Perk and level/xp system should leave

So removing it would have zero effect on you unless you can't help yourself and you just have to get the perk because it's there.
I generally don't offer suggestions for myself, but because I think they would be a net positive for the game overall. Now those two things often overlap but not exclusively. I don't like several things,
Anyhow, yes, you can choose to request something. But everyone who disagrees can also choose to disagree. And considering you started out by saying it was a favorite perk for people but should still be removed... well, you're going to get people who are going to really oppose such a suggestion and you should expect that.
I don't mind people challenging me on my posts, but I prefer people to challenge the idea and not the intent of the poster. These forums have attracted a lot of negativity lately and it's not healthy for the developers or moderators.
There's no gameplay value to having to run around through a POI to the ground floor from 10+ levels up.
That is a level design issue more than needing a perk to avoid the boredom of having to backtrack down.
 
That is a level design issue more than needing a perk to avoid the boredom of having to backtrack down.
Unless your suggestion is to design a skyscraper POI so that you have to go to the top and then back to the bottom during the course of completing it, which also puts the loot room on the first floor making it easy to cheese, then no design is going to make it so you don't have to go back down from a top floor. Even if you had a stairwell going all the way down, you're still going to spend time running in circles down a dozen flights of stairs. Other than realism, there's no actual value in that. Jumping off to avoid wasting time doing that is a valid choice.

Now, I'd be fine if they added a parachute that you could use so it's more realistic, but I don't think we'd see that. And if it's very slow to descend, it's again just an improvement for realism and leaves you still having to wait versus jumping.

Considering the vast number of unrealistic things in this game, I don't really see a problem with this. And considering it is very easy to just not do it, there's also no reason to take away enjoyment for other people just because you feel it is unrealistic.
 
Unless your suggestion is to design a skyscraper POI so that you have to go to the top and then back to the bottom during the course of completing it, which also puts the loot room on the first floor making it easy to cheese, then no design is going to make it so you don't have to go back down from a top floor. Even if you had a stairwell going all the way down, you're still going to spend time running in circles down a dozen flights of stairs. Other than realism, there's no actual value in that. Jumping off to avoid wasting time doing that is a valid choice.
If it were up to me I would get rid of loot rooms in general for a whole different host of reasons. I think there are some POIs that double back within the POI to a lower floor or basement but in general tier 5 POIs are generally not worth running outside of enjoyment IMO.
Considering the vast number of unrealistic things in this game, I don't really see a problem with this. And considering it is very easy to just not do it, there's also no reason to take away enjoyment for other people just because you feel it is unrealistic.
I don't get the skill myself, I was more thinking of the game structure. I think the game, overall, would just be better if it focused on a "reality". It can be a reality where there are super heroes, or dragons, or zombies, or a post-1950's nuclear explosion. I think it's story telling 101 and what separates a quality RPG from something like Fortnite or the new CoD.

For the record I am not suggesting the game would be bad with the perk in it, but rather I think it would be better if it focused on a shared reality
 
If it were up to me I would get rid of loot rooms in general for a whole different host of reasons. I think there are some POIs that double back within the POI to a lower floor or basement but in general tier 5 POIs are generally not worth running outside of enjoyment IMO.

I don't get the skill myself, I was more thinking of the game structure. I think the game, overall, would just be better if it focused on a "reality". It can be a reality where there are super heroes, or dragons, or zombies, or a post-1950's nuclear explosion. I think it's story telling 101 and what separates a quality RPG from something like Fortnite or the new CoD.

For the record I am not suggesting the game would be bad with the perk in it, but rather I think it would be better if it focused on a shared reality
Yea - need to get rid of loot rooms too! Its so idiotic
 
Yea - need to get rid of loot rooms too! Its so idiotic

That would only fix a problem by causing another one. If there was no loot room, most POIs wouldn't be worth looting. Unless you needed some specific ressource or tool, most people would just spam loot gun stores/gun range/army bases etc.
 
That would only fix a problem by causing another one. If there was no loot room, most POIs wouldn't be worth looting. Unless you needed some specific ressource or tool, most people would just spam loot gun stores/gun range/army bases etc.
Loot could be seperated in to different poi areas so in order to get 100% u will need to clean entire location! Right now if players knows every loot room location - can just bypass antire POI! Need to get rid of that terrible gamedesign game has now
 
Loot could be seperated in to different poi areas so in order to get 100% u will need to clean entire location! Right now if players knows every loot room location - can just bypass antire POI! Need to get rid of that terrible gamedesign game has now

There are already multiple "loot rooms" (with a main one at the end) in most POIs. There are crates, safes, gun safes, loot piles scattered throughout.

Even you solution doesn't eliminate the straight to loot problem, it would just mean they would have to go to 2+ spots instead of one to get the loot. There are still people that will ignore parts of the POI no matter how many loot rooms you make.
 
There are already multiple "loot rooms" (with a main one at the end) in most POIs. There are crates, safes, gun safes, loot piles scattered throughout.

Even you solution doesn't eliminate the straight to loot problem, it would just mean they would have to go to 2+ spots instead of one to get the loot. There are still people that will ignore parts of the POI no matter how many loot rooms you make.
So then the amount of zombies there could be reduced to compensate of removed main loot room! Dont create problems out of nothing
 
Then there is no problems at all from removed loot rooms! How can i understand if you dont explain normally - why?

I don't think the issue here is my explanation. Let me try again.

Current: 1 main loot pile and loot scattered throughout

Your solution: Several smaller loot piles and loot scattered throughout

People that only went to the main loot will just learn where the "smaller loot piles" are and go directly to them, still ignoring the rest of the POI.
 
So fragments of a loot in every room, that you can combine and make a big loot? But this only makes sense for single items.

Or an old fashion loot locker that the "survivor" left with X amount of chains and locks on it.

X=Amount of rooms in the PoI.

Ergo if the locker was made with 10 locks, the PoI should have about 10 different "rooms" "areas" to be looked at for each key.

Or "if" it was a single lock with combo then each area would have the one digit to compile the "however many digits needed" lock combo.

Or.......I dont know /shrugs.
 
So fragments of a loot in every room, that you can combine and make a big loot? But this only makes sense for single items.

Or an old fashion loot locker that the "survivor" left with X amount of chains and locks on it.

X=Amount of rooms in the PoI.

Ergo if the locker was made with 10 locks, the PoI should have about 10 different "rooms" "areas" to be looked at for each key.

Or "if" it was a single lock with combo then each area would have the one digit to compile the "however many digits needed" lock combo.

Or.......I dont know /shrugs.

I believe the point was that instead of having the loot chest, crates and ammo/med/food pile in a single "end" room, it would be split along the POI.

Now, unless they split the big chest into smaller ones (that still give the same quality just less quantity), you would still have a "main" loot as the chest is usually the best stuff.

Or you could remove chests entirely and just put crates and safes everywhere, but I don't see this as an improvement.

I've also seen in the past the proposition of having the main loot spawn in one of several possible "loot rooms" but again, not sure that fixes it.
 
I believe the point was that instead of having the loot chest, crates and ammo/med/food pile in a single "end" room, it would be split along the POI.

Now, unless they split the big chest into smaller ones (that still give the same quality just less quantity), you would still have a "main" loot as the chest is usually the best stuff.

Or you could remove chests entirely and just put crates and safes everywhere, but I don't see this as an improvement.

I've also seen in the past the proposition of having the main loot spawn in one of several possible "loot rooms" but again, not sure that fixes it.

As a player who usually ignores the trader quest treadmill; dungeon style POI or not, I will cheese loot when, where, and how much at my whim.
 
On the topic of loot rooms - what purpose do they really serve? I know one of the aspects is RPG, but I don't think an aspect is meant to be dungeon crawling.

7DTD is meant to be a survival game, right? Doesn't it make more sense to scavenge buildings, rather than go in expecting a loot room? I know some locations might have a main storage area, like a gun factory, or a bank, etc. But how many houses do you see in real life with every important item in a single room? Who's putting those Shotgun Messiah and Shamway crates in every house?
 
On the topic of loot rooms - what purpose do they really serve? I know one of the aspects is RPG, but I don't think an aspect is meant to be dungeon crawling.

7DTD is meant to be a survival game, right? Doesn't it make more sense to scavenge buildings, rather than go in expecting a loot room? I know some locations might have a main storage area, like a gun factory, or a bank, etc. But how many houses do you see in real life with every important item in a single room? Who's putting those Shotgun Messiah and Shamway crates in every house?
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On the topic of loot rooms - what purpose do they really serve? I know one of the aspects is RPG, but I don't think an aspect is meant to be dungeon crawling.

7DTD is meant to be a survival game, right? Doesn't it make more sense to scavenge buildings, rather than go in expecting a loot room? I know some locations might have a main storage area, like a gun factory, or a bank, etc. But how many houses do you see in real life with every important item in a single room? Who's putting those Shotgun Messiah and Shamway crates in every house?

I mean, dungeon crawling is part of pretty much every RPG.

Also, who would loot houses past the first few days if it was all just cupboards and nighstands?

You'd go to commercial/industrial POI as soon as possible.
 
The devs refer to POIs as dungeons all the time. I think it is pretty clear that the creators of this game do not see it as purely a survival sim but as a hybrid of genres with RPG being one of the core genres and the fact that there are loot rooms in every dungeon is very intentional. tbh, it is pretty silly to have to explain this to longtime players in 2025. It's probably time to modify expectations and assumptions that this game is a pure survival game and come to terms with the reality that it has a major RPG footprint in its design.

The "OMG, isn't 7 Days a survival game?" reactions seem more in place for a 2015 thread when RPG elements first started appearing in the game and not 10 years later....
 
If I want a zombie game where you level up by using action skills, I would play Project Zomboid.

If I want a zombie game with perks to improve my character skills, I would play 7 days to die

Current PZ total playtime - 450 hours
Current 7D2D playtime - 4700 hours
 
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