PC The Fun Pimps needs to understand something..

The question to ask is simple... How much worse would the 1.0 of 7DTD have been if TFP had NOT done early access and taken this long to develop it?

This game is awesome and will be incredibly awesome by the time it ships.  Those us that have been playing for years are, of course, going to be more challenged to keep finding the fun in the game.  But I can say in my own experience that I have more hours in 7DTD than I have in any 3 other games I've played combined... ever.  Excluding some MMO's in my younger years (I'm looking at you EverQuest 1 and 2).


God I miss the original Everquest. :(   What server did you play on?

 
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It has gotten easier over time there's no doubt about that, initially many of us liked the idea of having a trader, now they're in every town, seriously, what are they thinking. Players just farm the traders and buy what they need, there's no need to explore the map at all, just stay in the first town. Players need to be forced to go and explore to 'survive' and be ready for the horde nights, they need to fear for their lives and the bases they live in. As stated already, the majority of players have long term experience and want a good experience, newer players too need to know this is not a walk over game, they need to be immersed into it and enjoy the challenges that it brings.

 
I disagree with OP, I don't particularly want more challenge and difficulty. I want more fun.

Thankfully this game is very configurable, so each player can tailor the experience to their tastes to certain extent. Too much loot? Lower it to 25%. Too few zombies? Touch the xml to increase the amount of wandering zombies. Too few penalties to death? Change it to delete everything on death.

 
It has gotten easier over time there's no doubt about that, initially many of us liked the idea of having a trader, now they're in every town, seriously, what are they thinking. Players just farm the traders and buy what they need, there's no need to explore the map at all, just stay in the first town. Players need to be forced to go and explore to 'survive' and be ready for the horde nights, they need to fear for their lives and the bases they live in. As stated already, the majority of players have long term experience and want a good experience, newer players too need to know this is not a walk over game, they need to be immersed into it and enjoy the challenges that it brings.
By the way, if you generate a map in A20 with no towns then there are no traders, either.  At least it happened each time I've tried it.

 
Your right, that is not normal.😆

What game are you playing, because we must be playing different games.  I am currently waiting on Day 6 to start (I stopped playing night of Day 5) and the best tools I found so far are Q1 iron tools (and 5days in at 1 hour days is 5 hours of game time).


He is playing the same game I am. I have real pistols by day 10, iron tools, lots of stuff that we werent supposed to have in A20 at the start.

But we do. In spades

 
To be fair, any survival game is going to feel relatively easy after 1000 hours of play...which many of us have. 

The real prize would not be to make the game as a whole more difficult, but to have more difficult end game. That way, it won't chase away new players, and it will still cater for veterans. I think the Pimps are angling towards that kind of thinking with having greater reward for more difficult biomes. I imagine, in the future, they will probably make the best loot guarded by gun slinging bandits, so that will be something to look forward to if implemented well.

 
Affect


Base Bonus


Percentage Bonus


Notes


Lucky Looter (Perk 1)


 


5%


 


Lucky Looter (Perk 2)


 


10%


 


Lucky Looter (Perk 3)


 


15%


 


Lucky Looter (Perk 4)


 


20%


 


Lucky Looter (Perk 5)


 


25%


 


Pine Forest


0


0%


 


Burnt Forest


10


50%


 


Desert


10


50%


 


Snow


20


100%


 


Wasteland


30


150%


 


POI (Tier 1)


3


5%


 


POI (Tier 2)


6


10%


 


POI (Tier 3)


9


15%


 


POI (Tier 4)


12


20%


 


POI (Tier 5)


15


25%


 


Looty Goggles


3


 


 


Eye Kandy


5


5%


Affects dLootGamestageFlat and dLootGamestagePerc



 



This is how the game affects your loot chances outside of leveling up your loot game stage (sorry I made the table in Excel and then copied, doesn't copy over nicely).  This goes with the changes made to the looting file so that people have a chance of finding better loot on Day 1.  I was finding iron tools (quality 1 though) on Day 1 in the pine forest biome with no perks or goggles.  Definitely a push to bring better equipment sooner than later through looting.  I even found a crucible schematic at the trader to buy on Day 13 with no better barter perks.

I am probably going to next work on modifying both the traders and loot files next.  I prefer more struggle at the beginning than what Alpha 20 has brought.  I also like to play sometimes in the Desert, Snow, and Wasteland biomes to start with, but I don't want that big of a loot bonus (don't want T2 equipment on Day 1).

 
You can adjust the settings and make the game harder or easier as suits your play style.

The server I have setup for my friends and I uses custom settings that include unique loot spawning such as most stuff is only 25% of what you normally would find; however, I've changed the config to allow books to be found in stacks of 4 to 5.

You can also change out the zombie wandering horde xml, and make it where you get more scouts, and more zombies coming at you at once.

We are using a 10K random gen map with max zombies at 300 and 64 zombies per person on horde night with 3/5 on zombie hardness with 180 min. days.

It is a struggle every day to survive that way.

 
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Affect


Base Bonus


Percentage Bonus


Notes


Lucky Looter (Perk 1)


 


5%


 


Lucky Looter (Perk 2)


 


10%


 


Lucky Looter (Perk 3)


 


15%


 


Lucky Looter (Perk 4)


 


20%


 


Lucky Looter (Perk 5)


 


25%


 


Pine Forest


0


0%


 


Burnt Forest


10


50%


 


Desert


10


50%


 


Snow


20


100%


 


Wasteland


30


150%


 


POI (Tier 1)


3


5%


 


POI (Tier 2)


6


10%


 


POI (Tier 3)


9


15%


 


POI (Tier 4)


12


20%


 


POI (Tier 5)


15


25%


 


Looty Goggles


3


 


 


Eye Kandy


5


5%


Affects dLootGamestageFlat and dLootGamestagePerc



 



This is how the game affects your loot chances outside of leveling up your loot game stage (sorry I made the table in Excel and then copied, doesn't copy over nicely).  This goes with the changes made to the looting file so that people have a chance of finding better loot on Day 1.  I was finding iron tools (quality 1 though) on Day 1 in the pine forest biome with no perks or goggles.  Definitely a push to bring better equipment sooner than later through looting.  I even found a crucible schematic at the trader to buy on Day 13 with no better barter perks.

I am probably going to next work on modifying both the traders and loot files next.  I prefer more struggle at the beginning than what Alpha 20 has brought.  I also like to play sometimes in the Desert, Snow, and Wasteland biomes to start with, but I don't want that big of a loot bonus (don't want T2 equipment on Day 1).
I'm not sure Lucky Looter (Perk ) really works out.. i never ever put any skills in it since i've been playing and now over 1.5k hours and i compare with my gf sitting next to me where she puts max skills in it, trust me i get as much  HQ items! i also got that lvl 6 steel pickaxe without it at the start..

yesterday day 10 i got lvl 5 sniper rifle, lvl 6 iron boots lvl 6 iron chest, lvl 6 assault rifle... and so much more! 

no pts in Lucky Looter (Perk)...

You can adjust the settings and make the game harder or easier as suits your play style.

The server I have setup for my friends and I uses custom settings that include unique loot spawning such as most stuff is only 25% of what you normally would find; however, I've changed the config to allow books to be found in stacks of 4 to 5.

You can also change out the zombie wandering horde xml, and make it where you get more scouts, and more zombies coming at you at once.

We are using a 10K random gen map with max zombies at 300 and 64 zombies per person on horde night with 3/5 on zombie hardness with 180 min. days.

It is a struggle every day to survive that way.
harder you make the settings, just affects how hard it becomes to kill a zombie.. i was talking about making loots more rare, more zombies, more hordes, more zombies in houses, getting cornered by them... less ammo, harder to get wpns, my gf got a handgun lvl 4 from start which makes a big difference..

finding a wrench from start makes the game also very easy from start... 

being able to run to the desert or snow area butt naked or with plant fiber  gears makes it too easy.. 

infinite torch makes it easy to run around also in snow area or night time..

 
To be fair, any survival game is going to feel relatively easy after 1000 hours of play...which many of us have. 

The real prize would not be to make the game as a whole more difficult, but to have more difficult end game. That way, it won't chase away new players, and it will still cater for veterans. I think the Pimps are angling towards that kind of thinking with having greater reward for more difficult biomes. I imagine, in the future, they will probably make the best loot guarded by gun slinging bandits, so that will be something to look forward to if implemented well.
exactly, it would be nice to have rare gears hard to get, need to kill a boss or a higher and tougher nm..

loot needs to be harder and rare.

wpns are too easy to get, the numbers of hours dont really matter, more challenging a game more you want to achieve that challenge..

i played 11 years ffxi and all you think about is to fiish your ultimate wpns, gears, fighting different boss's to get rare items and drops..

thats what makes any game fun and exciting... to improve your chr in order to advance and fight a harder boss or enter harder new areas...

now imagine this game, you spawn and you can go n,s,e,o butt naked and find HQ items anywhere anytime randomly.. rare loots MUST be protected by something harder, and i really dont understand why isnt there any freaking boss?! why isnt there any rare NM's?!

new players dont have to run to them from start lol they can keep the game easy but keep something to look in to ...

it is a great game honestly, just missing these improvements..

BTW! why do ppl make these mods you think?! because they looking for that challenge ! 

 
looks like you could open an apocalyptic restaraunt with that chest 😛


The base game is really easy. But thats ok for now and even in the future I think thats fine. You can mod many parts of teh game and you can adjust the difficulty through that. They also are not done yet and done have everything in, so a full balance patch cant be done.

By day 10 with me and my partner:

We have motorcycles, bought the steel I needed since I cant make a crucible yet.

-Have 1 tier 3 rifle thats level 2 or 3

-Have various tier 2 weapons like pistol, double barrel shotgun varying in levels from 2-5

-Starting to acquire steel tools, we have a pick and a shovel so far. I had the opportunity to buy a chainsaw but didnt see the need.

-We're somewhere around gamestage 35 or so. On day 7 we were about there so might be closer to 45 or something now.

-Have found and looted a boar poi

-Have a workbench and could have a chembench but we lack the acid for it.

-Have more dukes than we know what to do with even with 3 traders. We buy all the basic pistol, shotgun, and 9.62 ammo we can find at traders.

some of this I wish was not possible yet. I think that the motorcycles really need to be moved further away, put a level requirement. I could have bought them from the trader for 28k each with my better barter. But isntead I spent 10k  on the steel and made them quickly. The traders really need balanced but I feel like they are not going to be for awhile due to other things being out of balance with some features not in fully (the bandits). 

We have not looted anything outside of the forest biome yet.
By day 10, i have workbench, chm station,, 4x4 and 1 motorbike for my gf,

you see the secret is you put pts in INT to 10, and then max  out better barter and daring adv, this way you get all the best loots you cant find out there and get to pick 2 choices from rewards! which gives you bunch of ammos and books..

View attachment 21782

Day 9, not even kidding...
yup, trust me i do beleive you! they just didnt beleive me when i said i found a freaking lvl 6 steel axe in a trunk of a car on day 1..

and i also got alooot of meat just like you...

yeah i wanna what place OP is looting that their gettting a lvl 6 steel pick O.o

i play with loot abundance at 200% to start and im not even finding steel tools
Snow area, close to the mountain leading to the mansion on top.. 

Did you delete all the settings in the launcher under the tools section and delete all the save game, registry and install files specifically for 7 days, then verify integrity of files?
Yes i deleted everything and my gf's computer is brand new.

i actually thought about it before installing A20, i went and deleted every folder about the game and used CCC uninstaller that finds everything about the program and deletes everything you cant find yourself..

 
For example, specifically, i spawned into Navesgane and teleported from Spawnpoint to spawn point.   

  • A few are semi close to the snow biome

    2 are close(ish) to the house on the hill and ONE of those is perhaps 5 steps into the snow biome

As for lootstage, I spawned near the 

  • Burnt Forest: 1->11
  • Snow: 1 ->22
  • Flew to house on the hill: 1 -> 34!!!!!!!!
  • Flew to the wasteland: 1->32 
  • Flew to the wasteland Shotgun Messiah factory: 1->47


SO YEAH... I agree with Roland's long term approach but in the short term, if you are the type that does NOT want a boost up in the early game, stay in the forest and loot nothing but "normal" houses and you won't get really good gear earlier than you want.   This is new, but hardly new news as the devs have discussed this mechanic for months.

@saoron666

My initial thought was that the spawnpoints in Nav. were not changed, but there is not a single spawnpoint outside of the forest biome anymore so you choose to head into a higher lootstage location.   As stated above, stay away from higher Lootstage locations if you want a more flat progression as can be seen in the above 10 minutes testing!


hey, sorry for the late response. i started the game and was in the forest area close to the snow biome. quickly made some plant gears and ran to find the snow area which wasnt far.. i have field of view maxed out, so i saw the mansion on top of the hill in the snow area and ran up, no flying no cheats.

cleared the mansion, built a house next to it and after setting up i ran back down where there is a gas station below the mountain and some cars... i looted the car and cha ching! lvl 6 steel pickaxe!

my gf got lvl 4 hand gun somewhere close. oh and i forgot yes i picked Navesgane.

 
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harder you make the settings, just affects how hard it becomes to kill a zombie.. i was talking about making loots more rare, more zombies, more hordes, more zombies in houses, getting cornered by them... less ammo, harder to get wpns, my gf got a handgun lvl 4 from start which makes a big difference.
I never said make zombies harder, I said you can adjust the loot quality and amount to reduce what you find through the map.

Additionally, the Navesgane map is a story based map, certain loot locations have higher loot values than if the POI was in a random gen map, so your issue with the update is flawed. Play on a Random Gen and you will have more trouble rushing ahead to end game stuff.

 
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saoron666 said:
and i play on warrior setting.
If you think its too easy, you should play on insane, try the feral sense options or tweak the zombie day speed.

you can also adjust loot abundance and other things to your liking.

I play the game on Insane difficulty and tweak nightmare running at night. i sometimes adjust the loot abundance down to create my perfect post apocalyptic scenario. and that makes the game hard enough for me.

I also have my own permadeath rule, so if i die i start a new game. 

you can`t play on "easy mode" and complain about the game not being challenging enough. 

TFP have made a difficulty system that keeps on being challenging even in late game stages, unlike games like fallout where it`s challenging in the beginning and you become invisible late game. so i like how they tackle difficulty in this game.

 
If more sliders where put in place to configure the game to the players liking that would solve a lot of the issues around difficulty without the hassle of editing the xml yourself. For example trader slider to select the amount or turn off completely, game stage difficulty and/or overall item quality. I don't mind editing the settings myself but it shouldn't be something we need to do to get the experience we once used to have in my, and most of my friends opinions.

 
saoron666 said:
finding a wrench from start makes the game also very easy from start... 

being able to run to the desert or snow area butt naked or with plant fiber  gears makes it too easy.. 

infinite torch makes it easy to run around also in snow area or night time..
Uhhhh... no offense but this sound mental.   torches, wrenches, and plant fiber clothes make this game too easy?

 
Uhhhh... no offense but this sound mental.   torches, wrenches, and plant fiber clothes make this game too easy?


Well if you have a wrench you pretty much instantly gain access to several extremely useful resources as well as the ability to basically infinitely produce and maintain pipe guns.

And the current iteration of the pipe weapons are pretty over tuned ( pistol and smg specifically are way to good for how easy they are to make)

And being able to survive in the desert and snow biomes without protective gear effectively means you can use the new game stage multiplier to effectively skip straight past early game  since you will instantly start getting loot that you would probably not see until several days into  a fresh start. 

And with said pipe weapons , surviving the zombies in the snow / desert biomes is not actually that difficult.

This is simply a case of there needing to be a larger gate on the pipe weapons  and the exposure system being more lethal to people who have not found at least some appropriate clothing. 

And I am inclined to agree with this.  Hell even if you do not exploit the game like he did , you can still have multiple low quality t2 weapons  (specifically pistols.. they are mega common even on the first few days)

and ammo from questing is still so plentiful that you really don't need to make ammo still.

And its also very very easy right now to skip whole tiers of tools and weapons.  getting quality 4 items is sub level 10 possible. 

Honestly I kinda miss how the old weapon component system ensured that guns were actually rare and valuable. 

I also wish that more of the item tiers were find only.  no real point in finding all of these quality 1 -3 items if you have people making those items before day 5. 

Although now that I think about it that is more an issue with how the current system is far too generous with awarding quality upgrades per point invested in a skill. 

 
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Well if you have a wrench you pretty much instantly gain access to several extremely useful resources as well as the ability to basically infinitely produce and maintain pipe guns.

And the current iteration of the pipe weapons are pretty over tuned ( pistol and smg specifically are way to good for how easy they are to make)

And being able to survive in the desert and snow biomes without protective gear effectively means you can use the new game stage multiplier to effectively skip straight past early game  since you will instantly start getting loot that you would probably not see until several days into  a fresh start. 

And with said pipe weapons , surviving the zombies in the snow / desert biomes is not actually that difficult.

This is simply a case of there needing to be a larger gate on the pipe weapons  and the exposure system being more lethal to people who have not found at least some appropriate clothing. 

And I am inclined to agree with this.  Hell even if you do not exploit the game like he did , you can still have multiple low quality t2 weapons  (specifically pistols.. they are mega common even on the first few days)

and ammo from questing is still so plentiful that you really don't need to make ammo still.

And its also very very easy right now to skip whole tiers of tools and weapons.  getting quality 4 items is sub level 10 possible. 

Honestly I kinda miss how the old weapon component system ensured that guns were actually rare and valuable. 

I also wish that more of the item tiers were find only.  no real point in finding all of these quality 1 -3 items if you have people making those items before day 5. 

Although now that I think about it that is more an issue with how the current system is far too generous with awarding quality upgrades per point invested in a skill. 
The gates for certain materials and supplies are not strongly kept for a reason.  I am pretty sure that TFP want people to enjoy their ENTIRE theme park, more so than to scrutinize every single tedius and ultra realistic aspect of personal and individual expectations.   Despite this list of personal issues, you can trim your own settings.  Trimming settings is also part of the game and I feel the amount of complaint posts don't bother to address that element enough.  And yes, the act of gathering resources makes the game easier.  That's very likely working as intended, and its been easy to get a day1 wrench for quite a while now.

The pipe pistol honestly I don't think is very good.  Its pretty and the animation is fun to watch, but the damage is garbo if you play on anything past medium difficulty.

If you're sticking to a single pipe weapon in your hotbar, I don't think people are utilizing the resources of the game much.  And then when people have 3 or more, they think that the game is just too easy.  I want people to pick a lane, and stop wasting threads about how this game doesn't live up to the plethora of personal wants and needs.

And ducking into the Snow and Wasteland biomes with nothing on, then I would posit this playing is purposely gaming the system for its faults.  It's something I might even do, but after playing a wasteland series in A19 - holy crap - go ahead and roll the dice because you won't be able to stay there for long.

I'm kinda over the whole gated or not gated content argument.  A flurry of these saltposts fly in during every experimental phase, and people also seem to forget its experimental.  A lot of folks don't seem to realize that experimental phases means were the guinea pigs.  And if that's true, expect that things are not going to stay the same even over time.   A lot of these issues can be solved by just being patient for the micro changes that get implemented in patches.

As a side note, I was watching a streamer just last night load up a bunch of mods and things to make the game super hard, with massive hordes and low levels of loot, and they were miserable and hadn't even managed to get through an entire day without dying ten times in as many minutes.

If that's what a small vocal minority think is fun, please consider that not everyone wants that.

 
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