Question about the game functions.

Repeated deaths via the survival challenge? Probably not; but should they not? It's a survival game after all... =)

Why not deaths? We were going around with depleted stamina because we were partly dehydrated. I can't remember specific incidents, but some of us died in the first few days and the amount of stamina one has often determines whether someone dies in critical situations.
 
Why not deaths?
Because it's unlikely - I don't really class a death-to-zombie as a "survival death", even if you were hindered by your lack of nutrition. Sure, at the extreme they intertwine, fighting with 0 sta regen is rather rough.

But as your question was in the form "if we struggle, how about newbs?"; my reply is "the actual noobs deserve repeated deaths, as anything else would be too easy - but sadly this game tends firmly towards the latter."

So, "why not deaths" can also be answered, "cuz it's still too easy".

We can branch into "my expertise making me blind" or "group vs solo balance being off" or .. whatnot, but that's my base claim; the survival elements aren't any kind of a problem in the actual game. They should be significant to call it "survival".
 
While I agree that 72D2 has easier survival-elements as dedicated survival games like valheim or enshrouded, your definition of survival-death means that neither of those mentioned games has any survival-deaths. Are they suddenly not survival anymore?

Neither games kills you when you don't eat (as far as I remember). But you are almost guaranteed to die in fights if you don't eat. And a broken leg in 7D2D is also nothing that will ever kill you by itself.
 
neither of those mentioned games has any survival-deaths. Are they suddenly not survival anymore?
I do expect freezing to death and starving to death being a part of a survival game. Once we start straying from that, we can call wow a survival game, you didn't get the right food buff and you died to the boss.. Neither valheim nor enshrouded play like "dedicated survival games"; I don't think they've been advertised as such either. Both are basically fantasy RPGs, utilizing cooking as a character progress mechanic.
 
From my own view, I am glad they are gone. Not because of any change to difficulty in getting water. But because they were a waste of space and I hated seeing them in almost everything I looted. I could have full stacks of them (I forget if that was 150 or 250) within a couple days. Then they just sat around, never getting used. We can now get the water we need without wasting space on empty stuff.

Tbh, I never liked the old empty jars or the dew collectors that replaced them. The mod I use brought back water gathering from the environment, but without the need for empty jars. You can gather it and boil it with a bucket, but otherwise it's consumed just like in vanilla.

As for difficulty... oh boy. Look, someone completely new to the concept of survival games might have trouble staying hydrated in vanilla 7DTD. But anyone who has played survival management games in the past -- or even just watched a lot of post-apoc movies -- knows that if you want food and water, you hit the abandoned restaurants, diners, and fast food joints on day one.

If a POI has soda fountains, toilets, coolers, etc, then you are absolutely going to walk out of that POI with water. And probably a cooking pot, too.
 
With how common it is to find water, I can't imagine anyone new having a problem with it either. I had 15+ water at the end of day 1, and I wasn't even looking for it.
There are different game settings. I had problems with water on the PvE server.
 
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