How I would do biome progression. (feedback)

Crafty

Refugee
Having played a fair amount as solo and with friends, this is personally what I would do with the core game to make the other biomes more important to the player.

I'd have it be so horde night itself produces specific progression drops to the player from the mobs. Like a farm. So you prep for horde night for a purpose: to collect a specific resource/crafting ingredient you need to progress.

While the horde night difficulty caps out in each biome. So in the Forest Biome you don't have to build this insane base. Make it so it'll get pretty hard, but cap it off. Again, making it about surviving the horde night with what you're able to scavenge from the Forest Biome but with the purpose of farming the specific loot needed to progress the game.

So after collecting whatever this specific loot is after horde night is over. This allows you to progress into a new tier of crafting/building which is required to survive the next biome and farm the next specific loot.

While the game has 5 primary biomes. You could make biomes 2-3 be similar in difficulty and require two specific drops on horde night and combo the drops to be able to enter into the 4th biome. Then all 4 are needed to be able to build in the 5th and final.

Basically, make it like horde night, and surviving it is like earning a "key." I think this would give success similar to how Valheim added progression gatekeeping behind every boss. It's very satisfying to prepare for bosses early on in Valheim.

I think 7 Days has an amazing foundation, but I think you guys are stuck on trying to figure out how to blend the gameplay into something that gets people moving around on the map.

While during my playthroughs I tend to set up next to the first trader and build a mega base in the forest. I do that each time because it's the least resistant path to success. Then I survive horde night a fair amount of times and get bored.

I don't think having players build any "primary base" in the forest should be what is normal. That ought to be just to get people started, while the real surviving part is trying to build successful bases in the other biomes.
Post automatically merged:

You could also make it so one of the biomes requires you to build a certain way. Like building underground only so players have to be creative and can't just build the same type of base.

Maybe have it be so the weather is to crazy on the surface to allow for building above.

I think having at least in the start more than one base would be more fun. Then when you get to the final stages of the game you have that core survival base in the 5th biome.


Also, perhaps don't even allow core base building within the forest areas? Make it be more so about taking over a POI. Then you gain access to "that new drop" after horde night and you're able to then start building a base. You farm that resources and prepare to setup the next biome and survive the horde night there.
 
Last edited:
That sounds like it just forces people to play the way you like rather than how they like. Not everyone wants to go to other biomes. Not everyone wants to build multiple bases. Not everyone wants to build in every biome. I certainly wouldn't ever build a normal base in the snowy forest or the desert now that there are frost claws and plague spitters because those are too annoying to always have around my main base. I used to build in those biomes, but not anymore. It's bad enough dealing with them on horde nights.

The way things are now, people have freedom to go to whatever biome(s) they want and to build in them in any way they want. Forcing people to only build certain kinds of bases isn't good. And they already tried doing a loot cap in the biomes to get people to go to the higher biomes and it was very loudly shot down by players. So anything that is designed to prevent people from staying in the biome they prefer will not go over well.
 
That sounds like it just forces people to play the way you like rather than how they like. Not everyone wants to go to other biomes. Not everyone wants to build multiple bases. Not everyone wants to build in every biome. I certainly wouldn't ever build a normal base in the snowy forest or the desert now that there are frost claws and plague spitters because those are too annoying to always have around my main base. I used to build in those biomes, but not anymore. It's bad enough dealing with them on horde nights.

The way things are now, people have freedom to go to whatever biome(s) they want and to build in them in any way they want. Forcing people to only build certain kinds of bases isn't good. And they already tried doing a loot cap in the biomes to get people to go to the higher biomes and it was very loudly shot down by players. So anything that is designed to prevent people from staying in the biome they prefer will not go over well.

Like I mentioned it's aligning more so to use Valheims method of having a unique crafting item that elevates your crafting tier which allows you to "tech up" and to progress.

My idea is basically to merge that concept with base building. The "Boss" would be the horde night itself.

Imo, they could do both. Allow for sandbox like how it is but I'm talking more streamlined gameplay and personally I don't think the devs want it to be a total sandbox. With the trader mission system and the eventual introduction of bandits as well as there being a narrative. The shift has been to make it a bit more "exploration-survival".

Like the unique biome-specific smoothies is kinda aligned with the Valheim concept. You're having to get "key/item" that grants you access to an area. To give another example it is sorta like a "metro element" of completing an environmental task to get an "item/weapon" that opens up the rest of the map.

I mean, you could say you're being forced somewhat into using the trader for mission rewards over scavenging. You're at big disadvantage if you don't do the trader missions. So generally people are going to setup next to the trader, build a base and that'll be their base forever.

Either way, I disagree about the endless horde nights and super base being the best that 7 days can offer. For me and my friends the game always boils down to building a base near the first trader and just surviving off of that for the rest of the game.

Yes, we could build somewhere else. We could move are base. We do have this freedom but we never will because it would be extra work for nothing.

You could make the Forest a starting areas with a capped horde difficulty with limited base building options. That way you're having to take over POI and be creative. Then you survive a few nights, you gain enough of whatever "crafting item" from horde night that allows you to progress and expands you building options to actually build a base.

Stretching the progression out so you feel like you're learning.

Again, the sandbox thing as it is can always be a thing. But I think for a narrative experience it would be more interesting having to build more than one base and having different enemies styles attacking.
 
Last edited:
I mean you could do a lot of fun stuff with biome specific base styles too. A cold base, a hot base. Having certain freezing or heat aspects you have to build around.

It would make horde night more horizontal in terms of gameplay.

Also the requirements to survive even in the harder biomes in a base wouldn't need to be a massive ordeal. It could be more so about working around the environmental conditions more so.

While the 5th and "final" biome could be "toxic" and require you to have acid shielding base and you need to suit up.

Think more so Subnuatica and the feeling of building a "shallows starting base" versus when you build a base deep under the water. The feeling of conquering the terrain with what you've manged to scavenge and build from earlier biomes.
 
It can go away with that exact option. Mister i know it all. You lose.
It can be disabled, not go away from the game compleately! Content of that mechanic like biome foods/reskinned badges and etc still stay
Its a useless filler and a failure content
 
Last edited:
Back
Top