7 Days to Die

7 Days to Die

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~Kevin~ 24/fev./2019 às 20:13
Collapsing floors are lame!!!!!!!!
This has happened several times, I get int a house, floor collapses, I fall through to a lower level, can not find my way out, and get killed.

Ruins the gameplay, and is super lame.
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Guzen 24/fev./2019 às 20:18 
Carry a stack of wood frames with you always, you can build around and even do a tower up if you fall into a hole.
baddoggs 24/fev./2019 às 20:38 
Escrito originalmente por ~Kevin~:
This has happened several times, I get int a house, floor collapses, I fall through to a lower level, can not find my way out, and get killed.

Ruins the gameplay, and is super lame.

Never been in an abandoned building in Real life eh....
Dead1Rollin 24/fev./2019 às 21:55 
I think they went a little overboard with the collapsing floors and ceilings.
baddoggs 24/fev./2019 às 21:57 
You can see the weak boards if you look. But i understand your point.
Dead1Rollin 24/fev./2019 às 22:04 
I'm just saying, if you are going to have horror tropes in your game, at least use them correctly. They are supposed to catch you off guard at random moments. They are scattered through every POI now so they are no longer something that catches you off guard. All the POIs have a set layout. Once you learn that POIs layout it is not only simple to avoid them all together, but nullifies completely the effect and function they should have. They should be rare and random, the ceiling zombies should be used in the same way.
baddoggs 24/fev./2019 às 22:14 
Yeah, i have to agree. I find them a little Meh.. Could certainly have been
implemented better. Dare we hope for the future.
ladyimp 24/fev./2019 às 22:50 
I hear that you want them gone, but you can "feel" your way through a house, it's possible to walk so your weight is on two squares at once. That's enough to break a floor tile that is going to break when stepped on, but also enough to keep you from falling, because your weight is also on the other tile.

I dunno what POIs you are skipping or tackling, but I don't find collapsing floors or ceiling zombies in every POI myself.

And sometimes when the floor tiles break, the drop is just one square. Other times, it's a nasty fall into a pit of doom... all the more reason to feel your way carefully through.

Heck, you can even bring your own flooring to lay out and walk on if you're worried enough. I usually just carefully step on the side of the flimsy tiles to break them and then replace with a wooden frame, but you could make some thin boards and lay that atop the regular floor and just walk on your own stuff in complete safety.
baddoggs 24/fev./2019 às 23:04 
Personally, i never said i want them gone. Neither did Dead1Rolling.
We were merely saying we wish they had been implemented better.
I do, as a matter of course either carry some wood frames or wood
to make them everytime i leave my base. Kinda like the Amex card...
Never leave home without them.
Dead1Rollin 24/fev./2019 às 23:24 
My point was never that they should be gone as baddogs said. I just feel that they lose their function in a rather swift way. After four or five houses, you are expecting them. For them to work correctly, there needs to be a significant lull between episodes of the player dealing with them. They are supposed to add back some of the uncertainty and fear that the game has lost. The sleeper system could have been done better as well in that regard. Once you start to be able to competently and constantly avoid them because they are easy to see or are in the same places far too often, they no longer add to the atmosphere in the way they were intended. They need to be harder to see but much more rare. It would give the player time to let their guard down and give that epic jumpscare oh shiz moment back to the game. Those kinds of horror tropes can be awesome in games, but only if properly handled and used in a subtle way that enhances the experience. If it happens so much that players actively come up with ways to completely mitigate it before it even has a chance to happen, it just becomes more background busywork instead of creating the awesome moments it was intended to.
Yxel 24/fev./2019 às 23:26 
Yeah I also think devs overused these fake floors and zombie-traps dropping from fake ceiling. So high usage of these cheap elements transforms game from the horror to trash. It just like a game with screamers when screamers are happen 99% of time.
Última edição por Yxel; 24/fev./2019 às 23:28
Nish-Ki 24/fev./2019 às 23:36 
It's pretty terrible in random gen worlds too :[
For whatever reason the ran gen world tends to not render water when an item or area is suppose to be submerged.
You end up with literal ponds and lakes that have a straight column of no water.
If you fall into a trap that suppose to have water, you'll end up just falling straight down into a almost killable range (Cause no water was created)
Also, it's 2019 and zombies still walk underwater like normal, with no Reduction in Speed :/
Wish another company will give this type of game a go already,
Minecraft with somewhat managable graphics, I mean*
Dead1Rollin 24/fev./2019 às 23:37 
Escrito originalmente por bearhiderug:
I think the ceiling zombies are good, it adds one more element to pois that were not there before, they also have a tendancy of catching you off guard sometimes too.

What mroe would you want with it being implemented with using consstraints set by the engine and capability.

Making them far more rare, harder to see, and much harder to plan for and avoid so that they can be the true constant threat and provide the game moments they were intended to would have nothing to do with engine constraints unless doing so would be easier for the engine to handle (it certainly wouldn't be any more taxing than the current use of them).
baddoggs 24/fev./2019 às 23:40 
Escrito originalmente por bearhiderug:
I think the ceiling zombies are good, it adds one more element to pois that were not there before, they also have a tendancy of catching you off guard sometimes too.

What mroe would you want with it being implemented with using consstraints set by the engine and capability.

We are not saying the concept is bad, just the implementation. I don't
see how having less is going to cause issues for the game engine.
liquidsarcasm 25/fev./2019 às 2:23 
Many of the floor traps can be telegraphed, though it depends on its placement as to how easy they are to detect, I do agree that the novelty of traps and ambushes does wear off after a while.
It can turn a simple looting run into a time-consuming slog as you creep around double-checking everywhere for traps.

The high frequency of ambushes is another thing that gets old fast. It was kind of cool at first, but it happens so often that it makes it seem that if you turn into a zombie, one of your main base instincts appears to be wanting to find a wardrobe or cupboard to hide in.
It makes no sense; sure, you can picture a random bitten survivor hiding in a closet to avoid being eaten, but seven or eight in the exact same situation in the same building?
Última edição por liquidsarcasm; 25/fev./2019 às 2:23
RobbEJay 25/fev./2019 às 2:34 
Escrito originalmente por Yxel:
Yeah I also think devs overused these fake floors and zombie-traps dropping from fake ceiling. So high usage of these cheap elements transforms game from the horror to trash. It just like a game with screamers when screamers are happen 99% of time.

While I certainly do agree they need to tone them down and add some more variety to the traps, I mean its to the point where some rooms are 80%-90% false floors, the game is much more RPG/action-adventure than horror.

Ever played a Zelda game? How many trap doors and arrrow triggers are there? How many clear the room/mini-boss traps? Its dungeon-diving 101, traps everywhere.
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Publicado em: 24/fev./2019 às 20:13
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