PC End game question:

PoppaTot

New member
Is this game suppose to actually have an "end game, I beat the game" type scenario for the final product?

I'm ok with yes or no to this, just curious to be honest. I also pictured the "end game" to be "how long can you survive".

I get that after being OP it turns into easy mode. If their was an actual end game to be had, how could you make it so you can continue with blood moon hordes ect.?

 
I'd be curious to hear from the devs on this too just out of curiosity for what they plan.

I will tell you my impression when I first started playing was the endgame was surviving as many days as you could. That's it. I thought the game would ramp up difficulty until it became impossible. Only once I learned to cheese the AI was I playing game longer than 50 days.

I was hoping this wasn't going to be another MMO or Witcher type game with quests and a level boss. I can never finish those games as I get too bored. Played 1000+ hours of skyrim & fallout and never finised the main quest in either lol.

 
I'd be curious to hear from the devs on this too just out of curiosity for what they plan.
I will tell you my impression when I first started playing was the endgame was surviving as many days as you could. That's it. I thought the game would ramp up difficulty until it became impossible. Only once I learned to cheese the AI was I playing game longer than 50 days.

I was hoping this wasn't going to be another MMO or Witcher type game with quests and a level boss. I can never finish those games as I get too bored. Played 1000+ hours of skyrim & fallout and never finised the main quest in either lol.
This is an open question, not just for Devs. Would be cool to hear some thoughts on it.

I never finished Skyrim, I was pretty ♥♥♥♥ about 100%ing the Fallout series though lol.

 
Is this game suppose to actually have an "end game, I beat the game" type scenario for the final product?
I'm ok with yes or no to this, just curious to be honest. I also pictured the "end game" to be "how long can you survive".

I get that after being OP it turns into easy mode. If their was an actual end game to be had, how could you make it so you can continue with blood moon hordes ect.?
This is the one topic I find more important than any other!

All the work and effort we put into surviving and building..... and then......... what??????

I feel like Colonies and a Story Progression need to be added.

[Eventually, I know TFP have much to do before then.]

I think with those two things, 7DTD becomes one of the best games ever made.

 
This is the one topic I find more important than any other!
All the work and effort we put into surviving and building..... and then......... what??????

I feel like Colonies and a Story Progression need to be added.

[Eventually, I know TFP have much to do before then.]

I think with those two things, 7DTD becomes one of the best games ever made.
Another game I played a lot of was State of Decay. I was really hoping they were going in that direction as far as finding survivors and managing a base. That would be freaking awesome. State of Decay was such a fun game and so replayable imo.

 
Another game I played a lot of was State of Decay. I was really hoping they were going in that direction as far as finding survivors and managing a base. That would be freaking awesome. State of Decay was such a fun game and so replayable imo.
Me too!

LOVE that game.

It's not often I'll pay for a pre-order as I'm against the entire premise of it.

State of Decay is one of those few exceptions I made.

SOOOOOOOOOO many hours into that game.

 
I got mixed feelings about this question.

This is to its end is a survival game. But past that stage, for those of us who play on MP servers, after we get past the hard part of placing our roots and building the foundations, we move on to aesthetics and experiment further with base defenses. We interact with other survivors, help the newcomers on a whim, or just scare them with strange noises outside their bases (hehehehe). So it's sort of like an ending itself, a rather happy one where you survive the zombie apocalypse and manage to eke out a stable happily ever after.

Keeping it simple and staying true to the 'formula' brings out the best enjoyment. I think of the movie Pacific Rim. The plot's terrible, the actors... well who cares really, maybe Idris Elba (great performance in Luther), but it delivers on the action, that niche for big robots and big kaiju battles! It fulfills its purpose fully instead of trying to do more than it's capable of and falling flat on its face.

Going off on a tangent, this ties in with the AI. I did not play A16, so I'm going by what I know in 15. The zombie behavior, was for the most part the 'popular' perception of zombies, simple. But it's true to its nature. One of the aspects which made it easier than intended was its interaction with certain blocks making them miss often or all the time depending on which. Otherwise it was a very sweet spot. Now it's a little more complex but still the same difficulty if you funnel/maze them aaaand it just doesn't feel as good.

I'd rather not over complicate what's already enjoyable.

 
Someone mentioned an idea for game "Modes".

The one that stood out for me was clearing towns.

Basically you kill so many zeds in each town and a Boss appears.

You have your big battle then that town is cleared.

Clear all towns and you've won the map.

I wouldn't mind things like this being added.

 
For me A16 PVE was more than just one game. There is initial survival, which you "win" once you build up and advance to the point where you are secure in your base and confident in your travel/exploration. Survival gives way to serious long-distance exploration, mapping, perfecting your setup, and fighting with more reckless abandon (I never go anywhere without a stack of pipe bombs on my belt). The final game is a combination of expansion/building (perfecting your base design, adding to it, and trying out new designs/new locations), and cooperation and commerce (interacting both with players who are still in the survival stage of the game, and also those who are on your level). Players at different levels have different goals and needs, which can make for interesting trade. Why stop it by "winning"? Some people won't have the patience/interest for what I consider to be the final part of the game--players with relatively short attention spans come and go. Some stick around. It's fun!

I would like to see these various stages that 7D2D naturally entails CATERED to and developed/expanded in the design of the game, rather than having one chosen to win out at the expense of the rest.

 
It's definitely interesting to hear the takes on this topic. I honestly don't have an answer to the question aside from end game is being OP and not having to worry about anything.

 
Is this game suppose to actually have an "end game, I beat the game" type scenario for the final product?
I'm ok with yes or no to this, just curious to be honest. I also pictured the "end game" to be "how long can you survive".

I get that after being OP it turns into easy mode. If their was an actual end game to be had, how could you make it so you can continue with blood moon hordes ect.?
U could play on a pvp server. Myself I play pve and usually end up building huge underground tunnels and structures. Often laying out traps for other players...and rewards ofc

 
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TFP have already started the beginnings of a plot and I believe Madmole is the mastermind here.

Many people have stumbled across an actual game plot POI and only one streamer I know was asking questions.

Its in the snow biome and its location is... interesting.

For me, it gave answers to how the zombie virus started and possibly the source or cause of the BM.

Good luck! :)

 
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U could play on a pvp server. Myself I play pve and usually end up building huge underground tunnels and structures. Often laying out traps for other players...and rewards ofc
I'm not sure I would like PVP honestly. I enjoy playing MP on my dedicated server at this time. My question is by no means a gripe/complaint. Just curious of people's thoughts on the topic.

- - - Updated - - -

TFP have already started the beginnings of a plot and I believe Madnole is the mastermind here.Many people have stumbled across an actual game plot POI and only one streamer I know was asking questions.

Its in the snow biome and its location is... interesting.

For me, it gave answers to how the zombie virus started and possibly the source or cause of the BM.

Good luck! :)
hmmm, I may have to play Navezgane again....

 
Depends. If you ask the players, it should. If you ask the devs, seems like taikg more time to get to the same point as before is the alternative to having endgame.

 
Yeah, to me it's making the world your female dog and not having a care + being a walking OP zombie-killing god. I would, aside from ya know, bandits/story lines and etc, like to see some kind of day 70 or so endless horde that gets thrown at your base of choice. Sorta like a week-long horde night as the last hurrah of zombies vs you to test your OP-status. Friend of mine and I did that once, throwing horde nights back to back. Was fun and made us use up the resources we had stockpiled. OF course, this was A16, and once the first walls broke they all just ran in circles or attacking random wall pieces that didn't do anything...

 
Someone mentioned an idea for game "Modes".
The one that stood out for me was clearing towns.

Basically you kill so many zeds in each town and a Boss appears.

You have your big battle then that town is cleared.

Clear all towns and you've won the map.

I wouldn't mind things like this being added.
I would like a slight amendment on this, that towns that are cleared can slowly become "reinfested" if you don't keep the areas around them clear. This promotes play on smaller maps SP, and nice big maps on MP and working in teams to keep things clear. If done gently enough it would not add a "whack-a-mole" tedium, because making continual progress would be sufficient to keep the cleared areas clear. It'd only be in you seriously let one area fester that it would try to spread. Perhaps even using a concept similar to the heat map, where if an area reaches "critical zombie mass" it will start to spread out (spawn new "seed zombies"?), so you could if you wanted go in and half clear an area that you don't really want to deal with now, and it'd not cause problems for a long while. This would give the game "Story", and the "win" scenario would take months and be a REAL achievement.

 
I got mixed feelings about this question.
This is to its end is a survival game. But past that stage, for those of us who play on MP servers, after we get past the hard part of placing our roots and building the foundations, we move on to aesthetics and experiment further with base defenses. We interact with other survivors, help the newcomers on a whim, or just scare them with strange noises outside their bases (hehehehe). So it's sort of like an ending itself, a rather happy one where you survive the zombie apocalypse and manage to eke out a stable happily ever after.

Keeping it simple and staying true to the 'formula' brings out the best enjoyment. I think of the movie Pacific Rim. The plot's terrible, the actors... well who cares really, maybe Idris Elba (great performance in Luther), but it delivers on the action, that niche for big robots and big kaiju battles! It fulfills its purpose fully instead of trying to do more than it's capable of and falling flat on its face.

Going off on a tangent, this ties in with the AI. I did not play A16, so I'm going by what I know in 15. The zombie behavior, was for the most part the 'popular' perception of zombies, simple. But it's true to its nature. One of the aspects which made it easier than intended was its interaction with certain blocks making them miss often or all the time depending on which. Otherwise it was a very sweet spot. Now it's a little more complex but still the same difficulty if you funnel/maze them aaaand it just doesn't feel as good.

I'd rather not over complicate what's already enjoyable.
I agree with this honestly, back when I played minecraft I never even worried about defeating the ender dragon and "beating the game," I simply built more and found new places and things to do and when I got bored I started over and it was just as fun. And if I got bored of that there was always multiplayer where there was pvp and building contests and player made minigames that kept (and keep) the game alive. I feel as if once they add bandits and boats and expand the maps that will be a similar situation, there will be so much you can do and so many ways to do it that an "endgame" won't really be something they need to add. This is sincerely my hope because a game like minecraft stayed popular for so long because it didn't limit the player and simply threw them into a world where they could do anything with anyone and furthermore gave them the tools to change the game to fit their playstyle which 7dtd is also starting to do with better support for mods. Either way, I'm sure I'll always come back every so often to start again and try something new so props to TFP for that experience.

 
I would like a slight amendment on this, that towns that are cleared can slowly become "reinfested" if you don't keep the areas around them clear. This promotes play on smaller maps SP, and nice big maps on MP and working in teams to keep things clear. If done gently enough it would not add a "whack-a-mole" tedium, because making continual progress would be sufficient to keep the cleared areas clear. It'd only be in you seriously let one area fester that it would try to spread. Perhaps even using a concept similar to the heat map, where if an area reaches "critical zombie mass" it will start to spread out (spawn new "seed zombies"?), so you could if you wanted go in and half clear an area that you don't really want to deal with now, and it'd not cause problems for a long while. This would give the game "Story", and the "win" scenario would take months and be a REAL achievement.
Don't we already have State of Decay for this?

NOT that I'm complaining.

Freaking LOVE that game and would really enjoy seeing some of the elements that make SOD so endearing make their way into 7DTD.

 
I think I'm at the point that I pretty much accept that there is not going to be a story driven end game. I'm honestly OK with that. I still really enjoy seeing many blood moons I can get through with good base design. I'm not even sure I would enjoy a storyline in game tbh. A bad story line could have a negative impact on the game. I don't know, just some things I've been pondering.

 
I think "end game" is a thing of the past. Unless you're playing a game with a beginning and a set end, there isn't an end game. This game is always undergoing changes and more content is being added. Even if the devs were to finish A17 and say "That's it, finished product." there still wouldn't be an end game. Survival games, and MMO(RPG's) don't have an end game. There's always something to do, unless you've done it already. If an end game could exist with 7 days, I imagine it would be playing on the hardest mode, max zombies, toughest gathering settings and the harshest penalties for dying (like drop everything on death) and still be good enough to thrive.

 
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