PC A20 Developer Diary Discussions

Yes...but also no, right?  Think about it, the Sledgehammer also has the wonderful "punt" that can throw zombies back away from you, while the axe would lack that.  The knife argument only works until you realize the steel knuckles also function as knives.


This is a balance discussion and has to take everything into account including the ability branch it is found in. While the sledge is great with damage and punt it is very slow. If you are not sure you will hit consistently a faster weapon will better suit you. Against single opponents the stagger effect of axe or club in combination with faster hitting is equivalent. Against multiple opponents most people change to a gun or if possible get some distance between them and the zombie.

A better axe (especially with perks) would not only compete with the somewhat overpowered sledge and club but would also be another argument for people to always use strength and complain about other abilities being underwhelming. When axes were better in previous alphas a lot of people (including madmole himself) used the axe because the combination of a useful melee weapon together with saving a slot was just too good to be true.

I understand what you mean about needing reasons for people to use other weapons, but I don't think that's necessarily as rigid in these cases as you make it out to be, per se.  After all, people still use machetes even though the steel knuckles can also be used for skinning.  Mainly because some people like the machete and bleeds and others prefer being able to...well...punch zombies in the face (which also has the added benefit of them not being able to infect you!)


People use the machete when they spec into agility (sometimes even grudgingly 😉), and sometimes for skinning because it gives much better results than a knuckle. Personally, unless I spec into agility I never use knifes for skinning but an axe, because I save a slot with that.

On the Int stuff...to each their own, I guess.  I just think that every tree should have SOMETHING useful to the group/gathering/crafting.  Right now, Agility and LARGELY Perception (other than hunting) don't have that group utility.  They're "selfish DPS", basically.  Which is sad because those two are the lines with the weapon types I like the most.  Though shotguns are growing on me a bit...


If mining is a gathering perk benefical to the group I don't see why the wrenching perk is not.

On the loot, though: The problem is, while HORDE NIGHTS this makes sense, non-horde nights, you can clear dozens of houses and never get a loot drop


Lets savour this surprising statement 😉. You clear dozens of houses with each room filled to the hilt with loot containers (cupboards, trash piles, boxes, book cases) and you complain you don't get any loot!? 😂

I know this isn't what you wanted to say. But you will have a hard time explaining why the beaker found in a box 2 meters behind a zombie doesn't count, only the beaker on the zombie himself

Back when every zombie had loot, even if a lot of it was junk, it made normal zombie encounters a lot more interesting.  "Now that I've killed these 5 zombies here, let's see if they have anything interesting on them..."  Now it's just something to

kill and get XP from and try to find loot in loot rooms, since every house is now a dungeon...


A well filled dungeon, a marked contrast to the houses in alpha15 where zombies still had loot. The small difference is, you still kill the zombies for the loot that is **behind* them instead of **in** them and you can't exploit the zombies as a loot delivery service. I fully agree with you that zombies with loot also have advantages, but the good has to be compared to the bad and there were a few big BADs on the zombie loot train bonanza feature.

It also doesn't help that a lot of times, I'll get that shiny yellow bag to drop only to open it for a can of sham or something.  It'd be one thing if the loot bags consistently gave great loot, but they often do not.  "Oh, look...a glass jar and some coffee beans" is not exactly exciting.  Especially since you used to get that just from taking out average cheerleaders.  : )  If it was more of a "we're going to only have 1 drop out of 25 zombie kills, but it will give you loot worth 25 zombies", that might be different.  But it's often the same thing you would get from a single zombie back in the day.


Like I said previously, loot that was on zombies in A15 is now found in houses, and the balance was kept that way. Secondly players have brain cells too, how long would it take for them to find out that that 25th zombie is just as valuable as the 25 zombies they farmed in Alpha15?

Loot is random in the shiny yellow bags as well, therefore relatively hard to judge. Maybe a small buff to that loot might be beneficial, but my friends and I still try to be the first at such a bag and even have a gentlemans agreement that whoever kills the zombie has first right to it, so it can't be as bad as the loot in backpacks that is always atrocious.

PS: Checked the XML whether I'm right with that last impression about loot bags and now I know for a fact that backpack loot can't hold a candle to the yellow zombie bags. And I'll never loot backpacks again 😉

 
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This is a balance discussion and has to take everything into account including the ability branch it is found in. While the sledge is great with damage and punt it is very slow. If you are not sure you will hit consistently a faster weapon will better suit you. Against single opponents the stagger effect of axe or club in combination with faster hitting is equivalent. Against multiple opponents most people change to a gun or if possible get some distance between them and the zombie.

A better axe (especially with perks) would not only compete with the somewhat overpowered sledge and club but would also be another argument for people to always use strength and complain about other abilities being underwhelming. When axes were better in previous alphas a lot of people (including madmole himself) used the axe because the combination of a useful melee weapon together with saving a slot was just too good to be true.

People use the machete when they spec into agility (sometimes even grudgingly 😉), and sometimes for skinning because it gives much better results than a knuckle. Personally, unless I spec into agility I never use knifes for skinning but an axe, because I save a slot with that.

If mining is a gathering perk benefical to the group I don't see why the wrenching perk is not.

Lets savour this surprising statement 😉. You clear dozens of houses with each room filled to the hilt with loot containers (cupboards, trash piles, boxes, book cases) and you complain you don't get any loot!? 😂

I know this isn't what you wanted to say. But you will have a hard time explaining why the beaker found in a box 2 meters behind a zombie doesn't count, only the beaker on the zombie himself

A well filled dungeon, a marked contrast to the houses in alpha15 where zombies still had loot. The small difference is, you still kill the zombies for the loot that is **behind* them instead of **in** them and you can't exploit the zombies as a loot delivery service. I fully agree with you that zombies with loot also have advantages, but the good has to be compared to the bad and there were a few big BADs on the zombie loot train bonanza feature.

Like I said previously, loot that was on zombies in A15 is now found in houses, and the balance was kept that way. Secondly players have brain cells too, how long would it take for them to find out that that 25th zombie is just as valuable as the 25 zombies they farmed in Alpha15?

Loot is random in the shiny yellow bags as well, therefore relatively hard to judge. Maybe a small buff to that loot might be beneficial, but my friends and I still try to be the first at such a bag and even have a gentlemans agreement that whoever kills the zombie has first right to it, so it can't be as bad as the loot in backpacks that is always atrocious.

PS: Checked the XML whether I'm right with that last impression about loot bags and now I know for a fact that backpack loot can't hold a candle to the yellow zombie bags. And I'll never loot backpacks again 😉
A20 loot is completely different so hopefully those yellow bags feel better 😀

 
And I'll never loot backpacks again 😉


Never say never. Backpack loot is way better in A20

Now it's just something to kill and get XP from


A big problem in my opinion. Zombies shouldn't award xp or loot in my opinion. Those rewards artificially incentivize us to seek out zombies and kill them and in a true zombie apocolypse, avoiding should be just as rewarding as killing.

 
Matt115 said:
Will spikes and barber wire  get new shapes too ? ""

And is there any change about how much exp we will get for upgrading ?

And @madmole please: can you confirme newsstand POI? PLEAAAAAASE 🙏

Btw it is true that you like medival period? i know this small offtop but whatever 😅
We spotted what looked like a new spike model on one of the streams.

 
Never say never. Backpack loot is way better in A20

A big problem in my opinion. Zombies shouldn't award xp or loot in my opinion. Those rewards artificially incentivize us to seek out zombies and kill them and in a true zombie apocolypse, avoiding should be just as rewarding as killing.
I'm sorry Roland but has anyone pointed out to you the fact that Zombies aren't real mate?

You do know it's a game and stuff right?

:)

 
Never say never. Backpack loot is way better in A20

A big problem in my opinion. Zombies shouldn't award xp or loot in my opinion. Those rewards artificially incentivize us to seek out zombies and kill them and in a true zombie apocolypse, avoiding should be just as rewarding as killing.
I disagree.

For the SAKE OF ARGUMENT, in a general zombie apocalypse scenario, there would not be "horde nights".  Horde nights require a kind of "hive mind" system OR some external system like a lunar cycle (28 days) or something that plays on individual zombies causing them to act in concert.  Neither of these are likely in most zombie apocalypse scenario.  The first isn't likely because, in a biological scenario, the zombies are not physically linked and we have no way to scientifically support telepathy to coordinate actions.  (NOTE: If we have a future where Humans commonly get some kind of technological implants with radio/remote/cell/wi-fi send and receive functionality, this changes...but 7DTD doesn't seem to be set in such a world.)  The latter because there aren't a lot of biological processes that work that way across scales of individuals other than things like mating/spawning seasons for animals, and there's no real reason to think zombies would function based on such instincts.  Even if they somehow used the "primitive part" of the Human brain, such that the zombies would act like pre-historic Humans when instinct was a larger portion of our thought process than reason, which has been flipped in modern Humans, it's not clear why this would cause a zombie horde attack action, especially since there are other things in the world they could more easily horde on, like animals.

So, given this, the idea of building a defensive base is what is actually most absurd in 7DTD.

On the other hand, in a real life zombie apocalypse, procuring food and water would be the main things that survivors would be doing.  This includes gardening and hunting, but also looting cities and any zombies you DO happen to kill.  Granted, most zombies wouldn't carry anything USEFUL with them.  Their clothing would likely be damaged because of the lack of pain receptor response (so they would routinely snag and rip themselves and their clothing on things) other than boots/shoes or special armor/clothing (like BDUs or fireman bunker gear, which are resistant to damage from snagging/ripping/tearing), with boots, especially, being something you could salvage (if they were the right size or close enough...)

[EDIT: That is to say, they'd just have on them whatever they had on them when the infection got to 100%, and for most people that were turned relatively early in the whole event, this would be MOSTLY the kinds of random brick-a-brack that we all carry in our pockets all the time, like wallet, keys, and cell phone; none of which are particularly useful as loot.  As the event went on, you'd find more people with knives, guns, hatchets, pipe wrenches, crowbars, etc, as people began to travel with backpacks and weapons/supplies as the zombie apocalypse wore on and people became the first generation of survivors.  As THOSE people turned, their loot would arguably be better once they were in zombie form.  :ENDEDIT]

Also anything in their pockets, but this is generally not going to be much other than maybe a wallet with some cash and cards, and maybe keys/pocket knives, and the rare gun or bullets from people who had concealed carry licenses or were defending their homes when they became infected...though more bullets and less guns, since they'd probably have been USING their gun when they became infected and dropped it when they were finally overcome - if they were - by the zombies.  Arguably if they survived the attack but were infected, the infection takes long enough they might have holstered their pistol and it's simply still on them once they completely become a zombie.

...which kind of brings another question: When you're infected, it's presumed you turn at 100%, but when you're defeated in battle by zombies, they just...eat you.  Meaning there's no body left to turn.

.

In any case, I agree that avoiding HORDES of zombies makes sense, but individual zombies could be picked off relatively easily.  The thing is, most zombies wouldn't have very much OF VALUE to a survivor anyway.  But it makes sense to search the bodies of the ones you kill for what little loot they have because some things like knives or bullets would have a lot of potential worth to a survivor.

 
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Loot is random in the shiny yellow bags as well, therefore relatively hard to judge. Maybe a small buff to that loot might be beneficial, but my friends and I still try to be the first at such a bag and even have a gentlemans agreement that whoever kills the zombie has first right to it, so it can't be as bad as the loot in backpacks that is always atrocious.

PS: Checked the XML whether I'm right with that last impression about loot bags and now I know for a fact that backpack loot can't hold a candle to the yellow zombie bags. And I'll never loot backpacks again 😉
Lots of things here.  I guess that's kind of my overall point on balance, though, that people still use different weapon types based on their preferences/perks.  People use "arguably" inferior weapons based on their preferences.  For instance, I tend towards Agility or Fortitude builds, and use machetes or knuckles, while my friends go almost exclusively for clubs/hammers and Strength builds as far as weapon choices.  None of us use stun batons, even with Intellect builds, because it just feels a lot crappier as a weapon than any of the others to us, collectively.  Does that mean stun batons are bad?  Probably not, but it means people aren't min-maxing in that way, and so balance need not function in that way.  And as you note, even when the weapon has such advantages (machete), there are people that will still avoid them or only use them grudgingly, indicating preference, rather than balance, is the key in what weapons people chose.  As I said before, I'll sometimes spec bladed weapons and stick with the hunting knife over the machete because I find the combat with it, especially the power attack, far better than the machete's.

I personally like fireman axes because of being a volunteer fireman, but that's just me.  :)

On the loot in houses: As you correctly surmised, I meant from the zombies, not the cupboards.  It's possible to sneak through a lot of POIs waking few or even no zombies.  So loot "behind" zombies isn't really a good "you're getting that instead of this, but they're equivalent", since it still makes the zombies kind of just "there" "in the way".  And sometimes, not even that when you factor in buildings you can go straight to the loot room, loot it, and leave, ignoring all the zombies entirely while getting the bulk of the useful loot.  I should also note the "loot is balanced in houses for the number of zombies there" argument doesn't apply to zombies killed out in the field/wilds, unless they only spawn near loot containers like sports bags, and the loot in those bags was also balanced upward to account for the wandering hordes and such?

I personally do find the "zombie farming" factories of automated weapon systems people would use obnoxious, though.  I've never played that way personally, as I prefer going out to cities and such and finding loot.  I remember people doing that in Minecraft with spawners, too.  I get why people WOULD do that...but it just seems cheesy and not compelling to me as a playstyle, personally.

As an aside: I do kind of dislike "every structure is a dungeon".  I liked some of the old houses before everything became a dungeon as they seemed far more realistic to what you'd find in a zombie apocalypse where not EVERYONE would have turned their house into a fortress.  Maybe the people in Arizona are just...exceptionally militant/militia/preppers, though?  XD

As for the 25th zombie - the problem is the loot bag dropping is still random.  Meaning you could kill 25 zombies - or 100 - and as far as I'm aware there's no hardcoded rule in the game's programming that insists that a loot bag WILL drop after X kills.  So there's no guarantee there to make that valid.  Though I am curious what you meant by the backpacks.  You mean the sports bag type ones?  Those tend to have (potentially) decent loot.  Or, at least, they used to.  They were often one of the earliest places you would find a pistol in the game, as well as cans, water, bullets, and various melee weapons and tools - all told, pretty good loot, and better than what the yellow bags give.

Though I am heartened to hear the yellow bags will be better in Alpha 20.

Personally, I avoid unnecessary fights, which is why when I HAVE to fight, I like getting something from it to make it worth my while.  And I also feel the old system was just more...for lack of a better word "realistic"...than the random backpack model.

I'm not sure what the best answer is, I just know I personally don't like the feel and workings of the yellow loot pack.  Maybe I can't put it into words well, though...?  It just...I dunno, FEELS wrong somehow?

 
Psst Gobarg....you need to give this talk to @Renathras....
If you smile and nod your head every now and again we should be right in a few days I reckon mate.

I find it fascinating that a person's particular playstyle really affects how they see the balance of the game though.

Just goes to show that there are a lot of ways to play this game and they are all in fact the RIGHT way... strange huh?

Must be a fairly good game on the whole then I reckon ;)

 
Never say never. Backpack loot is way better in A20

A big problem in my opinion. Zombies shouldn't award xp or loot in my opinion. Those rewards artificially incentivize us to seek out zombies and kill them and in a true zombie apocolypse, avoiding should be just as rewarding as killing.
In a real life zombie apocalypse flies would lay eggs on them and maggots would eat all the connective tissue, so all the zombies would be reduced to a pile of stationary bones within a few days ... unless ... unless the flies turned into zombies! Ermagerd.  Then you'd find me crying in a cupboard rocking back and forth in the foetal position. lol

 
Lots of things here.  I guess that's kind of my overall point on balance, though, that people still use different weapon types based on their preferences/perks.  People use "arguably" inferior weapons based on their preferences.  For instance, I tend towards Agility or Fortitude builds, and use machetes or knuckles, while my friends go almost exclusively for clubs/hammers and Strength builds as far as weapon choices.  None of us use stun batons, even with Intellect builds, because it just feels a lot crappier as a weapon than any of the others to us, collectively.  Does that mean stun batons are bad?  Probably not, but it means people aren't min-maxing in that way, and so balance need not function in that way.  And as you note, even when the weapon has such advantages (machete), there are people that will still avoid them or only use them grudgingly, indicating preference, rather than balance, is the key in what weapons people chose.  As I said before, I'll sometimes spec bladed weapons and stick with the hunting knife over the machete because I find the combat with it, especially the power attack, far better than the machete's.

I personally like fireman axes because of being a volunteer fireman, but that's just me.  :)


There is no question that preferences, play styles and wrong perception of the quality of a weapon all have an influence on the individual player whether he prefers specific weapons or how he sees the balance from his view. A game designer can only make make sure that either the balance is somewhat correct without taking personal likes into account or sample what the average player will do and balance that.. Whatever TFP is doing they found the axe too good in past alphas when they probably did not value the saving of one slot as high as it actually is.

But I know they try to balance the attributes as a whole. With a small twist: It seems they want strength to be a sort of beginners atrribute so it is already balanced to be stronger than the others (or at least easier to play). Also Strength already has two "first class" melee weapons and if there were a third on their level that would double as wood cutter and essential door/container opener? Well, that is what I would call an obvious example of everyone's wet dream of an OP melee weapon that would make all others nearly obsolete. In an attribute tree that already seems OP

On the loot in houses: As you correctly surmised, I meant from the zombies, not the cupboards.  It's possible to sneak through a lot of POIs waking few or even no zombies.  So loot "behind" zombies isn't really a good "you're getting that instead of this, but they're equivalent", since it still makes the zombies kind of just "there" "in the way".  And sometimes, not even that when you factor in buildings you can go straight to the loot room, loot it, and leave, ignoring all the zombies entirely while getting the bulk of the useful loot.  I should also note the "loot is balanced in houses for the number of zombies there" argument doesn't apply to zombies killed out in the field/wilds, unless they only spawn near loot containers like sports bags, and the loot in those bags was also balanced upward to account for the wandering hordes and such?


A few points: Like Roland said but wrongly implied it was because of realism, it would be great if stealthing without killing were a viable option for players. It practically isn't really because a player misses out on a large part of the XP, eventually making the games progress take too long. Yes, a player stealthing through would not miss out on loot, but he also takes great risks in the event zombies wake up, because the way back out is not cleared. Now a true stealth play is an optional part of the game, this is just a reason why people might wish for no XP on zombies.

Your distinction that loot behind the zombie is something different because you could theoretically sneak-loot through the poi is largely irrelevant. Only a player going for agility and stealth to the exclusion of nearly everything else can go that route and as I said above would have the disadvantage of getting no XP (Even if that were not the case I don't see a large part of the player base suddenly going all stealth). Even I, with agility my favourite attribute, have never played an all stealth no kill game and I'm sure you will have a hard time finding such players. Did you ever do it?

But lets assume it were a popular playstyle. Then going around a zombie without noticing you is just another variation of handling a zombie aka dealing with the thread of a zombie. So basically a true stealth player gets rewarded with the loot because he handled the zombie, just in a different way, and therefore deserves the loot. Circumventing the loot by going directly to the loot room is a different problem, everyone can do this, with or without stealth. The solution would be to distribute the loot over the POI, but TFP seems not to like that idea, they want a loot room to signify the players success. And they specifically did not want the all the zombies to have the loot because that would simply make going into the POIs unnecessary.

By the way, if you think stealthing through POIs is easy and cheesy: There are rooms where the zombies automatically wake up no matter your stealth value.

But all of above is really beside the point, you were complaining before about not getting loot, and after I objected to this you now list lots of different ways to get at that loot! Instead of what you should be showing, that you can't get loot if zombies do not have it 😉. You have shown this only for the zombies outside of POIs.

Lets forget that you were specifically speaking about POIs in your initial post, you are correct that you will miss out some loot on those "wilderness" zombies. But this is probably just another reason why zombie loot was reduced so much. While zombie farming with forges was a practice lots of players simply didn't do, almost everyone felt the urge to kill every zombie in the wild for those loot bags. Again an incentive to regard zombies as merely loot bags, but on a smaller scale.

One could argue that that would be ok, the zombies just need to be a danger, but the problem is that zombies in wide open areas in this game will probably always be easier to handle for the player. There is no easy way to make outdoors zombies really dangerous and POIs still managable, at least not without a complete redesign of the game. So removing loot from zombies is on the whole the best option by far.

I also forgot another probable reason to remove zombie loot. With that much zombie loot the shooter part of the game felt the dominant genre for the game. There were lots of forum users complaining about the game being a shooter (correct me if I'm wrong, but I think that was in A16). And probably the developers felt that as well. Removing the loot simply put the focus again on looting POIs to get stuff and shooting zombies for self-defence instead of letting this be the central

I personally do find the "zombie farming" factories of automated weapon systems people would use obnoxious, though.  I've never played that way personally, as I prefer going out to cities and such and finding loot.  I remember people doing that in Minecraft with spawners, too.  I get why people WOULD do that...but it just seems cheesy and not compelling to me as a playstyle, personally.


For the game designers (TFP) it doesn't matter what you personally do but what large parts of the player base do and they act accordingly. Something that induces many players to kill off large parts of the game and has the potential to make it long term unfun for them has to be countered.

As an aside: I do kind of dislike "every structure is a dungeon".  I liked some of the old houses before everything became a dungeon as they seemed far more realistic to what you'd find in a zombie apocalypse where not EVERYONE would have turned their house into a fortress.  Maybe the people in Arizona are just...exceptionally militant/militia/preppers, though?  XD


A sentiment some people on the forum including me have expressed from time to time. For me the "exactly one way" was the problem not that they are filled with obstacles. And it seems they listened to this because some of the newer POIs now have multiple ways or a more open structure (like the clothes shop for example)

As for the 25th zombie - the problem is the loot bag dropping is still random.  Meaning you could kill 25 zombies - or 100 - and as far as I'm aware there's no hardcoded rule in the game's programming that insists that a loot bag WILL drop after X kills.  So there's no guarantee there to make that valid.  Though I am curious what you meant by the backpacks.  You mean the sports bag type ones?  Those tend to have (potentially) decent loot.  Or, at least, they used to.  They were often one of the earliest places you would find a pistol in the game, as well as cans, water, bullets, and various melee weapons and tools - all told, pretty good loot, and better than what the yellow bags give.


If you don't like random, don't play 7 Days to Die. The zombie loot bag is not essential. It is not different to opening 24 cupboards and finding nothing or just an empty bottle, and in the 25th you find ... nothing 😉, again. In the 26th you might find a blueberry pie and all the 25 cupboards before seem worth it.

Guaranteed finds??? When was that ever in the game (or in any survival game at all) and why do you think you need to be pampered with this?

I meant the backpacks you can find behind fake walls for example, but also in the wilderness. The topic is A19 and here is the backpack as far as I could determine (it is the only lootgroup with "backpack" in the name besides special backpacks like the yellow zombie bag:

<lootgroup name="backpacks/survival">
<item group="cupboard" prob="0.7"/>
<item group="groupWeaponsT0_All" prob="0.1"/>
<item group="groupApparelClothes" prob="0.12"/>
<item group="groupArmorT0" prob="0.14"/>
<item name="meleeToolFlashlight02" prob="0.08"/>
<item group="survivalMedical" prob="0.1"/>
</lootgroup>




As you can see, no pistol (WeaponsT0 is only stone age melee weapons and blunderbuss). Backpacks are okay in the first few days, but don't get better with gamestage (though cupboards have the same problem). They just seem disappointing to me when you take into account that they are often hidden behind false walls and then need more effort to access.

Here is the yellow zombie loot bag, for strong zombies there is an even better one:

<!-- EntityLootContainerRegular, rare random drop off regular zombies -->
<lootcontainer id="70" count="1,3" size="6,3" destroy_on_close="false" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="qualBaseTemplate">
<item group="cannedfood" count="1,2" prob="13"/>
<item name="drinkJarBeer" count="1,3" prob="5"/>
<item name="drinkJarBoiledWater" count="1,4" prob="10"/>
<item group="booksAllScaled" prob="6"/>
<item group="brassResource" prob="6"/>
<item name="resourceForgedIron" count="2,10" prob="3"/>
<item name="resourceForgedSteel" count="2,10" prob="3"/>
<item group="groupToolsTiered" prob="6"/>
<item group="groupRareToolsTiered" prob="3"/>
<item group="groupArmorScaled" prob="7"/>
<item name="armorMiningHelmet" mods="modArmorHelmetLight" mod_chance="1" prob="0.5"/>
<item group="groupApparelClothes" prob="6"/>
<item group="warmClothes" prob=".2"/>
<item group="groupAmmoRegular" count="2" prob="20"/>
<item group="groupWeaponsAllScaled" prob="10"/>
<item name="apparelNightvisionGoggles" loot_prob_template="probTemplate1.0"/>
<item name="casinoCoin" count="200,410" prob="6"/>
<item name="oldCash" count="150,500" prob="6"/>
<item name="drugHerbalAntibiotics" count="1,2" prob="1.3"/>
<item group="rareMedicine" prob="2"/>
<item name="drugPainkillers" count="1" prob="3"/>
<item name="drugVitamins" count="1,2" prob="4.5"/>
<item group="groupTreasureMaps" prob="0.6"/>
<item group="groupQuestChallenge" prob="0.6"/>
</lootcontainer>




Now all the stuff that says tiered or scaled means you will find better stuff in late game, so this loot container "grows" with your advancement. "count=1,3" means you will get on average two picks out of this list. And the list seems to be an almost complete list of useful things in 7D2D with the exception of whole car parts.

Though I am heartened to hear the yellow bags will be better in Alpha 20.

Personally, I avoid unnecessary fights, which is why when I HAVE to fight, I like getting something from it to make it worth my while.  And I also feel the old system was just more...for lack of a better word "realistic"...than the random backpack model.


The principal reward of a fight in a survival game is that you survived. The "optional" reward of loot was taken away exactly because it became somewhat of too much a reason to take on fights, not for you but for a large part of the player base.   

I'm not sure what the best answer is, I just know I personally don't like the feel and workings of the yellow loot pack.  Maybe I can't put it into words well, though...?  It just...I dunno, FEELS wrong somehow?


7D2D is a genre mix. Most people playing it will slightly or even strongly prefer some genre in that mix more than others and hope for it to steer a bit more in that direction. Can't be avoided. With luck A20 will feel better for you and if not there are mods to make it conform more to your tastes.

 
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A few points: Like Roland said but wrongly implied it was because of realism


Since I obviously was unclear in my thoughts since three people now have attributed my point to some call for realism let me clarify what I was talking about. I was not trying to imply that there ever could be a real zombie apocalypse. What I meant is that rewards like loot and xp attach an artificial incentive that disproportionately emphasizes attacking and killing. Rather than comparing it to some imagined reality let me compare it to the feel and setting of The Walking Dead as well as many other zombie shows. In those other depictions the first rule is survival by any means-- even running away. Nobody farms zombies or takes unnecessary risks to confront and kill large numbers of them. Rick and company never lit up with excitement when confronted by a herd imagining how many levels they could increase or what possible loot they might find. A herd was always to be avoided or even distracted and turned away. There might be an odd crazy character who goes actively hunting zombies or a group might actively clear zombies out of a building they want to inhabit but normally avoiding and sneaking are more viable and safer strategies than direct attacks.

But, thanks to XP (and back when we had loot that too) we have a very opposite feel in this game. Its not bad, per se, but it does make it difficult to play the game in the same way that survival is depicted on The Walking Dead since the humans never receive any reward other than continuing to survive when they kill a zombie or a thousand. Now, I understand that a video game is a different medium than a television show and what makes for poignant and gripping viewing could very well translate to boring and uneventful gameplay. But I can say that when I modded my game so that xp was a function of time survived period and actions the player took in the game were purely to meet the demands of survival and not also to earn gamey rewards, the whole feel of playing was different. I won't claim that it was better because I've played both vanilla and 0XP and had fun with both-- and I haven't gone back and updated it since A18.

All I am saying is that loot on zombies and xp on zombies changes drastically how we see them and interact with them into a much more video gamey manner. Well...this is a video game after all. It isn't real. I know that. Perhaps I'll get the assistance I need and get 0XP updated for A20.

 
Since I obviously was unclear in my thoughts since three people now have attributed my point to some call for realism let me clarify what I was talking about. I was not trying to imply that there ever could be a real zombie apocalypse. What I meant is that rewards like loot and xp attach an artificial incentive that disproportionately emphasizes attacking and killing. Rather than comparing it to some imagined reality let me compare it to the feel and setting of The Walking Dead as well as many other zombie shows. In those other depictions the first rule is survival by any means-- even running away. Nobody farms zombies or takes unnecessary risks to confront and kill large numbers of them. Rick and company never lit up with excitement when confronted by a herd imagining how many levels they could increase or what possible loot they might find. A herd was always to be avoided or even distracted and turned away. There might be an odd crazy character who goes actively hunting zombies or a group might actively clear zombies out of a building they want to inhabit but normally avoiding and sneaking are more viable and safer strategies than direct attacks.

But, thanks to XP (and back when we had loot that too) we have a very opposite feel in this game. Its not bad, per se, but it does make it difficult to play the game in the same way that survival is depicted on The Walking Dead since the humans never receive any reward other than continuing to survive when they kill a zombie or a thousand. Now, I understand that a video game is a different medium than a television show and what makes for poignant and gripping viewing could very well translate to boring and uneventful gameplay. But I can say that when I modded my game so that xp was a function of time survived period and actions the player took in the game were purely to meet the demands of survival and not also to earn gamey rewards, the whole feel of playing was different. I won't claim that it was better because I've played both vanilla and 0XP and had fun with both-- and I haven't gone back and updated it since A18.

All I am saying is that loot on zombies and xp on zombies changes drastically how we see them and interact with them into a much more video gamey manner. Well...this is a video game after all. It isn't real. I know that. Perhaps I'll get the assistance I need and get 0XP updated for A20.


I get you Roland, thanks for the insight into the origin of your 0xp mod.  I can see how your mod brings the experience closer to being in a show like TWD.  Sounds fun to me.

If I ever have time for it, I would love to play a perma death version of your mod along with a few others.

 
Matt115 said:
XD nah it's looks so good , nobody can sit on you if you have wires everywhere ^^

OMG could you show us newstand? Pleaseeee this soo important for me  :)




Imagine something like this. Not as full of goods/supplies. But a zombie spawn is inside and when you get near it wakes up and is able to smash through the side or something. It could have on one side a book/magazine loot or 2 and middle would have like 2 food loot shelves. And the other side have like more book/magazine loot spot. 

Someone please make this for this man. Newsstand to him is like you know what to snowdog. Isn't sayin much but sayin just enough ya know 😏

maxresdefault-3.jpg

 
Imagine something like this. Not as full of goods/supplies. But a zombie spawn is inside and when you get near it wakes up and is able to smash through the side or something. It could have on one side a book/magazine loot or 2 and middle would have like 2 food loot shelves. And the other side have like more book/magazine loot spot. 

Someone please make this for this man. Newsstand to him is like you know what to snowdog. Isn't sayin much but sayin just enough ya know 😏

View attachment 21049
OMG newsstand with this could be so good ^^

 
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