Ill Fred GMan
New member
As the game is currently designed, it's very hard to have a 7D2D dedicated server with any actual community. Joining a server that's past day 14 at level 1 is very intimidating and most people just don't do it since the game gets objectively more difficult the longer it's online, especially when in a party with higher level players.
One elegant fix for this would be simply adding more POIs that are extremely high difficulty and reward but also easily avoided, such as POIs that only spawn in the radiated or burnt areas. This would allow a community to organize around raids on its own schedule for bloodmoon-grade looting while bloodmoons could be scaled back in difficulty or even eliminated via settings. This way, no players would be forced into fights with hordes at game stages far past their own. The best part about this is that it wouldn't be a disappointing change for people who like the game as it is. They could simply avoid the "boss dungeon" POIs and leave the bloodmoon settings at default. Finally, having boss dungeon POIs added to the game would be awesome anyway. I recommend boss zombies that grant a unique perk / temporary buff to all players in the party so that there's no awkward politics around who gets to loot the boss. Just take a special zombie, increase its size, health, and damage and voila you have a boss zombie.
But my main reason for posting this is that I keep trying to build a community on my 7D2D dedicated server but invariably some people aren't able to log on as much as others and lose interest in logging at all since they know they've fallen behind the curve enough that the game is too difficult to enjoy anymore. So I restart the server at day 1, but then the veterans lose all their progress and quit playing. Compared to another game like Minecraft, ARK, or Conan, there's really no possibility for a casual 24/7 "play whenever you have time" server since even 1 person can run the clock until it's time for the next bloodmoon, leaving everyone else unprepared. Scheduling playtimes around when people can play is one way to handle this, but it seems like this is the type of game that should be able to run like so many other open-world survival crafters with just a couple settings changes around the bloodmoons without missing out on high difficulty and reward encounters.
One elegant fix for this would be simply adding more POIs that are extremely high difficulty and reward but also easily avoided, such as POIs that only spawn in the radiated or burnt areas. This would allow a community to organize around raids on its own schedule for bloodmoon-grade looting while bloodmoons could be scaled back in difficulty or even eliminated via settings. This way, no players would be forced into fights with hordes at game stages far past their own. The best part about this is that it wouldn't be a disappointing change for people who like the game as it is. They could simply avoid the "boss dungeon" POIs and leave the bloodmoon settings at default. Finally, having boss dungeon POIs added to the game would be awesome anyway. I recommend boss zombies that grant a unique perk / temporary buff to all players in the party so that there's no awkward politics around who gets to loot the boss. Just take a special zombie, increase its size, health, and damage and voila you have a boss zombie.

But my main reason for posting this is that I keep trying to build a community on my 7D2D dedicated server but invariably some people aren't able to log on as much as others and lose interest in logging at all since they know they've fallen behind the curve enough that the game is too difficult to enjoy anymore. So I restart the server at day 1, but then the veterans lose all their progress and quit playing. Compared to another game like Minecraft, ARK, or Conan, there's really no possibility for a casual 24/7 "play whenever you have time" server since even 1 person can run the clock until it's time for the next bloodmoon, leaving everyone else unprepared. Scheduling playtimes around when people can play is one way to handle this, but it seems like this is the type of game that should be able to run like so many other open-world survival crafters with just a couple settings changes around the bloodmoons without missing out on high difficulty and reward encounters.