Current high demand Pimp Dreams (Constant W.I.P)

I’m sure I speak for at least 90% of people when I say that people like JaWoodle who constantly find ways to break the game or exploit a specific thing is something that we probably don't use and isn’t actually a problem. Even streamers themselves don’t use most if any of them. They in turn find challenges to make the game harder by limiting themselves to specific parameters. Which bring me to my first suggestion.

More slider / options for game controls, i.e. more or less food spawns, ammo, tools, books, weapons, armour, enemy type on or off. Let us decide how hard we want to play it. Maybe an animal and loot found food wouldn’t exist and you had to farm only. As an example. It should not be hard to implement as its really just the same as the current selections only more indepth.

The option for non learning players to skip the intro tutorial stage

The ability that upon book series completion & perks that tier 6 items can be crafted if the weapon type has been maxed out

More map markers and control over what you can filter through

A use for .44, more weapons and turrets. What about a .44 rifle?

Bows are decent at the moment but all shots from a bow shouldn’t wake neighbouring zombies. Bows traditionally are a stealth weapon.

More specific item mods

Dual knife, clubs, batons & pistols, maybe through perks? Shots fired could be alternating. There is a massive waste as you only get to use one hand unless using a two handed weapon

Bladed Melee weapons, Swords & Polearms, non-throwable

A rework or overhaul for spears. We’d rather use a bone knife then use a spear.

A wallet to store X amount only before inventory slots are used

A backpack to give another row of storage

A belt to hold a medical item/s / Money

Options to have turrets fire upon specific enemy types i.e. vultures only, cops, spiders

Food needs an overhaul as it is technically impossible to die of hunger. Bring back dysentery or food poisoning with canned food. Maybe implement a food lifespan?

POI player traps, maybe one off’s dart traps triggered by trip wires, along the same lines as elder scrolls. Maybe falling rocks or even poisoned darts

Implementation of inventory slot locks – almost all people use a mod for this and to have it already in the game just makes sense.

Working appliances, maybe they make the advanced foods or better quality food

Maybe bring back some of the deleted zombies from previous builds to add more variety to the enemies. Maybe more zombie animals

Farming of crops is a little broken at the moment but how about animals, maybe just chickens for food, eggs and feather production?

[SIZE=11pt]Master Chef should probably be a book series[/SIZE]
It is too late about weapons sorry.  about skipping - some player would some not so this would broke balance on PVP servers.

about options - yes it will be hard because items are in groups ( this is like hm.... you can't  halve of buidling because everything will colapse)

Food will be overhaul - i mean - changes in farming loot and traders, food lifespan will not return because players hate this

traps can't works in voxel game with destructable world.

Well we hope there will more zombies types

Bold claim  🙂  Never claim that you are speaking for a majority of people, just state what you think should be.
Little bit offtop but maybe he mean: i speak with X number of people and 90% them agree that....

 
BFT2020 said:
Bold claim  🙂  Never claim that you are speaking for a majority of people, just state what you think should be.
Can literally say that in any discussion, forum read through, live stream or just video comments, can I say that I have never seen anyone say they use any of the exploits, (Helicopter glitch excluded mind you). And it would normally become a thing to avoid, as cheesing isn't a challenge in an already great game.

 
I would like to see the ability to craft the wood stove that is only used a decoration right now. Have it take the same add ons as the campfire (pot, grill) but have it use less resources and have faster cooking times. It should only cost some forged iron and maybe a mechanical part or 2 to craft it. Maybe perk 3 in Master Chef could be used to unlock it

 
Heres some of mine and some QQL stuff

  • Molotovs only take 100 gas (makes no sense too make them 300, thats too much)
     
  • Burnt zombies and Lab workers spawn in Normal zombie spawn pools, so you can find them during horde nights or walking around in the wild
     
  • QQL menu settings for people who don’t understand XML files and for console once that comes (Stuff like zombie spawn amounts, Specific loot Quantys, Weapon spawns Game stage multipliers, etc) Only on the main menu. granted it would have a cap but its better then nothing
     
  • More Uses for the chem bench (Like make corn, Fat and rotten meat into fuel, Make oil into gas, make painkillers, Medical items for less, stronger Alcohols (like gain mixed with beer)
     
  • Furniture Menu for many things, (Like Paper, Plastic, Wood, wood and metal, metal, stone, concrete etc)
     
  • Bring back Iron blocks (Tier would go, Wood 500, Stone 1500, Iron 2500, Concrete 5000, Steel 10,000) it makes sense for this game to have scrap metal as a tier
     
  • Alarms make “Heat” and can be used to lure zombies around
     
  • More traps: Like flamethrower traps, Zap Traps, Spring/Flingers, Steel spikes.
     
  • More Power base items, Like Bar Rolling shutters and Large generators/Battery banks, 
     
  • Able to Change the look of the 4X4 into other cars before you place it down (doesn’t do anything different just a new look) (Sudan, Van, Buggie, 4X4, Working Van, all these have a makeshift look)
     
  • Snipers have a Long shot Bonus based off how far you hit a target, so that they can compete with ARs
     
  • HP bullets ether are changed too incendiary bullets (deal 1.5x more damage, Cripple limbs much faster and can set targets on fire)
     
  • Breaching slugs can be Dragons breath (has 5 more pellets then Base shotgun shell and sets targets on fire)
     
  • New missions like “Bounties (both zombies and Humans), Delivery, Holdout/Lockdown. 
     
  • More wildlife spawns in more biomes (Pine forest can have wolfs, coyotes, Rattlesnakes and Mountain lions but they are very rare), Burnt forest are the same, deserts can have mountain lion spawns but rarely
     
  • A tier 1 and 2 support for Blade class, Swords! Swords deal more damage and dismember limbs but uses more stamina, Deal base Stealth damage and can’t gut animals, the Tier 3 Machete is the middle ground for both of them able to gut animals and deals much more damage then ALL 4
    (Scrap sword and Iron Sword)

     
  • Pipe ARs have a Nerf where for every 5 bullets you shoot, you have to @%$# it back like if you were reloading
     
  • Feral zombies can jump 5 blocks higher and [SIZE=14.6667px]Long[/SIZE]
  • Spider zombies can Leap 30 blocks high and Long
     
  • New special zombies 
  1. Brutes that are just demolishers but with no Explosive, no armor but 3x the health
  2. Stalkers are Blind and are sensitive to sound/”Heat” and come out at night and are Units but have Poor AI so they don’t follow pathways so they act like old Alpha zombies were they attack random things not follow a path
  3. Ravagers are Crawling zombies like spider zombies But they have natural armor and are built for speed and combat over agility
  4. Feral Crawlers: At night, crawlers move much faster and can try to leap at you

  1. Replace Landmines with new types 

    • Junk mines are the handmade ones and work like they do now
    • Frag minds have Larger explosion and deal “Frag damage” so if any zombies are nearby, they are guaranteed to be Crippled or limbless
    • Military Mines can’t blow up unless walked on, Have a rocket sized explosion, deal frag damage and even sets targets on fire!


  • Can throw cans to be a Even louder Destruction then rocks
     
  •  More uses for cans like to make Homemade canned goods, A alt recipe for Pipe bombs, etc
     
  • More ways to get health boost like Eating better foods gives you better Max health for 60 mins or if you die/starve. Tier 1 will give 5 extra health, tier 2 will give 15 and tier 3 will give you 35 extra health and stamina (like a Poormans [SIZE=14.6667px]version[/SIZE] of wellness 
     
  • A mod for Axes that turn them into a Heavy weapon, so you can benefit from “Heavy metal skill” it Buffs Enemy damage but lowers block damage by alot
     
  • Double barrel shotguns have longer barrels, once you put the sawed off Mod on it, it will become the ones we have now
     
  • Auto shotgun has a Longer barrel (like a S12) but when sawn off.. It has the stubby one
     
  • Hunting rifles hold 3 rounds and the max is 5 (only by adding the extended clip mod)
  • More uses to Testosterone extract. (Maybe make even better first aid kits, better [SIZE=14.6667px]Candy's[/SIZE], better pain killers, etc)
  •  Difficulty it changes things like some effects are more deadly, Such as negative effects staying after death, disease is much more deadly, harsher Death Tax (like in A17), Spawning stronger zombies in the wild like solders in the pine forest. 
     
  • [SIZE=14.6667px]Screamers can spawn during bloodmoons but only one at a time [/SIZE]
     
  • Wastelands have a Light green hue too it again, at night it can be the same as it is now
 
Already wrote this on the forum, but since there is such a topic i will create my wishlist

World game options:

  1. Quests option "All trader's quests are unique (1 POI = 1 use in quests)" - will push player to roam and explore the world as previous option, and not sit in one place and grind the same buildings, gradually becoming discouraged and tired of the game
I've become concerned with this recently also.  I had a choice of 5 Tier V quests and 3 of them were the same building but in different locations, and the other 2 had the same issue.  Then to top it off, I play with my wife and she had the SAME 5 quest choices!  Then when we go back to get another quest, most of them are repeats!  Moar options pls?!?

 
I've become concerned with this recently also.  I had a choice of 5 Tier V quests and 3 of them were the same building but in different locations, and the other 2 had the same issue.  Then to top it off, I play with my wife and she had the SAME 5 quest choices!  Then when we go back to get another quest, most of them are repeats!  Moar options pls?!?
It will be added in future :)  just wait for that

 
When I saw this topic (and especially with it being pinned) I thought, "awesome! a thread to keep us informed on what they are actually working on." but it pretty much immediately devolved into a thread where people post what they want the devs to work on (instead of making their own thread).  :(

 
(New here so sorry for mistakes)

 
I've been playing this game for many hours, and I had some ideas for things that could address the parts of the game I found tedious, or just suit the game and would make it more interesting. Here they are in no particular order:
 

1. Make the interactive and non-interactive bathroom mirrors more distinct. The newly added bathroom mirror is very similar in shape to the bathroom medicine cabinet which also has a mirror. I would suggest changing them to look different from each other, like how you can tell from a glance that a bathroom cabinet has been looted if the mirror is broken.
 

2. A Robotic Drone mod which slowly repairs nearby damaged blocks when it has the required supplies (Like the medic mod). Later into the game it can get pretty tedious to repair all of your fortifications after the blood-moon, so this could expedite the repair process.
 

3. A 4x4 truck mod which increases the damage done by running creatures over. It's really fun to run zombies over in that thing, but it barely does any damage. I think adding spikes to the front of the truck would be pretty fun.
 

4. Another form of late-game transportation: A railway system. The player needs to craft and then build a railway line, and then can use this railway to drive some sort of vehicle capable of carrying a lot more than the 4x4. This will allow for end-game players to transport large amount of items, for example when moving your base.

5. A spray-paint gun. The paint gun would allow you to paint or clean large surfaces with ease, with the final details being added using the paintbrush. This will make painting your base a lot less tedious than painting everything one face at a time.

6. I noticed that connecting two trading networks doesn't actually merge them. If I already have a level 5 trader network and connect another trader to it through his own quest line, the new trader would still offer low-level missions. I suggest to update this so that connecting low-level trade networks to a high level one would automatically update the lower level network to the same level as the higher one.

7. An "Item Blacklist" system. Looting is very fun, and the "loot all" key bind is a godsend. However, there is no convenient method for sifting out unwanted items during the looting gameplay loop. I suggest that the player could tag curtain items as "Trash". When using the "loot all" key bind, these tagged item would automatically drop to the ground, preventing unwanted interruptions.

8. Venom. You can already get testosterone from bears, so it would make sense you could harvest venom from snakes. The venom could be applies to blades or arrows early-game, or could be used for crafting medicine.

9. Chicken Coops. I was surprised to learn that you can only find eggs from nests and traders, even though they're a pretty useful cooking ingredient early-game. I think farming for eggs would be a fun alternative for early-game food gathering. This can even be further developed into a new skill tree of animal ranching to compliment plant farming.

10. Siege Builder Zombies. Late-game blood moons can be fairly easy to counter with an effective wall or moat. I suggest a counter to that, similar to the exploding armored zombies. The Siege builder zombies would construct simple bridges and ladders for other zombies to use, so the player has to focus them down before they bypass their defenses.

11. EMP Birds. Same idea, late game can also be made fairly easy with a few turrets and blade-traps. I think it would be a fun challenge if there were a rare flying kamikaze-style enemy that dive-bombs your base and creates an EMP explosion which disables generators, batteries, and motorized vehicles for a short time.

Thank you for reading through this. I'd love to hear feedback, and any other ideas you guys have. Hope the devs would consider these ideas for future updates!

 
5. A spray-paint gun. The paint gun would allow you to paint or clean large surfaces with ease, with the final details being added using the paintbrush. This will make painting your base a lot less tedious than painting everything one face at a time.


Just wanted to chime in here: That already is a function of the paint brush; hold R to see the other options :)

 
 1)  Automatic Solar transfer Switches. Would allow us to wire generator and Solar panels to it. If Batteries run out at night, it would auto switch to generator.

 2) Drone mod to give us Food and Water, for those of us that get so immersed we forget to eat and drink 8)~

 
Really need a simple way to have powered doors be able to be opened from both sides. Trying to build a garage door that will auto open is a pain.  Makes these doors pretty useless unless I am missing something.  

Another idea, would be cool to have seasonal zones.  Basically be able to push content every week / month like a quest where it will reset a zone for this.  Would allow for some cool dungeon raid designs or something similar that could add some fun and consistent changes to the world.

Also, need to be able to put things on 1/2 blocks so you can put them in and then put a block on top of them.

Whyspir said:
 1)  Automatic Solar transfer Switches. Would allow us to wire generator and Solar panels to it. If Batteries run out at night, it would auto switch to generator.

 2) Drone mod to give us Food and Water, for those of us that get so immersed we forget to eat and drink 8)~
Another cool drone mod would be to be able to send a drone to an ally.  Would be cool to be able to send something to a teammate if they are in a different part of a city.

 
Really need a simple way to have powered doors be able to be opened from both sides. Trying to build a garage door that will auto open is a pain.  Makes these doors pretty useless unless I am missing something.  

Another idea, would be cool to have seasonal zones.  Basically be able to push content every week / month like a quest where it will reset a zone for this.  Would allow for some cool dungeon raid designs or something similar that could add some fun and consistent changes to the world.

Also, need to be able to put things on 1/2 blocks so you can put them in and then put a block on top of them.

Another cool drone mod would be to be able to send a drone to an ally.  Would be cool to be able to send something to a teammate if they are in a different part of a city.


Took me awhile also to get the combination right.. ill tell you how!

1) you have your generator inside i guess

2) place your first switch inside where you want it

3) place your door

4) go outside and place another switch

5) you need to pass a cable from Generator > Second Switch outside > First Switch Inside > Then Door !

6)now you an open and close door with both switches !

if you place a motion detector you wont have to place switches you have to do same method. and also same with trigger plates.

 
two things i would like to see

1. vehicle weapon mods, something like the m60 which already exists in game and strap it to your jeep or gyro. reload it like you would refill the fuel and then you have more options for horde nigh. downsides could be making the vehicle use more fuel as it has more weight to it. the gyro could also have a bomb rack, simply make it an either gun or bomb option so you have to plan ahead a little. the mod recipe could be done with things already in the game, electrical parts, mechanical parts, forged steel etc. and the actual program could use a variation of the turret aiming system we already have.  just think strafing zombie hordes in some kind of zombie trench run or being hard pressed at your base and a friend comes flying in to save you with a well placed bomb load. it would only make the game all the more fun. 

2. more dedicated melee weapons, swords and battle axes specifically. they could be harder to find, not craftable or expensive to craft but they could do an aweful lot more damage to a zombie whilst being worst for harvesting. Maybe a US cavalry sabre to fit in with the setting, just refer to it as an antique sword. if you did make it craftable put brass into the mix for the hilt and steel for the blade.  

 
(New here so sorry for mistakes)

 
I've been playing this game for many hours, and I had some ideas for things that could address the parts of the game I found tedious, or just suit the game and would make it more interesting. Here they are in no particular order:
 

1. Make the interactive and non-interactive bathroom mirrors more distinct. The newly added bathroom mirror is very similar in shape to the bathroom medicine cabinet which also has a mirror. I would suggest changing them to look different from each other, like how you can tell from a glance that a bathroom cabinet has been looted if the mirror is broken.
 

2. A Robotic Drone mod which slowly repairs nearby damaged blocks when it has the required supplies (Like the medic mod). Later into the game it can get pretty tedious to repair all of your fortifications after the blood-moon, so this could expedite the repair process.
 

3. A 4x4 truck mod which increases the damage done by running creatures over. It's really fun to run zombies over in that thing, but it barely does any damage. I think adding spikes to the front of the truck would be pretty fun.
 

4. Another form of late-game transportation: A railway system. The player needs to craft and then build a railway line, and then can use this railway to drive some sort of vehicle capable of carrying a lot more than the 4x4. This will allow for end-game players to transport large amount of items, for example when moving your base.

5. A spray-paint gun. The paint gun would allow you to paint or clean large surfaces with ease, with the final details being added using the paintbrush. This will make painting your base a lot less tedious than painting everything one face at a time.

6. I noticed that connecting two trading networks doesn't actually merge them. If I already have a level 5 trader network and connect another trader to it through his own quest line, the new trader would still offer low-level missions. I suggest to update this so that connecting low-level trade networks to a high level one would automatically update the lower level network to the same level as the higher one.

7. An "Item Blacklist" system. Looting is very fun, and the "loot all" key bind is a godsend. However, there is no convenient method for sifting out unwanted items during the looting gameplay loop. I suggest that the player could tag curtain items as "Trash". When using the "loot all" key bind, these tagged item would automatically drop to the ground, preventing unwanted interruptions.

8. Venom. You can already get testosterone from bears, so it would make sense you could harvest venom from snakes. The venom could be applies to blades or arrows early-game, or could be used for crafting medicine.

9. Chicken Coops. I was surprised to learn that you can only find eggs from nests and traders, even though they're a pretty useful cooking ingredient early-game. I think farming for eggs would be a fun alternative for early-game food gathering. This can even be further developed into a new skill tree of animal ranching to compliment plant farming.

10. Siege Builder Zombies. Late-game blood moons can be fairly easy to counter with an effective wall or moat. I suggest a counter to that, similar to the exploding armored zombies. The Siege builder zombies would construct simple bridges and ladders for other zombies to use, so the player has to focus them down before they bypass their defenses.

11. EMP Birds. Same idea, late game can also be made fairly easy with a few turrets and blade-traps. I think it would be a fun challenge if there were a rare flying kamikaze-style enemy that dive-bombs your base and creates an EMP explosion which disables generators, batteries, and motorized vehicles for a short time.

Thank you for reading through this. I'd love to hear feedback, and any other ideas you guys have. Hope the devs would consider these ideas for future updates!
A Siege Armored Zombie to attack the base ...  People put a lot of work into bases, I agree to that, but once built there is nothing left to do, except man the pathing for zombies ..  Adding a Siege zombie to attack bases will make people work, to defend themselves from the horde, it will also stop afk bases, and simple zombie bases.

 
*Farming

if this is added is should be expected to also have wild animals with added behavior.   Such as rabbits and deer eating your crops or wolves, bears, and zombies eating your livestock.   Might also be able to carry your livestock and toss them into a horde for distraction purposes. 😈

 
Feature List

2125 hrs playing your stellar game. addicted to the game...... well it's either this or quit using a computer, 2125 hrs isn't probably that high for hour count for 7DTD.

I know what your thinking "oh no PIMP's here is that guy that only shows up right before a major alpha release to put in his two cents" Run for the hills team. I spent the last two years playing your game you will spend 2 seconds reading this killer list of features.

Beware this feature list is so awesome that Nintendo is probably going to read this post and develop an entire game just going off the features listed below. Also they will probably also go out of business. So Drum Roll please Ltbrunt's 2014 no 2015 no 2016 features for 7 days to die.............

1. Hey mad mole any chance of getting the double jump back into the game maybe as a skill.

2. Also would love to have the ability to duck under one block again.

3. Being able to crawl would be a killer feature.

- Make it so that if you do crawl damage from zombies would be ten times higher. Since your body would be completely undefended.

4. The ability to build on trees would be nice.

5. Mad Scientist skill tree,

- At the higher Mad Scientist skill tree you could craft a vaccine that would turn you into a half zombie allowing you to tame/control a couple other zombies. You would have to keep crafting and taking the vaccine. If the vaccine wears off your zombie pets will tear you a new one.

- Mad scientist would have unique weapons for the Mad Scientist craft tree.

- Mad scientist would not be bothered by the zombies but would be constantly attacked by the roaming bandit hordes.

6. Give me bandits like the

- Gatling gun totting bandit name Tom Wilson slow but deadly.

- Sniper bandit who runs from close combat, named Thadeous Dean, beware he runs to get a good sniping advantage on your location.

- Shotgun Eddie, ex cop wears a sweet suits and likes kicking doors in. Usually the first guy in your face usually the first guy that dies.

- Retired cop turned bandit Johnson Smitty, Just wants to live the quiet life but on the day he retired the world ended. Terrible shot with a hand gun but moves very fast.

- Wet Water Willy the Water bandit, likes to hide in water for a nice afternoon ambush with a Bowie Knife Mate.

- and last but not least Shelly Slash you up. She wields not only a Katana for close combat but pulls a Uzi to light you up from a distance. She is the boss.

- And if you kill the bandits without getting head shots then they will turn into regular zombies that are stronger since they are new zombies.

-
I really don't like any of these ideas and hope none of them are put in sorry but when you go to far from a path you change the fundamentals of a game and the game is literally perfect without any of this

 
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option to use the old ai to make fun bases viable, rn we are forced to use cheese bases or have our heavily fortified base get one section swarmed with the rest untouched, instead of anti cheese ai have anti cheese zombies like gas clout/explosive spitters or chargers that charge towards players potentially hitting a post and heavily damaging/destroying it, or at least if they want anti cheese ai make them take another path if lots of zombies die on a specific path

 
I really want more endgame crafting, big stuff too.  

-Placeable propane tanks.  Just like the big ones already in game that explode.  Uses a ton of gas, so people still need to work for them.  Large tank maybe 10,000 gas but so fun for a 7day night.  Figured this one may be easy since the items are in game already, just need to make craftable and placeable.

-Large statues or decorations, think giant Bruce Campbell Army of Darkness statue.  Uses a mass amount of iron, stone, concrete, or whatev its made of.  Could be super expensive to build but provide some bonus too.

-Golden statues and other gold stuff.  Make it so you smelt casino tokens to get the gold.  Currently have like 400,000$ sitting in a box.

-Way more usable placeable items.  Like different fridges with diff storage amounts depending on crafting difficulty, 

-Power.  Lots more items to power, like an oven you can actually use!!!

-Compost for biodiesel gas.  basically a a large pile/bin you feed unneeded food items and clay into to get gas

-Chicken coop, put chickens in and get eggs.

-Some new guns and mods for them.  Really dont like the tactical assault rifle, so would love a couple choices

-A way to upgrade a trader (more endgame to do).  Have a fave house and a trader by it?  Have huge supply turn in's (mined, smelter, mech/elec, tape, etc to upgrade a trader.  Makes the outpost fancier and adds to what they carry

-A bench for bullet making.  Add components to it to make different and better ammo's.  Wire it with power later on for the fancy ammos

 
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