Akuman
New member
This post will cover two topics: the rating system that you learned about from the title, and the mechanism for gaining experience for a game character. So...
In the post “add zombie kill experience to traps” I expressed the unfairness, in my opinion, of some traps giving zombie kill experience and some not. Some regular player commentators are categorically against passively gaining any experience in the game (through strategy), so I will take their opinion into account when making suggestions, because their opinion, although not entirely clear to me, does not seem illogical. Surely there is some logic in it. And so, suggestions:
1) Remove the ability to gain experience from killing zombies for all traps (turrets too). The proposal is needed to equalize all traps in the eyes of the player in terms of usefulness, to focus more on preserving life on a bloody night, as would be realistic, and to have more fun. This proposal exists in several versions.
- The first option is to remove experience from all traps without any conditions
- The second option is to remove experience from traps during the blood moon and add the ability to receive experience from all traps between these events, which will stimulate their use in missions, which can add creativity to the game.
2) Remove the ability to gain experience from killing zombies in the game in principle and increase its receipt from all other sources, and leave the blood moon as an exam of how well the player prepared in between it, the risks of such an idea are written below.
Of course, the absence of any more or less significant benefit for the player from the blood moon will cause a loss of interest in it, because it will seem to only bring harm to the player. Regarding this, I came up with the following idea, which I think the developers will definitely like.
In support of this decision, I would like to add that in reality, in the conditions of the post-apocalypse, it is difficult to imagine any benefit from confronting zombies, other than saving your own life or the intoxication of battle as itself, so the game will look very realistic (imagine yourself in the place of the player).
3) Add a rating system to the game.
How it will be: the developers will create a separate menu with game presets, the difficulty settings of which cannot be changed. You will be able to choose whether the game will be multiplayer or not. There will be several presets (as many as the developers want) and they will vary in difficulty. Each preset will have its own player rating.
If I remember correctly, in 7Days a character is created like in Terraria and can be used in any games. If so, then it will be necessary to add to the character menu the ability to choose what insignia will be next to his nickname. Also (forgive me, I do not understand this), you can add the ability to announce your “status” in the game on the game’s Discord channel.
The icon added to the character's nickname will display the number of days (or blood moons) lived, while dying on a blood moon will break the streak.
Come on, the whole point of 7Days is to live as many days as possible. Why don't the developers give the player the opportunity to brag about it? I think this is a big omission!
Thus, the rating system, as I understand it, will attract many players driven by the spirit of competition to the game, and the desire to survive the bloody night will become a cult. The developers themselves understand what other advantages there are to increasing popularity of the game.
Thank you for your attention and please don't forget about my other suggestions for improving the game.
In the post “add zombie kill experience to traps” I expressed the unfairness, in my opinion, of some traps giving zombie kill experience and some not. Some regular player commentators are categorically against passively gaining any experience in the game (through strategy), so I will take their opinion into account when making suggestions, because their opinion, although not entirely clear to me, does not seem illogical. Surely there is some logic in it. And so, suggestions:
1) Remove the ability to gain experience from killing zombies for all traps (turrets too). The proposal is needed to equalize all traps in the eyes of the player in terms of usefulness, to focus more on preserving life on a bloody night, as would be realistic, and to have more fun. This proposal exists in several versions.
- The first option is to remove experience from all traps without any conditions
- The second option is to remove experience from traps during the blood moon and add the ability to receive experience from all traps between these events, which will stimulate their use in missions, which can add creativity to the game.
2) Remove the ability to gain experience from killing zombies in the game in principle and increase its receipt from all other sources, and leave the blood moon as an exam of how well the player prepared in between it, the risks of such an idea are written below.
Of course, the absence of any more or less significant benefit for the player from the blood moon will cause a loss of interest in it, because it will seem to only bring harm to the player. Regarding this, I came up with the following idea, which I think the developers will definitely like.
In support of this decision, I would like to add that in reality, in the conditions of the post-apocalypse, it is difficult to imagine any benefit from confronting zombies, other than saving your own life or the intoxication of battle as itself, so the game will look very realistic (imagine yourself in the place of the player).
3) Add a rating system to the game.
How it will be: the developers will create a separate menu with game presets, the difficulty settings of which cannot be changed. You will be able to choose whether the game will be multiplayer or not. There will be several presets (as many as the developers want) and they will vary in difficulty. Each preset will have its own player rating.
If I remember correctly, in 7Days a character is created like in Terraria and can be used in any games. If so, then it will be necessary to add to the character menu the ability to choose what insignia will be next to his nickname. Also (forgive me, I do not understand this), you can add the ability to announce your “status” in the game on the game’s Discord channel.
The icon added to the character's nickname will display the number of days (or blood moons) lived, while dying on a blood moon will break the streak.
Come on, the whole point of 7Days is to live as many days as possible. Why don't the developers give the player the opportunity to brag about it? I think this is a big omission!
Thus, the rating system, as I understand it, will attract many players driven by the spirit of competition to the game, and the desire to survive the bloody night will become a cult. The developers themselves understand what other advantages there are to increasing popularity of the game.
Thank you for your attention and please don't forget about my other suggestions for improving the game.
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