PC Alpha 21 Discussion Overflow

You didn't have to loot as much current Alpha. You could craft a lot of things yourself. Loot also came to you since virtually every zombie dropped loot. In addition, the zombies delivered bones and rotten meat which could be processed into glue and fertilizer. You could say there were simpler times :)


Haha, you are not wrong.  There was some fun to be had back in the day with the self sustaining loot hordes.  That iteration of the game was probably closer to the pure tower defense genre compared to other Alphas.

On one hand, its cool to see the devs have the freedom to try different ideas for the game through early access.  A testbed of ideas in a way.

On the other it can be a tough up/down emotional Rollercoaster for players to see a mechanic removed/replaced for another from one alpha to another.

 
Hey TFPs, first post here but I'm a long-time player (~1500 hours). I have some thoughts/suggestions I'd like to share for A21 and the future of the game. Long post but please at least read the first 4; they're easy tweaks that will almost certainly be improvements:

1. In regards to the alpha 21 talk about magazines--that's awesome, I'm 100% on board. It will dramatically improve how enjoyable it is to loot grind. Currently crafting gets a bit boring after ~lvl 30 b/c after you get the first and only book that gives you a skill, that's it. You're done and never need that book again. So after around level 30 or so, you pretty much have everything in the game. This will make it worth going out to loot & do more stuff; it's a good change!

2. ↑ THAT SAID--I personally think you should go back to making combat skills only based on learn-by-doing. I.e. you get better with bows by using bows, and as your character levels up you get points that can be spent on perks that modify/give you new abilities with bows. Think of the learn-by-doing aspect as like the "base skill" for a certain combat type, and the perks open up as you gain skill in that combat type. In the current game set-up, this would be comparable to leveling up the "Attribute: Agility" skill by killing zeds with knives & arrows, then unlocking more perks to spend skill points on in that tree as the Agility Attribute levels up. I think a lot of people don't like the idea of spending magical points to master a weapon you've never touched before overnight, just because you have the skill points available.

3. The next thing to work on is the questing. The tier 4 & 5 quests get repetitive after a while because there are so few of them. You should add something to make it worth going back to the tier 1-3's (like maybe "elite" versions of those quests where you get much harder zeds, or increased number of zeds in exchange for better rewards).

4. You should add an extra-difficult quest between each quest tier that is required before you move on to the next tier. One thought is to have to defend the trader outpost against a zed horde. This would slow progression and expand long-term playability b/c you'd have to prepare for the quest before tackling it, rather than blasting through all the tiers & essentially beating the game before day 14.

----↑ Stuff to consider sooner rather than later ↑----

----↓ Longer-term stuff that can wait a bit ↓----

5. Bring back/elaborate on "defend the location" quests. Hordes are awesome, and we want more of them. It's a lot more fun to play against large NUMBERS of zombies as opposed to a small number of bullet-sponge zombies. I know that's hard to accomplish computing-power-wise without optimization, but it would be a fantastic addition to the game (a zombie "horde" of 10 isn't really a zombie horde. Not a threat. A zombie horde of 100 all at once is worth taking seriously).

6. Give us more customizability and gameplay modes/options. For example, the "more dangerous cities" and "wandering hordes" mods are awesome; they really add a challenge to the game that isn't there anymore in vanilla. Give us the option to customize stuff like that without needing mods!

7. Add larger variety in quest types. As suggestion 5 said, "defend the location" quests would be great. Other options include some kind of "repair the building/fortify" quest, a "sneak only/remain undetected" quest, a "find these ingredients & I'll give you something cool" quest, a "boss-zombie hunt" quest, or any number of other things. Maybe a "timed completion parkour" quest in the form of saving someone who's trapped?

8. Add more rare, loot-only items to the endgame. They should leave all the essential stuff like guns as crafting or trader-based, but add some random rare items that you can get in no other way except high-end quest rewards and rare loot box rewards. Stuff like special clothing items, the drone (I think the cargo mods are OP), maybe a special vehicle, a katana, ultra rare but cool skill perk books, a dog companion, and some easter-eggs. And I really want a lawn-mower added to the game.

9.  Add some rare environmental hazards. Lightning-strikes, radiation, tornados, locusts, rabbits that eat your crops, food rot/decay, etc. Heck, maybe even rainbows--Just gives the game some variety.

10. Greater zombie attack variety--zeds that infect with a single hit, zeds that grab you & slow you down, zombie children, zombie elderly, zeds with specific weak spots or requiring different tactics to beat, dessicated/barely moving zeds that look like corpses but attack if you get too close, rare/boss zombies, maybe some tunneling zeds, you get the idea. The most important thing in a zombie game is... the zombies. Can't let them get boring, so give them variety!

 
9.  Add some rare environmental hazards. Lightning-strikes, radiation, tornados, locusts, rabbits that eat your crops, food rot/decay, etc. Heck, maybe even rainbows--Just gives the game some variety.
Some environmental effects have been increased with Alpha 20 and I really enjoy that direction. The darker A20 lighting during the current storms is very welcome.

In Anarchy Online, some storms could develop that were literal howling screams of ferocity. I remember a few thunder-dust storms so wild that we couldn't see, couldn't hear anything, and felt a threat to our puny mortal existences. I really hope TFP carry their changes even further. 

 
Thats a very shallow reason to have POIs especially since our POIs are fully explorable.  Biased opinion here...but I love how the game requires you to go out to POIs for one reason or another.  If we didn't need to go to POIs and it was just an optional visual aesthetic, the game would be less engaging imo.

Edit: I would also argue some of the examples you mentioned are not really POIs (points of interest).  Rather just filler decorations that the player sees as they travel through.
1. And that's lottery you don't know if this bunker will be eastetic one or loot one and this totaly logical --> i think most burned houses would be  just even too dangeroues to get inside. NZA doing good thing - you can go inside but mostly time you don't have reasons why (except looking for gold bars to get achivment )

2. Yes and no - when you see tank and corpses you think it will be something there but this place is empty, you see building you are looking for ammo but it's just empty - only furnitures.  And that's soo cool -- not every building need enemies or loot. There are just empty as it should because most building and places should be just empty 

 
I don't understand why people need to say things like "your idea is garbage".  Sure you may not like the idea, but it is just a difference of an opinion.

I for one would like tools and equipment to have a limited durability.  If the TFPs have the same vision, Great!  If not, that is fine.  But we should always agree to disagree in a civil manner rather than calling someone's ideas garbage just because we disagree.

/ quietly checks to make sure I didn't call someone's idea garbage in the past instead of just disagreeing with them

I like this idea really.  I started out initially removing the ability to repair T0 equipment, but lately been thinking of expanding it to all tiers of equipment.  Having your equipment break in your hands if you use it too much adds a lot more excitement in a fight for your life; and makes you have to plan ahead - Do I use a spot to take a backup weapon or risk my weapon having enough durability to last me until I get back to my base?
I love the idea of finite weapon/tool durability. That being said, I think there's two ways I would go about it:

  1. You can repair it, but only so many times before durability reaches a certain low point where it can't be repaired anymore
  2. or don't let me repair it, but durability needs to scale with quality AND overall needs to last longer. I feel like tools degrade rather quickly as it is, but it's not a problem because I can repair it as many times as I want. I feel like it would be super frustrating to have irreparable tools/weapons that degrade as fast as they currently do.
Also, as I was thinking about this, I was wondering do tools degrade faster when using the power attack? Or when using the wrong tool (i.e. using a fire ax to harvest metal)?

 
Hey TFPs, first post here but I'm a long-time player (~1500 hours). I have some thoughts/suggestions I'd like to share for A21 and the future of the game. Long post but please at least read the first 4; they're easy tweaks that will almost certainly be improvements:

1. In regards to the alpha 21 talk about magazines--that's awesome, I'm 100% on board. It will dramatically improve how enjoyable it is to loot grind. Currently crafting gets a bit boring after ~lvl 30 b/c after you get the first and only book that gives you a skill, that's it. You're done and never need that book again. So after around level 30 or so, you pretty much have everything in the game. This will make it worth going out to loot & do more stuff; it's a good change!

2. ↑ THAT SAID--I personally think you should go back to making combat skills only based on learn-by-doing. I.e. you get better with bows by using bows, and as your character levels up you get points that can be spent on perks that modify/give you new abilities with bows. Think of the learn-by-doing aspect as like the "base skill" for a certain combat type, and the perks open up as you gain skill in that combat type. In the current game set-up, this would be comparable to leveling up the "Attribute: Agility" skill by killing zeds with knives & arrows, then unlocking more perks to spend skill points on in that tree as the Agility Attribute levels up. I think a lot of people don't like the idea of spending magical points to master a weapon you've never touched before overnight, just because you have the skill points available.

3. The next thing to work on is the questing. The tier 4 & 5 quests get repetitive after a while because there are so few of them. You should add something to make it worth going back to the tier 1-3's (like maybe "elite" versions of those quests where you get much harder zeds, or increased number of zeds in exchange for better rewards).

4. You should add an extra-difficult quest between each quest tier that is required before you move on to the next tier. One thought is to have to defend the trader outpost against a zed horde. This would slow progression and expand long-term playability b/c you'd have to prepare for the quest before tackling it, rather than blasting through all the tiers & essentially beating the game before day 14.

----↑ Stuff to consider sooner rather than later ↑----

----↓ Longer-term stuff that can wait a bit ↓----

5. Bring back/elaborate on "defend the location" quests. Hordes are awesome, and we want more of them. It's a lot more fun to play against large NUMBERS of zombies as opposed to a small number of bullet-sponge zombies. I know that's hard to accomplish computing-power-wise without optimization, but it would be a fantastic addition to the game (a zombie "horde" of 10 isn't really a zombie horde. Not a threat. A zombie horde of 100 all at once is worth taking seriously).

6. Give us more customizability and gameplay modes/options. For example, the "more dangerous cities" and "wandering hordes" mods are awesome; they really add a challenge to the game that isn't there anymore in vanilla. Give us the option to customize stuff like that without needing mods!

7. Add larger variety in quest types. As suggestion 5 said, "defend the location" quests would be great. Other options include some kind of "repair the building/fortify" quest, a "sneak only/remain undetected" quest, a "find these ingredients & I'll give you something cool" quest, a "boss-zombie hunt" quest, or any number of other things. Maybe a "timed completion parkour" quest in the form of saving someone who's trapped?

8. Add more rare, loot-only items to the endgame. They should leave all the essential stuff like guns as crafting or trader-based, but add some random rare items that you can get in no other way except high-end quest rewards and rare loot box rewards. Stuff like special clothing items, the drone (I think the cargo mods are OP), maybe a special vehicle, a katana, ultra rare but cool skill perk books, a dog companion, and some easter-eggs. And I really want a lawn-mower added to the game.

9.  Add some rare environmental hazards. Lightning-strikes, radiation, tornados, locusts, rabbits that eat your crops, food rot/decay, etc. Heck, maybe even rainbows--Just gives the game some variety.

10. Greater zombie attack variety--zeds that infect with a single hit, zeds that grab you & slow you down, zombie children, zombie elderly, zeds with specific weak spots or requiring different tactics to beat, dessicated/barely moving zeds that look like corpses but attack if you get too close, rare/boss zombies, maybe some tunneling zeds, you get the idea. The most important thing in a zombie game is... the zombies. Can't let them get boring, so give them variety!


I agree with number 2, combat skills should be learn by doing and that determines how high you can take the combat perks instead of it being stat locked, would fix a big issue I have with the game now as I hate the fact weapon perks that up damage and weapon effectiveness is locked to stats

 
Also, as I was thinking about this, I was wondering do tools degrade faster when using the power attack? Or when using the wrong tool (i.e. using a fire ax to harvest metal)?


It doesn't look like they degrade faster when using power attack (there is only one entry for DegradationPerUse.  It might be possible to add a different rate of degradation for using power attacks.

As for the second part, there is nothing in the code to penalize the player for using a fire axe to harvest stone.  However, you already have an indirect penalty as it will take more hits with an axe than with a pickaxe to mine stone (so more uses = more degradation).

Edit - Want to clarify in case someone reads it not the way I intended to state it

You are not penalized with an additional degradation lost if you are using an iron axe to mine stone.  There is already penalty in the code to reduce block damage against stone with the iron axe

Code:
        <passive_effect name="DamageModifier" operation="perc_add" value="-.75" tags="stone"/>
 
Last edited by a moderator:
There are some potential consequences 
Yay! More exploding/fire/new options = good!

3. The next thing to work on is the questing. The tier 4 & 5 quests get repetitive after a while because there are so few of them.
I wonder if it would be easier/beneficial to just copy the big POIs and not make a lot of changes (though that would be kinda fun, making them unique) but instead move the spawn volumes around, so you don’t know where they are based on how the building looks anymore. If they were redesigned a little just to move the loot rooms around (or not always have a final one near the top) this would make each one unique and still make you run through all of it. 

 
My current gripe with the flashlight: It never dropped early game for me in A20 like they did in A19, they felt way more common in Alpha 19 and in A20 they became scarce and useless by the time I found them, at the point I found some they were only useful for mod crafting, granted I really like weapon/helmet lights and I don't mind flashlights being used to craft them. 

 
Hey TFPs, first post here but I'm a long-time player (~1500 hours). I have some thoughts/suggestions I'd like to share for A21 and the future of the game. Long post but please at least read the first 4; they're easy tweaks that will almost certainly be improvements:

1. In regards to the alpha 21 talk about magazines--that's awesome, I'm 100% on board. It will dramatically improve how enjoyable it is to loot grind. Currently crafting gets a bit boring after ~lvl 30 b/c after you get the first and only book that gives you a skill, that's it. You're done and never need that book again. So after around level 30 or so, you pretty much have everything in the game. This will make it worth going out to loot & do more stuff; it's a good change!

2. ↑ THAT SAID--I personally think you should go back to making combat skills only based on learn-by-doing. I.e. you get better with bows by using bows, and as your character levels up you get points that can be spent on perks that modify/give you new abilities with bows. Think of the learn-by-doing aspect as like the "base skill" for a certain combat type, and the perks open up as you gain skill in that combat type. In the current game set-up, this would be comparable to leveling up the "Attribute: Agility" skill by killing zeds with knives & arrows, then unlocking more perks to spend skill points on in that tree as the Agility Attribute levels up. I think a lot of people don't like the idea of spending magical points to master a weapon you've never touched before overnight, just because you have the skill points available.

3. The next thing to work on is the questing. The tier 4 & 5 quests get repetitive after a while because there are so few of them. You should add something to make it worth going back to the tier 1-3's (like maybe "elite" versions of those quests where you get much harder zeds, or increased number of zeds in exchange for better rewards).

4. You should add an extra-difficult quest between each quest tier that is required before you move on to the next tier. One thought is to have to defend the trader outpost against a zed horde. This would slow progression and expand long-term playability b/c you'd have to prepare for the quest before tackling it, rather than blasting through all the tiers & essentially beating the game before day 14.

----↑ Stuff to consider sooner rather than later ↑----

----↓ Longer-term stuff that can wait a bit ↓----

5. Bring back/elaborate on "defend the location" quests. Hordes are awesome, and we want more of them. It's a lot more fun to play against large NUMBERS of zombies as opposed to a small number of bullet-sponge zombies. I know that's hard to accomplish computing-power-wise without optimization, but it would be a fantastic addition to the game (a zombie "horde" of 10 isn't really a zombie horde. Not a threat. A zombie horde of 100 all at once is worth taking seriously).

6. Give us more customizability and gameplay modes/options. For example, the "more dangerous cities" and "wandering hordes" mods are awesome; they really add a challenge to the game that isn't there anymore in vanilla. Give us the option to customize stuff like that without needing mods!

7. Add larger variety in quest types. As suggestion 5 said, "defend the location" quests would be great. Other options include some kind of "repair the building/fortify" quest, a "sneak only/remain undetected" quest, a "find these ingredients & I'll give you something cool" quest, a "boss-zombie hunt" quest, or any number of other things. Maybe a "timed completion parkour" quest in the form of saving someone who's trapped?

8. Add more rare, loot-only items to the endgame. They should leave all the essential stuff like guns as crafting or trader-based, but add some random rare items that you can get in no other way except high-end quest rewards and rare loot box rewards. Stuff like special clothing items, the drone (I think the cargo mods are OP), maybe a special vehicle, a katana, ultra rare but cool skill perk books, a dog companion, and some easter-eggs. And I really want a lawn-mower added to the game.

9.  Add some rare environmental hazards. Lightning-strikes, radiation, tornados, locusts, rabbits that eat your crops, food rot/decay, etc. Heck, maybe even rainbows--Just gives the game some variety.

10. Greater zombie attack variety--zeds that infect with a single hit, zeds that grab you & slow you down, zombie children, zombie elderly, zeds with specific weak spots or requiring different tactics to beat, dessicated/barely moving zeds that look like corpses but attack if you get too close, rare/boss zombies, maybe some tunneling zeds, you get the idea. The most important thing in a zombie game is... the zombies. Can't let them get boring, so give them variety!


You ever ask some hot chick a question and some random dude just busts into your conversation and answer as if you were talking to him??

1.Cool. Me too

2. Personally I can see why TFP does not like LBD but to be honest you have a point here.  Maybe if you only get xp for doing that actually kills something thought, no shooting arrows into the air.  

3. Why not just raid a TV POI without the quest? 

4. More content and variety, sounds good to me.

5. I like it!

6. cool but maybe a diminished return on this one. 

7. Also cool but now I am starting to feel like it's a different game that I have played before.  

8. A Cuban cigar that gives you +2 to strength and even better prices at the trader!

9. Radiation so I can finally be happy to see a Haz Mat suit in zombie loot bag

10. Variety is the spice of (un)life.  But NO zombie kids, and geriatric zombies just sounds kinda silly to me. 

 
You ever ask some hot chick a question and some random dude just busts into your conversation and answer as if you were talking to him??
What? If that's supposed to be a dig, it got lost in translation lol. On the flip side, if you're supposed to be the "random dude" who's popping in to give their views in this scenario then nah man, I posted it so it would get talked about! Love to hear your thoughts

10. Variety is the spice of (un)life.  But NO zombie kids, and geriatric zombies just sounds kinda silly to me. 
Hey now, old people die & reanimate too y'know. I'm just trying to be inclusive of the elderly xD

 
@meganoth I mean because they can easily see Ip and port basically hackers can exploit that. Something got control of my server tower which I only used to host 7 days to die because 7 days to die does nothing to protect the host on ports visibility and ip. I managed at one point to anger a full hacker group who joined the public server I was hosting. At the time I never considered losing my entire network to cheaters.

They used two major points of attack

- Cable haunt : previously may 2019 an exploit which allowed bad actors to overwrite modem bios in this case linksys xfinity variants.

- Powershell Backdoor : Hacker Group Used Kilara Linux to absorb access to all pcs on network. PS they used the handle 3y3 at the end of their names; mind you this info is probably useless now. 

How they found me specifically; 7 Days to die. I only had things opened for 7 days to die. The bigger issue is because the game at the time had 0 end to end encryption and basically blasted my ip the individuals had sniffers and attacked the network the game was hosted on. At this point honestly my game play will never be public on my home network because it is too risky.

Damage they did

- Dropped Payloads on all electronics. (Yes I mean that litterally aside from switch all phones pc and tablets had been poisoned by a remote control hacker payload.)

- The original tower that was hosting the game got bios firmware hacked. Hackers even mocked me by spoofing a drive and making so board had a false ameritrends bios version. 

- The Final Nail was even after I got rid of all malicious code flash and flushed all electronics (1 Week of Work) I was ddosd.

In summation - the server hosting software as is as actually very prone to being dangerous.

Solution - If you have the people set of the server like normal but you encrypt ip info and ports but you assign a hash to each server and keep what the hash points to encrypted then as long users all use the server browser then people should be able to safely host servers with no possibility of a hacker being able to know what ave the server is set up as.
 

View attachment 24983
 

View attachment 24984

I hope this helps illuminate how dangerous hosting this game is. I am going to bed. Do what you will with my nightmare I lived. I just know that this game has security flaws on top of the other stuff.
Update: After doing some networking research this was a result of my ignorance. I left ports open even when un-attended. I have since then figured out how to properly host servers without risking my network. I am sorry I blamed TFP

- Make sure you lock ports to only being functional when using the application

- Block port scanners through something like Bitdefender or other software that explicitly denies port scanning.

- Use random ports not recommended defaults.

- Do some pen testing against your own server.

 
10. Variety is the spice of (un)life.  But NO zombie kids, and geriatric zombies just sounds kinda silly to me. 
Check no more room in hell and no more room in hell 2 ( at least trailer ). This don't look silly - this looks logical and suits to 7dtd good

My thoughts on this may not be original, but to add to the voices:

  • The designer in me instantly wants to know what happens if I destroy the pipeline between the valve and the fire. I look forward to finding the answer... and I appreciate how in any other game the answer would be, "What? You can't just break the pipe anywhere you want. It's just a game, don't expect so much."
  • It feels off that closing the valve, so that something making noise makes less noise, wakes up the zombies. It would help plausibility if, instead of a tiny pfft sound, there was a more jarring sound, like an exaggerated metallic shudder of the valve shutting.
  • If you have the art budget to do that... could you please revisit the flamethrower trap concept? :flame: Nothing fancy, just a big open flame like this that consumes gas when turned on. Dungeon crawling is great, but crafters & builders want to enjoy fire hazards, too!
1. Well a lot of things change now- i theory it can be done that if you destroy pipeline it will explode ( pressure after new hole)

2. yep

3. Yeah this could be grade

Hey TFPs, first post here but I'm a long-time player (~1500 hours). I have some thoughts/suggestions I'd like to share for A21 and the future of the game. Long post but please at least read the first 4; they're easy tweaks that will almost certainly be improvements:

1. In regards to the alpha 21 talk about magazines--that's awesome, I'm 100% on board. It will dramatically improve how enjoyable it is to loot grind. Currently crafting gets a bit boring after ~lvl 30 b/c after you get the first and only book that gives you a skill, that's it. You're done and never need that book again. So after around level 30 or so, you pretty much have everything in the game. This will make it worth going out to loot & do more stuff; it's a good change!

2. ↑ THAT SAID--I personally think you should go back to making combat skills only based on learn-by-doing. I.e. you get better with bows by using bows, and as your character levels up you get points that can be spent on perks that modify/give you new abilities with bows. Think of the learn-by-doing aspect as like the "base skill" for a certain combat type, and the perks open up as you gain skill in that combat type. In the current game set-up, this would be comparable to leveling up the "Attribute: Agility" skill by killing zeds with knives & arrows, then unlocking more perks to spend skill points on in that tree as the Agility Attribute levels up. I think a lot of people don't like the idea of spending magical points to master a weapon you've never touched before overnight, just because you have the skill points available.

3. The next thing to work on is the questing. The tier 4 & 5 quests get repetitive after a while because there are so few of them. You should add something to make it worth going back to the tier 1-3's (like maybe "elite" versions of those quests where you get much harder zeds, or increased number of zeds in exchange for better rewards).

4. You should add an extra-difficult quest between each quest tier that is required before you move on to the next tier. One thought is to have to defend the trader outpost against a zed horde. This would slow progression and expand long-term playability b/c you'd have to prepare for the quest before tackling it, rather than blasting through all the tiers & essentially beating the game before day 14.

----↑ Stuff to consider sooner rather than later ↑----

----↓ Longer-term stuff that can wait a bit ↓----

5. Bring back/elaborate on "defend the location" quests. Hordes are awesome, and we want more of them. It's a lot more fun to play against large NUMBERS of zombies as opposed to a small number of bullet-sponge zombies. I know that's hard to accomplish computing-power-wise without optimization, but it would be a fantastic addition to the game (a zombie "horde" of 10 isn't really a zombie horde. Not a threat. A zombie horde of 100 all at once is worth taking seriously).

6. Give us more customizability and gameplay modes/options. For example, the "more dangerous cities" and "wandering hordes" mods are awesome; they really add a challenge to the game that isn't there anymore in vanilla. Give us the option to customize stuff like that without needing mods!

7. Add larger variety in quest types. As suggestion 5 said, "defend the location" quests would be great. Other options include some kind of "repair the building/fortify" quest, a "sneak only/remain undetected" quest, a "find these ingredients & I'll give you something cool" quest, a "boss-zombie hunt" quest, or any number of other things. Maybe a "timed completion parkour" quest in the form of saving someone who's trapped?

8. Add more rare, loot-only items to the endgame. They should leave all the essential stuff like guns as crafting or trader-based, but add some random rare items that you can get in no other way except high-end quest rewards and rare loot box rewards. Stuff like special clothing items, the drone (I think the cargo mods are OP), maybe a special vehicle, a katana, ultra rare but cool skill perk books, a dog companion, and some easter-eggs. And I really want a lawn-mower added to the game.

9.  Add some rare environmental hazards. Lightning-strikes, radiation, tornados, locusts, rabbits that eat your crops, food rot/decay, etc. Heck, maybe even rainbows--Just gives the game some variety.

10. Greater zombie attack variety--zeds that infect with a single hit, zeds that grab you & slow you down, zombie children, zombie elderly, zeds with specific weak spots or requiring different tactics to beat, dessicated/barely moving zeds that look like corpses but attack if you get too close, rare/boss zombies, maybe some tunneling zeds, you get the idea. The most important thing in a zombie game is... the zombies. Can't let them get boring, so give them variety!
5. Not too much possible because game limits connected with preformance - this is voxel game

6. Well...  "more dangerous cities" what you mean by this? This more be more specific

7. 1 ok .2 ok 3 not possible , 4 ok , 5 ok

8 they will be probably legendary tool and weapons someday but no chance for katana, dog etc just this same machete but with better stats and name

9. lighting can be done, radiation too, tornados impossible , locust impossible,  another one, people don't want this

10. this sounds great but people don't want 

 
Update: After doing some networking research this was a result of my ignorance. I left ports open even when un-attended. I have since then figured out how to properly host servers without risking my network. I am sorry I blamed TFP

- Make sure you lock ports to only being functional when using the application

- Block port scanners through something like Bitdefender or other software that explicitly denies port scanning.

- Use random ports not recommended defaults.

- Do some pen testing against your own server.


You forgot "Don't @%$# off a group of hackers."  I'm guessing the vast majority of people who self-host a game server are in absolutely no danger of being hacked.

 
I persoanlly couldnt be more happier! Finally! after 20000+ hours in this game they are finally adding PVP content! OMG this has the potential to be the best alpha yet. I could go in to many reasons why i feel like that but no need to. I will tell you i can understand why pve players would get upset about the changes coming but for who ever plays PVP this is not just good news its great news! 
Well - this change make this setting even less serious- junk guns. drone , now this one xd

I wish i would live in universe when TFP decidede make 7dtd more seriouse like days gone , f.e.a.r. last of us or no more room in hell.

I don't say this can't be fun. Well Cod now can be fun but it's not seriouse anymore xd

So that's why i'm dissapointed about that change. LBD was anti PVP system and maybe good for COOP only for typical "roles" ( not roleplay just everybody doing one thing good) but it was most realistic system.  I agree gameplay can be fun if you just playing "for fun". 

I just hope their next game will have more "consistent" world building  because gameplay is good just art style, setting need more focus 

 
Last edited by a moderator:
Part of the problem feeding your fear is that people are imagining perking into something and suddenly those are the only magazines they ever find. That is not true. It is a slight boost to the probability. You are going to still find a wide variety of magazines. In fact, I suspect that some people will complain that their supposed boost doesn't seem to be working. @Paiper Zombee amirite? lol

Relax. :)   We know some people don't want the change and we know some people are worried about how it will affect multiplayer. These things will be considered but the change is going to happen (already happened actually) and the devs want to see the player base try it on for size. I have to believe that of those people who signed on for Early Access for the purpose of witnessing the development of the game, they'd like to try it out too and render their own feedback based on their play of it.


All right now...don't get a whoopin talking that trash. lol.

That situation with the Ho-Talents has been re-evaluated. I thought it would effect rare items and getting them to drop more often. It turns out (it seems) that rare still stays rare, you just get a chance at better quality and quantity. So Crack-a-Book is still Lack-A-Book in that situation.

A bit. I've had to start over a few times due to incompatible builds so I haven't gone super deep. Even though the change only affects crafting recipes it was really hard to wrap my brain around it. I kept going to the perk menu and then realized that that wasn't where I was going to be able to upgrade my tools lol.  I felt like a bit of a noob. It isn't hard to understand at all-- its quite intuitive and you feel like you are finding bits of information here and there and piecing it together to learn how to make something new or something better. It emphasizes the gap between the old world and the present apocalyptic world. The old world has all the secrets and you have to find them in order to learn how to increase your tech level.

Its fun honestly. But, then, I'm apparently one of the few who actually enjoys scavenging in the game. You know how TFP operates: when they introduce something new they plaster the game with it so magazines are plentiful. You find them everywhere. That might, of course, get nerfed a bit as people play and report back but it is fun because the magazines feel valuable and you get them at a consistent rate. It is engaging from the sense of atmosphere that I mentioned in the last section but in practice it is the same as finding books. You click to read and move on. It can be a bother I guess if you have to click on ten or so at a time to read them all but then again not so much of a bother that I'm not going to click ;)

As for finding what I've perked into, it is definitely a subtle boost. I seem to be finding a wide variety of magazines even though I perked into spears. I'm not frustrated for a lack of Sharp Sticks in loot but I wouldn't mind finding more so I really think that the boost is not going to cause us to only find certain magazines at the expense of others. It is simply going to help us not feel the frustration of never finding what we need. 

I can't say yet for the whole game but at least in the early game I have been mostly crafting above what I find most of the time. I did find an orange level iron pick in a car on day one but as we all know it would be stamina and hunger suicide to use it anyway at this point so it is in a chest for later. I think this will depend on how much looting someone does. If they are playing with the purpose to grind magazines as quickly as possible I think they will always probably craft well ahead of what they loot except for occasional lucky finds. If they don't loot at all and go up in level doing other things then for sure they won't be able to craft things better than they can find.

I've already said that until something is implemented in the game we aren't going to reveal details. So just like I can say that there is a new workstation and a new quest type I can tell you that there is a number.


I think you and others are assuming a stronger perk boost to magazines than exists. Even perked into a couple of skills that match magazines you still find a wide variety of magazines. The boost is really more of a safety net against never finding the magazines that you really want. I'm not against an option to merge allies' perk boosts into one team boost for anyone that loots. I just don't really think it is as necessary as some are worrying it is. You have no idea whether there will be any significant disadvantage for those who don't loot and rely on their friends to bring back what they need-- you are just afraid that might be the case. If someone is out looting and finds 3 magazines that align with what the person is home building wants and 4 magazines for themselves at the end of the day then there isn't really that large of a disadvantage. I think teams will know more after actually playing with it how it will affect their dynamics. I guess the big question remains, how often were people crafting the weapons they perked into anyway? They spent their perks in their chosen specialization but was that to get the bonuses for the weapon or so they could craft it? I guess if they always crafted their own weapons then this is going to be a big change for them but if they usually had someone on their team offer to buy them their weapon of choice they just saw at the trader or found in a treasure room or received as a quest reward then there will be no real difference for them. They will still be able to use the skill points they earned by building and mining to improve their skill in their weapon.


But it is limited to learning recipes. You are not improving your skills by random means. In A20, if you take miner 69er and mother lode, for example, they improved your block damage and increased the yields you got from harvesting as well as grant you recipes to craft higher tier tools. In A21, if you take miner 69er and mother lode you will still improve your block damage and increase the yields you get from harvesting and probably 69er will be the one to give a slight boost to finding tool magazines in loot. The skill will just not unlock recipes any more.

But there are lots of ways to get higher tier tools. Someone else can craft one for you. Someone can bring you back one that they found in loot. You can buy one at the trader. However you get your tools, you will deterministically be able to control how skilled you are with them just like A20. The only thing you won't be able to do is craft them yourself until you read enough magazines.

So in looking at the perks is the common building blocks of character development the number of recipes we know or is it the abilities and skills we gain from perks. Remember that all of the tier 2 and tier 3 recipes were learned by looting in A20 already. So the new method is really just a step forward from that. We are learning recipes from schematics but in little bits at a time instead of all at once from one schematic. But I'd say that if your team was able to function when recipes were learned by acquiring schematics they will be able to adapt to recipes being learned by acquiring magazines. Non-looters will still be able to perk up their skills just like normal and be reliant upon team mates to share with them the tools and such that they find just like happens now.


Nope, the system only applies to crafting. Not how effective you are at mining with the tool or shooting with the gun.


Put all these here just so everyone can know how this new system will work and how it will effect what it will effect. These were all of my concerns and it looks like the direction I thought things were going in (i.e. it would've sucked to have to go read books 1-5 to learn how to create a forge,  books 6-10 to create a workbench, etc) is not the direction things are going in. 

On 5/26/2022 at 2:05 PM, Adam the Waster said:

F I R E

also i hate the flashlight model



This is hot.

And now, I'm like Dracula in Castlevania Symphony of the Night. "Enough Talk. Have at you!"

Bring this new system forward so that we might undertake it personally. I'm ready to touch it like some grass outside and see how it feels.

 
Last edited by a moderator:
It was the same in DL1 as well, trying to repair your gas pipe that is broken with no repair slots left while trying to smack a zed in the head just  angers that zed. The only option left is to swap weapons or run.

Ot just ask us, the player, if we to accept the reward at the time and thise rewards will go back in the cupboard. The next reward will NOT off those rewards again, or maybe ask with an increased level. I have been offered rewards that are much worse that I already have. Yes I can sell them, if that trader wants them or scrap them

With regard to A21 I am going to reserve judgement until I can play it to see what is what
Actually you could do these random encounter escort missions you'll start seeing about say 50-60% of the way through the game to fully restore every weapon in your inventory's repair slots in the first game. 

 
I don't understand why people need to say things like "your idea is garbage".  Sure you may not like the idea, but it is just a difference of an opinion.
Yeah that's why i hate my class when i was going to school - my idea was bad because it was my idea but X idea was good because it was his/her idea. No any diffrent reason. It was frustrating so much. No try to compromise or arguments xd

I for one would like tools and equipment to have a limited durability.  If the TFPs have the same vision, Great!  If not, that is fine.  But we should always agree to disagree in a civil manner rather than calling someone's ideas garbage just because we disagree.
i don't undestand this one - only  equipment is flashlight - it just can have limited energy  like chainaw, Durability for flashlight is unnecessary.  But i agree with rest. Honestly that's why my school give me experience "be cool or be quiet" - i'm in university now  on second degree and a lot of docs and proffesors complaining that people are afraid to say their opinion.

 
Back
Top