PC 7 Days to Die Goals and Stretch Goals

+1I'm hesitant to make any suggestions to make the game harder, because I don't want to look like a douchebag who's trying to ruin other people's fun :D
Pft, who cares what they think, It's a suggestion. It doesn't mean it'll be in the game, or maybe it will?... who knows!

If they don't like it... "Let them eat cake!" ;)

 
+1I'm hesitant to make any suggestions to make the game harder, because I don't want to look like a douchebag who's trying to ruin other people's fun :D
Don't be, just start your post with "let's have an option to..." - it is the politically correct way to start a post, however it is possible that the devs are dying inside a little every time they see a post about a new option.

What is more eloquent than “creative”?
Uhhh.... demiurgic? :p

 
Combine is coming back?
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...and very surprised to find that rocks distract horde night zeds in a game last night...
Yeah.. Rocks can be distracting :)

Tell my wife that when we're hiking in the hills/mountains.

 
Day and Night Game Play - Spend the day looting, mining, crafting and building up your forts defenses as light slows down and weakens the zombies. Hold up somewhere safe at night as the lunar cycle speeds up and strengthens the zombies. 


Sadly, the fear of nights is gone with a17. There is so little roaming random zombies with a16 and a17 that nights are very easy. Only the very first week of starting a game are nights really a fear. After you get a little armor and a decent weapon, tis not a big deal anymore.


 


Yeah what the hell happened? For a zombie apocalypse there sure are not that many actual zombies about in the world. And 99% of them are indoors hiding in cupboards. WTF? I've said it before, and I will say it again, we need 10x more wandering hordes and general zombies out in the wild.....AT LEAST.

The Walking Dead series would have been cancelled after a few episodes if it had this few actual zombies in it.

 
Iam very looking forward to:

-domesticate animals (think about the cute little zombie-bear-babies LOL - just joking) (rabbits,deer,chickens,wolfs,..)

-NPC's and bandits - also maybe nomad-road-traders !?

-maybe fishing comes with the new A18wateroverhaul ?

-the duke of Navezgane (also for rwg pls!)

-working on performance (microstutters)

(-working on world-editor and POI-editor)

because then the game is gold IMO

 
Possibly. lol :)
But I'm not so cynical. I still believe that they plan to do more than what you described in this area. Remember that these are goals and not statements of what they are claiming to have already done. Even Guppy's lock argument won't hold water when they add vehicle mods to the game.
It's not my argument. It's madmoles. Except for he use the basket as an example. I updated his example to fit the current game since they removed baskets.

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Horses would be great.
Medieval mod has horses. Just saying. :)

 
+1I'm hesitant to make any suggestions to make the game harder, because I don't want to look like a douchebag who's trying to ruin other people's fun :D
I'm not.

Rage zombies. At 50% health and below, they start to Sprint.

...never died so many glorious deaths in all my game time until I installed that modlet...

 
Yeah what the hell happened? For a zombie apocalypse there sure are not that many actual zombies about in the world. And 99% of them are indoors hiding in cupboards. WTF? I've said it before, and I will say it again, we need 10x more wandering hordes and general zombies out in the wild.....AT LEAST.
The Walking Dead series would have been cancelled after a few episodes if it had this few actual zombies in it.
This was discussed/critizised here many many times. Because of the heavy FPS toll of zombie NPCs in Unity TFP can't go for massive amounts of zombies so they had to adopt "quality" (more HP and damage per individual zombie) over quantity. This limitation is even more important now in A17. There are recent ideas floating around that might help here:

1) zombies without detailed limb movement simulation which is built in and provided by Unity, something Fataal is thinking about trying out (if he can find the time). (https://7daystodie.com/forums/showthread.php?87756-The-Official-A17-Developer-s-Diary-for-Developers&p=925382&viewfull=1#post925382 and https://7daystodie.com/forums/showthread.php?87756-The-Official-A17-Developer-s-Diary-for-Developers&p=939036&viewfull=1#post939036)

2) having a group of zombies simulated was proposed by a player (https://7daystodie.com/forums/showthread.php?106083-A-suggestion-to-solve-the-BIG-problem). You might be interested in reading this thread even thought the idea is very unlikely to get implemented because it needs a lot of new code just to reach a state to assess its viability. And that runs counter to their plans to transit into beta slowly.

 
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I'm not.
Rage zombies. At 50% health and below, they start to Sprint.

...never died so many glorious deaths in all my game time until I installed that modlet...
Yep, something so simple, and can be expanded upon in other areas.

Couple that with the random get upper modlet, and it's great.

Side effect 'Bonuses':

  • Allows for the sleepers in poi's to be reduced to what I consider normal levels, but still maintains the danger levels when trying to explore the prefab.
  • Which in turn allows for the biome spawns to be increased or left "as is", to get a bump in performance for those that want it.

 
Yeh and tin eeked out a few more levels of rage in his version... Makes a generic zombie lethal, and makes decimating a wandering horde very very difficult.

 
After gold

The pimps are talking of the 2019 being the last year for content adds and then a year or 2 of beta/bug fixes. Seems logical and agree with what I am hearing from Roland. The game seems mostly feature complete to me. Sure, there is few things we all want to see added but mostly the game is very playable.

So the question for the pimps is what is next after gold?

DLC for 7D2D?

New game?

 
I'm not.
Rage zombies. At 50% health and below, they start to Sprint.

...never died so many glorious deaths in all my game time until I installed that modlet...
How does that work then? I one-shot anything that isn't Irradiated, even on Insane difficulty.

 
This was discussed/critizised here many many times. Because of the heavy FPS toll of zombie NPCs in Unity TFP can't go for massive amounts of zombies so they had to adopt "quality" (more HP and damage per individual zombie) over quantity. This limitation is even more important now in A17. There are recent ideas floating around that might help here:
1) zombies without detailed limb movement simulation which is built in and provided by Unity, something Fataal is thinking about trying out (if he can find the time). (https://7daystodie.com/forums/showthread.php?87756-The-Official-A17-Developer-s-Diary-for-Developers&p=925382&viewfull=1#post925382 and https://7daystodie.com/forums/showthread.php?87756-The-Official-A17-Developer-s-Diary-for-Developers&p=939036&viewfull=1#post939036)

2) having a group of zombies simulated was proposed by a player (https://7daystodie.com/forums/showthread.php?106083-A-suggestion-to-solve-the-BIG-problem). You might be interested in reading this thread even thought the idea is very unlikely to get implemented because it needs a lot of new code just to reach a state to assess its viability. And that runs counter to their plans to transit into beta slowly.
I'm not sure that's the reason. A16 Scavengers of the Living Dead overhaul mod adds in LOTS of weak zombies and way more zombie models than the vanilla game. Runs fine for me.

 
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I was going to offer up John St.John's phone number to the pimps for voice acting, but its not me who has it and I don't want to put my brother in that position.

Hes got a lot of phone numbers for voice actors and musical acts from his time in guest relations at Midwest media expo and Youmacon .

But even if I was willing to ask him, I doubt he'd be willing to give them out ,they aren't for personal favors and there's that whole trust thing.

It's also been a few years , so the numbers might not even be valid anymore .

Come to think of it, considering that iv'e done nothing more than brag on my brothers behalf , I'm not sure why I'm still typing this .

 
The developers have recently stated that they plan to stick closely to this list so they can finish the game this year (2019).
So, this game will be done and in full release state in 10 months or less? I just want to be clear on that line. Finished and released by 12/31/19. Because, unless y'all hired an executive producer that can lay down edicts and smite scope creep, I think this is a highly aggressive date.

 
So, this game will be done and in full release state in 10 months or less? I just want to be clear on that line. Finished and released by 12/31/19. Because, unless y'all hired an executive producer that can lay down edicts and smite scope creep, I think this is a highly aggressive date.
Yeah, at the current rate and scope, there is at least 20 months left of development. They can shorten it up by a couple of months if they do less quest content and less depth when all the important features are finished ( 10 months- 1 year for know). This is pure speculation of course, but a pretty healthy one based on the difficulty of the project, which is titanic.

 
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