PC V2.2 b3 EXP

Those advocating to keep making the game harder & harder need to realize the game isn't getting any easier, you're just getting better at it.

Increasing the difficulty or adding annoyances could backfire by driving away new players.
Rooster Gold. We meet again.

From my perspective, as someone that wants the game to be more difficult, or maybe more punishing...I think early game is very good as is.

It's more so that the game gets too easy or forgiving as you get into mid and late game. BUT with my latest encounters with more charged zombies...they are BRUTAL! So they put the game in a better place in terms of difficulty or maybe I did something wrong with my charged zombies and they're hitting too hard. I like it though, because it definitely keeps me on my toes.

And I don't mean difficulty as in requiring great aim and catlike reflexes. Zombies are generally known as very physically weak, but very dangerous. I think the difficulty should rest completely on the player's preparedness where even small mistakes could result in big problems for the player. With the new zombie variants I think it's getting better though.
 
Late reply - but just so everyone knows, biome spawns are not gamestaged. They are always the same regardless of any player's progression.

They do have different spawns according to location (urban/rural) and time of day (day/night) but that's it.

Now, don't get me wrong, I would love it if TFP added game staging to biome spawns. But it's a new feature rather than balancing an existing feature, and new features are far less likely to make it into the game at this point.

Just FYI.
Interesting. What then changes a Screamer spawn in the same biome from basic grey/non-radiated to green/radiated? Is has to be connected to your current level. How are Level and Gamestage connected? Are they the same, similar or different?
 
Interesting. What then changes a Screamer spawn in the same biome from basic grey/non-radiated to green/radiated? Is has to be connected to your current level. How are Level and Gamestage connected? Are they the same, similar or different?

Screamer spawns are completely independent of biome spawns. A screamer spawn will result in the same zombies in the pine forest as in the wasteland.

Now, this is all gamestaged, and you may have a higher gamestage in the wasteland than you do in the pine forest. (I'm not sure how this works with the new experimental. It's not been out long enough for me to test - but in 2.1 gamestage is influenced by biome.)

But it is by gamestage, and not directly by biome.

Gamestage is calculated by overall party level (in MP), and by how many days you've survived. It used to be documented in XML.txt but maybe it was removed.

Still - if you just died, your gamestage is equal to your player level. It is more if you didn't die.
 
Rooster Gold. We meet again.

From my perspective, as someone that wants the game to be more difficult, or maybe more punishing...I think early game is very good as is.

It's more so that the game gets too easy or forgiving as you get into mid and late game. BUT with my latest encounters with more charged zombies...they are BRUTAL! So they put the game in a better place in terms of difficulty or maybe I did something wrong with my charged zombies and they're hitting too hard. I like it though, because it definitely keeps me on my toes.

And I don't mean difficulty as in requiring great aim and catlike reflexes. Zombies are generally known as very physically weak, but very dangerous. I think the difficulty should rest completely on the player's preparedness where even small mistakes could result in big problems for the player. With the new zombie variants I think it's getting better though.
I could be wrong, but the loot abundance seems to be balanced for multiplayer.

Having loot amount settings for 1-8 players could solve some of the late game issues.

Bandits also might change the dynamic as far as being challenged mid to late game.
 
Guys, how do you like the idea of adding a perk to the hunter that will give 5% additional damage from dismemberment and vanshot at each level, since this perk is very weak and is not studied in 99% of cases?
 
something is not adding up here...
A) i do not like this perk at all having the ability to stop fall damage
B) the perk eliminates the need to have impact bracing mod and impact bracing mod is still in the game

Screenshot 2025-08-03 093951.png
Screenshot 2025-08-03 094421.png
 
something is not adding up here...
A) i do not like this perk at all having the ability to stop fall damage
B) the perk eliminates the need to have impact bracing mod and impact bracing mod is still in the game

View attachment 36042
View attachment 36043
With maxed out Pack Mule, your entire inventory is unlocked, yet pocket mods still exist in the game. Does this bother you as well?
 
Difficulty sliders? We already have plenty of those.
If it's too easy, then people can use the Insane setting for zombies and turn on Feral so that they detect you from far away. Not enough, then make them Run all the time (Day, Night, Feral and Horde Night). And they can go spend more time in big cities in the Wasteland if they want a bigger challenge.

Is there anything else that you want?
Then make something for the even harder core players (not for me personally but too each own)
  • Extream
  • Extream nightmare speed
  • Extra Feral sense
But we dont have sliders for everything (yet) like what they talked about in the dev stream for things like food, water, ammo, magazines, etc. Can you do that right now??

But changing difficulty doesn't do much aside from increase damage/hp of zombies.

And like what i was talking about like state of decay. Create your own apocalypses. Settings that allow new additions and changes depending on what you want
  • Casual: basic survival with your buddies. Map, watch, time. Simple water collection, temperature etc
Up too
  • Extream: no map, watch, timer (must find them) extream temperature, more complex water cleaning, faster infection speeds etc.

Sliders i think will really help out and if they had overhaul difficulty that changed spawns and how at times the game plays. It would make many camps happy.

The devs say "there's alot you can do challenge wise" but more choice is always good.

And to Harp on a point you made earlier same for golden rooster, "to make it welcoming to newer players, your getting better at the game"

  1. difficulty sliders and or overhaul settings would allow challenge to any players without forcing it on new players unless they mess with the setting (in that case it's their fault)
  2. It's suppose to be a survival game, you generally should know what your going into, things will be slightly difficult.
  3. I and im sure many others have no problem with some noobs friendly features . Spawning in the forest only, having tool tips/guide note system, etc all very helpful and nice to have. But things like little to no danger in the forest isn't nice (then again that's what my hypothetical difficulty overhaul would do)
  4. Yes the game has gotten more popular sense 1.0 and more. But simply its because the game is getting more well known and told around. It's a nice size game so of course people will at least see/hear about it. Ether by friends, videos etc..if alpha 16 was 1.0 then im sure it would be in the same place. Look at the old console version for example. It was very very popular
 
Well said. As the gatekeepers to their own creation, The Pimps at some point have to draw a line in the sand. Not everyone can be or should be pleased. The developers get the final say.

The continued development of the game along with experimental versions should provide enough feedback to determine the overall pulse of the community to weed out what's considered fun and what's not.
Agreed and while yes we can try too make things or suggest things it's really up too them but in cases like 2.0 how that's was admittedly kinda a bummer for many people they are going back and fixing it. Yes it's there game but we are the people Playing it.

And switching the type of game mid development isnt/wasn't a good idea really. And many people dislike the changes simply because older systems were better but flawed. I've said this before and ill die on this hill.

If 7dtd came out Right now as 1.0 people wouldn't complain as much about many futures. Because there was no other examples. No armor/clothing, jars, etc
 
With maxed out Pack Mule, your entire inventory is unlocked, yet pocket mods still exist in the game. Does this bother you as well?
carrying items and falling are two complete different things
it doesnt matter what reality you live in, jumping out of a gyro at sky limit and hitting the ground with no damage makes 0 sense
 
carrying items and falling are two complete different things
it doesnt matter what reality you live in, jumping out of a gyro at sky limit and hitting the ground with no damage makes 0 sense
You mean like taking Oh ■■■■z drops or reading a book and carrying 5000 Dukes around in order to mitigate fall distance? I personally don't see how one is so different from the other that it breaks immersion.
 
You mean like taking Oh ■■■■z drops or reading a book and carrying 5000 Dukes around in order to mitigate fall distance? I personally don't see how one is so different from the other that it breaks immersion.

You're right about that. Fortunately there's a mod that brings fall damage back down to earth. It's one of those mods that I simply won't play without. Can't remember if it makes any changes to Oh ■■■■z candy, though.
 
something is not adding up here...
A) i do not like this perk at all having the ability to stop fall damage
B) the perk eliminates the need to have impact bracing mod and impact bracing mod is still in the game

A) That's your opinion, and others have a different opinion.
b) That isn't unique to this perk. Other things in the game become unnecessary if you perk into something or read something. There isn't anything wrong with having options. Not everyone uses Parkour. In fact, many don't because they don't like dealing with the problems jumping into windows when using it. So they have alternative options to help with fall damage. Having options is good.

In any case, this is hardly a big deal. Even before that was added, I could jump off the top of a skyscraper. I might make myself bounce a couple times off the side of it on the way down to avoid taking damage, but it wasn't exactly difficult. And what benefit beyond an easy way to get back to the ground after completing a POI does this provide? Not really any. You aren't going to take fall damage from pretty much anything else you do in the game when using any of the other options for limiting fall damage. This doesn't really help you avoid dying in the game. It just makes it more convenient to quickly get back to the ground after completing tall POI. If you don't care about that, the other fall damage protection options that have been in the game for years will already protect you from taking damage falling.
 
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