![]() ![]() Though I do use small mods such as increased biome spawns. (If you phrase it differently you will upset fewer people.) I also prefer vanilla without the additional janky items and mechanics of overhauls. Of course it's not because the game is easy, but just because we know all the do's and don'ts after a bazaillion hours of play in this wonderful game. In general I agree with the first paragraph. Originally posted by Fruitopolis:I've looked at mods like Darkness Falls but I want something more vanilia, making this post to ask if anyone has an ideas on how to make the midgame and endgame more interesting and challenging. Right now, the game start is to beeline to the nearest city and trader, start doing quests and rapidly collect loot from the quest poi (reset to be looted twice each run) and the trader quest rewards.įor that matter, if I could, I'd turn traders right off in my game, workbenches too. I would also like to see the early game made much harder, and in particular cities made much, much more dangerous. Some "speed runners" even go immediately to the wasteland right now to skip as much gamestage gating as possible.īut it's not everyone's cup of tea sadly. in principle.īut a good chunk of 7D2D players would shoot themselves in the heads if you don't give them even the possibility to earn everything from the get go. The game is strong and the fact it is still in development is incredible but it could be so much more with some elegant, tested and inspired changes. Similarly there should be no motor vehicles until the very end as well. Guns as we know them should be impossible for the first two thirds of game play to either obtain or LOL craft. Players should start out in a very, very desolate natural setting with no access to traders and with a very long and dangerous path to get to them in order to encourage sitting tight, early game survival, skill development and familiarisation with AVOIDING zeds and wildlife. Originally posted by TruculentTonka:This speaks to what I was presenting as a proposition to lengthen the early game a year ago (or more?). A more compelling experience means fewer resources and better staggering of challenges and balancing of rewards/progression. What I am doing is providing a gamer's critique of the game to make it better not easier to program. This would require some reworking of natural environments (see The Forest, or other survival sims for inspiration-and to wit, I couldn't care less about whether or not the computing code is similar or not to that in 7DTD as that is FP's issue. The stepping in the early game is far too fast. This speaks to what I was presenting as a proposition to lengthen the early game a year ago (or more?). The Blood Moons are just there to give rithm and break the daily routine. This game is more about adventure, exploration, making your own story and creating your own stuff. If you want challenge go play some other game that specializes in PvP. I've looked at mods like Darkness Falls but I want something more vanilia, making this post to ask if anyone has an ideas on how to make the midgame and endgame more interesting and challenging. ![]() I've experimented with many builds and still have not found the game to be any challenging even before midgame. Originally posted by Fruitopolis:I'll say that I've played this game for a while, done most that's been done, however I find myself finding the game not challenging enough once I have a gun of any sort, I've tried limiting myself by doing no trader runs, but that ends up dragging the early game so much to the point where its not even fun, I've tried dabbled in mods such as Permadeath that make the game a more hardcore experience but overall it really isn't that much of a struggle unless you're only using a wooden club. ![]()
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