What do you want to see in Alpha 22/Gold:

Just a thought to see if anyone wanted another one, me personally I don't really care but I would like to see the existing workstations/crafting stations look different you know since the forge and workbench got changed. 

 
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Just a thought to see if anyone wanted another one, me personally I don't really care but I would like to see the existing workstations/crafting stations look different you know since the forge and workbench got changed. 
I have a feeling they will all change.

Correct me if I'm wrong, but LotL3 gives triple the plants (according to description) which would mean 6 plants per seed. Even worst case with no seeds back you get one plant out of every pot and a seed to replant.  A bug happening here would be very conspicuous and I think we can rule that out.

So I'd say this didn't happen and you just miscalculated, for example forgot that you had one pot empty or filled with a different plant, or you had a mod running, or ...
Yes, this is indeed possible.  😁

 
I can't think of a purpose for one.


I'm going to change my mind. If we're dreaming, I'd like to shift the campfire into being a kind of stone-age universal (low capability) workstation, and then open up a wood-burning stove for cooking to go with the existing workstations.

If they wanted to make a 3rd tier where things were electric powered that would be cool.

They could differentiate between three levels by slowing things down in the lower levels.

 
I think the secret stash should stay In but make It to where you had to do enough quests for any of the traders to unlock It and get better loot. TFP could also adjust the loot in the secret stash accordingly based on your level, so your still getting better loot but not a motorcycle on day one for an example. Maybe something to do with reputation or something else, who knows because there Is two factions getting added and also bandits. 

This Is just my idea of what It could be like instead of removing It. 

What do you think It should be?

 
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I think the secret stash should stay In but make It to where you had to do enough quests for any of the traders to unlock It and get better loot. TFP could also adjust the loot in the secret stash accordingly based on your level, so your still getting better loot but not a motorcycle on day one for an example. Maybe something to do with reputation or something else, who knows because there Is two factions getting added and also bandits. 

This Is just my idea of what It could be like instead of removing It. 

What do you think It should be?


Ah, nostalgia.

I'm glad it is gone. It was a very unpractical way of separating out a too large part of the goods into an unsorted secondary list. Whenever you went to the trader you wasted time because you always had to check that second list for any stuff you wanted. If you wanted ammo for example you looked in the general ammo category but then had to look up and search the stash for ammo again.

If at all, the "secret" items should have been a handful at max and real premium items at a premium price you could only afford if you specifically saved dukes for that purpose. 

 
If you wanted ammo for example you looked in the general ammo category but then had to look up and search the stash for ammo again.
You look in categories?!  *Gasp*  Heh.  I always look in the unsorted list on the first tab and the secret stash.  Never know when something is there that you might not be looking for but when you see it you decide to buy it.  Looking just in the categories causes me to miss such things.  I never use them in the crafting either as I just type what I want.  I know most probably use the categories.

 
They said two more quests are coming to Alpha 21 one of which is the infested quest, But what's the other one?

A list of quests I think It might be and some quest ideas for the future of 7DTD:

  • Defend a specific item/POI or protect one of the traders
  • Gather a specific resource/Item for the trader 
  • Give supplies from one trader to another
  • Something similar to a clear quest but with just bandits like at a (Bandit Camp) This one would have to wait until bandits get added but I think people will like it. 
  • Waves upon waves of zombies (defeat them all to complete the quest and earn a big reward, but keep In mind each wave gets harder) just an idea
  • A quest that has something to do with the Duke of Navezgane or Noah (when the story and factions get added of course)
  • A quest where you explore/check out a new area like a town, biome, city 
  • Adding more to the buried supplies quest like more containers for example





     I hope TFP add at least one of these quests In, that would be really nice. 

 
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my biggest wish for A22... simple...

  UPGRADE TO UNREAL ENGINE 5.1 and bring the graphics from early 2000's into the 2020's 😛

 
my biggest wish for A22... simple...

  UPGRADE TO UNREAL ENGINE 5.1 and bring the graphics from early 2000's into the 2020's 😛
But then you have to wait about 5-10 years for A22. Basically, the fun pimps would have to start all over again if they switched from Unity to Unreal Engine.

 
But then you have to wait about 5-10 years for A22. Basically, the fun pimps would have to start all over again if they switched from Unity to Unreal Engine.
They also pointed out in the dev stream that they have invested a lot in using what they are using now.  To drop all of that, even in a sequel, is something that they would have to really weigh the benefits of.  It isn't cheap to switch to another engine, especially mid-development.

 
Change the main menu music. When I open StarCraft and wait for it to load, the music is nice to listen to. Same with Counter Strike: GO, or Diablo. League of Legends has nice music to listen to while you wait.

The menu music in 7DTD gets stale and annoying. It deserves something of the Resident Evil caliber.

 
Make it default that at the traders, selling item stacks takes the maximum number as default instead of just one. It's annoying I have to click several times instead of just once.

 
Make it default that at the traders, selling item stacks takes the maximum number as default instead of just one. It's annoying I have to click several times instead of just once.
Although this bugs me as well, I think making the max as default creates too much risk of accidentally selling a stack of something you didn't mean to sell rather than only one of it if you click the wrong thing so I doubt they'll change that.  However, you can shift-click the item and then click sell and it'll sell the stack.  By using shift-click instead of just click to select the stack, you eliminate accidentally selling an entire stack when you don't mean to and it works well as long as  you remember to use it.  What I'd be more interested in seeing is when the trader won't buy the full stack, that they'll buy as much as they are willing to buy rather than saying they'll only take X amount and force you to change the value to that before selling.

 
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Although this bugs me as well, I think making the max as default creates too much risk of accidentally selling a stack of something you didn't mean to sell rather than only one of it if you click the wrong thing so I doubt they'll change that.  However, you can shift-click the item and then click sell and it'll sell the stack.  By using shift-click instead of just click to select the stack, you eliminate accidentally selling an entire stack when you don't mean to and it works well as long as  you remember to use it.  What I'd be more interested in seeing is when the trader won't buy the full stack, that they'll buy as much as they are willing to buy rather than saying they'll only take X amount and force you to change the value to that before selling.
Maybe it's just me but when I visit a trader with the intention of selling stuff, I consume all my +barter items and take only items I mean to sell so they all go, no risk of selling something I don't actually want to sell.

Perhaps a config variable for people to customize this, is the way to go. A simple sell_max_stack = true and we're golden.

 
My main asks would be:

  • More Weapon and Tool Variety (Even just to vary the loot pool a bit, throw in Golf Clubs and Katanas etc)
  • Many more POIs to again increase variety (A21 was suggested to have 100+ New POIS now its 75+ I hope we can reach similar numbers per Alpha and these don't include existing POIS being updated, that to me, doesn't count as a NEW POI.
  • More Vehicles, I know many have been asking for lots of the props to be drivable like the tractor and police cruiser which would be a bonus. 
 
Maybe it's just me but when I visit a trader with the intention of selling stuff, I consume all my +barter items and take only items I mean to sell so they all go, no risk of selling something I don't actually want to sell.

Perhaps a config variable for people to customize this, is the way to go. A simple sell_max_stack = true and we're golden.
My game rule is to pretty much go through my inventory prior to hitting up the trader. Move the stuf I want to sell to the 'bottom of the inventory list' and close up the gaps I made in moving stuff around - especially when that trader is not near the base and I've been looting. If near base, I have a storage unit above the main door for saleables. Do a 'take all' and most shouldl be at the 'bottom of the list' - last in my inventory - already. Its pretty much all about inventory management. Selling is not such a big deal - sell one or 50 of an item. If they'll take it, fine. Time is important but sales shouldn't kill a day if the trader will by only 12 of an item and you've got 30 to sell. Less than a minute to overcome that issue, imo.

But yeah, a sell_max_stack option would be hella convenient. Its up to you to figure out what the best selling (must lucrative) items are. I prefer vehicle parts. Otherwise selling stuff is like a big yard sale, much to do with little return. But you've got more space now...

 
My main asks would be:

  • More Weapon and Tool Variety (Even just to vary the loot pool a bit, throw in Golf Clubs and Katanas etc)
  • Many more POIs to again increase variety (A21 was suggested to have 100+ New POIS now its 75+ I hope we can reach similar numbers per Alpha and these don't include existing POIS being updated, that to me, doesn't count as a NEW POI.
  • More Vehicles, I know many have been asking for lots of the props to be drivable like the tractor and police cruiser which would be a bonus. 
I wouldn't get your hopes up on the first or last items.  They've stated no more drivable vehicles other than perhaps a raft or helicopter - and I wouldn't even put any hope in a helicopter.  For weapons/tools, other than potentially filling the gaps in a couple to get 3 tiers for everything (like for batons), there isn't much chance of more.  Also, any weapons they add would need to be unique enough to warrant having them.  They aren't going to add something just to have it if it's essentially the same thing as something else unless it's just one of the three tiers of that item.  In addition, each weapon type is tied to a perk, so they'd have to include more perks with more weapon types and we're too close to gold to likely see anything like that.  More weapons or vehicles are pretty much going to be left to mods and there are already mods that offer these for anyone who wants them.

They'll keep adding new POI until gold and perhaps some after gold.  They take time and so will come out with each alpha when they are ready.  There are also many POI available from POI editors if you want to add more to the game than just those in vanilla.  Many of them are quite well made.

 
My game rule is to pretty much go through my inventory prior to hitting up the trader. Move the stuf I want to sell to the 'bottom of the inventory list' and close up the gaps I made in moving stuff around - especially when that trader is not near the base and I've been looting. If near base, I have a storage unit above the main door for saleables. Do a 'take all' and most shouldl be at the 'bottom of the list' - last in my inventory - already. Its pretty much all about inventory management. Selling is not such a big deal - sell one or 50 of an item. If they'll take it, fine. Time is important but sales shouldn't kill a day if the trader will by only 12 of an item and you've got 30 to sell. Less than a minute to overcome that issue, imo.

But yeah, a sell_max_stack option would be hella convenient. Its up to you to figure out what the best selling (must lucrative) items are. I prefer vehicle parts. Otherwise selling stuff is like a big yard sale, much to do with little return. But you've got more space now...
Different things are sold at different stages of the game. Late game, I prefer to craft or buy large amount of mods and install them into lvl 6 items, preferably motor tools or heavy armor, then sell. Lots of money with all the boosters and no shortage of legendary items.

Before that however, it's stacks of parts for different weapons/tools/armor, as well as cash from looted ATMs, excess drugs, gems from mining etc.

No single items, only stacks, which is why a max stack for sell by default would be such great help.

I raid and loot a lot so this is a constant issue for me.

 
Some way to combine multiple shapes in one block. We get more shapes each version. But finding the right one gets harder the more there are and i still always have one corner somewhere there the correct shape to fill isn't in the list but two or three more simpler shapes that would combine into it are.

Drop all existing shapes that are just combinations of simpler shapes and let us place multiple shapes in the same block. Final durability may just be that of the strongest block placed. The game would still only save a single shape in the block's position - a dynamically derived shape combining the placed shapes. So memory footprint wouldn't change. GPU impact depends on the quality of the shape combining algorithm and could actually be zero in comparison to the current pregenerated shapes. Obviously, the derived combined shapes an be cached and reused (so id the same combination is used again, the already generated result is used).

The Pimps and other POI designers would profit even more than us players as they simply stumbkle over the need for combined shapes way more often than we do.

 
Some way to combine multiple shapes in one block. We get more shapes each version. But finding the right one gets harder the more there are and i still always have one corner somewhere there the correct shape to fill isn't in the list but two or three more simpler shapes that would combine into it are.

Drop all existing shapes that are just combinations of simpler shapes and let us place multiple shapes in the same block. Final durability may just be that of the strongest block placed. The game would still only save a single shape in the block's position - a dynamically derived shape combining the placed shapes. So memory footprint wouldn't change. GPU impact depends on the quality of the shape combining algorithm and could actually be zero in comparison to the current pregenerated shapes. Obviously, the derived combined shapes an be cached and reused (so id the same combination is used again, the already generated result is used).

The Pimps and other POI designers would profit even more than us players as they simply stumbkle over the need for combined shapes way more often than we do.
That's an interesting idea but I don't think that would work well with how the game handles blocks and system resources.  I think that would potentially increase the system resources needed to play the game by too much.  Of course, I don't know the programming behind a voxel game, so I could be wrong.  As it stands, the game has a maximum unique blocks limit and people already reach that limit if they are using some of the mods out there.  Whether or not combining blocks into one would be enough to cause issues, I'm not sure.  I know I've run into times when I could not get the right block shape for what I needed.  One example was when I dug a tunnel badly and had to use angled blocks for the walls because I didn't dig a straight tunnel.  It worked fine inside the tunnel but when I tried making an entrance to the tunnel, I found that I couldn't square it off properly with the available block shapes.  Almost, but not quite.  So I get where you're coming from.  I don't expect a change to this, so unless they are adding a shape you need, you're probably better off creating a custom shape and adding it via mod.  You can always suggest shapes that you feel are missing and there is a chance they'll add the shape.

 
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