RNGsus truly blessed me here! I've never had this good of an unopened gunstore box find. 7 Days To Die |
- RNGsus truly blessed me here! I've never had this good of an unopened gunstore box find.
- My friend MAY have had some poor ping today, resulting in him being, quite literally, 3 minutes behind everything.
- Wall test [PC]
- How is this game in "alpha" when it's been released for such a long time?
- Alpha 17 quality overhaul discussion like, hate, or indifferent?
- How would you guys feel about 7daystodie going mobile? I know there's a slim chance of it happening but you never know.
- Garage door opener? Spooky ghost?
- Base progression through upgrading
- Looking to play on PC with someone
- Trap tier levels?
- EVERYONE says zombies can't dig straight down, yet I've now seen it happen multiple times. What am I missing?
- Mod Laucher
RNGsus truly blessed me here! I've never had this good of an unopened gunstore box find. Posted: 21 Mar 2018 08:34 AM PDT
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Posted: 21 Mar 2018 06:42 PM PDT
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Posted: 21 Mar 2018 10:00 PM PDT
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How is this game in "alpha" when it's been released for such a long time? Posted: 21 Mar 2018 11:50 PM PDT I'm new to the game and thats something i just don't get, anyone that can clear it up for me? [link] [comments] | ||
Alpha 17 quality overhaul discussion like, hate, or indifferent? Posted: 21 Mar 2018 10:00 PM PDT Alpha 17 is looking like it's going to be just as big as alpha 16 was, personally I love to see this game moving along at such a great pace. However the new quality system they have hinted at in Joel's most recent video disappoints me. What I feel we are losing with this change 1: The semi realistic feeling of having a great tool, gun, article of clothing and more wear down over time eventually old piece of junk in one regard to another. 2: We will miss out on the subtle thrill of finding a marginally better pickaxe (or whatever) from looting. 3: We will no longer be able to gloat to our friends about our level 342 machete versus their level 300. The same applies to fighting Bandits but in reverse. Things that might change but it's ambiguous how at the moment. 1: What's going to happen to repairing, I can't imagine it will go down a whole tier of quality but if not that then what's the downside of repairing as opposed to building a new tool? 2: How is combining going to change, right now it's only a lackluster conversion rate but it's a good way to burn through some of your excess items (clothes are my most common thing to combine) it's kind of the same question as repairing but vice versa. Are we just going to drop the function completely? The benefits we can see from this ??? 1: The only thing I can honestly think of that we gain from this is a slightly simpler to read information screen for tools, guns and other Implements of Destruction. I genuinely have faith in the developers however this is one of the biggest Miss steps since removing the last hit bonus from mining, that and I don't like the fact that the behemoth has apparently been dropped but that's a minor quibble. In fact all of this is rather minor in the grand scheme of things, and I'm willing to admit that the developers might have an ace up their sleeve to counteract everything I've brought up. In the "Progression Overhaul" section they have mentioned wanting to update their skill system so maybe we are do for something totally new. But once again, personally I think the system works fine as it is. It gives a fair amount of realism without being DayZ levels of painful or Rust levels of infuriating! Please chime in on the issue, I'm curious about other people's feelings on this matter. Maybe I'm in the minority but I like the quality and leveling system, generally, how they are. Finally if the face punch crew has already made a post and or video addressing this subject, please link me to it and I will modify the post to include it at the beginning. [link] [comments] | ||
Posted: 21 Mar 2018 08:25 PM PDT I for one would be excited and having multiplayer would be awesome [link] [comments] | ||
Garage door opener? Spooky ghost? Posted: 21 Mar 2018 07:53 PM PDT Hey everyone, my spouse and I just made our minibikes and we had already made a garage for them with the metal garage door. We took the bikes out for our first drive and on our way back, driving through a field, 1 minutes from home, we heard a door open... we were nowhere near any building and it's a single player world on xbox. So creepy! When we got home the garage door was open even though I closed it for sure before leaving! So the door sound must've been the garage door.. But does the minibike have an automatic garage door opener??? Or was it a glitch? We made the door first then the bikes. We are in alpha 15 I believe, current for xbox 1. Was this always a thing? Maybe cause we made the bikes next to the door? I don't know but it's spooky when driving at night lol. Anyone know about this? Thanks in advance! [link] [comments] | ||
Base progression through upgrading Posted: 21 Mar 2018 04:40 AM PDT Hey guys! Just wanted to quickly go over myself and my friends multiplayer base progression from start to current and future ideas I have for it, just to see if it makes sense and is viable. So day 1 we had a platform on 4 1x1 stilts which were about 5 blocks apart and 4 blocks high. We had a ramp up the side which we used to jump accross to the platform. By day 7 the pillars were 2x2, reinforced with iron, and the base platform was wider, with a wall 1 block high around the edge. There was also a 3x3 metal grill in the middle and 3x3 of spikes beneath, plus another 2 wide of spikes between each of the pillars. We reinforced this over a couple of horde nights, then after a while and a lot of work we finished off adding a wall all the way around our base. This was made out of 3 blocks high of 50 concrete pillars, with a concrete block on top. By the time the first test of the wall came we had spikes all the way around. Half wood half metal. The next horde night all of them were metal, but we learned the hard way that its also a good idea to have concrete BELOW the spikes and walls! Our current situation - We have enough land between the walls and the base that we have a large farm providing ample everything, and on the other side we have a work in progress garage for our minibikes which goes in either direction to a drawbridge entrance a little way from base. All our spikes are metal, the ones closest to our wall are steel. The first layer of pillars are reinforced steel. Beyond our spikes are barbed wire and concrete flooring. Our last horde night (we are currently day 51) was a lot of fun, lots of glowing baddies that we dispatched without issue, and a few of the double iron spikes got destroyed or reverted to iron. Nothing a lot more steel cant fix. So my current plan for the future is to go out from the spikes 5 or so blocks in each direction and dig a fall pit to bedrock maybe 5 blocks wide. Then at the bottom have spikes and surround it with 50 pillars again so we can attack through. I'm hoping although time consuming this should be pretty easy to do and would mean a lot of zombies would be killed by the fall as much as anything as screamers are a constant pain. Or is it worth looking in to some kind of funneling base at this point and get them all coming to a central place with turrets? [link] [comments] | ||
Looking to play on PC with someone Posted: 21 Mar 2018 01:48 PM PDT Looking to either start a new game or continue a day 8 random gen map my steam link: http://steamcommunity.com/profiles/76561198327686862 just send me a friend request [link] [comments] | ||
Posted: 21 Mar 2018 11:38 AM PDT Hello there all, was wondering if anyone cared to do some comparisons for the different kinds of traps/defenses available, particularly for fighting hoards? I've been planning on upgrading my defenses past wood spikes for the first time and still not very familiar with powered traps/turrets/plates etc. Any discussion on how wood spikes compare all the way up to whatever the top tier method is would be greatly appreciated. Bonus: suggestions on designs for hoard defense. Cheers! [link] [comments] | ||
Posted: 21 Mar 2018 08:24 AM PDT Ok, so literally every single time I've seen this talked about, people say(in forums, in game, etc) that if you have a perfectly flat surface and a hatch flush with it, that they aren't even capable of hurting it - that it's just not even in the mechanics. Yet both me and my friend have experienced this at our bases, both hatches are on perfectly flat ground, etc. And I hadn't really thought about it before this question, but on another friend's server during horde nights, we had a very small 7x7 cobblestone base on perfectly flat ground surrounded by 2 rows of spikes, and the harder the hordes got over the first few weeks, the more they would dig out underneath the spikes and the base itself. I did notice that with hatches(my friend as well)... it only happened when we climbed up our bunker ladders and got near the zombies outside on horde night. So yes, I seem to be safe and they don't touch the hatch if I'm far below even if it's horde night, but they CAN clearly dig straight down somehow. So... what's the deal here? TL;DR I've seen with my own eyes more than once that zombies can dig down. Why does everyone say they can't? [link] [comments] | ||
Posted: 21 Mar 2018 05:14 AM PDT Is there a way to use this and steam be able to use steam chat? [link] [comments] |
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