A New Chapter for The Fun Pimps and 7 Days to Die

Lets make an inofficial limited poll among us forum users, see if a recent claim has any basis in reality:

If there is a difficulty setting in 7D2D (without mods) where zombies are a danger to you, like this post with :love:

If even insane and maybe reduced loot can't give you any challenge on the other hand, like this post with :ROFLMAO:
I'm so tempted to :ROFLMAO: just to be different, but insane nightmare feral sense is oppressive as hell early game. Day 4 in my world and just walking down the street is a struggle.

Reduced loot doesn't actually make the game much more difficult sadly, 25% loot is the same as 100% loot. The containers that didn't have worthwhile loot still don't have worthwhile loot and the containers that do have loot are not affected by the setting.
Source: 25% loot is my default.
 
The Huenink brothers have a gangster business🤬🤬🤬.
It feels like zombies don't care, we want a balanced survival game with a map that has more elevation relief, more diverse biomes like the monsters. Soon we will have to pay for paid DLCs and microtransactions, everything we didn't want for the game.
The game sound is horrible, the game is painful to play, we are all looking for a game that will replace this betrayal of selling to a gangster publisher.
The contempt of the Hueninks🤡🤡💩💩. In 13 years, they have been unable to balance the game. Unity is an old, completely outdated and ugly graphics engine.
The zombie behavior is very annoying, they hit you without you being able to dodge, it's been very poorly done lately. Everything is unbalanced, the game is broken and has become disgusting.
Fun Pimps 👺👺are unable to make a good game.
Despite their experience, they still fail to make the Blood Moons that nobody wanted; FUN PIMPS LOOSE🤡🤡🤡🤡💩💩.
 
Not gonna lie - having to constantly swap armor for Combat, Sneaking, Farming, Crit Healing, Driving, Bartering, Reading, Trading, Harvesting Wood, Mining, Scavenging, Looting & Lockpicking
Gets tiresome fast and clogs inventory.
Its a peak gamedesign (no), how dare you criticizing it?
 
I have seen microtransactions used in multiple and confusing ways. I do not consider $10+ micro. $1 is micro, but I am cheap. All the guessing going on does not help as many things are unknown at this point.
The 10+ are called macrotransactions. MTX works for both.

The "too big to fail" precedent of studio acquisitions is what makes the outlook appear grim. I personally doubt industry precedent will be broken in TFP's case, but hope things work out for you guys regardless. I'd hate to see an Unknown Worlds incident or worse occur. Fingers crossed.

Afic, it's not separate from the phenomenon of the acquisition, centralization and homogenization of studios from Bioware to Bethesda to Obsidian and -- well -- let's just say they don't make most of their own decisions anymore. Wall Street algorithms do. Wish you guys could've stayed independent, but I imagine that's becoming increasingly difficult if not impossible.

Appreciate all your hard work on the game whatever may come.
 
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When people are talking about microtransactions, they aren't normally talking about standard DLCs or other out-of-game purchases. They are instead talking about in-game purchases like buying a currency with real money or buying boosts or whatever with real money, which generally moves the game into pay to win.

If TFP is pushing this idea of the game already having microtransactions, that is very bad news. That's them trying to make people think that they aren't a big deal since an out-of-game DLC isn't a big deal so that when they add actual microtransactions, maybe people won't hate them so much. I doubt such a twisting of words will help them if they go that route. People aren't that gullible... usually.
Those purchased "currencies" are just a layer used to obscure the fact that you're over-paying for a game. It's psyops. No more; no less. And psyops have taken over reasonable business practices in the industry. MTX is MTX.
 
I'm so tempted to :ROFLMAO: just to be different, but insane nightmare feral sense is oppressive as hell early game. Day 4 in my world and just walking down the street is a struggle.

Reduced loot doesn't actually make the game much more difficult sadly, 25% loot is the same as 100% loot. The containers that didn't have worthwhile loot still don't have worthwhile loot and the containers that do have loot are not affected by the setting.
Source: 25% loot is my default.

Interesting. Which containers are you refering to? I would have assumed ammo caches, but those should be affected AFAIK
 
Not gonna lie - having to constantly swap armor for Combat, Sneaking, Farming, Crit Healing, Driving, Bartering, Reading, Trading, Harvesting Wood, Mining, Scavenging, Looting & Lockpicking
Gets tiresome fast and clogs inventory.
But you don't have to? If you wanna min/max, sure, I guess it could be annoying. I typically only change when leaving my base for the day, and just pick what I think would help me the most that day. I usually just stay in my default that is either boosting HP, stam, or carrying capacity. I don't worry about salvaging, mining or any others unless I know I'm gonna spend the whole day doing it. I just leave any farmer stuff in a crate near my farm but I honestly usually forget to even equip it. I never carry multiple sets or pieces around with me on purpose.
 
Interesting. Which containers are you refering to? I would have assumed ammo caches, but those should be affected AFAIK
As far as i can tell, mailboxes, bookcases, most themed cardboard boxes(savage country, mo power etc), all end of dungeon loot containers, zombie loot bags, buried supplies, buried treasure, infested caches...

It could just be my playstyle and/or what i consider trash but the fact i can ignore 95% of the containers in a POI because they wont have anything worthwhile actually makes 25% loot faster for clearing them than 100%.

Edit: I will try and pay more attention to it during my current game to see if i'm simply remembering wrong though.
 
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