![]() You can turn on 25% of the loot, but you cannot make it so that the trader does not give you 200 bullets on the first day for the quest in which you killed 2 zombies. The world settings menu looks incomplete right now. It is unlikely that a parameter that affects only the relative health of the zombie and the player can be fully considered a difficulty setting in such a multifaceted game. Then why are there loot and experience settings there? The "difficulty" parameter is also rather strange. Pulling out rcon in particular was a real gut-shot for me, but I'm willing to wait and experiment with the new system before leveling judgments on it.Ĭan someone answer whether the addition of all the new block shapes influenced the mats change for performance reasons, or was it done purely to reduce the number of building materials? The new alpha looks solid and is worth waiting on.Īlthough, one thing I'm still having a tough time comprehending is the decision to simplify the material upgrade chain by removing rcon, metal, cobble, and some of the other mats. Everyone I know who plays 7DTD is hyped for A20 and happy to wait for it, as there's plenty of other stuff to play in the meantime. While some critics make noise on the forums, the greater player community will vote with their feet, so to speak. Rule number one for projects like this: you can't please all the people all the time. Then you can do it exactly as you like and avoid all those horrible bad decisions we made. ![]() You could go make your own game or a mod. Someday we might even make it better to us. And I also think it should be possible to fixate the world settings so that they cannot be changed during the game I believe that the current game settings menu (when creating a world) should be significantly improved and reworked. There is a request in community for the "1 life mode", for the trader's settings, for the quest settings, for the settings of number of zombies and others. I don't understand why absolutely no attention is paid to this, especially considering that all of you unanimously say that this is a sandbox, but why the player should find out about this only after he thinks of entering this forum and creating a topic in response to which he will receive a link in which talks about how to manipulate xml files? Setting the level of the merchant's rewards is on a par with setting the amount of loot, because if you are playing with 25% of the loot, then the current merchant rewards becomes incredibly OP.ĭo you understand how ridiculous it looks? Anyone who asks why there is no option in the settings gets an answer like “go to the xml files”, “generate the world in kinggen”, “install the mod”, “ignore this opportunity”, etc. Just some suggestions, take them or leave them.īach, anyone who has read you knows that what you call "basic" isn't even close. ![]() That supply could get replenished when their stock did, but possibly not to what it was before - like, each trader would start out with 200,000 dukes in total and only replenish 2,000 dukes each time they got new stock. It would also be cool if they had a limited supply of dukes, and wouldn't buy anything if that supply ran out. Both would only sell things that are relevant to their specialties, so they wouldn't sell any car parts or forged iron for example, and other traders wouldn't sell anything more than basic medical supplies or foods. They are already specialized to some degree, and that's good, but I'd like to see it go further.įor example: Trader Jen could spawn only in the same neighborhoods as hospital POIs, Trader Rekt would spawn only in farmland areas, etc. Regarding traders - I do agree their prices need nerfing a bit, but also I'd like to see them specialize much more. Speak for yourself, I'm from the lactoseintolerancyway galaxy. ![]()
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