Has 7 Days to Die Become Too Focused on RPG Progression?

juanchen

Refugee
Dear The Fun Pimps Team,

I am a long-time player of 7 Days to Die and would like to share some personal thoughts regarding the game’s future direction.

First of all, thank you for your continuous dedication and updates to the game over the years. I have experienced multiple major versions, and all my feedback comes from a place of deep love for the game and a sincere hope that it can become even better.

My main feeling is that 7 Days to Die is gradually shifting from a true post-apocalyptic survival game toward an experience that emphasizes RPG-style numerical progression and large-scale horde combat. What I personally miss most is the tense, resource-scarce survival experience where every exploration and fight required careful thought and caution.

Here are some of my specific suggestions:

1. Weapon Quality and Damage

I believe that while different qualities of the same weapon should have damage differences, the gap should not be too extreme.

For example, with the SMG:

• Quality 1: 56 damage

• Quality 2: 61 damage

• Quality 3: 66 damage

• Quality 4: 71 damage

• Quality 5: 76 damage

• Quality 6: 81 damage

This kind of progression still provides a sense of growth while ensuring that the same weapon doesn’t feel like entirely different guns across quality tiers.

Additionally, weapon attachments should provide distinct functional benefits rather than directly increasing damage. For example:

• Improved accuracy

• Reduced recoil

• Better stability

• Faster reload speed

• Increased magazine capacity

• Higher durability

I believe a weapon’s power should primarily come from the weapon itself, rather than through stacking massive damage bonuses from quality levels and multiple attachments.

2. Zombie Damage to Structures

I hope that regular zombies deal significantly reduced damage to building blocks.

For instance, when a regular zombie attacks a block with 500 hit points, it should only deal 1 damage per hit.

The reason is simple: zombies are essentially flesh-and-blood creatures. They should not be able to tear through concrete and steel structures as quickly as heavy construction machinery.

Players invest a great deal of time mining, gathering resources, crafting materials, and building defenses. Creating a truly secure fortress should be a meaningful and rewarding achievement.

If a player is willing to spend the time and resources to build a strong base, being able to safely survive inside it should be a valid and effective playstyle.

3. Zombie Threat to Living Targets

Rather than making zombies experts at destroying buildings, I believe their real danger should lie in their threat to living targets.

I suggest:

• A single zombie attack on a player should deal 70+ damage;

• Zombie attacks should apply 100% infection chance;

• Infection should become a genuinely deadly condition that must be taken seriously.

In my view, the scariest thing about zombies should be their ability to injure and infect humans, not their ability to dismantle reinforced concrete structures.

Players should fear getting grabbed or bitten by zombies — not watching their house being torn apart.

4. Importance of Headshot Mechanics

I believe the head should be the most lethal weak point on zombies.

For regular zombies, a successful headshot should result in an instant kill, regardless of the firearm used.

The current situation where players often need to empty entire magazines into a single zombie weakens the feeling of gunpower and turns combat into a mere damage sponge experience.

I would much rather see precision shooting become the most important combat skill, rather than relying on ever-increasing numerical stats.

5. Ammunition Scarcity

I hope ammunition becomes significantly more scarce in the game.

In recent versions, players can easily loot large amounts of ammo, and in the late game, it’s common to stockpile tens of thousands of rounds.

In a post-apocalyptic world, bullets should be extremely valuable, much harder to craft, and players should have to carefully consider every single shot.

At the same time, firearms themselves should be more lethal. If one bullet can effectively neutralize a threat, ammo scarcity would make every fight feel tense and meaningful.

Overall Design Philosophy

My core idea is quite simple:

• Reduce zombie threat to buildings

• Increase zombie threat to living targets

• Make firearms more deadly

• Emphasize the importance of headshots

• Reduce ammunition availability

• Increase overall resource scarcity

• Make base building truly valuable and rewarding

In short, I hope 7 Days to Die leans more toward being a hardcore post-apocalyptic survival game, rather than an action-RPG focused on numerical progression and gear stacking.

These are just my personal opinions as a long-time player and do not necessarily represent the views of all players. I understand that you have your own design goals and vision, but I still wanted to offer this perspective from an old veteran of the game.

Thank you for taking the time to read my suggestions. I wish 7 Days to Die continued success and an even brighter future.

Best regards,

A Long-Time Player
 
2. Zombie Damage to Structures

I hope that regular zombies deal significantly reduced damage to building blocks.

For instance, when a regular zombie attacks a block with 500 hit points, it should only deal 1 damage per hit.

What would be the danger of the first few horde nights then? One or two simple 3 block high cobblestone pillars would be enough for the player to be totally safe while sitting atop it for the whole blood moon.

By the way, you can use any POI as horde night fortress by cutting away some stairs and early zombies will have no chance to get to you (if you don't miss a hidden entryway). So the game already provides ways to be safe in the horde night. It isn't necessary to make the blocks impervious for that.
 
What would be the danger of the first few horde nights then? One or two simple 3 block high cobblestone pillars would be enough for the player to be totally safe while sitting atop it for the whole blood moon.

By the way, you can use any POI as horde night fortress by cutting away some stairs and early zombies will have no chance to get to you (if you don't miss a hidden entryway). So the game already provides ways to be safe in the horde night. It isn't necessary to make the blocks impervious for that.
this could be fixed by adding a zombie thats good at dealing structural damage. I mean this game is supposed to be tower defense, by making certain zombies ideal for digging/structural damage, you can make it dangerous from beginning to end. The construction worker zombie is there already and would fit well for a themed enemy meant to bring down a building.
 
this could be fixed by adding a zombie thats good at dealing structural damage. I mean this game is supposed to be tower defense, by making certain zombies ideal for digging/structural damage, you can make it dangerous from beginning to end. The construction worker zombie is there already and would fit well for a themed enemy meant to bring down a building.
You mean, like the block desolving cop spitter and the demolisher zombie? Well they are already in. For digging: all zombies do.
 
Early game doesn't need more threats during the hordes, it's early game. If you aren't new you don't worry but for new players it needs to not be over the top so they can learn. Late game there are all the infernals, they literally exist to tear blocks down. Charged do decent block damage as well.
 
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