PC Alpha 18 Party Time!

BUILD MENU FOR BLOCKS where you can select the shape (like in EGS)!

BUILD MENU FOR BLOCKS where you can select the shape (like in EGS)!

 
Yes I didn't like how book stores felt worthless for the most part. If you find a mod schematic you probably can't craft it yet, and the other perk books felt confusing or worthless, I'd always sell them if I could stare at them in my inventory long enough.
I hope to add some old novels that always give xp so the filler books are always useful to anyone.
i miss being able to use schematics to learn the pattern, instead of needing it in the actual recipe.

 
BUILD MENU FOR BLOCKS where you can select the shape (like in EGS)!
EGS type blocks sound great. Maybe you have to own some item or station to craft them.

Did someone already ask for a nuclear power station POI that once you fix it, you can have free power.

-The catch would be its packed full of radiated zombies (of course) and you need a full rad suit to survive in the POI (until you fix it).

 
Ok, I'll chime in...

1.) First problem with a17 play wise we are encountering is if you have wights, exploding cops, and irradiated sleepers in a poi, you can toss stealth out the window. You can't do enough silent damage to them without waking the rest of the sleepers, so the only way to even try to complete a sleeper clear quest is to drop a bedroll on property once you start it so when you die, you'll respawn without leaving the area.. except that was nerfed in 17.2

Either quest clear sleepers need to not include those types of zeds, or we need higher capability firepower with silencer capability. We are seeing about day 40 give or take where we can no longer complete any clearing quest. Maybe some special crossbow arrows or higher tier regular arrows would make them viable later game?

I won't mention rwg fixes because they are a work in progress, BUT as much as I wasn't fond of the plains, we need more biome diversity. Maybe the percent of tree types can be adjusted for two different forest biomes, like the old pine biome, or plains can come back in some fashion? Or there could be two desert biomes, one with the larger cactus, and another with something else?

I don't know if the island thing is going to actually be a thing, but the a 17.2 maps with it are WAY too small. You can cross them in a day walking, which kills the need for the minibike, motorcycle and gyro. Those are later end game goals, and with tiny maps, theres no incentive to go past the minibike. I have games that take up 60 gb on our systems.. I don't care about a map that takes up hd space, or takes a half hour to generate so long as it includes a good mix of pois, a good spread of them on the map, and its something we'll play for a month or so.

RWG is the main long term draw for 7d2d.. Once you know where most things are in navezgane, theres no real reason to play it again.

Play to your strengths.

I *really* miss caves and the talked about underground mines or cave pois. That could tie into the comment about more biomes.. its more to explore. We loved them in minecraft, and have been looking forward to them returning since what, a14?

The new farming mods add a LOT or great later game gameplay, as do many of the recent mods. Why not take a page from Ark, buyout the best from the best, and add them as options in the game? You already have a simple system in place to add mods, and it wouldn't take much work to make them a featured part of the game.

The enhancement recipes from jayick's farming mod are something we are SO looking forward to unlocking during out current play, and his livestock and extra workstations and recipes add a ton of diverse gameplay.

Guppy's police car, ambulance, and firetruck with working lights are SO cool!!!, some of Mumphy's new zombie reskins, and maunx's pedal gyro, hell bike and monowheel would be great add ons that don't really change gameplay balance.

I know mod support is planned after gold, but its a huge asset that you can leverage now.

I'd also like to see user created pois be added to the list when we create new RWG on our own systems. if that was in place, then there could be a thread here and a later repository of user created buildings. Later development could have the names tied to new trader quests fetch and clear quests.

Can the traders get some extra line voicework? Acknowledging a player's survival skills after not dying during a horde night, or smack talking them for dying during one would give them some more life. Maybe even new lines for succeeding in a fetch or clear quest could be added, and lines acknowledging the failure of a failed quest?

There's SO much more, but this has already gotten too lengthy.

In a nutshell, we need 8k or bigger worlds, more biomes/caves, rwg user poi support, more npc tlc, and start looking at more support for the community mods that are being created.

 
BanditsWater physics & Watercraft

Legendary Gear

(not confirming anything...just stating what I want)
What Roland said, but also wolf taming/pet and crafting recipe/ability to catch birds for chicken coop that yields eggs.

 
How about some sort of item 'grinder'? Haven't seen a post mention this sort of idea yet. Since the Devs.. or whoever in charge seems to like seeing the game take longer to get through to whatever player-side end stage, how about an automated machine we can toss whatever into, like Brass. Have it not take up those precious four queue slots while back at a player's base. The resulting items shouldn't need their own separate recipes or anything, just whatever they would scrap down into, or if a firearm or more complex item, give the grinder another purpose : you can, or will get more items out of it? Just a thought.

7 Days to Die already has a lot of grinding, and its not all terrible. Bit monotonous at times, yeah. So maybe give people some more enjoyable grinding ( pun intended ) to this game.

Some have noted more uses for electricity, so more useful machines with a bit of automation could be one.

 
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How about some sort of item 'grinder'? Haven't seen a post mention this sort of idea yet. Since the Devs.. or whoever in charge seems to like seeing the game take longer to get through to whatever player-side end stage, how about an automated machine we can toss whatever into, like Brass. Have it not take up those precious four queue slots while back at a player's base. The resulting items shouldn't need their own separate recipes or anything, just whatever they would scrap down into, or if a firearm or more complex item, give the grinder another purpose : you can, or will get more items out of it? Just a thought.
7 Days to Die already has a lot of grinding, and its not all terrible. Bit monotonous at times, yeah. So maybe give people some more enjoyable grinding ( pun intended ) to this game.

Some have noted more uses for electricity, so more useful machines with a bit of automation could be one.
Does the WB not already serve this purpose? As well as the forge (you did specifically mention brass which the forge breaks down and gives you more of.

 
Does the WB not already serve this purpose? As well as the forge (you did specifically mention brass which the forge breaks down and gives you more of.
That's true, it does. You can scrap things in the workbench and the forge does process brass ( I should of used a different example, but chose Brass because generally it seems to take a while to scrap, which bogs down the item queue ). Was thinking a way to get more out of items that can't be broken down with a wrench. Guns are just more than a few mechanical parts when me make them ourselves after all. I know its relatively easy to get those other pieces elsewhere, so it was just a thought. Electricity only has a few uses currently. Turrets, traps and alarms.. unless I'm missing something.

Would of said I'd like to see food spoilage in A18, but I don't think it'll be there yet.

 
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See, that's what my group loves about a16 becuase it makes each playthough completely unique. a17 is pretty predictable because you have that guarantee of the perk tree to unlock pretty much everything.
Forge, concrete, steel, workbench, chem set, etc make sense as perk unlocks gated via skill by doing and/or level.

Bicycle makes sense to start spawning in traders inventory at a certain level as a failsafe in case players are unlucky in their looting.

But for everything else, it's just more fun and exciting to have to loot schematics to be able to build tools, items, vehicles, armor, repair weapons, etc. Being able to build guns at all kills the thrill of finding guns, and being able to build guns from a perk even more so.
A17 is different but it doesn't mean you can't have different playthroughs.

Do I find a wrench early on or not. Do I find Steel. If so I can wrench cars and make dukes - Trading Playthrough.

Don't find wrenches or Steel but find a hoe. I'll grow food and hunt - Living off the land playthrough.

Don't find anything - Have to go up the Int Tree.

Find some armor early on - Go STR and Melee. No crafting just loot.

There are more variations but it can be just as satisfying as A16 but in a different way.

- - - Updated - - -

Ok, I'll chime in...
1.) First problem with a17 play wise we are encountering is if you have wights, exploding cops, and irradiated sleepers in a poi, you can toss stealth out the window. You can't do enough silent damage to them without waking the rest of the sleepers, so the only way to even try to complete a sleeper clear quest is to drop a bedroll on property once you start it so when you die, you'll respawn without leaving the area.. except that was nerfed in 17.2

Either quest clear sleepers need to not include those types of zeds, or we need higher capability firepower with silencer capability. We are seeing about day 40 give or take where we can no longer complete any clearing quest. Maybe some special crossbow arrows or higher tier regular arrows would make them viable later game?
Can't disagree with what you are saying but it's not an A17 problem. It's not intended. It's a bug that is causing irradiated and harder mobs appearing sooner than they should and it's been stated it will be fixed.

Ideally you should have enough perks and gear that by the time you get irradiated you can deal with them.

 
Can't disagree with what you are saying but it's not an A17 problem. It's not intended. It's a bug that is causing irradiated and harder mobs appearing sooner than they should and it's been stated it will be fixed.
Ideally you should have enough perks and gear that by the time you get irradiated you can deal with them.
I think they already fixed it. I do not notice radiated in experimental until after I am competent enough to take them out.

 
That's true, it does. You can scrap things in the workbench and the forge does process brass ( I should of used a different example, but chose Brass because generally it seems to take a while to scrap, which bogs down the item queue ). Was thinking a way to get more out of items that can't be broken down with a wrench. Guns are just more than a few mechanical parts when me make them ourselves after all. I know its relatively easy to get those other pieces elsewhere, so it was just a thought. Electricity only has a few uses currently. Turrets, traps and alarms.. unless I'm missing something.
Would of said I'd like to see food spoilage in A18, but I don't think it'll be there yet.
I don't really have any issues with the item queue at all because WB is really easy to produce and 4 slots gives you plenty of production unless you are not planning things out. As far as things like guns, I agree that you should get more than a few mech parts when scrapping something that takes so many mats to produce. Would not mind having a scrapping bench where scrapping higher items like guns would yield more than a single base component type. Not a bad idea.

And yes, we need way more to do with electricity. I find that it is really underwhelming in a general sense.

 
I don't really have any issues with the item queue at all because WB is really easy to produce and 4 slots gives you plenty of production unless you are not planning things out. As far as things like guns, I agree that you should get more than a few mech parts when scrapping something that takes so many mats to produce. Would not mind having a scrapping bench where scrapping higher items like guns would yield more than a single base component type. Not a bad idea.
And yes, we need way more to do with electricity. I find that it is really underwhelming in a general sense.
This is one of the big reasons I miss gun parts. Even old guns were useful via scrapping or combining. Now old guns are 100% useless except for selling or scrapping, and as you said, scrapping is very underwhelming.

 
This is one of the big reasons I miss gun parts. Even old guns were useful via scrapping or combining. Now old guns are 100% useless except for selling or scrapping, and as you said, scrapping is very underwhelming.
Guns are no longer exciting to get but, to be honest, I hated the parts system from before. It was just a poor way of doing things and combining was utterly pointless - but that was the point as the parts system was always a placeholder. MODS are a MUCH better system IMHO. Guns do need to be more rare - by a lot - and there needs to be a larger variety of mods though.

 
Guns are no longer exciting to get but, to be honest, I hated the parts system from before. It was just a poor way of doing things and combining was utterly pointless - but that was the point as the parts system was always a placeholder. MODS are a MUCH better system IMHO. Guns do need to be more rare - by a lot - and there needs to be a larger variety of mods though.
If only I had a nickel for every time this argument is used I'd be rich... LOL sorry not trying to be rude... it's just that I have had to respond to this exact same comment probably a dozen times at least now =P

Anyway, the response I always give is that I think mods are good too BUT they didn't need to remove ability to dissemble/assemble guns alongside adding them... And that I have no problem with even making it so parts don't even drop anymore, just that the ability to dissemble and assemble is restored, so that we can do more with old guns than just scrap them. That's all. Maybe even have another use for old guns... Like crafting turrets with them. Make it a requirement to have an SMG to craft an auto turret, and a shotgun to craft a shotgun turret... and the turret is better if the quality of the gun is better. for example.

And if we ever get colonies / hirable NPCs, make it so you can give guns to NPCs for defending purposes (again, higher quality = better for them)

 
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