PC V2.0 Storms Brewing Dev Diary

Feedback on the game mechanics in “7 Days to Die”

Dear development team, First of all, we would like to thank you for your great work - my two friends and I play 7 Days to Die regularly and really enjoy the game. It offers many creative possibilities and always provides exciting moments.

When playing in the wasteland, however, we noticed one thing that significantly impairs the flow of the game: the rubble on the ground. Even with a monster truck and attached plow, the vehicle gets stuck on almost every small obstacle. This seems illogical, as in reality a plow is designed precisely for clearing or rolling over smaller objects. It would greatly improve driving comfort and immersion if such obstacles could be automatically destroyed or at least driven over by the truck - without the vehicle stopping abruptly or being thrown violently through the air.

An additional wish, which one of my friends in particular expressed, concerns the melee combat system: It would be great if you could perform a melee attack with a button input during or independently of reloading - similar to some Call of Duty titles. This would significantly increase the dynamics in combat and add a tactical component.

We hope that this feedback will serve as a constructive impulse. Thank you for your continued development of this unique game!
The wasteland biome is getting some work done that looks like it will help with driving.  But a plow in real life isn't going to do anything to help you drive over heavy rubble.  It only works on lightweight stuff that can easily be pushed.  Try driving a vehicle with a plow on it at high speeds into something heavy and you'll find yourself thrown violently forward as the vehicle stops abruptly, or at least slows significantly depending on how heavy or stuck the object was, and the back of the vehicle is likely to get thrown up into the air from the abrupt deceleration.  Although this is a game and they can make it as arcade-like as they want, I don't think a plow should make it easier to drive over things.  In fact, a plow should make it more likely to get hung up on things but just reduce damage taken when you do.

 
The wasteland biome is getting some work done that looks like it will help with driving.  But a plow in real life isn't going to do anything to help you drive over heavy rubble.  It only works on lightweight stuff that can easily be pushed.  Try driving a vehicle with a plow on it at high speeds into something heavy and you'll find yourself thrown violently forward as the vehicle stops abruptly, or at least slows significantly depending on how heavy or stuck the object was, and the back of the vehicle is likely to get thrown up into the air from the abrupt deceleration.  Although this is a game and they can make it as arcade-like as they want, I don't think a plow should make it easier to drive over things.  In fact, a plow should make it more likely to get hung up on things but just reduce damage taken when you do.
It has less trees it seems and thar will be great for my 4x4

 
So, to change the subject a little bit...

@faatal Hello there, dear forum friend,

Anything at all you can tell us about what you've been working on and what's your feeling is about 2.0 Experimental making it before Memorial day? (this question is with knowledge that whatever you might say doesn't mean is what's going to happen, of course, and that nobody in their right minds should report it as facts). 😁

Anything you can post is always very welcomed and I thank you very much for your continued replies and support.

 
again people, perspective..

its a game

this rhetoric about haters and blah blah blah

you are only adding oxygen to their fire if you even think about them

this thread is about whats coming up. how about we entreat @faatal or @Laz Man @madmole or @Prime or any of the many from tfp who have whet our appetites in the past to toss us some teasers at least.

some of us have a knack of drawing tidbits out of the devs. not me as i dont speak technical, others though seem to have a rapport with some of the devs. so go phishing!

maybe @Roland you could give us one of your infamous guessing games?

just read the post above. thats what i am talking about 🙂

 
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Here's my honest opinion about all the delays...

....I don't care. 

I guess I'm lucky that I thoroughly enjoy the core aspect of the game. I'm in the middle of a few playthroughs and one of them is still in Alpha 21!

I'm also in the middle of making zombie mods. When I get into something, I get into it. 

From playing the game itself, to learning more and more every day how the zombies function in the game, to learning how to make my zombies look cooler...I got plenty of s#!t to do to where I don't need a new content update. The new content that I'm always most concerned with is new zombies - but I've been able to satisfy myself when it comes to that....(wait, that didn't sound right). 

That's the great thing about modding...you get so much more out of the game. And I can put in things that they can never put in. They wouldn't allow TFP to put in a Freddie Mercury zombie...but I got one...in both the black leather and the yellow leather jacket. 

The moral of the story is - everyone should just start modding! You'll be too busy to care about update delays...unless it's about a ladder climbing animation.

 
He is the Pied Piper of the miserable branch of the community. He gets (seemingly) very angry about the dumbest, most inconsequential things. I watched a little bit of one of his Tarkov mod videos and he got so upset about the vanilla gun animations (reloading, etc) because of how much he liked the mod's animations. Like, who cares? In the immortal words of the legendary film director, William Friedkin, "I don't give a flying f@#k into a rolling donut" about the damn reload animations. The vanilla reload animations look like reload animations to me! No one is hanging reload animations in the Louvre next to the Mona Lisa. Who cares if they have a few more frames or not?

A few things to consider - it could be his age. When I was a teenager, thinking everything sucks gave me a false sense of authenticity. Or, he's just not a happy person. Or he's out to get TFP because they personally hurt his feelings. Or, negativity sells. Youtube is rife with negativity. Videos with titles like "The Downfall of...", etc, etc gets the clicks, which is my biggest gripe with YouTube creators, generally. OR...it's a combination of all of it.

Over the past few years I've made it a practice to not engage with things that @%$# me off too much...unless it pays me money...and it would have to be way more money than he'd be making off YouTube. If the game makes him that upset and no one wants to watch him play anything else, if I was him, I'd quit YouTube and get a regular job. He's stuck. He's stuck having to act miserable and he's stuck playing 7 Days to Die, because viewers don't like change.
Tbh the gun animations are crap like the aiming but that's really it. I don't need cod or tarkov level animations..all I need is L4d style or something simple but effective 

 
Tbh the gun animations are crap like the aiming but that's really it. I don't need cod or tarkov level animations..all I need is L4d style or something simple but effective 
Agreed, while people can be dramatic about the game's development, let's not deny reality. The animations are garbage, especially related to the firearms. We shouldn't settle for less, neither should TFP.

 
@faatal

If you get the chance will you adjust

The Wolf in entityclasses.xml

<property name="AITask-3" value="RunawayWhenHurt" data="runChance=0.5;

When the threshold is met, visually it acts confused, running back and forth in a few block area. Each check reverses

the prior decision.

I adjusted it to .75, and it resolved it.

 
i've spent the day reading through this entire thread and it has been very entertaining to say the least.

i will make the same request that i do with each update...can the metal on metal sound of the pickaxe be changed to what it was in A19?  The current sound, to me, is just dreadful.  keep in mind, i love this game and have played for 6,300 hours now with the majority of that time mining.  yes, by hand with a pickaxe because i refuse to use power tools. ⛏️

 
Tbh the gun animations are crap like the aiming but that's really it. I don't need cod or tarkov level animations..all I need is L4d style or something simple but effective 
The most elaborate gun animations I've ever seen were in Modern Warfare 2019, where they did mocap of a famous gun guy that is known for his expertise in handling guns. After playing that game for almost 2 years, I don't see anything lacking in 7 Days gun animations. Do people want to see trick shot gun twirling during reloads? Hyper realism maybe? 

I don't get it. And rarely do I ever stare at a gun when it's reloading. I'm usually too busy focusing on the threats.

But the one problem I have with ranged weapons is the crossbow. You have almost no visual feedback to where an arrow is going, making it virtually impossible to judge how to offset your aim at a distance...unless they're iron tipped and then they glow red. 

I hear people talking about reticles being misaligned. I haven't seen that. Maybe it's not happening with all guns. I almost never use the Tac Rifle.  

There are other animation issues that are way more of an eyesore than gun animations. One is how player models tilt back at their middle spine when they look up, instead of mostly using their head and neck. That looks so odd. Arms can move, right? If a player is holding a weapon and they look up, why not just have their neck and head tilt back (mostly) and just raise the arms so the weapon is facing in the proper direction. 

And of course ladder climbing animations (or lack there of). At least have the zombies do it. It's just weird.

 
maybe @Roland you could give us one of your infamous guessing games?
Once upon a midnight dreary

While I pondered weak and weary

A geriatric raven made a query

Of an existing feature laid in store

What that color of highest esteem must score

Quoth the fun pimps— Nevermore…

il_1080xN.6146633429_bwtm.jpg


 
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Once upon a midnight dreary

While I pondered weak and weary

A geriatric raven made a query

Of an existing feature laid in store

What that color of highest esteem must score

Quoth the fun pimps— Nevermore…

purple quality - <-- deprecated-- >
?

 
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Once upon a midnight dreary

While I pondered weak and weary

A geriatric raven made a query

Of an existing feature laid in store

What that color of highest esteem must score

Quoth the fun pimps— Nevermore…

Since the zombies in  2.0 have been buffed twice, the equipment has also received corresponding adjustments—for example, upgrades to orange-tier equipment😁

 
The most elaborate gun animations I've ever seen were in Modern Warfare 2019, where they did mocap of a famous gun guy that is known for his expertise in handling guns. After playing that game for almost 2 years, I don't see anything lacking in 7 Days gun animations. Do people want to see trick shot gun twirling during reloads? Hyper realism maybe? 

I don't get it. And rarely do I ever stare at a gun when it's reloading. I'm usually too busy focusing on the threats.

But the one problem I have with ranged weapons is the crossbow. You have almost no visual feedback to where an arrow is going, making it virtually impossible to judge how to offset your aim at a distance...unless they're iron tipped and then they glow red. 

I hear people talking about reticles being misaligned. I haven't seen that. Maybe it's not happening with all guns. I almost never use the Tac Rifle.  

There are other animation issues that are way more of an eyesore than gun animations. One is how player models tilt back at their middle spine when they look up, instead of mostly using their head and neck. That looks so odd. Arms can move, right? If a player is holding a weapon and they look up, why not just have their neck and head tilt back (mostly) and just raise the arms so the weapon is facing in the proper direction. 

And of course ladder climbing animations (or lack there of). At least have the zombies do it. It's just weird.


The 1st person animations were actually hand-keyed (no mocap) from what I understand. They don't even look mocapped because they're quite stylized with overly assertive movements. Some references from youtube: 1 2
But maybe you were talking about 3rd person animations?

My biggerst animation gripe is by far the crossbow reload animation. It's way too casual, as if it's a toy. Like, yeah, maybe you could reload a crossbow like that if you had 10/10 strength with steroids and skull crushers pumping in your veins. It just looks so strange to me

 
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Once upon a midnight dreary

While I pondered weak and weary

A geriatric raven made a query

Of an existing feature laid in store

What that color of highest esteem must score

Quoth the fun pimps— Nevermore…

Hmm.  Tier 6 no longer called legendary and we now get actual legendary equipment?  That would be really great, though I am sure I'm wrong. 😁

 
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