I want to feel PAIN - More Difficulty Tabs

ben_roprim

New member
7 Days To Die, it feels like it cant bring the kind of pain and suffering I really want to feel.

I been playing at the hardest difficulty, 25% Loot, No Item Respawn, 1 Life for quite sometime. But the spike from Very Hard to Cakewalk is quite staggering, especially when you pick up or make your first Pipe Machine Gun; and master it's type in the Skill Tree. Zombies on Insane are not realistically hard, that one would imagine a Zombie to be. So I get frustrated from having my hand held to much, as even Traders give to much and to generously. 

I want HURT. I want to feel PUNISHED. I want to feel like my mistakes cause anguish and grief. Even to go as far as "Pathologic Hard", and beyond.

Here are some examples of the kinds of real Pain & Torture, I wish could be added to a World's Difficulty Options:

Permanent Disease upon Infliction

Toggled On, it will make when you get Infected permanent. There is no cure whatsoever. As a zombification disease, you are forever to suffer from it. The only thing you can do is keep taking medications for the rest of your character's life. Critical Hits from Zombies that inflict disease, also can increase it's stage by 5 - 15%, depending on your armor class.

Permanent Limb Paralysis & Penalties

Toggled On, a critical hit caused by a Zombie can cause your Arm or Leg to be permanently Paralyzed for the rest of your character's life. It's a condition in reality, where damaged nerves, tissue, and bone no longer respond due to high-impact damage. Mechanically in game, a paralyzed Leg will make you unable to run. And a Paralyzed arm will make you unable to wield 2-handed items such as Rifles, Sledgehammers, Augers, Steel Pickaxes, Shovels, etc. Power Attacks can still be used, but only for 1-Hand weapons like the Knife and Machete. 

One Life, One World

Toggled On, will make your character only have one life. Upon Death, the world in which the character died in becomes Deleted and Unusable.

Poorer Traders, Reputation Matters

Toggled On, will make Trader's starting available inventory and Secret Stash be reduced by 10 - 80%. The only way the player can raise the available merchandise, is by completing their quests. Each Tier Reward brings along new amounts of merchandise each new rotation. At a Tier 5 Trader, they will have 100% available merchandise once more.

Eat To Much, Get @%$#ing Sick

Toggled On, eating and/or drinking to much of any given food will cause the player to vomit. This is similar to the previous version of Food Poisoning, but now more appropriate. A player only has so much room in their stomach, and must cook accordingly to their needs; Stews and Whole Foods being more filling. As an example, eating 6 - 10 Grilled Meat will cause puking and reduce your Hunger/Water Meter. In accordance to puking, a "Puke Debuff" will cause the player to be unable to eat/drink for a short time; depending on how much they overate/overdrank. The only food a player cannot overeat with is Candy.

Zombie HP, Damage, Armor, and Rage Tabs

Just as there are Option Tabs for Zombie Walk speeds, there should be more to make them challenging in their own way. Zombies are in fact dead people, so to me I expect them to be quite frail and slow; besides from the special Mutated Zombie archetypes. These new Tabs allow players to change Zombie HP, Damage, Armor, and to turn on/off Rage. For example, I want my zombies to feel frail and slow, but hit for about 200% more damage; especially if I am wearing no armor. Which may or may not instantly kill an unaware player, making their surroundings of possible roaming zombies a more dangerous endeavor to the unprepared.

There are more ideas I have for difficulty changes a player could have access to via New World menu. But for now I will leave these as my best examples when it comes to the "Survival" Difficulty of the game.

 
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Do one thing. Play on a FULL Wasteland Map and don't use Trader. I'm impressed when you survive this xD
Plus, nightmare speed, that's a huge difference too compared to easy peasy walking zombies

Or you could also use the custom difficulty modlet someone made for me for my overhaul mod. Removing scavenger and adventurer and added two difficulties after insane.
- deal 40% and take 350% (named survivalist in vanilla text)
- deal 80% and take 700% (named insane in vanilla text)

 
Plus, nightmare speed, that's a huge difference too compared to easy peasy walking zombies

Or you could also use the custom difficulty modlet someone made for me for my overhaul mod. Removing scavenger and adventurer and added two difficulties after insane.
- deal 40% and take 350% (named survivalist in vanilla text)
- deal 80% and take 700% (named insane in vanilla text)


Nightmare Speed isnt impressively difficult, now that even the simplest items of melee can stun; even a Bone Knife.
Boxing is also pretty big on stun locking, so them getting to me first all super speed like, is just an invitation to knock them flat and sit down with fists. Not to mention Nightmare Speed on Day 7 is more a Boon then Difficult, when you surround yourself with Blade Trap meat grinders.

Do one thing. Play on a FULL Wasteland Map and don't use Trader. I'm impressed when you survive this xD


One would think this to be hard, but it's the reverse.
For one thing arrows become more common early game, thanks to vultures. Farming becomes easier cause of all the rotting flesh you'll harvest. And so much stone surrounds you, getting from Cobblestone to Cement is easier.
This of course, is through my personal experiences with 100% Wasteland.

 
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Well I tried it when the 20.6 update came and I got destroyed xD just got into the map and instantly radiated zombies on nightmare speed. They permanently came on me I couldn't defend myself.

 
Turn feral sense on!

If you want to add mods to make it harder, I have several and there are more out there. My personal “favorites” I play every game are:

- give me a break: makes the chance of hitting your legs a LOT higher when jumping off of anything higher than 2-3 blocks. This means no more “run up on the roof/stairwell and jump off” to escape zeds.

- block stability: this lowered the block stability a LOT. It makes it harder to build (as you must have more supports or upgrade) and also any prefabs don’t have stability calcs run until a block is broken (or a container is opened?) and so you find many pois are “unstable” when running around or zeds breaking blocks. Additionally, with the leg break mod above, when a collapse happens you generally break your leg. Also: any burnt wood breaks when anything steps on it.

- random zed infection time. Every time you get hit, you don’t know if it’s going to be a fast infection or not. You have to watch the infection counter. And the “slowest” time was moved up a lot as the vanilla game infection counter is really long.

- lower loot percentages: this just adds more options in the UI to drop loot % down to 2% if you want. I found playing at 10% to be really painful and makes looting almost pointless (have to put points into looting) so early game you’re having to do without loot or get lucky when looting.

darker nights and darker inside: does what it says. It can get pitch black.

Lower daylight time: you can lower daylight to 0 hours if you want (perpetual nighttime).  Makes horde night interesting. I recommend at least 4 hours of daylight, so you can run around if you need to.

Remove headlights: so you don’t get a headlamp and negate the darker inside/nights in the first few weeks of the game.

mods by others I like:

- SCore (I believe, on my phone) has some configurations you can change in blocks.xml to disallow nerdpoling, add caves (new map required), and a bunch of other options (food spoilage, which then requires another mod to implement it I think). Lots of things to make it harder. And it’s also a base mod for the NPC mod(s) which some have NPCs that shoot/attack you. 
 

- night fog (by Donovan) BUT I make these tweaks: cut the for amount in 1/2 for night (thicker fog), make the “day” fog the night amount. Very hard to see far, especially at night. Fog amount changes as the weather changes so it can be impossible to see.

- extra repair kits (there are 2? Of these). Basically you have to have special repair kits for each type of item. The “original” still works for some things.

- load the compopack mod: Lots more pois (so you don’t know them all by heart) and some of them are …. Full of zeds.

- there are some mods … err.. Harry’s calibers? On nexusmods. It adds more guns, and a lot more bullets. You’ll be finding it hard to get a gun and the right bullets for it. Not sure about a20 compatibility. He’s got one for turrets too.

- “sorcery”: it may be not what you’re looking for (fantasy element) but you can set it to “hard” mode, and it has its own shooting zeds and pois and new stuff galore. A large mod add on that’s not an overhaul mod that changes base game stuff.

not sure about these anymore. Was a18 or a19 and hard to find, and not sure of the names. was very hard to play with these early game:

a “stressed out” mod that makes you have to keep drinking also how and smoking to lower stress…. Or you die. Eventually you can make alcohol and smokes. 

“Have to be indoors and near a light at night” mod, or you start hallucinating and die. Yeah, it makes you hunker down at night.

“Real torches and candles”: torches and candles require flints to light, and go out after some time. 
 

Turn all poi lights off: no more electricity, though torches stay lit in pois 

 
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Turn feral sense on!

If you want to add mods to make it harder, I have several and there are more out there. My personal “favorites” I play every game are:

- give me a break: makes the chance of hitting your legs a LOT higher when jumping off of anything higher than 2-3 blocks. This means no more “run up on the roof/stairwell and jump off” to escape zeds.

......


Feral Senses does what it says it does, make normal zombies have "senses" of Ferals; not Hp, Damage or Armor. They can see you through walls if your standing up, yes. But if your sneaking, Feral Senses becomes nothing as if it's like being turned off. For they have to actually hear your sounds first at 20 Sound Points to make a Detection Check.

As for mods, I dont want to mod.

Some people are ok with managing 50+ mods, I dont feel like doing so. My ideas for harder difficulty are are more a request to add in, or something similar.

"If players have the choice at default to make things as easy as possible, one should be able to make it as painfully hard too"; which FunPimps hasnt delivered on the kind of pain one might wish to experience. At least in my opinion.

Well I tried it when the 20.6 update came and I got destroyed xD just got into the map and instantly radiated zombies on nightmare speed. They permanently came on me I couldn't defend myself.


The Wasteland has the Sound Spawn system, that Rad Cities and Rad Towns now have too. Where sounds above 20 Points has a chance to spawn more zombies around you. If your playing 100% Wasteland, silent weapons are necessary to stop more zombies from spawning around you. If one should play 100% Wasteland, and if your RNG spawns Rad Towns/Cities instead of regular towns, Boxing/Sneaking or Crossbow/Sneaking is a good way to control spawning and live to tell the tale.

 
Wasteland only is great, except all of the zombie bears. How do you deal with all the zombie bears chasing you across the map on day 1 through 7, Insane, Nightmare, Feral Sense?

If you really want a vanilla challenge, play A8 or A9, on max settings. The moment you spawn in, zombie spawn around you and you barely have a chance to make stone axe before you have to run for your life!

 
Wasteland only is great, except all of the zombie bears. How do you deal with all the zombie bears chasing you across the map on day 1 through 7, Insane, Nightmare, Feral Sense?

If you really want a vanilla challenge, play A8 or A9, on max settings. The moment you spawn in, zombie spawn around you and you barely have a chance to make stone axe before you have to run for your life!


Zombie Bears? Just get them trapped in a Trader's 2x1 door. Use the game's jank geometry to one's advantage.

Or if not near a Trader: just lead them to any block that is 2x1, jank trap them, Bone Knife until dead, stir until well done, consume promptly.

Sadly, I am not on board for previous versions of 7D2D; and want to avoid them like the plague. Besides, no pretty HD graphics.

 
i think when you change difficulty settings it should change more things about the game and how things work

Scavenger: Basic settings, low infection rate/speed, less death effects, very low illnesses, basic zombie spawns

Adventurer: Slightly hire infection speed/rate, death effects only lower Xp (max is 25%), Illnesses are kinda more common so you need to be careful drinking nasty water and eating, zombies spawn (like spider and gassers) more and can spawn kind of more types, Wildlife is more dangerous as well.

Nomad: Infection rate is harsh, and it will lower your HP and stamina, (whatever % its at that the infection is, it lowers your max health and stamina), Death effects lower XP by 35% and it will lower your stats until you gain your XP back or wait, Illnesses is much more common, if you eat raw meat without perks you will get sick, drink nasty water you will get sick,. zombies are more deadly and more special zombies can spawn in the wild (like solders, lumbers, burnt zombies can rarely roam around in easier areas). 
wildlife is much more deadly and will spawn more types (Coyotes spawn in forest, wasteland, and snowy forest). (Cougars can spawn in deserts and forest)

Warrior: Infection is Mean, it lowers XP, health and stamina based on % and will not go away if you die, Death effects lower xp by 50% and lower stats by 2 (will comeback if you wait long enough or gain the xp back), illnesses is mean and lowers Health and stamina, it also will stay with you after death, Zombies are much more deadly, and others can spawn like screamers, and Feral zombies, even in the day. Wildlife is the same as Nomad

Survivalist: Infection hates you, it lowers your health and stamina by %, and it lowers stats once you hit 25% (and its much faster). Death effects are even more Harsh. and XP by 50% and can hit 75% and lowers stats by 3 (ether wait or gain XP back) if you die too much, all Negative effects stay with you after death illnesses is the same as nomad, zombie dogs and bears can spawn in areas like the forest in place of wolfs/coyotes/bears. Wildlife is same as nomad. 

Insane: Infection is the same as survivalist but it lowers it by 2 based on %, Death effects lower XP by 75% or can go too 100%, and lowers stats by 5. (ether wait or get your xp back), eating the wrong food can be the biggest mistake, you eat raw meat and you lose stats, hp and stamina, And all negative effects stay after death, All specials and heavy zombies can spawn in ALL areas, no matter the game stage or level (so the forest is just like the wasteland)


Other things to make your life more fun or hell, 
Zombie kills (Default, Headshots only, limbs only, all limbs)
Weapon/armor/vehicle durability: (basic, low, Super low, Insane)
Inflation (raises prices at traders), (Basic, High, insane)

Zombie spawn rate: (0, 10%, 25%, 35%, 50%, 75%, 100%, 150% 200%) (TIMES 2 at night)  it changes the XML files for you
animal spawn rate: (0, 10%, 25%, 35%, 50%, 75%, 100%, 150% 200%) counts for Hostile animals
Human spawn rates (0, 10%, 25%, 35%, 50%, 75%, 100%, 150% 200%) counts for bandits
 

 
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I definitely think that stuff like Zombie spawn rate/clumps/maximum should be increasable without having to mod it in. I currently play A20 with a few other mods (more guns, bigger generator, prestige perks, ect) and while I generally prefer a more casual experience, i'm also absolutely a fan of upping the convenience while also upping the difficulty.

I know OP's suggestion was masochism mode(s), but I think that difficulty options also apply to upscaled absurdity.

It might be cool to have a challenges section that simply messes the hell out of your game in some of the ways described in previous parts of this thread rather than integrating all of the options into the central standardized difficulty.

 
Sorry to necro this, but it was that or start a new thread- Since it's been a while since I've noticed anyone talk about it, and though it might be on The Pimps' radar, I wanted to echo this general sentiment, perhaps most important to me being:
Can we please separate zombie HP and damage?
.. I also think it would be pretty great if the whole 'Scavenger / Adventurer / Nomad / Warrior / Insane' settings would then just preset Damage / HP / Whatever, giving you the ability to change it if you were to want, as example, squishier zombies that hit like they have chainsaw arms.

 
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