V3.0.0 b259 EXP Update

Ugh. Now they are considering removing more things to pander to the casual newbie crowd? Is this BI's influence? Either way, it's a sad state we are in when we can't have even the smallest chance of difficulty in the game. You want to make it so these players can't be killed? Add a game option to remove those from those POI. Leave them in for everyone else. It can even be enabled by default so people aren't surprised if that is really that big of a problem. Otherwise, let people grow a backbone and deal with a very rare potential surprise death due to those bears and dire wolves. If they can't handle that and rage quit, then so be it. There really aren't that many players who would do that. Maybe if it kept happening, but with the rarity of these, it wouldn't. I've quit games that were excessively difficult to where you have to keep doing the same thing repeatedly until you figure out just the right way to do something to manage to defeat the enemy. But that isn't the issue here.

#BringBackTheBear :D

As a side note, it's understandable to have removed the bear from that bigger, questable neighborhood construction POI because that POI can take a lot of effort to clear and having that bear at the end loot can be too much of a "■■■■ you" to the player. The Kodiak construction POI is much more of a nothing situation, so having the bear makes that POI special in a good way.

The boar makes that POI a bore.
Did they remove that, too? Why? That's not a low tier POI. That bear should be in that garage. Stop cheapening the game.

Looks like we'll need someone to add the original POIs (with bears and dire wolves) back to the game in a POI pack so we can use those and delete these kindergarten versions.
 
The construction one isn't even a questable POI. If you get in over your head with the bear, just run away. There are plenty of easy to reach areas in that POI that are safe from the bear or at least that force the bear to take a longer route that allows you plenty of time to run away.
Worst-case scenario you die, and then you recognize that POI for as long as you continue playing 7DTD and know what to expect.

I mean, if that ended a permadeath run, that would suck, but who's playing permadeath already in 7DTD and isn't aware of that POI and the fact that the bear is in that tunnel/bottom area?
 
Did they remove that, too? Why? That's not a low tier POI.
Exactly. On higher difficulties you can spend a lot of time trying to clear that POI, especially since I've only seen it spawn in the Wasteland. Getting to the end loot and having to face a zombie bear is too gratuitous and exhausting. It's not fun. It becomes a chore. Excessive brute force difficulty becomes more boring than engaging. I skip a good amount of tier V and VI POI quests because of how excessive and also how repetitive they are.

A lot of the newer ones are really good though. Area 7 is around the top of my list.

And I think the bear was removed a long time ago.
 
I get it, but now Siphoning Strikes and the Fortifying Grip are about as worthless as Healing Factor.
Extremely HARD disagree on Siphoning Strikes, this perk is the most bustered OP perk for healing, I've been advocating for the healing amount to be halved since it was added. Because even getting 5hp per melee kill will help keep you topped up. It's free healing without burning through food or water.

As for Fortifying Grip, before this update, you could literally go through the whole game without needing to eat as you'd keep healing off the starvation damage.
 
A better compromise might be to add a Bear Cub, small bear, baby bear, or whatever its called.

This way it can keep its Kodiak namesake intact and be more balanced.

There already is a small bear in the game. Not sure on the stats of it though (HP, damage).
Post automatically merged:

Extremely HARD disagree on Siphoning Strikes, this perk is the most bustered OP perk for healing, I've been advocating for the healing amount to be halved since it was added. Because even getting 5hp per melee kill will help keep you topped up. It's free healing without burning through food or water.

As for Fortifying Grip, before this update, you could literally go through the whole game without needing to eat as you'd keep healing off the starvation damage.

Not to mention it makes the Healing Factor perk even more obsolete in my opinion.

I believe the sole purpose for the introduction of these perks were because of the introduction of the elite zombies in 2.0. Here's the problem: You can get these perks much sooner than they appear.
 
  • House_construction_02 replaced bear sleeper placement with animal boar for difficulty balancing

The bear below the construction site was way too iconic imo, real shame it's removed now. I hope you reconsider and bring it back. For balance, you could simply increase the POI difficulty by 1–2 red skulls. Otherwise, all these changes & options in the 3.0+ updates feel amazing! The game is finally becoming the true sandbox everyone wanted.

More sandbox toggles I'd personally love to see next:
  • Wandering Horde Size
  • Wandering Horde Frequency
  • Wandering Horde Lootbag Drop Chance
  • Bloodmoon Vulture Attacks - Disabled / Target Vehicles Only (Default) / Target Always
  • Special Biome Zombie Spawn Rate - Reduce or increase amount of chucks / plaguespitters / mutants in the wild.

  • Schematic Abundance
  • Mod Abundance
  • Salvage Yield - similar to ore yield, but for cars/pipes/electronics.
  • Wood Yield - same for trees and bushes.
  • Honey Yield - a lot of players would like to change the drop percentages of honey from stumps.
  • Bee Spawn Chance
  • Crop Auto Replant - Enabled / Disabled. Harvesting mature crops make a new seed spawn automatically.
  • Crop Pickup - If enabled, you can collect mature crops by pressing E. Will make farming super comfortable when combined with Crop Replant setting.

  • Trap Player Damage - when set to 0% traps are safe for players.
  • Trap Zombie Damage
  • Trap Pickup - If enabled, you can collect traps with full durability by pressing E.
  • Storm Damage - 100% is default, you can lower or disable it.
  • Temperature Damage - If set above 0%(default), players can freeze/overheat to death.
  • Player Injuries Chance - Configure how often injuries occur. Affects mostly zombie-inflicted injuries.
Some more fun / challenge settings, most are disabled by default:
  • Air Drop Horde Spawn Chance - when looting an air drop determines chance to summon a wandering horde
  • Minefield - Random landmines can spawn throughout the world in any biome, replacing small grass, rocks, or plants.
  • Radiated Water – You receive damage and the Radiation effect while swimming or standing in water, or while exposed to rain.
  • Solar Apocalypse – You burn in direct sunlight during the daytime. Desert-only challenges will feel so much different with this setting.
  • Exploding Zombies. Yep, when they die, they have chance to explode.
Most of these settings would be relatively easy to add to the game, yet they would massively increase its replayability. They would also lead to even more game Presets that would genuinely feel distinct from one another. Speaking of presets, please replace the current half-AI slop icons. They don't fit the game's style at all. Even simple screenshots of in-game locations or zombie models would look much better and feel far more fitting tbf.
 
Extremely HARD disagree on Siphoning Strikes, this perk is the most bustered OP perk for healing, I've been advocating for the healing amount to be halved since it was added. Because even getting 5hp per melee kill will help keep you topped up. It's free healing without burning through food or water.
Yeah I’m gonna be honest it absolutely was one of the strongest perks in the game, especially on default settings. You didn’t even need to spec that hard into the perk; on my Nomad playthrough, I’ve only specced into the perk once, and I think I’ve had to use like 4 bandages total in ~30 days. The 2 HP healing you get is way more than enough to get through most tier 1-3 POIs without having a net negative in low quality light armor, and I was able to get through most T4’s in another playthrough when I specced into proper gear.

Really, the only thing I think needs adjustments is just giving something like healing factor a side benefit where it reduces the amount of food and water you use to heal. That way it keeps it’s merit in recovering health passively, but also doesn’t obliterate your food and water as much if you spec all the way into it. I think it would be a pretty solid middle ground.
 
Last edited:
Siphoning is still a crazy good perk even if it requires you to be hydrated/fed now. Haven't played 3.0 in full yet, but does that mean the healing from it comes at a cost of food? Because that would be a terrible nerf to it. Would end up having to literally eat stacks of food during late game BM hordes, lul.

Would also love to see the Healing Factor perk be less of a noob trap. Maybe rather than have it decrease the intervals between 1 hp ticks, just bump up the amount that the natural healing occurs by default (90 seconds iirc). Something to give me reason to increase it past 3/5 at end game levels (because 5/5 is almost as bad at end game as 1/5 on day 1 in terms of constantly being hungry).
 
...I love it when people say this. 😆
I know what I'm talking about, because I've been modding several survival games for many years now, and I did a lot of rebalancing for our 7 Days to Die playthrough with friends. Yep, it was mostly xml editing and there are indeed some settings that I don't know how to implement. At the same time, most of them could be implemented without much difficulty, thanks to the groundwork the developers have already done with the existing toggles in 3.0.
 
Really, the only thing I think needs adjustments is just giving something like healing factor a side benefit where it reduces the amount of food and water you use to heal.
Iron gut reduces 3 of the 4 methods for health regen and stamina regen reducing food and water.

<passive_effect name="WaterLossPerHealthPointGained" operation="perc_add" level="1,5" value="-.05,-.25"/>
<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" level="1,5" value="-.05,-.25"/>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" level="1,5" value="-.05,-.25"/>

The one it doesn't help reduce is food loss from health regen. So if they included that into iron gut, it would make passive healing not cost as much food, making iron gut more valuable. I personally only use iron gut for the consumable buff duration increase.
 
Any clue what setting these to "very high" at the same time does? The little blurb it gives us doesn't really help me understand. I'm assuming very high amplifies those settings...? But the "global" settings seem to be throwing me off. Is setting those to 'very high" make it easier/harder?

Biome Loot Stage (best loot found in the wasteland, worst loot found in the forest)
Global Loot Stage ---no clue---"global multiplier applied to player loot stage"
Poi Loot Stage--higher tier POIs have better loot
Global Game Stage (for instance, days survived... we do permadeath, so, if its day 100 but we just died and its our first day surviving..?)
Biome Game State (I understand what this means, wasteland most powerful zombies, forest has the normie zombies mostly)
 
Back
Top