PC Complaints about this game

Tower defense sucks because the "intelligent" zombie design made it appear, its not natural for the game. The early zombies just blindly swarmed the player meaning you used the traditional wall systems and some crafty underwater/underground bases but ever since the devs created this structural engineer AI system we were hamfisted into 2 playstyles: Tower defense style AI cheese or Bunker bases with the latter one being inferior due to the high repair costs.

Also thanks to the TD AI, we have an uprise of questionable base designs what couldnt function well when the zeds would just blindly come at you.
Tower Defense existed at least as early as A16 (and arguably before that.)  I made corridor bases almost exclusively in A16, they just required a lot more work to get the zombies to path how you wanted them to.

 
Tower defense sucks because the "intelligent" zombie design made it appear, its not natural for the game. The early zombies just blindly swarmed the player meaning you used the traditional wall systems and some crafty underwater/underground bases but ever since the devs created this structural engineer AI system we were hamfisted into 2 playstyles: Tower defense style AI cheese or Bunker bases with the latter one being inferior due to the high repair costs.

Also thanks to the TD AI, we have an uprise of questionable base designs what couldnt function well when the zeds would just blindly come at you.
Tower defense is great now if you want to build a variety of bases. In A16 we were hamfisted into 1 playstyle: A block with 4 equal sides, everything else was just embellishment without function.

 
Tower Defense existed at least as early as A16 (and arguably before that.)  I made corridor bases almost exclusively in A16, they just required a lot more work to get the zombies to path how you wanted them to.
If you really succeeded at corridor bases in A16 you got my admiration for sure. But how? In A16 they still simply ran directly at you, just like A15.

 
If you really succeeded at corridor bases in A16 you got my admiration for sure. But how? In A16 they still simply ran directly at you, just like A15.
 not rly zombies still pathed  to some degree especially if  you had underground base with nearby entrance

 but ever since the devs created this structural engineer AI system we were hamfisted into 2 playstyles: Tower defense style AI cheese or Bunker bases with the latter one being inferior due to the high repair costs.

Also thanks to the TD AI, we have an uprise of questionable base designs what couldnt function well when the zeds would just blindly come at you.
 cheese  bases were even more common than now since there was  10x more abusable holes in zombie ai not to mention spikes that didnt take durability damage giving you option to make minefield for easy zombie kills in place you left them standing with no means  to reach you  .. you could even stand under them and loot them while they did nothing except dying on reversed log spikes

 And if we are being honest, as a :

- Survival, it sucks.

- Tower Defense, it sucks

- Looter-Shooter, it sucks

- RPG, it sucks.
Survival: definitely not game focus .. just minor features ... its not like you  are constantly starving getting illneses and  balancing food types to survive:D

Tower defense : great  and effective  you can see thousands  base designs  to deal with hordes

Looter-Shooter : looting is great we have sh*tload of items that are needed/good for selling/scrapable for core materials needed for everything  .. as shooter  7 days isnt bad .. with body part damage, stagger mechanic and so many ammo types perks  and ammo/weapon/mod  combinations

RPG: you cant rly call 7days RPG at  this moment .. maybe in future .. we have skill trees and progression  .. thats it  true RPG game needs:

1) character abilities/spells (we have none)

2) significant lore/story  (we have none apart of  1 list of paper from duke)

3) quests (7 days have just  3 randomized quests with no background or variety)

4) NPCs (all we have is trader with very simplistic dialogue .. effectively working as vending machine)

butif as you say  "this game sucks in everything"  why are you even playing it or writing on forum :D game change over time  but it was always focused on multiple genres

 
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Tower defense is great now if you want to build a variety of bases. In A16 we were hamfisted into 1 playstyle: A block with 4 equal sides, everything else was just embellishment without function.
My problem is a this or that approach. I would rather have a group of stupid, a group of pathing and a group of extreme structural engineering zombies.

That way you would maximize out how and in what ways should a base be defended as you would need walls for the mindless, a good walking path to reach the mindless along with a kill corridoor against the smart ones.

If you really succeeded at corridor bases in A16 you got my admiration for sure. But how? In A16 they still simply ran directly at you, just like A15.
If i would have to guess, he eliminated the chance for the zombies to spawn around him and stood in a big corridor where the only natural spawn is at the corridoor end.

 
@Kandrathe I am not asking for more screamers. I know how to get those easily if i want. i want more zombies wandering around.

We did an oopsie last horde night and our base took some serious damage, we survived tough. Spent 24 ingame hours to repair it, 200m away from a small town. I didn´t see a single zombie the whole time. I was actually checking the settings if the other admin turned off zombies while i was offline...

You shouldn´t be able to spend 24hours in one place not seeing a single enemy. There is no excuse for that.

 
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If you really succeeded at corridor bases in A16 you got my admiration for sure. But how? In A16 they still simply ran directly at you, just like A15.
It was a lot of work.  You had to dig a trench to bedrock all the way around your base, then line the edges of it several blocks deep with something to slow the zombies down (barbed wire, or, my preference, water) because otherwise they'd run off the edge before figuring out it was an edge.  You also needed to have corridors in at least the 4 cardinal directions, since they wouldn't path all the way around.  There were still a few that would fling themselves into the depths, but the vast majority of them would cross the bridges you built into your base.

Here's one of my bases from A16 (it wasn't finished at this point.)

View attachment 2375

The trench was made by splitting it up into 3X5 sections (since the trench was 5 wide) and then undercutting it.  My first attempt to do this was me cutting out a 51 X 51 section and then undercutting it, and it didn't collapse at all...that was really annoying.

 
It was a lot of work.  You had to dig a trench to bedrock all the way around your base, then line the edges of it several blocks deep with something to slow the zombies down (barbed wire, or, my preference, water) because otherwise they'd run off the edge before figuring out it was an edge.  You also needed to have corridors in at least the 4 cardinal directions, since they wouldn't path all the way around.  There were still a few that would fling themselves into the depths, but the vast majority of them would cross the bridges you built into your base.

Here's one of my bases from A16 (it wasn't finished at this point.)

View attachment 2375

The trench was made by splitting it up into 3X5 sections (since the trench was 5 wide) and then undercutting it.  My first attempt to do this was me cutting out a 51 X 51 section and then undercutting it, and it didn't collapse at all...that was really annoying.
Luckily those times are over, 2 weeks ago I undercut a ~40x40 block down to bedrock and it cleanly collapsed

 
Interesting and mostly valid complaints, IF the lore/storyline conflicts with what people are concerned about.

As we dont know 90% of the storyline or lore, many complaints are merely signals that lore and storyline are needed. 

TFP still appear to be into the "Throw stuff at the wall and see what sticks" method.  A somewhat waste of effort and money, but as they seem very determined to make 7D2D a finished product, I'm ok with it if they are. 

Even one story writer, working with TFP's vision of the game, could have the backstory and all the lore completed.

Leaving the players satisfied that they are the ones making the story from there, if TFP don't want a storyline past Day 1. 

 
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And when you complain on here that all these mods don´t work properly together we will get a snarky answer that this is our own fault for using mods.
Not when you post in the correct place. Plenty of helpful people in the Modding section...

 
@Kandrathe I am not asking for more screamers. I know how to get those easily if i want. i want more zombies wandering around.

We did an oopsie last horde night and our base took some serious damage, we survived tough. Spent 24 ingame hours to repair it, 200m away from a small town. I didn´t see a single zombie the whole time. I was actually checking the settings if the other admin turned off zombies while i was offline...

You shouldn´t be able to spend 24hours in one place not seeing a single enemy. There is no excuse for that.
Yeah, I believe you.  It just never happens to me on my maps.  No matter where I go, they never just let me dig ore, or repair the base, or fix the roads.  That is in forest,   I end up building an array of pill boxes with 360 degree turret coverage around my mining zones to keep the zombies from digging down to get me.  I got sick of filling in their holes, or running up from the mine to fend off an attack every 5 minutes.  When we drive around the map we are seeing zombies all the time, and always swerve to see if we can get one to ragdoll.  What you are saying doesn't happen in my playing on A19.

Snow is 2-3x worse.  Desert is about the same except more vultures, which I reduced in XML by 50% otherwise we suffered vulture attacks every 5 min. and anytime we drive.  We won't talk about the wastelands, because after an actual 2 hour, use all your ammo, non-stop attack, we decided it was not worth the trouble going there.  Net loss of resources.

So, I seem to have the opposite trouble. 

 
It was a lot of work.  You had to dig a trench to bedrock all the way around your base, then line the edges of it several blocks deep with something to slow the zombies down (barbed wire, or, my preference, water) because otherwise they'd run off the edge before figuring out it was an edge.  You also needed to have corridors in at least the 4 cardinal directions, since they wouldn't path all the way around.  There were still a few that would fling themselves into the depths, but the vast majority of them would cross the bridges you built into your base.

Here's one of my bases from A16 (it wasn't finished at this point.)

View attachment 2375

The trench was made by splitting it up into 3X5 sections (since the trench was 5 wide) and then undercutting it.  My first attempt to do this was me cutting out a 51 X 51 section and then undercutting it, and it didn't collapse at all...that was really annoying.
Thats goddamm impressive! I figure it could work even today too assuming the suiciders are picked out at the bottom?

 
When we drive around the map we are seeing zombies all the time, and always swerve to see if we can get one to ragdoll.  What you are saying doesn't happen in my playing on A19.
When driving around, i see Zs occasionally. But i wouldn't call that frequent.

So, I seem to have the opposite trouble. 
I have very different experiences with A19. I have mines in the town, where almost nothing spawns. I have a  build project near a big lake with open environment on a peninsula where i have spawns every 5 minutes.

I guess it has something to do with where Zs can spawn and how free they can move. In a city there are lots of obstacles that limit movement of Zs.

On my peninsula, there is a lot of water, so very limited space where Zs can even spawn. And if some spawn, they either walk away or can just walk to the peninsula. So they will find me more likely.

Also interesting, inside the lake there are two spots where small ground elevates little over the water. Both are only like 2x3 blocks just above water surface. Almost every time i come there is a Z on one of those or even both. So obviously they do spawn there, but they can't move very much, since afaik Zs avoid water (if not triggered). At least they always stay on their little insula (until i shot at them).

 
@bdubyah I am talking about TFP staff and mods.

@Kandrathe Snow has a ton of bears, wolves and cougars for me too. Zombies are also rare. Vultures in the desert are in between, semi rare. Wasteland is the only biome where it is a bit better with the zombie spawns. But the wastelands aren´t the place where i wanna live. Ugly and depressing. Also a nightmare to drive due to all the junk.

 
Luckily those times are over, 2 weeks ago I undercut a ~40x40 block down to bedrock and it cleanly collapsed
Not quite over yet. I dropped a fire station and had to go up and clean up bits hanging in the sky. matter of fact you can still go see it on video as I left the "fire" sign up there hanging cleanly in the sky unsupported.

 
Not quite over yet. I dropped a fire station and had to go up and clean up bits hanging in the sky. matter of fact you can still go see it on video as I left the "fire" sign up there hanging cleanly in the sky unsupported.
Ok. Is your PC (or server) more on the performant side or more potatoish ?

 
@bdubyah I am talking about TFP staff and mods.
The only time staff gives anyone trouble for running mods is when they post wanting help in the support forum or posting bugs in the official bug report section. 
 

Otherwise we don’t mind if they mod their game. Madmole has directed people to mod their game if they want it to be different than the TFP version. I mod my game when I want to try something different. 

 
Ok. Is your PC (or server) more on the performant side or more potatoish ?
nah it happens kinda rarely ..it used to be far more common in A16 but you can still  see it

potatoish .. depends the only time when game really struggled with perfomance was colapsing dishong tower with gas barrels

those flying blocks  happen randomly .. when some part of building just refuse to fall ... but if you lets say split  40  flying blocks into  3 parts they will all fall .. as if SI failed and blocks somehow supported each other in air or just whole stability check .. stopped

- its probably not connected to perfomance as it can happen even with very small poi (1 floor house with flying chimney)

its just like those invisible poi blocks  .. sometimes theres place around poi where you cant put anything (usually  1x1 spot 2-3high)

 
- its probably not connected to perfomance as it can happen even with very small poi (1 floor house with flying chimney)
Well, some of the blocks in POIs aren't supported as they are; you'll have a part of a window collapse on you when stepped on etc.. wouldn't be surprised if those blocks weren't re-checked for stability when the nearby blocks fall, as they aren't really connected to the collapsing blocks to begin with.

 
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