PC Your hopes/dreams for a20 in the future?

I'd like to be able to run into a mini boss that would drop some phat loot. like that new biker dude I ran into this morning on my bicycle. I just waved and drove by. Liked his coat.

 
Hopefully TFP devs read this and can add some of this stuff in. I also hope they fix stealth, this means removing all the damn paper and glass piles right in front of paths we have to take (real @%$*#! move there devs), and making zombies less sensitve to sounds because damn, even with full padded armor WITH -8% sound things EVERYTHING still hears me from half a room away.

 
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@Scyris Bear den is absolutly awful. I have From the shadows 3, the book that allows you to fall silently, noise reduction on mostly leather armor and they still wake up once i hit the ground.

Also the Shotgun messiah shooting range, the one outside. Sneaking with from the shadows 3 and they start waking up when i am still like 20 blocks away.

Armor and mods don´t change a single thing here. I tested it. Same results with padded armor and noise mods, heavy armor and no mods and no armor. Also no difference between having points in From the shadows or not.

 
Some areas will trigger zombies no matter what. I don't know why this exists in a game that supposedly lets you choose how to approach challenges, but then again TFP have a habit of implementing conflicting mechanics.

Silliness of the trigger mechanic aside, I think you can still use stealth in such situations by moving away from where you triggered the zombies and crouching out of sight to reacquire stealth.

 
@Hrod Land Uhm, well if they are awake already, what use it it go back, they won´t just go back to sleep unless you go back really far, wich is impossible when on a quest and also i just kill them then. They still sleep in the next room/area anyways

Stealth is basically useless right now, wich is a shame. There needs to be a fix. Not a workaround.

 
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Aka more colours, interior that doesn´t look worn out etc, etc
Oh my god, this. It's extremely difficult to fix up a POI and make a "normal" house because almost all available colors are of "worn out" variant

I just cut this wood TFP, and just made these paints, what's with the rundown looking wood sidings?

 
Lots of good ideas here, but here is my list :

1. More fleshing out of the story line

2. Building/paint textures that don't look like they have been sitting, unmaintained for 25 years . . . How does a brand new window or piece of furniture that I just made get so dirty and worn? I get that TFP is going for an aesthetic here, but geesh

3. Please fix the sneak mechanics. I don't have problem with triggered events in POIs, but when i am on the first floor of a big POI and a zombie on the third floor (or somewhere OUTSIDE the building) zeroes in on me, that is broken. Seems like the zombies outside notice you more when you are inside, sneaking or not.

4. Mods/cosmetics for vehicles

5. An equal distribution of mods for tools and weapons. Having 4 mod slots on some items is pointless because there is nothing useful to put on them.

 
I think an "Advanced Menu Option" that would let people select which zombies spawn in your game would alleviate about 50% of the balance/"I don't like ____ zombie" issues that players have.

 
@Hrod Land Uhm, well if they are awake already, what use it it go back, they won´t just go back to sleep unless you go back really far, wich is impossible when on a quest and also i just kill them then. They still sleep in the next room/area anyways

Stealth is basically useless right now, wich is a shame. There needs to be a fix. Not a workaround.


They don't need to go back to "sleep" for you to reacquire stealth: moving a couple of meters away from your original position and crouching again should do the trick, provided light levels aren't too high and you're not making a ton of noise while repositioning. I do this at night all the time in early game: draw aggro with the first stealth shot, reposition and crouch, finish with a second stealth shot while the zombie is confusedly hanging around your old position.

It's not really a workaround, it's just good practice for stealth play in general. Obviously you can just shoot them all as well, but that begs the question why you even care about maintaining stealth to begin with.

I do agree with you that there should be no stealth checks that the player always loses, so I'm not a fan of things like this gun range ambush and similar events in other POIs. Unfortunately it looks like the Fun Pimps often prefer scripted gameplay over emergent gameplay and we'll see more stuff like this in coming updates.

Finally, while I agree that stealth is "useless" to a certain degree, it's not because of these scripted events but more due to the fact that running through a POI with a ton of armor and a big stick is much quicker than crouching your way through it, while yielding the same rewards. I still enjoy the feeling of sneaking through a POI and silently popping heads, but there's little practical reason to do so, especially once you get to the tedium of repeating T5 quests. I'm glad the forgettin' elixir exists, otherwise I would probably always go for strengt/fort builds, just because I can do more stuff in the same amount of time.

To summarize and get back on topic: I hope TFP will focus more on facilitating emergent gameplay and besides that make it so that stealthy and "loud" play styles offer their own benefits and drawbacks, with neither being more efficient for progression than the other (not by a large margin, anyways).

 
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@Hrod Land Ehh, when they are alert, i just don´t bother anymore, i do stay crouched tough, to avoid attracting z`s from the outside. Stealth does have the benefit of using way less ammo. The bows do have a way higher sneak damage with x3.5 now. Also you don´t have to deal with roaming zombies from outside or even screamers (Since when does the SMG call a screamer? Not sure how many candles and torches where in that house, but i got one when i was in a hurry and rushed trough a POI with the SMG, far away from my base). Time is an issue yes. But i don´t think that they can do much about that. Moving as fast as running while sneaking is just not possible.

 
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@Hrod Land Moving as fast as running while sneaking is just not possible.
There are more ways to increase the benefits of sneaking vs hulking. The increased food consumption associated with melee is already a step in this direction. And since you brought up ammo: bats and sledges don't cost anything but a repair kit every now and then. And even when I do use my shotgun a lot, I find that looting/crafting enough shells is quite doable. Getting enough steel/explosive arrows to make bows worth using on horde night ain't cheap either, in my experience.

I don't even mind strength being the most efficient tree right now, since I can get by just fine using the other trees. I do think it speaks to the general problems with balancing the current attribute/perk system: you're always going to end up with "must have" trees if generalist perks such as mining and tool crafting are tied to specific attributes. I think I'd prefer either doing away with attributes and going for something similar to Dying Light's skill tree, OR making the attributes into "true RPG" stats, with different game events checking against them regularly, and perks having their separate trees that are somewhat gated and influenced by associated stats (think Fallout 4 or any DnD based RPG). But since this game is very light on other RPG elements (no speech checks, trap sensing, etc.) I think the slightly more streamlined Dying Light option would be easier to balance in a way that gives players freedom to build their characters without certain builds being obviously superior (even if I think that's not a huge problem in a PvE focused game).

 
Great thread OP, and I agree with your points.

I would love:

- Hub Cities.
A hub city biome teaming with 500% more zombies than normal biomes and 500% better loot, and dangerous zombies guarding the best loot.  This would give people incentive to build their characters to survive that.   

- Single player/co op 'Save the World' Mode

A mode where neither loot, nor zombies respawn, so you can go from town to town clearing the z problem, and renovating buildings. NPC's could move in to safe towns.

- Bayou biome

A swamp biome with zombie alligators and voodoo style zombies.

- Stuff they removed from A16 added back.

i.e LBD, wellness system, zombie loot, harvestable zombie corpses

- A Non-survival mode

I remember seeing that Skyrim got a survival mode option. I would love the opposite for 7 Days to Die so that it's more like an RPG. Alternatively, be able to adjust things like food and stamina drain in the config (like Ark & Conan allow), to customise it for your playstyle. 

- More storage by default
More storage space, for backpacks and storage units and bigger stacks. I currently use mods.

 
More paint textures.

Options for players to add in their own.

Save the active Mods with the Game save.  Add a "tab" to the Game settings where you set up a new game so that you can pick mods to activate / disable for that game.  Also when making a backup these mods should be included in that backup (In practical terms: just copy the active mods into a mods folder inside the game save folder)

More block shapes, like a lower angle ramp, and odd shape blocks for connecting corners between other blocks.  To keep the shapes menu clean, just put them in a "More shapes" area, the way the Dev mode tools are hidden from the spawn menu in creative until you press the button to show them.

Ability to change settings for light color and brightness on lights (like POI lights allow in the prefab editor)

Ability to "lock" the settings / interaction on electrical devices.

 
The wire tool range is too low and makes base building frustrating. It's cool if you can only _connect_ something 8 blocks away or whatever but I hate doing weird acrobatics  to keep the wire from "snapping." The radius should be like 2x what it is now. That is my A20 dream thank you for listening

Also orienting iron hatches is impossible and they should have a handle.

 
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Wish For:

1) Return of LBD for skills where it makes sense (mining, weapons etc). The fact that killing zombies can make me a better chef is ludicrous.

2) Improved (or reverted?) zombie AI. Move away from the precise structural engineers that walk round my spikes as that SUCKS.

3) Meaningful end-game. 

4) Give us back fun loot. The generic progression-based looting now seen in A19 just made the game bland and boring.

5) RNG map algorithm that gives satisfying and convincing maps.

Don't give a damn about:

1) Bandits

 
Most of the things I would see are the kind of stuff that better improves the immersion which can be important for a survival game.

1) Improvements to third person animations to make characters look more natural when they move and interact with the world. Quite often when I'm playing I get Half Life 1 nostalgia vibes when watching my friends character models move around 🙂

2) Improvements to the player character models and clothing so they look as good as the new zombies. Currently the player models look as dated as the animations.
 

3) More immersive first person animations (weapon inertia and weight to movement)
 

4) More natural recoil and spray patterns. Sometimes the shooting in this game really annoys me as it feels too point at the enemy and hope the hit lands. Also why does the crosshair stay on screen when ADSing? I've never seen this before in any other FPS game and it's really distracting.
 

5) A more organic and rewarding character progression system. Physical skills (recoil control, digestion, stamina etc) are improved over time by doing and mental / intellect skills (crafting tools, blocks, weapons etc) are learnt from schematics or breaking down items at the work bench. The A15/A16 systems were much closer to this type of progression and it tied in so well with the flow of the game play. At the moment I often go AFK during night times which I never did in those alphas as I had plenty to do at night. Now, especially during the first 2 horde nights I never have enough resources to even do anything so I just leave my pc. I suspect I'm not the only one and surely that isn't something the devs intended.

6) Rework the meat system so that you don't need 5 meat to make 1 grilled meat. This seems to have become a thing in more recent alphas and I don't know why? Why not just reduce the amount of meat you harvest from animals? Or why have plenty of meat from animals but make them rare so if you do find a chicken that could keep you going for a couple of days, a wolf maybe a few days as you would expect. At the moment you need to eat about 5 wolves a day.

7) Bring back smell! This added to the tension, especially during early game play.

8 ) Better loot distribution in a way that encouraged player exploration. Right now I can pretty much get the same loot in a house as a I can in a military site. More unique containers for the very tough POIs with exclusive loot would be great to see.

9) Return to the wellness system. It was simple and easy to understand. I haven't been able to wrap my head around any of the digestion systems that have been implemented since that was scrapped.

10) Animal husbandry - This has made an appearance in some mods in the past and was awesome. Who doesn't want to be a massive glow in the dark boar farming during the Apocalypse?  

11) More guns! I love that guns have been added and I hope to see more.

12) Tiered crafting stations (Advanced forged, advanced workbench etc...l) - These could help with the longevity of the game and give players more to work towards during the later game

13) Scarier and riskier nights + Rewards. I recently played Darkwood and whilst playing I was just thinking how could some of the mechanics would sit well in 7 days. Banging on doors, manifesting anomalies, thick silent hill style fog. These types of things are so damn good and would induce hits of fear in players during the night. With a more dangerous night there could be unique loot that is exclusive to night time adventurers.

14) Get rid of clipping underground when mounted on a vehicle. A real immersion breaker and terrible for PVP servers as you can see through the terrain. The 3rd person camera needs to hug the player more.

15) Add food degradation. I know this is a bit of a hot topic but if balanced correctly it would keep the players on their toes a bit more during the later game. Currently once you have a farm the food survival part of the game becomes irrelevant.  I've actually been enjoying the challenge of keeping myself fed during the early game. I'm always scrounging houses and everything I can to not starve.... Although it is annoying the amount of animals a player needs to eat a day in order to not starve in A19.

16) The end game needs fleshing out. At the moment it can be hard to find a reason to play much beyond day 50+ Multiplayer, be it alliances, trade or PVP can really help in this department but one of the reasons I tend to not bother is the sacrifice made to zombie numbers on servers. The world as it is can already feel incredibly empty as most zombies seem to now be allocated to POIs as sleepers. It can feel like there is very little zombie activity out in the world and this only gets worse on multiplayer servers. NPC bandits aren't really something I'm that fussed for but maybe rescuing survivors to help run your base could be a way to expand the end game.

17) Remove damage bonuses that guns gain from mods and quality. Surely the bullets do the damage? We've got different bullet types already so maybe add more and instead the parts and mods should effect recoil, accuracy, durability, ergonomics. The bullets that do the most damage can just be made rare and hard to come by. Crap ammo can be plentiful.

18) Additional Settings for starting new worlds. Because it's a sandbox game and there are a lot of players with different requirements the more settings the better! Players who don't want zombies to dig should be able to turn this function off. How about controlling the max world height and depth? I suspect this would help with performance.

I think the game is in pretty good shape at the moment. I love the new zombie ragdoll. Combat feels better than it every has done. It still has some serious performance issues and I'm no fan of the perk system but I've actually enjoyed A19 unlike A17 / A18. 

 
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I believe that at least 75% of the complaints people have about the game could be eliminated by giving people more options on how to customize their game world; for example:

0-100 value for zombie block damage

0-100 value for zombie entity damage

0-100 value for zombie vehicle damage

0-100 value for stamina depletion

0-100 value for hunger rate

Loot Spawn Preference Selector

Options for AI levels (mindless, digging, homing, etc.) instead of "difficulty=HP"

Selector for which zombies/animals spawn in

Adding these features would completely remove all complaints of "zombies are overpowered/underpowered," "zombies shouldn't be able to dig, etc.," "stamina depletes too fast," and so on.

It would lead to a LOT of fiddling early-on to see which configuration is optimal and it can always be adjusted to suit your needs and changed later in the game.

 
caatalyst said:
NPC bandits aren't really something I'm that fussed for but maybe rescuing survivors to help run your base could be a way to expand the end game.
+1! I'd love to see a FO4 kind of settlement system for end game where you can expand your base and maybe craft a radio tower that has a chance of spawning NPCs who want to join your base. Maybe you can arm them and assign them simple tasks (collecting/purifying water, farming, patrolling, etc). If you aren't producing enough food/water, and/or settlers start dying, others have a chance to leave as well.

hotpoon said:
- Bayou biome

A swamp biome with zombie alligators and voodoo style zombies.
+1 to this as well! Zombie/irradiated alligators sound terrifying, that would be an awesome addition

 
1. More texture variety for builders. Currently - 170 textures is not enough. Also, clean versions of them.

2. In A16, you could wire POI lights, you can't do that anymore. Whats the point of this change?

3. Return the different types of soil. Can't make a green oasis in the middle of the desert anymore :(

4. Farm plots don't make any sense at all. Maybe implement a fertilizer mechanic and return the mechanic to plant anywhere on soil.

5. Use of water, currently, it's just an annoyance, maybe use it for farming combined with electric/manual pumps and pipes.

6. Farm animals like chickens, cows, sheep & etc., that we can take care of and get wool, milk, eggs & etc.

7. Pet dog that follow and protect us(after training and feeding it).

8. Horses that we can ride and put armor on.

9. Bandit raids and bandit camps/bases that we can raid for hard to find bandit camp unique items.

10. Better animations!!! for an example, check Rust, smooth as butter. The animations in 7D2D are stiff, wooden, robotic and outdated!

11. Better shooting mechanics with actual bullet drop. Again... check Rust or ARMA 3. Also, smoother aiming(fix freaking scopes that jump 40 pixels with slightest mouse movement)

12. Some sort of zombie boses(middle-late game horde nights or POI loot room).

13. Less random bags, garbage and cars in the middle of nowhere. Near roads or POI is fine.

14. More wilderness variety of grass, rocks & etc.

15. Electric kitchenware, forges, workbench...

16. More furniture variety(clean one too).

17. Rivers, better lakes and fishing!

18. Food that actually rots and goes bad after few days without fridge(makes even more sense to have powered fridge, farming and hunting animals).

19. More disease and injury variety. I can't even remember the last time i got a dysentery(A14 i think), especially with the purify water mod...

20. Lock a POI from being destroyed until it is being cleared(except hidden stashes and rooms), that way people will do the puzzle instead of Wood blocking to chest. Also, a cleared POI should STAY cleared.

21. Wandering long distance medium-massive sized hordes.

22. Town/city hordes. Almost no risk going to a city anymore and they feel too empty.

 

Yeah, a bit long list... :)

 
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