Improving locked doors and breakable objects for better immersion

AETHEREX

New member
Hi everyone,

I’ve been enjoying the updates in 7 Days to Die, but I think there’s room for improvement that would enhance immersion.

My first suggestion is about locked doors. Currently, doors unlock all at once when you find the set of keys, which feels a bit unrealistic. It would be great if we could unlock doors individually, from the other side or with a lockpick!

My second suggestion is about breakable objects. I’ve noticed that breakable objects, especially doors (again!), always break at specific places regardless of where they are hit. This can break immersion and limit strategic gameplay. I propose that the developers implement a more dynamic system where objects break based on the point of impact. For example, shooting a door should create a hole where it was hit, rather than in a predetermined spot.

I believe these changes would make the game more realistic and allow for more tactical decisions. I’d love to hear your thoughts on this!

 
My first suggestion is about locked doors. Currently, doors unlock all at once when you find the set of keys, which feels a bit unrealistic. It would be great if we could unlock doors individually, from the other side or with a lockpick!


The doors that open after you klick on the key rack are specifically for a fast exit from complicated dungeon POIs after you finished the quest. In many cases the end loot room is near that place.

The developers have often said that gameplay trumps realism for this game. It doesn't strive to be a simulation. So I would say there is a low chance for this happening

My second suggestion is about breakable objects. I’ve noticed that breakable objects, especially doors (again!), always break at specific places regardless of where they are hit. This can break immersion and limit strategic gameplay. I propose that the developers implement a more dynamic system where objects break based on the point of impact. For example, shooting a door should create a hole where it was hit, rather than in a predetermined spot.


Are there any other objects beside doors having this feature? AFAIK it is only doors.

 
The doors that open after you klick on the key rack are specifically for a fast exit from complicated dungeon POIs after you finished the quest. In many cases the end loot room is near that place.


Indeed but you can still puncture holes in the structure with tools to get to the loot so it doesn't stop the player to take shortcuts anyway. But that was just one exemple, most doors in the POIs are just locked for good with no way of ever opening them. I think it's a shame since having the ability to open them from the other side would create a nice shortcut! Also, the player has the ability to pick locks, it shouldn't only be from loot containers when there are locked doors out there waiting to be fiddled with!

The developers have often said that gameplay trumps realism for this game. It doesn't strive to be a simulation. So I would say there is a low chance for this happening
I wasn't vouching for more realism but immersion and they arent quite the same thing, especially in a game. Realism doesn't necessarily make for a good game but immersion is always a positive!

Are there any other objects beside doors having this feature? AFAIK it is only doors.


Most objects are blocks so it doesn't lead to the same the issue. Their damaged state make them look different but there's not actual holes in them, they're there eighter there or fully destroyed. And once they do it creates a nice blocky hole from which you can aim and shoot! My main issue was mostly about doors but there could be more objects with rogue behavior like this! Anyone with an experience to share?

 

 
Like was said, multiple doors on a trigger are usually just a quick exit option and really aren't used very much except in very large POI.  I don't see a problem with it.  It is entirely up to the designer how to do it and some variety is nice.

As far as locked doors go, they are a way to dictate an intended path.  Some people don't like intended paths and break through.  They are welcome to do so.  But for others, having a clearly intended path makes it far easier to kill all the zombies and not miss something because you missed something. Again, I don't see this as a problem.

And the doors breaking to allow holes you can attack through was a great addition when they added that in A21.  Sure, it is always the same spot but not really a big deal.

 
AETHEREX said:
My second suggestion is about breakable objects. I’ve noticed that breakable objects, especially doors (again!), always break at specific places regardless of where they are hit. This can break immersion and limit strategic gameplay. I propose that the developers implement a more dynamic system where objects break based on the point of impact. For example, shooting a door should create a hole where it was hit, rather than in a predetermined spot.
They were testing dynamic door destruction a couple years back that did exactly what you're describing. I remember seeing test videos of pieces even breaking off and falling to the ground. At the time, doors broke in stages kind of like they do now, but you couldn't shoot or melee through them. I'm not sure whatever happened to that feature, but I'm assuming it was scrapped since it was likely too intensive on the system. Other games do this just fine, of course, but people keep forgetting that this is a fully destructible world. I agree it would be really nice, but I don't see them adding it now. Hopefully in 7DTD2?

 
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