7 Days To Die Wildcard Wednesday - February 19, 2020 |
- Wildcard Wednesday - February 19, 2020
- Random gen roads be like ♂️
- Hey that's a Fallout 4 reference
- The Iron/Steel tools are a raw deal, aren't they?
- An AK in a wall safe. Either it's a very long safe or it's an AK for ants!
- Nomad Ep. 9
- Do feral wights drop military gear?
- Dishong Tower Quest
- Dishing Tower Quest
- I made a castle type base in multiplayer
- Cap xp needed to level
- A new loot/exp farm design!!!! Doubles as a horde night base!
- What kind of bars are on the left?
- Looking for something different? 16x Zombie server with custom modded zombies all server side
- Looking for a few people to play through steam
- Weapon, Armor and Tool stats A18
- Some thoughts on from my experience with "per/str/agi/fort/int only builds"
- Santa Hat and other Christmas gear?
- The Fun Pimps
- 7 Days to Die- Fluffy Bottoms Pet Store
Wildcard Wednesday - February 19, 2020 Posted: 19 Feb 2020 09:05 AM PST Please use this thread to post anything you might have missed from the schedule below
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Posted: 19 Feb 2020 02:42 PM PST
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Hey that's a Fallout 4 reference Posted: 19 Feb 2020 03:22 AM PST
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The Iron/Steel tools are a raw deal, aren't they? Posted: 19 Feb 2020 08:43 AM PST Specifically with the shovel, but with a lesser degree to the fireaxes, the iron tools seem almost worthless to me once you observe how they work in application. With the shovel as my case example, I often find myself running into, say, digging against topsoil that has 250 hit points. With my stone shovel doing 87 damage per hit, it clears a block out in three swings. Now the iron shovel with the same level and mods might do 110 damage, but that still results in 3 hits to clear the block. If it's going to be 3 hits either way, the better tool is the tool that takes less stamina per swing, more swings per second, and less valuable resources to repair. With the fireaxe, the extra damage translates to fewer hits on trees because it's many more hits, but weak wood blocks like the ones I might destroy while raiding a building fall into the same situation as above. The pickaxe is useful only because it far outperforms the wooden axe, but between iron and steel pickaxe I am again failing to see a return on the investment. Am I missing something, or is my analysis apt? [link] [comments] | ||||||||||||||||
An AK in a wall safe. Either it's a very long safe or it's an AK for ants! Posted: 19 Feb 2020 03:29 PM PST
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Posted: 19 Feb 2020 06:22 PM PST
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Do feral wights drop military gear? Posted: 19 Feb 2020 08:27 PM PST | ||||||||||||||||
Posted: 19 Feb 2020 07:47 PM PST
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Posted: 19 Feb 2020 06:50 PM PST Pretty sure my Dishong tower quest is glitched out. It's just clear the area and the exclamation mark won't go away on my compass signifying I've missed something. But I've searched all the floors again [link] [comments] | ||||||||||||||||
I made a castle type base in multiplayer Posted: 19 Feb 2020 04:59 AM PST
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Posted: 19 Feb 2020 01:18 PM PST I read in some patch notes a few updates back that a command or something was added to cap the xp needed to level up. I've tried looking around for it but can't find it. Does anyone know what it is? [link] [comments] | ||||||||||||||||
A new loot/exp farm design!!!! Doubles as a horde night base! Posted: 19 Feb 2020 03:06 PM PST
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What kind of bars are on the left? Posted: 19 Feb 2020 08:03 AM PST
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Looking for something different? 16x Zombie server with custom modded zombies all server side Posted: 19 Feb 2020 05:40 PM PST Project T PvE is a challenging server that has 16x zombie spawns and many mods. If 2x and 3x servers are not for you come check out Project T PvE for a new challenge. We hope to see you there Modded Changes: [link] [comments] | ||||||||||||||||
Looking for a few people to play through steam Posted: 19 Feb 2020 05:36 PM PST Long day cycle, loot and xp high, just want to have some fun and explore, build some bases [link] [comments] | ||||||||||||||||
Weapon, Armor and Tool stats A18 Posted: 19 Feb 2020 08:07 AM PST So i noticed stats from weapons, armors and tool have x-y values. Is there a list out there what is the possible best of the best? [link] [comments] | ||||||||||||||||
Some thoughts on from my experience with "per/str/agi/fort/int only builds" Posted: 18 Feb 2020 11:04 PM PST So I've managed to complete builds/runs with all the attributes on public servers which has resulted in multiple level 150+ characters (build completion about the level 50 mark) and I wanted to give a run down on my personal thoughts and opinions of each. Perception: A great and fun attribute, early game the power of lucky looter will accelerate your money making and quickly gathering an end game loadout, with penetrator mincing high level enemies, then finally explosives mastery makes this build fun to play. The biggest let down is the ammo capacity of rifles/marksmen rifles whom I feel like need a capacity boost to make them competitive with other firearms. At very least, let the marksman rifle accept the drum mag and the rifle accept an extended magazine because they simply don't come close to the other firearms for DPS reasons. Infiltrator and Lockpicking do not deserve any point investment as Perk Books negate any bonuses they create. Strength: honestly, this build has been the biggest let down of all the attributes and for probably an unexpected reason. My experience with multiplayer is phasing or "quantum zombies", zombies that look like they're in one location but teleport about as you're trying to land shots on them, this is especially apparent when you're short range dependant like the STR build. The other problem I've experienced is that things "too close" sometimes don't get hit, this especially hurts when you're using a slow weapon like the sledges or the two shot shotgun. Motherload is of course amazing and dips into sexual t-rex, pack mule helps a lot. I really dislike the STR build as I feel like finding pocket mods and the Art of Mining books will negate any need to spend points in this tree. I think the way to improve the STR is fundamental fixes to the core game, the attack range needs to be extended closer to the player, so zombies right next to us don't magically ignore attacks, the phasing nature of zombies (especially when standing up) I think is something to do with net code or something else that can hopefully be fixed. I am confused by Master Chef not being in the same tree as farming or hunting as they go hand in hand it's like rain without clouds. EDIT: I haven't given STR as good a representation as it deserves, shotguns are good and they feel good to use, especially a loaded up pump action with the extended capacity and choke (allowing for better headshots and avoiding the magical invincibility range). Sledges double extremely well as tools to break into safes/walls/doors and baseball bats are satisfying as hell (probably the best melee weapon). However, I have to maintain that consistency is what really hurts my opinion of the STR build, because being able to kill reliably and quickly really matters when you're in trouble, because of the hitbox? phasing? netcode? glitchy? nature of zeds, it's hard for me to like the STR build. It's not so much a failure of the STR tree, it's the fact that this tree stands in an area made unstable by coding. Fortitude: newsflash, the strongest attribute by a far margin and for a few stupid reasons. Firstly the AK is common to the point it's confusing, almost every time I've started a game the first weapon I've found is the AK and often on day 1 or 2. The AK and M60 are the weapon of choice for every player on horde night and playing on multiplayer is evidence as EVERYONE USES THEM, high damage with massive ammo caps (due to drum mags) cements them as the best weapon by a huge margin. Even if we forget the prolific AK drops, heavy armour is a requirement on higher difficulties, coupled with health regen, low food requirements and quick stamina recharge, the fortitude build has everything. Not only can you take the most damage (by a massive margin) you can deal the most, also you can eat anything as well as farm food to stay ahead of food troubles. This tree is so good there's nothing that can be done to improve it and will probably be nerfed hard in the next patch. Agility: Agility is the build for players who want to finish quests quickly and reap rewards from traders. The agility build is both ammo and time effective for finishing quests. Parkour is fun, powerful and will let you leap on top of obstacles if you're getting overwhelmed. The pistol makes for a surprisingly effective weapon all game, the magnum however is in need of a serious buff as the few attachments that will fit on it and the 4-6 shots isn't enough to make it competitive. Early game bows have been nerfed to obsoletion due to nests/feathers/damage being reduced, however steel arrows and exploding arrows allow compound bows/crossbows allow for a late game resurgence, you can fire exploding arrows faster than the explosives master can throw grenades!!! Due to run and gun, you can survive horde nights by literally running around in the streets without a horde base. Occasionally you might need to jump up onto a wall or a building to heal but once that's done you're back into the fray. The big trap is to spend too many points in Hidden Strike and From the Shadows BEFORE Gunslinger as it will backfire hard in horde nights. Intelligence: this is a hard one to rate, on one hand recipes and poor returns on skills negates any need for buying points here but on the other hand, Better Barter, Daring Adventure, Advanced Engineering and Yeah Science (up to level 2) make this attribute pretty damn good. Junk Turrets are amazing, I avoided them on the first few runs due to public opinion but when I tried one, I was converted. Junk Turrets have made early game considerably easier, drop one down and go into melee with zombies and the two of you will stun lock zombies into oblivion. Stun Rods suck, they need a massive rethink as their occasional proc doesn't do much to help the player and the damage is just too low for risk. A big fix to this tree is making the upper levels of multiple skills have an actual use (I'm staring at you Grease Monkey, Yeah Science 2+) Grease monkey's use is completely negated by recipes or by the fact that better barter will allow you to buy the parts/vehicle outright. Yeah Science allows gives people the option to craft stuff negated by recipes and of frankly little use to be worthy of a point investment past level 2. Fixing Stun Rods to prevent attacks instead of just pausing movement would be one thing. Grease Monkey should improve the speed/handling/durability of vehicles to give long term value or allow us to put a modifier per level (who needs to make more than 1 of each vehicle anyways???). As a whole I would rank the attributes currently as Fortitude>Perception>Agility>Intelligence=Strength. Agree, disagree? How wrong am I? EDIT: As a final thought, it's not worth devoting oneself to only one tree, 7 Days simply requires players to be good in multiple areas and not just killing/cooking/building/trading/questing. It is important to max our attacking skill ASAP as killing is not only your primary defence/offence/insurance but also a major exp source but just because we have X points in the Y tree, does not mean we should ignore the other amazing skills in other trees. I will add I started a new character on another server with Agility as primary (but will be a hybrid character) and the first gun I found was a T2 AK on day 1. Later the first T6 weapons I found were the AK, followed by an M60 before my first week had finished! [link] [comments] | ||||||||||||||||
Santa Hat and other Christmas gear? Posted: 19 Feb 2020 09:06 AM PST Are any of the Christmas items still able to be found? I've seen them in the game in the creative menu, but haven't been able to find any so far. [link] [comments] | ||||||||||||||||
Posted: 19 Feb 2020 12:51 PM PST What happened to the rights for console when telltales died? [link] [comments] | ||||||||||||||||
7 Days to Die- Fluffy Bottoms Pet Store Posted: 19 Feb 2020 12:47 PM PST
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