one, 2 after master. Can only use one gadget at a time (without perks) Here are some ideas:
do you have more ideas? Reload all with iron. beartrap charging with springs would be fun, but to much of a hassle imho. [link] [comments] | ||
PSA farm plots can be harvested from POIs Posted: 12 Oct 2019 10:51 PM PDT POIs with plants growing in them have farm plots you can dig up. I got 24 from the house with the mushrooms in the basement. Way easier than crafting them [link] [comments] | ||
How do you play or create random-gen maps? Posted: 13 Oct 2019 07:28 PM PDT I dunno how the random gen maps work. When I go to choose a map, I have Navezgane and the 2 other default maps, but I can't find an option to create my own random-gen world. Also, how do seeds work in this? Can you give your own random-gen world its own seed as well? Thanks [link] [comments] | ||
Here's a quick video I made of the best killing corridor imo in alpha18 Posted: 13 Oct 2019 12:56 PM PDT
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Posted: 13 Oct 2019 12:31 PM PDT I had this idea for quite a while now, I've been Thinking that when you get a book and you've already read/gained that skill you should get 1 point to spend on a new skill you haven't unlocked. What do you all think? [link] [comments] | ||
Posted: 13 Oct 2019 07:46 AM PDT Just curious if I start playing now, because it is only in experimental mode, once A18 leaves experimental mode and becomes just "A18", will I loose all of my progress? I'd like to start playing, but don't want to lose all my progress once it leaves the experimental beta phase. [link] [comments] | ||
Now, I'm not necessarily complaining, but construction might be just a liiiiiiittle OP here. Posted: 13 Oct 2019 02:13 PM PDT
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