So TFP, you ever plan to address the main progression issue in 7dtd?

everything for the other smoothies can be gathered in the pine forest.
That may be true but those mats aren't as plentiful. I would much rather go into the burnt forest to gather mushrooms which are all over the place than try to find a cave POI in the forest or find and grow mushroom seeds. I'd rather gather yucca in the desert where it is plentiful and snowballs and blueberries in the snow. And while I'm there I am killing the enemies and opening containers and using up my time. Then when I have a few smoothies I get the rest done and then go hit a POI until my time is done.

Would I like to see more longterm tasks like survive a horde night and complete three different quest types? Sure. Such tasks would definitely require more interaction with the hazards. Not everyone would like that though so we would be trading complaint threads that we have now with all the new ones later and while you and I would be happy and say biome hazards are finally meaningful and impactful others would say TFP wrecked the game again.
 
Would I like to see more longterm tasks like survive a horde night and complete three different quest types? Sure. Such tasks would definitely require more interaction with the hazards. Not everyone would like that though so we would be trading complaint threads that we have now with all the new ones later and while you and I would be happy and say biome hazards are finally meaningful and impactful others would say TFP wrecked the game again.
I'm not so sure about the part where you have to survive the horde. That would probably result in people spending all night on the roof of a POI. That would be boring. At least for me. I'd rather build my horde base from scratch and improve it over time.
 
Would I like to see more longterm tasks like survive a horde night and complete three different quest types?
I've thought about it a bit. What about a new kind of quest? The trader sends you to a random POI. You then have a set amount of time to clear and reinforce the POI. Afterwards, you have to fight a zombie horde and survive. Instead of three waves, there could be one wave, so the horde would only last five minutes or so.

All the necessary parts are already in the game. There are already quests, a countdown timer from storm events, and a horde event.
 
That may be true but those mats aren't as plentiful. I would much rather go into the burnt forest to gather mushrooms which are all over the place than try to find a cave POI in the forest or find and grow mushroom seeds. I'd rather gather yucca in the desert where it is plentiful and snowballs and blueberries in the snow. And while I'm there I am killing the enemies and opening containers and using up my time. Then when I have a few smoothies I get the rest done and then go hit a POI until my time is done.

Would I like to see more longterm tasks like survive a horde night and complete three different quest types? Sure. Such tasks would definitely require more interaction with the hazards. Not everyone would like that though so we would be trading complaint threads that we have now with all the new ones later and while you and I would be happy and say biome hazards are finally meaningful and impactful others would say TFP wrecked the game again.
Maybe it's just because I always do farming, but planting seeds and growing all those crops was much easier to me. I just crafted a handful of smoothies for each biome, then did all the tasks, drinking smoothies as needed, and turned it in to the new trader.

Snowballs from ice machines, oil shale from POIs (there are always those big round oil container buildings that have oil shale in them in the forest now), coal from coal nodes.

I'm not necessarily saying there should be more long term tasks (I don't like the idea of having to build multiple horde bases) but I feel like the smoothie recipes should at least contain one ingredient that isn't available outside the biome they are for. I suggested in another thread that maybe they should need something that's a guaranteed drop from the biome enemy.

It just feels like it was a total waste of development time when, with the biome hazards on, you can completely avoid interacting with any of them except the wateland. If people don't want to deal with them, they can always turn them off, but when they're on, you should at least notice them for more than 5-10 minutes of a playthrough.
 
I don't think many feel that storms and progression is outright bad, just poorly implemented.

I agree that over time perception on things can change as we learn more by playing and perhaps that will happen here. It's also possible that people give up on change. Storms isn't a hill I'll die on as an example but I personally find them a bit boring after the first several as all I do is run to a nearby POI, but storms as a general idea is fine and if they make no changes I'll think it's still better than not having them just not as good as they could be IMO.
I agree with this. I've said before, I like the storms and I like the biome dangers. What I don't like is that the dangers can be, very easily, completely nullified, while the storms can't be mitigated at all. I want the biome dangers to be more dangerous and the storms to be a little less dangerous. I think both should be able to mitigated but not ignored.
 
It just feels like it was a total waste of development time when, with the biome hazards on, you can completely avoid interacting with any of them except the wateland. If people don't want to deal with them, they can always turn them off, but when they're on, you should at least notice them for more than 5-10 minutes of a playthrough.
It only feels like a waste for those specific individuals who choose to play in that manner. Just because someone decides to turn off biome progression and/or storms, that doesn’t make the development time spent on those things a waste. There are still many who enjoy the new features and choose to play with them enabled.

My group changed bloodmoons to be every 10 days instead of every 7 days and other groups turn Bloodmoons off completely. Does that invalidate Bloodmoons since some groups don’t play them as originally designed? No.

My group does spend more than 5-10 minutes on earning the biome badges. We help each other. So even if I spend 10 minutes on my own badge I then help another team member spot the enemies that must be killed and the items that must be gathered. I found this aspect of the game quite rewarding and satisfying.

So, no, I disagree that the dev time was wasted if some people opt to turn those things off or look for ways to get all the smoothie mats in the forest instead of playing in the biomes and experiencing the hazards. What I do think is that you are having fun your way and I’m having fun my way.
 
It only feels like a waste for those specific individuals who choose to play in that manner. Just because someone decides to turn off biome progression and/or storms, that doesn’t make the development time spent on those things a waste. There are still many who enjoy the new features and choose to play with them enabled.

My group changed bloodmoons to be every 10 days instead of every 7 days and other groups turn Bloodmoons off completely. Does that invalidate Bloodmoons since some groups don’t play them as originally designed? No.

My group does spend more than 5-10 minutes on earning the biome badges. We help each other. So even if I spend 10 minutes on my own badge I then help another team member spot the enemies that must be killed and the items that must be gathered. I found this aspect of the game quite rewarding and satisfying.

So, no, I disagree that the dev time was wasted if some people opt to turn those things off or look for ways to get all the smoothie mats in the forest instead of playing in the biomes and experiencing the hazards. What I do think is that you are having fun your way and I’m having fun my way.
I see it like TFP disabling vehicles, adding super vultures, adding digging zombies back, and nerfing afk bases. If you have bloodmoons on, you have to interact with them, you can't just ignore them (well, unless you stand on top of a tall building, but that's not really here nor there...I"m sure if TFPs could find a reasonable way to punish that, they would as well). Similarly, when you have biome hazards on, you shouldn't be able to basically ignore them.

I'm not saying that people who turn them off should be forced to interact with them somehow. But if I have them on, I shouldn't, just playing the game normally, be able to totally negate them except for the few minutes spent gathering radiated mushrooms. I'm not saying they're bad or pointless in general, I'm saying the way they work right now is disappointing. If every smoothie had something like the radiated mushrooms as part of its recipe, I think the whole system would be a lot better.
 
I'm not so sure about the part where you have to survive the horde. That would probably result in people spending all night on the roof of a POI. That would be boring. At least for me. I'd rather build my horde base from scratch and improve it over time.
I wouldn't want surviving the horde to be a requirement unless it's a requirement for just one of them. Having to spend 4 weeks just to be able to be in the wasteland without taking damage is a bit much. A lot of games, I'm done by that point. Also, that is a LOT of smoothies that you have to try to keep track of while in the middle of horde night unless they make them last longer or not be needed during horde night. And having to rebuild my horde base for every biome wouldn't be something I'd want to do. It would just make me disable the biome hazards that much faster.

I've thought about it a bit. What about a new kind of quest? The trader sends you to a random POI. You then have a set amount of time to clear and reinforce the POI. Afterwards, you have to fight a zombie horde and survive. Instead of three waves, there could be one wave, so the horde would only last five minutes or so.

All the necessary parts are already in the game. There are already quests, a countdown timer from storm events, and a horde event.
I'd like seeing a quest type like this, even if it's not tied to biome hazards.
 
I see it like TFP disabling vehicles, adding super vultures, adding digging zombies back, and nerfing afk bases. If you have bloodmoons on, you have to interact with them, you can't just ignore them (well, unless you stand on top of a tall building, but that's not really here nor there...I"m sure if TFPs could find a reasonable way to punish that, they would as well). Similarly, when you have biome hazards on, you shouldn't be able to basically ignore them.

I'm not saying that people who turn them off should be forced to interact with them somehow. But if I have them on, I shouldn't, just playing the game normally, be able to totally negate them except for the few minutes spent gathering radiated mushrooms. I'm not saying they're bad or pointless in general, I'm saying the way they work right now is disappointing. If every smoothie had something like the radiated mushrooms as part of its recipe, I think the whole system would be a lot better.

I like your suggestion as it would perfectly mesh with my own playstyle of going into the biome to get the biome mats anyway-- despite their availability in the forest. Your proposition would make the feature better or at least consistent with how I like to play it and make the feature better for you since it's how you desire to have to play it. But I don't think it would reduce complaints and for the people who prefer gathering the mats from around the forest and getting their smoothies all prepped before ever stepping into the biome in question, for them it would be a step backwards and "proof" that TFP is forcing one and only one playstyle on their players.
 
Only cheesy cheaters turn off or increase blood moon intervals 😆.

I mean the title is 7 Days to Die.

Just kidding of course.

But....I wish it was just as easy to turn on/off resident evil zombies.
 
Only cheesy cheaters turn off or increase blood moon intervals 😆.

I mean the title is 7 Days to Die.

Just kidding of course.

But....I wish it was just as easy to turn on/off resident evil zombies.
10 Days to Die is such a better game than 7 Days to Die. Lazy devs going with 7 when they could have gone with 10....
 
I also use 10 day horde night, actually.... but with a 2 day variance. So 8-12 Days to Die?
I do variance in my sp game but with my family there is one person in particular who likes to be able to plan and variance is a deal breaker to her sanity with the game....haha
 
I quoted a lot but it would be longer than my normal posts. So.

Aesthetics is one of the ties that bind I agree, 2.0 feels like trying to incorp. story foundation,
Traders I have them in alt biomes. A thought, if the foundation of a trader outpost is on their indigenous biome
would it make a difference badge wise. have not started mod testing yet.

Biomes and their progression, I like each biome to be problematic on it's own accord . With each higher tier raising the stakes.
I like the timed quest prepare and fight a horde idea. If it were survive a horde and the timer was added, basically a 24 hour
cycle, in country. But i'd like a damaging survivable storm, while bringing the horde. Id do those quests a lot, especially if
they were set to upper tier POIs, as you go to higher tier biomes.

Personally I'd be ok with damaging survivable storms on blood moon, increasing in severity per biome.
I still re-enable the vultures, because otherwise their presence just reminds me of the song Oklahoma,
"lazy circles in the sky".

A poll based on the first bold sentence on 7dtd.com " HOW LONG WILL YOU SURVIVE?" but change it to "How long
do you expect to survive?"
I play with the expectation of character death. Not all players do.

One of the thoughts I had regarding, open world, and story, and all the options that are to be added, is if TFP leveraged the
Mods folder, If most of the changes inclusions or exclusions are primarily XML, then they could use their own preset modding
format, and just have tick boxes or choice labels in the UI, I mean 200 choices would be a bit much, but the basic on offs, story
open play, it could allow the choice of which maps they are assigned to. It is basically that now, but it would have specific parameters
for each associated folder. And would not necessarily need rewriting, the base xml over and over. Possibilities: they could have 10
different genre variances and combinations, with out having to reconstruct the base xml. The blending would be strictly according
to the choices the player picks. Because at it's simplest thought, the genre specific traits and perks, are just mods added to TFP vanilla.

Stories follow a natural progression, finding journals or notes can fill in gaps, and if written well progress the story, a vicious cycle.
 
Incoming solutions:

Take out steel from forest and burnt. (Either replacing the blocks that give it, or tying the drop rate to biome/loot stage)
Stop dropping magazines for high tier stuff (especially crucible) in the lower biomes. Will need duplicating the magazine sets, as otherwise you'd just gather all of them before reading them, like lockpicking+forge ahead.

A permanent pine forest storm starts to expand from the center of the biome, pushing players out like an inverse battle royale. That's a great mechanic!
I actually would have no problem with Pine Forest storms that cause inconvenience instead of death. If it's a real bad storm, halve the weapon accuracy and movement speed. Make it a pain in the ■■■ to be out and about, but not a death sentence like the other Biomes. A bit more real world. Tied to the storm toggle, of course..
 
Most of the "progression issue" is that it has nothing to do with the player and everything to do with plotting a particular path through the game the developers are laying out. ("Go to these biomes in this order and meet these particular traders there.") It's where some people are coming by the impression, correct or no, that TFP are trying to force them to play a certain way for good reason: they're being asked to go and do things in a specific order. It feels forced, i.e. artificial. I'll try to explain....

Trader 'progression'; biome 'progression' has nothing to do with how players choose to navigate around a map in any other open world game I've ever seen. You can go anywhere in a BGS game, for example. Whether you're ready to face that Mr. Gutsy across the road from the Revere sattelite array or the Super Mutants in it is an different question because the enemies become progressively more difficult the further South you go in Fallout 4. If you don't level your character and gear first, you're liable to have a hard time of it. Same with Elden Ring. You can go to the Altus Plateau any time you like. Question is: do you really want to? (FromSoftware's restriction of the vast majority of weapons and sorceries and incantations in specific regions while leaving a few consolation prizes for every possible build in other biomes is a little dubious, but I digress.)

Levelling -- the character/avatar, gear, weapons -- is a separate concern from the way the player navigates the map, following their own curiosity, whim or quest marker or what have you. TFP seems to be trying to roll all of that into one sense of "progression." In fact, I get the impression too many concepts are being rolled into one in other aspects of the game as well.

It's been speculated trader and biome "progression" has something to do with the upcoming story implementation, but I don't see how. Those other forms of progression have little to nothing to do with that, either.
i get it but it would still make it better if they randomized the traders..but left in the progression... i mean who wants rekd every time you restart. Plus with the locked in progression...
 
i get it but it would still make it better if they randomized the traders..but left in the progression... i mean who wants rekd every time you restart. Plus with the locked in progression...
Yeah, that is why I make my maps with traders in random places instead of locked to their "approved" biome.
 
Je ne voudrais pas que survivre à la Horde soit obligatoire, sauf pour une seule d'entre elles. Passer quatre semaines rien que pour pouvoir être dans les Terres désolées sans subir de dégâts, c'est un peu trop. Dans beaucoup de fêtes, j'en ai fini à ce stade. De plus, ça fait beaucoup de smoothies qu'il faut essayer de gérer en pleine nuit de la Horde, à moins qu'ils ne les prolongent ou ne soient pas nécessaires pendant la nuit de la Horde. Et devoir reconstruire ma base de la Horde pour chaque biome ne serait pas quelque chose que je voudrais faire. Cela me permettra simplement de désactiver les dangers des biomes beaucoup plus rapidement.


J'aimerais voir un type de quête comme celui-ci, même s'il n'est pas lié aux dangers du biome.
ça + des énigme à résoudre genre trouver un coffre loot un zombie lire des indice ou en trouver pour arriver à sauver un pnj ou récupérer des ressources spéciales ou aidé un groupe de survivant à s'enfuire ou à survivre pendant une horde, ces idées sont bonnes pour les quete et serais sympa pour le jeu
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J'ai beaucoup cité, mais ce serait plus long que mes articles habituels. Alors…

L'esthétique est l'un des liens qui unissent, je suis d'accord, 2.0 donne l'impression d'essayer d'incorporer les fondements de l'histoire,
Commerçants. Je les ai dans des biomes alternatifs. Une idée, si la fondation d'un avant-poste commercial se trouve dans leur biome d'origine.
cela ferait-il une différence en termes de badge. Je n'ai pas encore commencé à tester le mod.

Les biomes et leur progression : j'aime que chaque biome soit problématique en soi. Chaque niveau supérieur augmente les enjeux.
J'aime bien l'idée de la quête chronométrée « préparer et combattre une horde ». Si on devait survivre à une horde et qu'on ajoutait un chronomètre, on aurait une durée de 24 heures.
Cycle, à la campagne. Mais j'aimerais une tempête dévastatrice et survivable, tout en amenant la horde. Je ferais souvent ces quêtes, surtout si
ils ont été définis sur des POI de niveau supérieur, lorsque vous accédez aux biomes de niveau supérieur.

Personnellement, je serais d'accord avec des tempêtes destructrices et survivables sur la lune de sang, encore en gravité par biome.
Je réactive toujours les vautours, car sinon leur présence me rappelle juste la chanson Oklahoma,
"cercles paresseux dans le ciel".

Un sondage basé sur la première phrase en gras sur 7dtd.com « COMBIEN DE TEMPS SURVIVREZ-VOUS ? » mais remplacez-la par « Combien de temps
« Tu t'attends à survivre ? »
Je joue en m'attendant à la mort de mon personnage. Ce n'est pas le cas de tous les joueurs.

L'une des réflexions que j'ai eues concernant le monde ouvert, l'histoire et toutes les options qui doivent être ajoutées, c'est si TFP exploitait le
Dossier Mods, si la plupart des modifications, inclusions ou exclusions sont principalement XML, ils peuvent alors utiliser leur propre modding prédéfini
format, et avoir juste des cases à cocher ou des étiquettes de choix dans l'interface utilisateur, je veux dire que 200 choix serait un peu trop, mais les points forts et les points faibles de l'histoire
En jeu ouvert, il pourrait être possible de choisir les cartes auxquelles elles sont attribuées. C'est essentiellement le cas actuellement, mais avec des paramètres spécifiques.
Pour chaque dossier associé. Il ne serait pas nécessaire de réécrire le XML de base à plusieurs reprises. Possibilités : ils pourraient en contenir 10.
Différentes variations et combinaisons de genres, sans avoir à reconstruire le XML de base. Le mélange serait strictement conforme
aux choix du joueur. Car, à première vue, les traits et avantages spécifiques au genre ne sont que des mods ajoutés à la version originale de TFP.

Les histoires suivent une progression naturelle, trouver des journaux ou des notes peut combler les lacunes, et si elles sont bien écrites, faire progresser l'histoire, un cercle vicieux.
j'aime beaucoup certaines de tes idées elle rendra le jeu tellement plus sensationnel
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Comme d'habitude, ce sont les détails qui rendent l'histoire géniale ou oubliable. La quête du « fetch » peut être rendue passionnante par de bons dialogues. « Le Faucon maltais » raconte l'histoire d'un McGuffin, comme tous les films Transformers, mais un seul de ces films est un classique.

J'espère qu'ils utiliseront des points d'intérêt spécialement conçus pour être nettoyés et inspectés afin de trouver des indices sur l'histoire. Avec des détails à communiquer et à interpréter. Mais en réalité, chaque personnage doit pouvoir aller jusqu'au bout, donc ces détails seront entièrement facultatifs. Comme Roland l'a déjà dit il y a longtemps, n'attendez pas trop de l'histoire.
au contraire si ton idée d'inspecter des lieux et d'interpréter des choix ou des indices était possible pour progresser dans le jeu cela rendrais l'histoire très attrayante, ca a un peu une ambiance de quete mmo classique avec une progression dans une grande histoire prenante ou le joueur s'investirais pour atteindre un objectif ambitieux mais assez prometteur quand a son propre monde, enfin après c'est ce que j'aime moi, personnellement
 
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au contraire si ton idée d'inspecter des lieux et d'interpréter des choix ou des indices était possible pour progresser dans le jeu cela rendrais l'histoire très attrayante, ca a un peu une ambiance de quete mmo classique avec une progression dans une grande histoire prenante ou le joueur s'investirais pour atteindre un objectif ambitieux mais assez prometteur quand a son propre monde, enfin après c'est ce que j'aime moi, personnellement

MMO? I only have played World of Warcraft, so my experience is kind of limited, but you could get through the whole game with just running headlessly around and killing everything. Without ever inspecting one clue, all texts were entirely optional to read.

WoW is a very good example of a game where even a dimwitted 8 year old kid could solve everything and get to the end of the game by just following big yellow signs.

And I very much suspect that TFP wants that as well, the base game may have clues and hints and a story, but nobody will need to look at any of that, it will be entirely sufficient to follow signs popping up on your screen.
 
MMO ? Je n'ai joué qu'à World of Warcraft, donc mon expérience est plutôt limitée, mais on pouvait terminer le jeu en entier en courant sans réfléchir et en tuant tout le monde. Sans jamais inspecter un seul indice, la lecture de tous les textes était entièrement facultative.

WoW est un très bon exemple de jeu où même un enfant de 8 ans un peu idiot pourrait tout résoudre et arriver à la fin du jeu en suivant simplement les gros panneaux jaunes.

Et je soupçonne fortement que TFP veut cela aussi, le jeu de base peut avoir des indices et des allusions et une histoire, mais personne n'aura besoin de regarder tout cela, il suffira entièrement de suivre les panneaux qui apparaissent sur votre écran.
Non moi j'ai bien joué et je peux me permettre de comparer et d'en parler j'ai de l'expérience, parfois il y a des enquêtes dans wow, recherche de zone et d'objets cachés
 
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