Kalnazzar
Refugee
First off, I want to say thank you to The Fun Pimps for the Town Hall livestream. That event was one of your best community moments. You’ve posted responses before, but seeing you face-to-face and hearing your thoughts directly was far more impactful. It really means a lot—thank you again for taking the time.
Farming – Let Both Systems Exist
Farming was simplified for players who prefer low-maintenance AFK gameplay, and that’s totally fine. But the older, hands-on farming system (tilling, fertilizing, watering) gave players like me more involvement and immersion. Why not offer both as valid paths?
Ideas to expand hands-on farming:
- Bring back hoeing and fertilizing for improved yields.
- Rain or irrigation could supply water, using dew collectors + pipes, buckets, or sprinkler systems.
- Let us build underground farms using UV lights powered by electricity.
The current system is great for convenience. But player agency means offering multiple gameplay paths—not removing one to simplify another. A sandbox thrives on choice.
Water & Jars – Simplified Too Far
The Dew Collector feels like a stamina timer from a mobile game: passive, slow, and unrewarding. Glass jars added immersion—gathering, purifying, and managing risk.
Instead of replacing jars, why not let both exist?
Balance suggestion:
- Jars can break (crit hits, falls, etc.), adding risk.
- Water collection can be harder with toxicity/radiation, requiring purification.
- Dew Collectors remain for players who prefer hands-off collection.
Survival Station Idea:
A Multi-Stage Water Purification Station, with crafted tool components that degrade based on how toxic the source is. More polluted = more stages used. Tools like:
- Sediment Filters – Gravel, sand, mesh
- Charcoal Layer – Removes chemicals
- Distillation Chamber – Removes salts and microbes
- Ion Resin/Ceramic – Removes radiation traces
- UV Light (optional) – Kills final pathogens
Water source + survival depth = immersive and rewarding gameplay loop.
Learn by Doing – A Hybrid System Would Shine
Removing Learn by Doing lost something special. Magazine progression is solid for unlocking things, but skill growth should still come from actual gameplay.
Why not a hybrid system?
Magazines unlock tools, weapons, food, etc.
Usage = skill growth. The more you use a weapon, the better you are with it.
Combat use improves passive stats (speed, stamina, knockback, etc.)
Unlock Techniques with mastery—like a rifle knockback skill when enemies get close.
Gunsmithing & Crafting Mastery
Bring depth to weapon crafting. A Gunsmithing Workbench and a separate Bullet Press Station would be amazing additions.
- Crafting parts improves Gunsmithing skill.
- Better skill = higher quality components.
- Magazines unlock part types, but your output quality comes from practice.
- Legendary weapons are earned, not just found.
Final Thoughts
This isn’t about reverting everything—it’s about offering paths. Old and new systems can coexist. Farming, water, and crafting can all offer depth without alienating new players. What’s made 7DTD last for years isn’t just the survival—it’s the freedom to survive in your own way. Keep that spirit alive, and we’ll keep playing.