pApA^LeGBa
Hunter
What i forgot to say, is that the chances aren´t really good for a seperate PvP mode seeing they already work on 2 other games and considering the low demand.
But that can always be improved by making it both, a CS:GO-clone AND an extraction shooter! At the same time! There aren't any of Those around, are there?considering the low demand.
It might be worse than that; what if Granny is AI himself?Enough with your clones and using AI to make it seem like someone else.
Yeh, that's my case. Every PvE server I ever played on had PvP turns on so that we would have to worry about fratricide. IIRC, I had 2 or 3 kills of friends when they stepped in front of me on a horde night. All of them headshots, go figure.
Other than that, the other kills were just trading with a friend to get the achievement.
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Ah yeh, I was Creepside too. We chewed some of the same dirt.
Sorry for my dyslexia, I guess your right to a certain aspect, but I feel AI helps me deal with it, but thanks for pointing it out. implications seem the same as opinions, your so smart.But if you "can't write", that implies you "can't think clearly".
Well I know @ItsDaddyD he is a fellow PVPer, and I play on GM's server but I never knew the forum was here until he told me about it. so sorry you are mistaken... sorry for your ignorance.Ok, Grandpa Minion. Enough with your clones and using AI to make it seem like someone else. This is getting ridiculous.
Mr. Lax…𝔸ngel𝕍anℍelsing, The Matrix has you...
I get where you’re coming from—TFP is a business, and they have to make decisions that keep the lights on. But I think it’s worth looking a little deeper than just the “Kill 25 players” achievement stat.@ItsDaddyD There is no demand for PvP that is big enough to make sense putting money into it. TFP is a company. They need to make money. They aren´t Make a wish.
Again: Only 3.2% of all players have the "KIll 25 players achievement" This includes a lot of people that never ever played PvP due to NPC´s in overhauls, killing just for the achievement and killing traders back then when it was possible.
Would you invest money in something that really has no demand and will not make you any money?
What do you think how the Rust community would like us PvE players to come to their forums with uncalled demands that the game should be focusing on PvE?
This is a PvE game, it was designed as a PvE game, it´s playerbase is 99% PvE. So from a business stand point, ask yourself if you would put money on PvP in this game that you will never get back.
It´s amazing how people tend to forget that developer studios are as much interested in making money as any other business.
I get what you’re saying—modding can definitely help tweak PvP, and I respect the work the modding community puts in. But let’s be real: there’s only so much mods can do when the core game systems aren’t designed with PvP in mind. Mods can patch some things, but they can’t fix fundamental balance issues, add proper clan or territory systems, or address exploits that need real dev attention.You can balance pvp by modding, I still don't get it why you guys keep bugging devs and mods in here and screaming "I WANT IT NO! GIVE ME MY PVP UPDATE" lol
Not even sure how those accounts are even allowed here
This game doesn't lock achievements because of using mods. You can get the achievements no matter what unless you specifically mod out the achievements, which I doubt any servers are doing because there is no reason to do so. And a very large percentage of those achievements (probably 50-75% of them) are from killing NPCs or friendly fire or achievement hunting, which drops the percentage of people who have killed at least 25 people in actual PVP to likely 1% or fewer. As far as what period of time that covers, it covers the present players. Anyone no longer playing (people who played before the achievements were there) don't matter because they are no longer playing so any changes have no impact on them anyhow. If anything, that's a more accurate representation because it's a relatively new addition from the point they dropped it to 25 kills. And don't forget that a very high percentage of PVP players use alt accounts, meaning that actual unique players is far fewer than accounts being used.First, those numbers don’t tell the whole story. Achievements only track specific actions, and a lot of PvP happens on modded servers or in ways that don’t trigger achievements at all. Plus, the achievement itself is from a time when PvP was even less supported, so it’s not a perfect measure of actual interest.
Appreciate the detailed response, Riamus. You’re right that achievements aren’t locked by mods, but my point wasn’t about technical restrictions—it’s about how those stats don’t really capture the full PvP picture. A lot of PvP happens in ways that don’t line up with the achievement’s intent: NPC kills, friendly fire, achievement hunting, and even scripted events on custom servers all muddy the waters. So, using that stat to gauge genuine PvP demand is shaky at best.This game doesn't lock achievements because of using mods. You can get the achievements no matter what unless you specifically mod out the achievements, which I doubt any servers are doing because there is no reason to do so. And a very large percentage of those achievements (probably 50-75% of them) are from killing NPCs or friendly fire or achievement hunting, which drops the percentage of people who have killed at least 25 people in actual PVP to likely 1% or fewer. As far as what period of time that covers, it covers the present players. Anyone no longer playing (people who played before the achievements were there) don't matter because they are no longer playing so any changes have no impact on them anyhow. If anything, that's a more accurate representation because it's a relatively new addition from the point they dropped it to 25 kills. And don't forget that a very high percentage of PVP players use alt accounts, meaning that actual unique players is far fewer than accounts being used.
As far as your suggestion that PVP makes the game better, that's your opinion. Most PVE players would strongly disagree with you. And that's mostly due to how the majority of the PVP community acts. So you've pretty much done it to yourselves.
Also, clan support and territory control are PVP-centric for the most part. PVE normally doesn't care about either of those unless they are playing some kind of tactical strategy game (such as some kind of war game).
In any case, don't expect much of anything that isn't going to actually benefit PVE to happen before 4.0. Maybe you'll get a few things here or there, but they are trying to complete the game (the PVE game) and are already running really behind schedule. Adding more things that aren't on the roadmap is a bad idea.
I get where you’re coming from—TFP is a business, and they have to make decisions that keep the lights on. But I think it’s worth looking a little deeper than just the “Kill 25 players” achievement stat.
First, those numbers don’t tell the whole story. Achievements only track specific actions, and a lot of PvP happens on modded servers or in ways that don’t trigger achievements at all. Plus, the achievement itself is from a time when PvP was even less supported, so it’s not a perfect measure of actual interest.
Second, just because PvE is the main focus doesn’t mean there isn’t room for growth. Games like Rust and Ark started with small PvP communities and exploded once the right systems were in place. Sometimes, a dedicated update or a few new features can bring back lapsed players and attract new ones looking for a fresh challenge. Even a modest investment in PvP tools—like better clan support or territory mechanics—could create more replay value for everyone, PvE and PvP alike.
And let’s be real: the line between PvE and PvP isn’t as clear as people think. Base building, traps, stealth, and resource control all get way more interesting when you add human opponents into the mix. It’s not about turning 7 Days into Rust, but about giving players more ways to enjoy what’s already great about the game.
At the end of the day, a healthy PvP scene can actually help the bottom line by keeping the community active and drawing in new players. Ignoring it completely could mean missing out on potential growth. I’m not asking for a total shift in direction—just for TFP to recognize there’s untapped potential here that’s worth at least a closer look.
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I get what you’re saying—modding can definitely help tweak PvP, and I respect the work the modding community puts in. But let’s be real: there’s only so much mods can do when the core game systems aren’t designed with PvP in mind. Mods can patch some things, but they can’t fix fundamental balance issues, add proper clan or territory systems, or address exploits that need real dev attention.
Most of us aren’t “screaming” for a PvP overhaul—we’re just asking for the devs to give PvP a bit more love so it’s not always an afterthought. If anything, a few official improvements would actually make life easier for modders and server admins like me1, since we wouldn’t have to constantly jury-rig workarounds for stuff that should be built-in.
At the end of the day, we all want 7 Days to Die to be the best it can be, whether you’re into PvE, PvP, or both. There’s nothing wrong with giving feedback and asking for features that could make the game stronger for everyone.
Yes. Without sarcasm. Welcome to the forum, humansee I did this without an AI, is it better?
@AngelvanHelsing
You don´t even read posts you answer too. You can get achievement with mods. That´s how i got my PvP achievement without killing any player. A good part of those 3.2% never ever played PvP but mods. Got mine in SP.
And i see GM instructed you guys. There is no huge PvP playerbase. We prooved this with GM´s own source he gave us to proove there is a huge PvP scene.
And i am being honest i didn´t read your whole post after you claimed it doesn´t paint the whole picture, but yes, the achievement does paint the whole picture. Because no matter what you do, if you kill 25 other players in PvP you will get it. There is no active PvP player that doesn´t have the achievement.
It is known that 90% of the playerbase does NOT play on public servers. And those 10% are mostly PvE. TFP can´t win anything by making PvP better. PvP is so small, they will accept that you guys maybe won´t buy their next games rather than putting in time and money.
The officaly supported number of players by TFP in MP is 8 btw. Something that should already put you off if you deceide to buy this game to do PvP. I have a few PvP players (not 7 days), they always look what the server max is before buying a game. Everyting above 8 and you are on your own and can´t come cry. You bought a PvE game with obviously no research beforehand, realized it´s not made for PvP and now you come and demand PvP. The audacity.
You can´t make everybody happy. Not in this game. Most PvE players do not want ANY PvP elements in this game. I know me and my group don´t want that. Go play Rust. In fact a lot choose 7 days because it is so much focused on PvE only. It would actually be stupid from TFP to put anything PvP related in PvE as the vast majority plays SP.
But hey if the PvP scene is that big, everyonw just needs to donate 2$ and maybe with all those millions of dollars you might have a chance to convince TFP to do something for PvP specifically.
@Roland Can we maybe get a dev make a statement about the plans for PvP? I know i could just ignore it, but half baked cheap arguments like "The achievement doesn´t tell the whole story" are just to infuriating.
Let's look at the number shall we?
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