PC 7 Days To Die Has A Serious Loot and Difficulty Progression Problem

I have always wanted to try Roland's skill-points-for-surviving mode one day. I often say, usually in the context of "cheesing", that survival is the only goal and whatever you can do to survive is legit. Roland's modded game really gets close to that idea, especially if biome spawns are increased and especially especially with the upcoming feral sense.
Yes, but first we got to get him to update his mod.  I believed he teased us with a possible update when A20 drops.  Definitely one I will try out.

 
I've seen a couple really brilliant suggestions that I like. 

I don't mind the lootbag drops over looting zombies, as if a bag drops it tells me there is guaranteed loot versus searching an empty zombie. I do wish I could hack up zombies for rotten flesh, but at least I get that with the undead bears, dogs and vultures.  Also random gore piles, so it isn't remotely a wash for me. I can't tell if I've just been lucky or an adjustment was made, but I feel like I see more loot bag drops during the normal 6 days than I used to. I don't need much more incentive to engage with them as in relatively small numbers, and especially alone they pose essentially zero threat to me at my current level of personal experience with this game. 

I really like the targeted quests with choice rewards like @elektrohund mentioned. I feel like that could be a cool way to improve quest rewards, or even opening another avenue. i.e. Keep the normal quests and have a quest like "punch 100 zombies for a choice Brawling book" or "break down 100 cars for a tool" type nature on the side. Even exchange quests like "Jen needs more first aid kits in exchange for a great weapon". Something you couldn't do in a day but would want to keep grinding at for the reward. We get something akin to this with the notes, but the only ones I bother with are the treasure maps because they actually give loot! Usually dang good loot too. My two cents.

 
I really like the targeted quests with choice rewards like @elektrohund mentioned. I feel like that could be a cool way to improve quest rewards, or even opening another avenue. i.e. Keep the normal quests and have a quest like "punch 100 zombies for a choice Brawling book" or "break down 100 cars for a tool" type nature on the side. Even exchange quests like "Jen needs more first aid kits in exchange for a great weapon". Something you couldn't do in a day but would want to keep grinding at for the reward. We get something akin to this with the notes, but the only ones I bother with are the treasure maps because they actually give loot! Usually dang good loot too. My two cents.


This sounds like a fun mini project for me.  If you (or anyone else) had your choice, would it be a quest given only by Traders or by finding notes?

The notes option means you can find it in loot at any time and can be done like any other note (along with other quests).

Given by Traders would mean that once you accept it from Trader A, you can't do any more quests from Trader A until you cancel or turn in this quest.

Or maybe a combination of the two?  Depending on the type of the quest perhaps?

Figuring out how to do these things will just make my modding skills stronger.

 
This sounds like a fun mini project for me.  If you (or anyone else) had your choice, would it be a quest given only by Traders or by finding notes?

The notes option means you can find it in loot at any time and can be done like any other note (along with other quests).

Given by Traders would mean that once you accept it from Trader A, you can't do any more quests from Trader A until you cancel or turn in this quest.

Or maybe a combination of the two?  Depending on the type of the quest perhaps?

Figuring out how to do these things will just make my modding skills stronger.
I'd like it to be like the special quests from traders where I can have it and another separate quest on the side, personally. The idea being that you won't finish one of these "side quests" quickly necessarily. 

 
I'd be down for a note-based quest which required you to cut down the mightiest tree in the forest WIIIIITH...a herring kill one of every type of non-zombie animal:

Rabbit, Chicken, Stag, Doe, Snake, Coyote, Wolf, Cougar*, Boar, Bear

And in exchange either:

a) you get ONE random book or schematic that you don't already know (extra choice if you have the perk)

--or if that's too difficult to mod--

b) you get your choice of any book from a set (indicated in the note)

--or if you want to be generous--

c) you get your choice of any book (one type of note) or any type of schematic (a different note)

*The one on the left, not the one on the right.

image.png

 
Just so you know

I got a dummy quest started, called BoidstersAnimalCruelty   😏

I now can say I "successfully" caused 7D2D to give me a red wall of text  🤔

 
Boidster said:
b) you get your choice of any book from a set (indicated in the note)

--or if you want to be generous--

c) you get your choice of any book (one type of note) or any type of schematic (a different note)


I don't think b or c will work without c# changes.  I was able to trick the game into giving me more choices after finishing such a quest, but it looks like the code has a hard limit of 5 choices for rewards (I had base_add 5 and 100 for QuestRewardOptionCount).  I am going to look into increasing random chance next.

I might venture into doing some coding work, but I have to admit...that last time I did any coding with a c-based code was c++ back in 1995.  At least I can make use of that experience, unlike my Fortran training around the same time  😉

 
I’m probably not in the “average group” of gamers in terms of what I consider fun… but anyway:

- I kinda like not being able to find a book/schematic I need for a long time. It forces me to have to just get by without it, which makes my game less “the same as the other game I played”.  The current perk system at least allows me to perk into something I need to play the game (like make a forge).  If I never find a book to complete a set… that’s just how that poor survivors life went. I do feel that at some point it might feel nice to be able to suddenly go to a trader and buy a book I need, like after they trust me or I have some something for them, so basically maybe a “after day 100” or “player at level 250” option, maybe just in the secret stash or I can get a “craft any book from the x series” book that costs like 100k. Enough to hurt buying it to get 1 book.

- I wish there were more “barriers to entry” for stuff like the current forges/workbenches/etc. I think the campfire does a good job of this because I can make a campfire, but I need special tools on it to craft certain foods. These tools aren’t hard to get (as it’s just a freaking campfire, but the cooking pot as a POI decor block and as an item as well as a workstation tool is a nice touch!), but I do wish that as you move “up” in technology the tools you need to do stuff are harder to come by (like the crucible in the forge) and less like the anvil (makes it faster).  I would totally got for some tiered forges/workbenches to break things up more (like 3 different workbenches, one being electric for welding, etc to make the gyro and 4x4) Anyway, I bring this up as a way to give more looting/crafting options to work upwards towards. It feels weird for me to have all the workstations under intellect… might feel nice to have some basic ones under other trees that are limited in function or maybe have special tools for crafting specific items so if you perk into Brawler maybe you can craft a few special clubs or axe that no other workstation can make. Nothing "super amazing 1 shot mega kill", but just a nice weapon set you can make to round out your character.  If you give that weapon to some other character, fine.You don’t have to have a big brain to put plywood on top of sawhorses to craft something.  Maybe the a2x "new armor" sets would fit within this well.

- zed corpse looting: I did enjoy it, and it’s a little odd to have a zed drop and then be “invincible” for a short while then pop out of existence as the normal thing. The loot bag drop feels weird to me because it’s so damn big (did it come out of the zeds a$$? Is that where everyone kept their big yellow overnight bag safe from thieves? I hope not).  Why not have zeds wear some backpacks or something and drop those(as the bag model) or if not, allow some limited harvesting from zeds (like nasty cloth, flesh, and maybe occasionally some junk items like jewelry or trinkets. Make the materials you get mostly good for low level crafting recipes but with a higher ingredient count (better to gather 10 cloth vs 50 nastily cloth (have to clean) from a zed to make bandages).  Make the rare trinkets something just to sell or for rare/cosmetic crafting. Additionally: make “trophy” items harvestable (heads/arms,etc) that are mostly useless except for base decoration.  Make it sort of fun to loot corpses again, but totally not necessary or very rewarding, resource wise.   Maybe leave the 1000 hit points but if you say there and harvested the whole thing you might get 4-6 items in total.

or maybe add in the possibility of finding some zed specific loot ( guns, medical, etc) similar to finding the prized 'toilet pistol".  I loot every toilet but I know other people never do.  Its a fun mechanic to find a rare item drop, even if that item isn't a super weapon or high tier armor/etc.

- back to looting: yeah, it’s a little weird to find stone/medieval tools pre made in loot. It might feel better if the loot “items” weren’t so limited, meaning: why can’t I ever find/craft twine or rope? If there were a bit more “hardware store items” to loot that you could use to make a stone axe for example (instead  of auto making rope from plant fibers) it might feel better. I do feel TFP is trying to limit the item count to keep recipe counts lower/manageable and for other reasons (game still in dev, most accessible/player fun for the most people) and I know some people see this as “unnecessary grind” but there might be a sweet spot to add a few more base items for crafting so the looting feels a bit better and certain items (like stone axes) could be taken of the loot tables .

 
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Boidster said:
So I guess this is technically true, but only by the slimmest of margins. It's not just far into the game, it only happens at the literal end of player progression. If my math is correct, anyhow. Details are in progression.xml.

Max level is 300 and you start at 1, so you get 299 points through level advancement. You get 4 points for the starter quest, so 303 total points available in the game. It takes 90 points to max out all of the attributes and another 212 points to max out the perks = 302 points to get everything.

Leaving you, when you finally make level 300, with 1 point you can't spend.
Okay, so I raced to get an achievement before A20 dropped, and as it turns out, something was definitely wrong with your math.  By level 300 I had something like 24 points I couldn't spend.

Boidster said:
double post :(
double post :(

 
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