A few extra things that should come back!

Sense jars and more are coming back! I wanna throw in a few more things

  • Findable workbenchs/chem stations/cement mixers You cant move them tho so you ether have too build your base there or just scrap it for parts. This could influence were people build their bases
  • Simple quest: stuff like the challenges we have but repeat able and only give small rewards or even skill points
  • Basic armors that give slighly more protection but at the cost of having no stats or abilitys like wood, scrap. Then cloth, leather and flack
  • More open combat perks lines like general perks but for weapons
  • More hostile and varried wildlife spawns in all biomes like bears and wolves in the forest
  • More wildlife plants to harvest in all biomes like corn, mushrooms, coffee, etc
  • More tree types like birch, maple and spruce too add more life
  • Not just jars but cans too! Can you do it?
  • Bite animation from zombies again
  • No progression based loot More types of loot that makes sense (toggleable settings)
 
Sense jars and more are coming back! I wanna throw in a few more things

  • Findable workbenchs/chem stations/cement mixers You cant move them tho so you ether have too build your base there or just scrap it for parts. This could influence were people build their bases
  • Simple quest: stuff like the challenges we have but repeat able and only give small rewards or even skill points
  • Basic armors that give slighly more protection but at the cost of having no stats or abilitys like wood, scrap. Then cloth, leather and flack
  • More open combat perks lines like general perks but for weapons
  • More hostile and varried wildlife spawns in all biomes like bears and wolves in the forest
  • More wildlife plants to harvest in all biomes like corn, mushrooms, coffee, etc
  • More tree types like birch, maple and spruce too add more life
  • Not just jars but cans too! Can you do it?
  • Bite animation from zombies again
  • No progression based loot More types of loot that makes sense (toggleable settings)
I doubt I'd ever choose to build a base somewhere just because I found a working workstation there. The only workstation that is even remotely "difficult" to get is the chem station, and that's just because it needs a lot of magazines. Even if there were working ones, I might use one, but I wouldn't build my base near it. For that matter, I probably wouldn't find the working chem station until I've already built a base unless by luck. And I definitely wouldn't move my base because of that. But I know others might.

I also don't think being able to just bypass basically all of the forge ahead magazines is really a good thing. If people want that, custom POI can give you working workstations. And console players have access to custom POI when using a PC host or a server. So I don't know that it would be good to just add to vanilla.

Repeatable challenges sound too much like a MMO to me, but I suppose it depends on what they are. They are looking at events, so that might give you a similar thing without a MMO feel.

I wouldn't bother with armor that has no bonuses, but as I have said in the thread about that, I think it's worth adding. Or at least just increasing mods that can fit on primitive armor, which would accomplish basically the same thing.

I know I've said it before, but I don't want to see weapons pulled out of the perks. At that point, perks are pointless.

More animals are of course good... so long as they are balanced since meat is already extremely easy to get. I've said before that I'd be happy just having animals you can't kill (squirrels, birds, etc) to provide variety without making meat even easier. After all, we're already getting chicken coops, which will make eggs extremely easy. No need to make food even easier.

More plants to harvest is okay, I suppose. It doesn't hurt anything. But I'll still end up making the same one or two foods every game, so it doesn't exactly matter much. It'll just end up like pies and stuff now - I never use pumpkins or blueberries or other things because there just isn't any reason to.

More tree types would be nice. I like the look when using mods that add more trees and plants.

I already don't like jars returning, so cans would be even worse. I'm hoping jars will not be in any loot so I can ignore them. Otherwise, I'm stuck with having to use a mod to get rid of the stupid things again.

Biting animations are fine, but I doubt I'd even notice. I kill things too quickly to pay attention to their animations. Animations when they aren't close are far more noticeable.

I prefer progression-based loot. Getting good stuff early game just makes me want to stop playing sooner. After all, when do most people stop playing a game and start a new one? I may be wrong, but I think most do not long after they get all T3/Q6 gear. If you can get that earlier because it can be found at any time, most will just stop playing sooner. We should look at ways to extend a game, not shorten it. Yes, seeing loot in containers where it makes sense is good. But being able to get a T3 weapon on day 1 just because you looted a weapon safe isn't a good thing.
 
I wouldn't bother with armor that has no bonuses, but as I have said in the thread about that, I think it's worth adding. Or at least just increasing mods that can fit on primitive armor, which would accomplish basically the same thing.
i think primitive sets of armors should only have 1 slot but generic sets of armor would have other bonues to make it more worth while. like extra mod slot and extra armor at level 1.

basicly it would go

primitive gives you lesser protection
Armor sets have basic stats but they have abiltys like extra wood harvesting for example
and Generic armor are just built for one thing, armor. not utility but just armor. so they would offer slightly

more protection
I also don't think being able to just bypass basically all of the forge ahead magazines is really a good thing. If people want that, custom POI can give you working workstations. And console players have access to custom POI when using a PC host or a server. So I don't know that it would be good to just add to vanilla.
im thinking for both servers and people who are just very unlucky. if i went to the cook residence and found a working chem bench that would be super valuable. if i found a contruction site with a working cement mixer on say day 5. that's early concrete

I know I've said it before, but I don't want to see weapons pulled out of the perks. At that point, perks are pointless.
then your going to hate the video im working on but basically there still will be perks but they are like the mastery perks or give extra bonus like books but perks only. example knives power attack deal AP damage, Mining tools have a chance to double harvest, clubs can make zombies brain dead for a few seconds. so if you want use the weapons too their max abilty you can. but you wanna have extra buffs then you can go too the perk trees.
More animals are of course good... so long as they are balanced since meat is already extremely easy to get. I've said before that I'd be happy just having animals you can't kill (squirrels, birds, etc) to provide variety without making meat even easier. After all, we're already getting chicken coops, which will make eggs extremely easy. No need to make food even easier.
if it were up to me i would add more varmint enemies like what you talked about squirrels and birds, but i would make Carnivore meats much less valuable due too their diet of the undead so it basically taint's the meat you can still eat and cook it but you have a high chance of getting sick, infected or even worst just start dying due to poisonings. but i would also increase animal spawns like deer and stuff BUT add a food chain system were stuff like deer get eaten by wolves and wolves get eaten by bears and so on, zombie/zombie animals just eat everything so thats what will make good food scarce.
I prefer progression-based loot. Getting good stuff early game just makes me want to stop playing sooner. After all, when do most people stop playing a game and start a new one? I may be wrong, but I think most do not long after they get all T3/Q6 gear. If you can get that earlier because it can be found at any time, most will just stop playing sooner. We should look at ways to extend a game, not shorten it. Yes, seeing loot in containers where it makes sense is good. But being able to get a T3 weapon on day 1 just because you looted a weapon safe isn't a good thing.
i think i explain this very poorly. but basicly have loot that makes sense given the area you raid. for example if i raid a Tool store there could be a chance i can find say a Level 1 (or like one of my ideas its own tier that being Level 0 AKA White tier were basicly its lesser then it normaly is and once it breaks it breaks) tools like a iron or if im very very lucky, steel or mechanical tool. if i raid a famers house and loot the gun safe i should find like a hunting rifle at least level 1 in the forest. Risk and reward and reward those who spend time breaking into stuff. Prebuild made a great mod thats basically that
 
But being able to get a T3 weapon on day 1 just because you looted a weapon safe isn't a good thing.
I guess it depends on your .. gambling properties. Having a potential jackpot in every trash pile makes those somewhat interesting at least, the +2 sand, +2 cobblestone, +2 stone, +2 lead, +2wood, +.2 pipes, +.1 mechanical parts doesn't do it for me. .. at all.
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Yes, sense, i wish you had more of it.
 
Here's a few more

  • More biomes like plains and maple forest biomes ether new biomes or sub biomes
  • City's/larger towns in the forest ( toggable setting)
  • Traders in other biomes (toggable setting)
  • Zombies have deeper pitchs of sounds
  • Both smart and dumb zombies
  • Farmers and more generic zombies like in alpha 8 were they are basicly look the same but different clothing. The all blackened skin or maybe the greenish tint like the old days
  • Towns spawn more special zombies like the old days like dogs, spiders, cops, etc
  • More remnant and basic copy pasted pois like town houses the look the same but different names and layouts.
  • able to do the start buried supplies mission on any biome
  • Zombie bears in wandering hordes and horde night again
  • Rare creepy sounds again like in alpha 8
  • A few old guns come back like the old pistol and sniper from alpha 8, the Marksman rifle and
  • Bolders give random natural resources
  • Findable silver, gold and diamond ores
 
Here's a few more

  • More biomes like plains and maple forest biomes ether new biomes or sub biomes
  • City's/larger towns in the forest ( toggable setting)
  • Traders in other biomes (toggable setting)
  • Zombies have deeper pitchs of sounds
  • Both smart and dumb zombies
  • Farmers and more generic zombies like in alpha 8 were they are basicly look the same but different clothing. The all blackened skin or maybe the greenish tint like the old days
  • Towns spawn more special zombies like the old days like dogs, spiders, cops, etc
  • More remnant and basic copy pasted pois like town houses the look the same but different names and layouts.
  • able to do the start buried supplies mission on any biome
  • Zombie bears in wandering hordes and horde night again
  • Rare creepy sounds again like in alpha 8
  • A few old guns come back like the old pistol and sniper from alpha 8, the Marksman rifle and
  • Bolders give random natural resources
  • Findable silver, gold and diamond ores
+
 
Emergency water source holder but at a cost of God knows what the can is made of
Improvised explosive like a Handmade Pipe bomb
Oil cans
Crafting for other canned foods
Scrap to melt down
So basically, you don't want them to bring them back, you just want more content to go with all the thousands and thousands of new content you want TFP to bring to a game that they are trying to finish
 
So basically, you don't want them to bring them back, you just want more content to go with all the thousands and thousands of new content you want TFP to bring to a game that they are trying to finish
Tbh if you think about it there's really not a lot new coming as far as we know (aside from the changes from the town hall)

Bandits
A few new missions types
Story (that might be the longest part)
Steam workshop

There wasn't a list of Gigantic overhaul or massive class rework or anything and if the team was slighly bigger I bet the game would be done by 2027.
 
Tbh if you think about it there's really not a lot new coming as far as we know (aside from the changes from the town hall)

Bandits
A few new missions types
Story (that might be the longest part)
Steam workshop

There wasn't a list of Gigantic overhaul or massive class rework or anything and if the team was slighly bigger I bet the game would be done by 2027.

I really don't see a need for the cans or even recipes that require the cans. The Long Dark uses cans to melt water and boil it for drinking, but that is a pure survival (something that 7 days is not and should never be) - which by the way has mystical water bottles that appear when you make water and disappear when you drink / use it.

I never get hung up in a game if a container magically appears or disappears. Since 7 days to die is not a simulation game or a complete immersion game, cans are not really anything that adds or subtracts from gameplay.
 
I really don't see a need for the cans or even recipes that require the cans. The Long Dark uses cans to melt water and boil it for drinking, but that is a pure survival (something that 7 days is not and should never be) - which by the way has mystical water bottles that appear when you make water and disappear when you drink / use it.

I never get hung up in a game if a container magically appears or disappears. Since 7 days to die is not a simulation game or a complete immersion game, cans are not really anything that adds or subtracts from gameplay.
U can use mod to remove cans/jars, similar like other players used mods to bring cans/jars back
 
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Too each own for everything else but why dont you think 7 days shouldn't be a pure survival. Imo i think it should be like a casual Day Z if that makes sense

I bought The Long Dark because I did want a winter survival game to play every now and then

I bought 7 Days to Die because it was a building / tower defense hybrid game that was not a purely survival game. It was not advertised as a pure survival game.

  • 166 hours playing The Long Dark
  • 4700 hours playing 7 Days to Die
 
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