List of suggestions, what I miss as a new player

Slampis

Refugee
Hello!
First I'd like to start out with that I'm a new player, who have gotten really addicted rather quickly to 7D2D. It's great!

But there are some gripes I have with the game that I'd love to have fixed, changed, updated or included.

1. Discord suggestions - register to (yet another) external homepage I'll barley ever login to is annoying. You have a discord, use that!

2. Auto drive, fast travel or toggle drive
Driving from trader 1 to trader 2 is a long drive, especially when you just have a bike, but that's fine, however, since we have to hold down W, you can't really do anything else. Not scroll around on youtube or anything, since the mouse is locked.
This could be solved with a few solutions;
2A. Fast travel
Probably the most controversial option. You set a few places to quick travel between - like traders, and your bed rolls, so that you can't just jump around the entire map.

2B. Auto drive
Just like with fast travel, this would be used to travel between point a to point b, while you just set the location up, and your character drives automatically, following main or smaller paths, not going over mountains and such.
Or just drive in a straight line with the minihelicopter (forgot what it's called).

2C. Forward toggle
This is the least I'd expect. Basicly, clicking W could toggle forward just like clicking shift toggles running, so that we can unlock the mouse, but still have to control the character ourselves.

3. Show what the items we craft, like food do.
Currently, we can see a description of the items, and the required items, but we cannot see that stats and bonuses it has and give, for instance, we can't see how much food & health bacon & eggs gives, unless we craft it. Adding another tab on the item, showing the same tab we see when we use the item would solve this issue.

4. Modify item keep changing button.
Depending on which menu you're in, the modify button changes.
I don't remember exactly which window uses which button, but for instance, if I remember correctly, when looking at your equipped outfit helmet boots & golves, modify is S, when looking in your regular inventory tab, it's D, and somewhere else it's W, and in some menu, there isn't even a pre-set button, so you have to click it.
Please have a dedicated button, that is not shared with drop or salvage. W is a great option.

5. Both in crafting & when looking at skills, add a circle around the current chosen specialization, not just a slightly different colour.
It look me until like lvl 13-20 before I realized that I could change between perception, agi, etc. I thought I was locked into perception, as a beginner.

6. When choosing quests from the trader, instead of the current menu with quests and just a written ''1km to quest'', open a map and show all available quests on that map, so you can choose where the quest you take is. This would make co-op way easier, when both you and your buddy take quests, so you can take quests in the same direction.
Yesterday, me and my buddy took a quest each, his was about 700m to the east, mine was about 1,3 km to the southwest.

7. Allow us to salvage items with mods inside, and pick up bikes and stuff with stuff inside - just let the items in the stash & salvaged item go into our inventory.

8. You can go into your inventory and click on a damage notification (like broken bone) and it tells you what it means and how to cure it.
It'd be awesome if, when you click on it, it also shows in your crafting window all the item that'll help, so you don't have to read the damage, find the item, search for the item and not knowing which one is most expensive, and look around all available items by searching around for them to compare.

9. Connect storage boxes
Currently, you have to manually sort and throw around items between boxes.
It would be awesome if you could build for instance an interface box and connect multiple boxes to this interface, so that you can just dump all item and have it auto sorting. This could be made as a INT perk.

10. Buff the set perks and make set perks that aim especially at different playstyles
Currently, the set perks seems very underwhelming. I started with a medium armor build, and made scavenger items just because I wanted the additional loot, then made a full farmer-set to farm with.
After some research I realized only 2 farmer items are worth using, and that it's better to mix and match items rather than going all in on a set.
This could look like, (Light armor)
Lumberjack - perks to woodcutting & building
Preacher - healing, buffs
Rogue - assassination & stealth
Atheltic - scavenging & movement
Enforcer - mobility fighting

So all individual item perks & the full set would offer bonuses for this specific area, not like currently, where farmer helmet gives seed loot chance & farmer gloves gives rifle damage, where as the full farmer set gives food & drinks heals more.

This would both be interesting as we'd have to change equipment back and forth for different scenarios, and very annoying, since if we're in the wrong gear, we'd nerf ourself for no reason.

11. Allow us to pick up empty storage containers that we have put down.
Currently, we have to break them, I don't understand why.

12. When bases collapse cause we accidentally dig like morons, allow storage boxes to remain, but just bounce around to a new location.
Yesterday, we did our first bobo and collapsed half our base, making us loose like 8 boxes of resources, since we couldn't collect them in time, or just didn't find the loot bags that spawns after a storage box falls.

13. Allow us to craft a storage drone that'll allow us to send items back to our base, to our vehicle, to other players, or request items from our base.
This would first force us to build an infra structure around the map, not just mindlessly running around, as to create something similar to GPS that the drones can navigate by, and would let us be out and scavange way longer, especially for us who loves to scavange for long time.
Personally, I can be out and scavenge for multiple days at a time, it would also be awesome for when you're mining, so you aren't forced to take a break to empty your inventory and such.

14. Allow us to limit auto sprint
Currently, it runs down to 0 stamina, and starts running again at 25-30 stamina. I'd love if we could change it to stop running at 25 stamina and start running at 50 stamina.
This has messed me up more than once, since I don't realize I'm running when I have a high encumber.

15. Buy maps to dedicated resources
This is probably something you'll learn by playing, but especially in the beginning, it'd be awesome if you could buy a map that marks a quest on your map with a specific resource.
For instance, say I'm looking for skill books, libraries contain alot of books, so this map would give you a quest like "enter the library", and it would point you towards a random close by, unlooted library.

I know that there are more stuff I've talked to my co-op with, but this is what I remember on top of my head.
Time to go back to pretending like I'm working.

In general, awesome job guys, and I love what 7D2D can become!
 
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2A. Fast travel
Very cool, especially in PvP. I saw another player, took aim and he suddenly disappeared.
3. Show what the items we craft, like food do.
This is a good suggestion. When you play for a long time, you already know a lot, but for new players this is probably really useful.
However, there is a problem with weapons and armor. They have a small spread of characteristics, it is not very clear how this should be displayed.
Allow us to salvage items with mods inside
This has happened before. They disabled it because many people complained about losing their modifications.
pick up bikes and stuff with stuff inside
And this is already a cheat and a bug. I can put much more things in the trunk of the car than in my inventory. With this option, the meaning of limiting the inventory is lost.
9. Connect storage boxes
You are not the first to ask about this, but imagine the situation. There are 100 polymers in a box, 2 workbenches nearby, Player1 approaches one and wants to make a Dew Collector, and Player2 approaches the other and wants to do the same. To whom should the game tell that there are no materials?
11. Allow us to pick up empty storage containers that we have put down.
Why? With a steel axe, 10 wood is 1 hit. And considering that after just a couple of days of playing you already have a wood supply of 2-3 stacks, such savings are pointless.
12. When bases collapse cause we accidentally dig like morons, allow storage boxes to remain, but just bounce around to a new location.
Just get used to the fact that in case of a mistake you can lose everything and do not dig where it is not necessary. There are a lot of resources in the game, it is almost impossible to use everything.
13. Allow us to craft a storage drone that'll allow us to send items back to our base, to our vehicle, to other players, or request items from our base.
The point of limiting inventory size simply disappears.
15. Buy maps to dedicated resources
Conduct reconnaissance of the area and you will find everything. In the world of the apocalypse there is no Internet and Google maps. Everything is on your own.
 
Very cool, especially in PvP. I saw another player, took aim and he suddenly disappeared.
I'm not a big PvPer, so I didn't take this in to account. It could however be limited by having to stand still for a minute, or simply have the ability to disable it in the server.
This focus mainly on solo/co-op players that don't engage in PvP.
This is a good suggestion. When you play for a long time, you already know a lot, but for new players this is probably really useful.
However, there is a problem with weapons and armor. They have a small spread of characteristics, it is not very clear how this should be displayed.
I think it's pretty clear how to display this - simply add another tab which shows the same tab as the one that opens when you have it in your inventory



This has happened before. They disabled it because many people complained about losing their modifications.
That's why I said that mods should be added to your inventory


And this is already a cheat and a bug. I can put much more things in the trunk of the car than in my inventory. With this option, the meaning of limiting the inventory is lost.
This is why I said that items from the bike and storage should go into your inventory, not stay in the bikes inventory.
I think of it as similar how Minecraft handles it, if you break a chest, all the items gets thrown on the ground.
I don't think the bikes inventory should stay in the bike, effectively have a inventory in your inventory.

You are not the first to ask about this, but imagine the situation. There are 100 polymers in a box, 2 workbenches nearby, Player1 approaches one and wants to make a Dew Collector, and Player2 approaches the other and wants to do the same. To whom should the game tell that there are no materials?

Well, I don't see what the issue here would be. 100 polymers would show up for both players. Player 1 craft with 100 polymers, so 100 polymers are removed from both players view.
Basicly, think of it as 2 people looking on a table. One person takes the plate and the plate is gone for both people. The second person can't pick up the plate from the same table after the first person has removed it.
First come, first serve. I have to admit, I don't really understand how this is missunderstood, and I apologize if it sounds condescending


Why? With a steel axe, 10 wood is 1 hit. And considering that after just a couple of days of playing you already have a wood supply of 2-3 stacks, such savings are pointless.

I just find it annoying to have to break a box, then recraft it. With one wooden storage box it's no problem, but when moving like 10 steel boxes, it gets annoying.



Just get used to the fact that in case of a mistake you can lose everything and do not dig where it is not necessary. There are a lot of resources in the game, it is almost impossible to use everything.
Yeah, I guess this is a game mechanic, and one of the things you need to get used to. I just figured I'd mention it, even if I don't think it'll get changed.

The point of limiting inventory size simply disappears.
I'm not sure I agree with this, we'll still have to manage our inventory, we'll just have more tools to manage our logistics.
I'm also not suggesting these logistic drones to be cheap, imagine they cost 10 gas per meter, sending them to your base 1km away would cost 10,000 gas, which means it'd be a costly thing to do, but something that could be worth investing in to.
If we have a bunch of perks to train in to this aswell, we'd loose combat strength for utility.


Conduct reconnaissance of the area and you will find everything. In the world of the apocalypse there is no Internet and Google maps. Everything is on your own.
This is very true, yes, and it's another case of ''the more you play, the more you learn'', however, this is a great way to teach new players about what to look for.
The quest could include information like ''Libraries contain alot of books. Go to the school, and find the library to search for books'', and point towards the school.
Experienced players would not use this, since they'll just scout & find a school when they scout for everything else, and go get it, while me as a new player did not know that I can find books in libraries, until I got a quest on day 20ish.

I also really don't agree with arguments like ''there is no internet and google maps'', since there is no internet, you shouldn't agree with getting info on the items you haven't yet crafted, food you haven't yet eaten or get info on how to heal your damage before you've healed it atleast once yourself.
''Theres no internet'', so how can we get that info?
It's simply a gameplay mechanic to point you in the right direction.
 
1. Discord is optional and can be disabled.
2. Fast travel was discussed at one point and maybe will get added some day. Auto travel likely won't, and I don't see any need for it. They have sprint lock, but not movement lock. I don't think they will add movement lock. But there are apps that can do that for you.
3. Agreed. I pointed that out for armor when 1.0 came out.
4. It is strange to have things change. But I don't modify anything by pressing a key, so I don't really notice. At least wear and use are always the same
5. Not sure what you mean. I don't think people normally have trouble seeing the different tabs.
6. Considering each player has different quests, I'm not sure that would help. My suggestion is to do like I do and look at the direction indicated on the quest when taking it and find a couple that are in the same direction and close to the same distance.
7. Scrapping and getting the mod back instead of having to pull it out could be a good QoL, I guess. It never really bothered me, though. Picking up a vehicle that has loot in it (I assume you mean the loot goes into your inventory) could get annoying if you accidentally pick it up or forget you had loot in it and suddenly your inventory is full. If you meant the loot stays in the vehicle, that won't happen because people would just carry a dozen vehicles for extra storage.
8. This just comes down to experience. It won't take very long before you know what cures what.
9. This is suggested now and then. It may happen, but the odds aren't good. If you are on PC, there is a mod for that.
10. Set perks aren't designed to be overpowering. They give you a mostly small advantage. I think that is a good place for them. As it is, some people already think they need to constantly swap armor depending on what they are doing. That would just make that worse.
11. Most things can't be picked up. They allow workstations and turrets because they are expensive to make. A crate is cheap, even if you decide to upgrade it, which is optional.
12. I don't think this is any more necessary than any other things you might lose. Besides, I have a feeling you won't do that again.
13. I doubt that will happen. Otherwise, you just stay out scavenging forever without worrying about inventory space.
14. This also seems unlikely. They don't want a lot of options and are already choosing not to add certain options that have a far more wide reaching effect.
15. This isn't likely either. Right now, finding those POI is about the only exploration this game offers. I wouldn't want that to get taken away. You can already pick quests that are likely to have what you want. Bookstores stand out in the quest list, residential stands out, etc. Mostly it just takes playing a game or two to figure out where you find things. I don't think that is a problem. Think of your first game as a tutorial.
 
Well, I don't see what the issue here would be. 100 polymers would show up for both players. Player 1 craft with 100 polymers, so 100 polymers are removed from both players view.
Basicly, think of it as 2 people looking on a table. One person takes the plate and the plate is gone for both people. The second person can't pick up the plate from the same table after the first person has removed it.
First come, first serve. I have to admit, I don't really understand how this is missunderstood, and I apologize if it sounds condescending
Follaut 4 has a mechanic that allows you to pick up items with your dog. With a little practice, you can pick up an item with both your dog and yourself, resulting in 2 items.
The current system prevents this from happening. You can't have two players digging in a container at the same time. Crafting directly from a storage container will disable this block.
I'm not sure I agree with this, we'll still have to manage our inventory, we'll just have more tools to manage our logistics.
I'm also not suggesting these logistic drones to be cheap, imagine they cost 10 gas per meter, sending them to your base 1km away would cost 10,000 gas, which means it'd be a costly thing to do, but something that could be worth investing in to.
If we have a bunch of perks to train in to this aswell, we'd loose combat strength for utility.
You have an inventory limit of 45 cells + 10 belt. That is, you can't carry more than 55 items (or stacks of items) even if you want to. As soon as you have a shipping system, you can carry out anything on the map without worrying about returning home to unload your inventory. It will be a completely different game.

The game does not limit you in construction (unless the rules of a specific server can impose restrictions). Therefore, no one prevents you from placing storage boxes where necessary and then calmly transporting it all home. Usually, at the beginning of the game, I rob some small settlement. I put a box on the road near each POI, clear it, put the loot in the box and go to clear the next POI. After the clearing is finished, I start transporting the loot from the boxes home.
 
1. Discord is optional and can be disabled.
2. Fast travel was discussed at one point and maybe will get added some day. Auto travel likely won't, and I don't see any need for it. They have sprint lock, but not movement lock. I don't think they will add movement lock. But there are apps that can do that for you.
3. Agreed. I pointed that out for armor when 1.0 came out.
4. It is strange to have things change. But I don't modify anything by pressing a key, so I don't really notice. At least wear and use are always the same
5. Not sure what you mean. I don't think people normally have trouble seeing the different tabs.
6. Considering each player has different quests, I'm not sure that would help. My suggestion is to do like I do and look at the direction indicated on the quest when taking it and find a couple that are in the same direction and close to the same distance.
7. Scrapping and getting the mod back instead of having to pull it out could be a good QoL, I guess. It never really bothered me, though. Picking up a vehicle that has loot in it (I assume you mean the loot goes into your inventory) could get annoying if you accidentally pick it up or forget you had loot in it and suddenly your inventory is full. If you meant the loot stays in the vehicle, that won't happen because people would just carry a dozen vehicles for extra storage.
8. This just comes down to experience. It won't take very long before you know what cures what.
9. This is suggested now and then. It may happen, but the odds aren't good. If you are on PC, there is a mod for that.
10. Set perks aren't designed to be overpowering. They give you a mostly small advantage. I think that is a good place for them. As it is, some people already think they need to constantly swap armor depending on what they are doing. That would just make that worse.
11. Most things can't be picked up. They allow workstations and turrets because they are expensive to make. A crate is cheap, even if you decide to upgrade it, which is optional.
12. I don't think this is any more necessary than any other things you might lose. Besides, I have a feeling you won't do that again.
13. I doubt that will happen. Otherwise, you just stay out scavenging forever without worrying about inventory space.
14. This also seems unlikely. They don't want a lot of options and are already choosing not to add certain options that have a far more wide reaching effect.
15. This isn't likely either. Right now, finding those POI is about the only exploration this game offers. I wouldn't want that to get taken away. You can already pick quests that are likely to have what you want. Bookstores stand out in the quest list, residential stands out, etc. Mostly it just takes playing a game or two to figure out where you find things. I don't think that is a problem. Think of your first game as a tutorial.
2. I strongly dislike external fixes for stuff that should be included in the game. Theres a reason I want to love Skyrim but I can't. So much has to be modded, and I'd rather not play a game than to mod a ton of stuff into a game cause devs don't wanna fix it.
I'm not installing mods to toggle walk, and in a game like this, I honestly think it's ridicilous to not have it, since travel is such a huge part of the game.
Personally, I think auto travel is a better idea than fast travel.

5. This is mostly a beginner-thing. Now that I know how the game works, I have no problem at all to see it, however, as a fresh beginner, it took a while. It's easy to see when you know what you're looking for.

6. This is exactly why it'd help. You have 2 players picking up quests, and don't know the name of every building, so P1 has a quest 450m away, P2 has 530m away, they'll think these are in the game area, but one are to the SW one to NE.
A map or simply stating which direction they are (450M SW, 530m NE) would be useful for that.

7. Yeah, I don't mean that vehicles keep their inventories. That'd be OP AF.

8. This is the issue. When you're experienced, it doesn't matter, but it'd be extremely useful for beginners and players who don't have everything on auto pilot yet.

9. I refuse to mod the game. There are also other perks to this, such as connecting multiple forges, work benches, etc. and have them share resources, instead of having to split up resources forever.

10. Well, personally, I don't see the point of having weak and close to useless perks, in that case, I'd just delete them.
On top of it, I don't see the point of having individual pieces bonuses that has nothing to do with it's specific skill, like farmers gloves with rifle dmg.

13. Probably won't happen indeed, however, it can be balanced to not be op.
To be fair, your argument can be used against vehicles aswell. ''You can be out scavanging forever''. I've just been out for about 2 real life hours with a mini bike, with a 4x4 I could be out 8h RL easily, and I just returned to base to manage smelting and stuff.

Follaut 4 has a mechanic that allows you to pick up items with your dog. With a little practice, you can pick up an item with both your dog and yourself, resulting in 2 items.
The current system prevents this from happening. You can't have two players digging in a container at the same time. Crafting directly from a storage container will disable this block.

You have an inventory limit of 45 cells + 10 belt. That is, you can't carry more than 55 items (or stacks of items) even if you want to. As soon as you have a shipping system, you can carry out anything on the map without worrying about returning home to unload your inventory. It will be a completely different game.

The game does not limit you in construction (unless the rules of a specific server can impose restrictions). Therefore, no one prevents you from placing storage boxes where necessary and then calmly transporting it all home. Usually, at the beginning of the game, I rob some small settlement. I put a box on the road near each POI, clear it, put the loot in the box and go to clear the next POI. After the clearing is finished, I start transporting the loot from the boxes home.

Fallout is made by Bethesda. Bethesda knowingly leave such buggs in their games and never patch them. In Skyrim, you can place an item on the ground, have your follower pick them out, leave the area and go back in, and the item is still on the ground. This bug was in the game on release.

In Minecraft, anyone can use a chest, yet you can't duplicate items this way. Introduce it properly and it can be in the game.


You can balance the shipping system around it being expensive. Currently, vehicles are so cheap that it's never worth to go out without them, making them extremely OP.
If the shipping system costed 10 gas per meter (10,000 gas per 1km) it would be an endgame system, used as a last resort, if even that.
If it was an electric system, it'd give you a reason to invest in a huge infrastructure, effectively taming the wilderness, returning order to the wastelands, which I think would be cool!
 
Additional suggestions (that I can think of now that I'm playing).

16. Don't lock weapon perks to attributes.
Currently, you basicly have premade weapon kits, and if you want to use anything outside of these sets, you are basicly nerfing yourself.
I want to use spear-assault rifle combo with heavy armor. That requires me to go both perception-fortitude, which I'm far too low level from.
Instead, have a melee weapon & ranged weapon tab, where you can spec into any weapon you prefer.
You've already done just that do armors, since agility for instance isn't locked to light armor.

17. Don't auto untrack stuff when you've crafted them
17 b. When tracking something, have a ''withdraw tracked items'' button when you're in a chest, so you don't have to look through the chests like crazy.

18. Allow to zoom out longer on the map

19. Create a radar that can scan and explore the map for you.

20. Create a ''zombie lurer'', that'll allow you to lure very strong zombie waves to your base, or throw it at someones base, in order to mess with other people.
 
2. I strongly dislike external fixes for stuff that should be included in the game. Theres a reason I want to love Skyrim but I can't. So much has to be modded, and I'd rather not play a game than to mod a ton of stuff into a game cause devs don't wanna fix it.
I'm not installing mods to toggle walk, and in a game like this, I honestly think it's ridicilous to not have it, since travel is such a huge part of the game.
Personally, I think auto travel is a better idea than fast travel.

5. This is mostly a beginner-thing. Now that I know how the game works, I have no problem at all to see it, however, as a fresh beginner, it took a while. It's easy to see when you know what you're looking for.

6. This is exactly why it'd help. You have 2 players picking up quests, and don't know the name of every building, so P1 has a quest 450m away, P2 has 530m away, they'll think these are in the game area, but one are to the SW one to NE.
A map or simply stating which direction they are (450M SW, 530m NE) would be useful for that.

7. Yeah, I don't mean that vehicles keep their inventories. That'd be OP AF.

8. This is the issue. When you're experienced, it doesn't matter, but it'd be extremely useful for beginners and players who don't have everything on auto pilot yet.

9. I refuse to mod the game. There are also other perks to this, such as connecting multiple forges, work benches, etc. and have them share resources, instead of having to split up resources forever.

10. Well, personally, I don't see the point of having weak and close to useless perks, in that case, I'd just delete them.
On top of it, I don't see the point of having individual pieces bonuses that has nothing to do with it's specific skill, like farmers gloves with rifle dmg.

13. Probably won't happen indeed, however, it can be balanced to not be op.
To be fair, your argument can be used against vehicles aswell. ''You can be out scavanging forever''. I've just been out for about 2 real life hours with a mini bike, with a 4x4 I could be out 8h RL easily, and I just returned to base to manage smelting and stuff.



Fallout is made by Bethesda. Bethesda knowingly leave such buggs in their games and never patch them. In Skyrim, you can place an item on the ground, have your follower pick them out, leave the area and go back in, and the item is still on the ground. This bug was in the game on release.

In Minecraft, anyone can use a chest, yet you can't duplicate items this way. Introduce it properly and it can be in the game.


You can balance the shipping system around it being expensive. Currently, vehicles are so cheap that it's never worth to go out without them, making them extremely OP.
If the shipping system costed 10 gas per meter (10,000 gas per 1km) it would be an endgame system, used as a last resort, if even that.
If it was an electric system, it'd give you a reason to invest in a huge infrastructure, effectively taming the wilderness, returning order to the wastelands, which I think would be cool!
2. It's your opinion that certain things should be in the game, but that doesn't mean everyone agrees. There will always be things that you want that the devs don't. That's where mods come in. If you are unwilling to use them, then you are stuck with whatever they give you. As I mentioned, it's extremely unlikely they'll add an auto travel option. Fast travel has a chance, but I don't think auto travel does. You can, of course, still request it. I'm just being realistic about the chances.

6. It does tell you direction. At least, I know it did in 1.x. I haven't paid attention in 2.0 to see if they changed it.

10. A farmer being experienced in using a rifle is hardly unrealistic. The sets aren't about making you super good at one single skill. They are a theme reflecting what that person might be able to do. They aren't going to make the farmer set do only farming stuff. At that point, it becomes too OP and it also practically screams at you to change your outfit every time you do something different, even more that we see now.

13. That depends on what you gather. If you don't grab everything you can grab, then you could stay out a long time even without a vehicle. If you grab everything you find, you're going to fill up even a 4x4. I know... I've done it. Especially if you aren't reading every magazine and book because you're playing with other people and need to bring them back to base. I have easily filled up inventory and vehicle and drone with max cargo mods after a couple of tier 5 POI. At that point, it's a choice. Do I leave stuff behind because it isn't as useful, or do I go back to base and unload and then sell or keep the stuff that isn't as useful? Do I leave stuff in a crate to be picked up later? If you don't have to worry about inventory, there's no point in having a drone with inventory mods or a larger vehicle. Why even bother with the 4x4 other than for space?

This game isn't Skyrim or Minecraft or any others. Just because something is in a different game doesn't mean it should be in this game.

You can always give suggestions, and my response was just to comment on those, not to say you shouldn't suggest whatever you want. But in the end, you have a choice... you can just accept that some things you want won't ever be in the game, which is a perfectly fine choice, or you can use mods to put those things in the game so you have what you want. Mods aren't evil. If you don't want to use them, there isn't anything wrong with that. But if you really want something in the game that isn't likely to ever be added, what is wrong with using a mod for that? You'll get what you want and the result is basically the same. But that is your choice.
 
Additional suggestions (that I can think of now that I'm playing).

16. Don't lock weapon perks to attributes.
Currently, you basicly have premade weapon kits, and if you want to use anything outside of these sets, you are basicly nerfing yourself.
I want to use spear-assault rifle combo with heavy armor. That requires me to go both perception-fortitude, which I'm far too low level from.
Instead, have a melee weapon & ranged weapon tab, where you can spec into any weapon you prefer.
You've already done just that do armors, since agility for instance isn't locked to light armor.

17. Don't auto untrack stuff when you've crafted them
17 b. When tracking something, have a ''withdraw tracked items'' button when you're in a chest, so you don't have to look through the chests like crazy.

18. Allow to zoom out longer on the map

19. Create a radar that can scan and explore the map for you.

20. Create a ''zombie lurer'', that'll allow you to lure very strong zombie waves to your base, or throw it at someones base, in order to mess with other people.
16. This also gets mentioned now and then. It has almost zero chance of being changed, though. You can easily use any weapon that you don't put points into, even in the end game. You pick your main weapon, which is where you do most of your fighting, and then any alternate weapon doesn't need to have the points in the perk. Besides, by the time you are getting into the end game, you should have leveled up so much that it's not hard at all to put points into other weapons. In early game, it doesn't really matter. I use spear and pistol (eventually desert vulture), where spear is used almost all the time and the pistol is to handle difficult situations I might end up in. I don't normally put points into my pistol until at least mid-game. There just isn't any reason to do so. So you can easily use an assault rifle with a spear without a problem. Games usually have choices you have to make. That isn't a bad thing.

17. I rarely track anything anyhow (maybe a handful of times over the past few years), but I can see this as being useful in certain cases. On the other hand, I see having it remove the tracking once crafted to be useful in more cases. Most things you want to track to craft are things you'd craft only one of. Things that you craft a lot of usually don't have so many ingredients that you need to track them, at least not beyond the initial tracking where you see what you are gathering and then it sticks in your head as you continue to gather more of those things. But this could still be useful. Regarding chests, an automatic removal button for a tracked thing might be useful, but if you organize your chests, it's really not hard to grab things quickly. Even when I have 30-40 crates with stuff in them, I know where everything is and don't have any trouble grabbing stuff very quickly. Still, I do also like the buttons to drop everything or to drop everything that is already there (and can be stacked) to save time, so I can see value in a way to grab tracked crafting items quickly.

18. That would be useful.

19. This is unlikely as well. Exploration is already sorely lacking in this game. If you don't even have to go anywhere to see the map, it reduces exploration in the game even more.

20. There are already 2 options. One is to generate heat to get screamers. The longer you let them live, the more enemies you'll get. The difficulty of them will be determined by your game stage. The other is to enable feral sense. If enabled, you should be regularly seeing visitors.
 
2. It's your opinion that certain things should be in the game, but that doesn't mean everyone agrees. There will always be things that you want that the devs don't. That's where mods come in. If you are unwilling to use them, then you are stuck with whatever they give you. As I mentioned, it's extremely unlikely they'll add an auto travel option. Fast travel has a chance, but I don't think auto travel does. You can, of course, still request it. I'm just being realistic about the chances.

6. It does tell you direction. At least, I know it did in 1.x. I haven't paid attention in 2.0 to see if they changed it.

10. A farmer being experienced in using a rifle is hardly unrealistic. The sets aren't about making you super good at one single skill. They are a theme reflecting what that person might be able to do. They aren't going to make the farmer set do only farming stuff. At that point, it becomes too OP and it also practically screams at you to change your outfit every time you do something different, even more that we see now.

13. That depends on what you gather. If you don't grab everything you can grab, then you could stay out a long time even without a vehicle. If you grab everything you find, you're going to fill up even a 4x4. I know... I've done it. Especially if you aren't reading every magazine and book because you're playing with other people and need to bring them back to base. I have easily filled up inventory and vehicle and drone with max cargo mods after a couple of tier 5 POI. At that point, it's a choice. Do I leave stuff behind because it isn't as useful, or do I go back to base and unload and then sell or keep the stuff that isn't as useful? Do I leave stuff in a crate to be picked up later? If you don't have to worry about inventory, there's no point in having a drone with inventory mods or a larger vehicle. Why even bother with the 4x4 other than for space?

This game isn't Skyrim or Minecraft or any others. Just because something is in a different game doesn't mean it should be in this game.

You can always give suggestions, and my response was just to comment on those, not to say you shouldn't suggest whatever you want. But in the end, you have a choice... you can just accept that some things you want won't ever be in the game, which is a perfectly fine choice, or you can use mods to put those things in the game so you have what you want. Mods aren't evil. If you don't want to use them, there isn't anything wrong with that. But if you really want something in the game that isn't likely to ever be added, what is wrong with using a mod for that? You'll get what you want and the result is basically the same. But that is your choice.
First, I gotta say, it's a horrible idea to say ''this game isn't this or that game''. You gotta be able to take inspiration from other sources.
You argued ''this can't be introduced because bug abuse'' then I have to be able to answer ''look, here is an example of this feature being in the game, without it being abused'', so they can look at their solution for it.

2. Yeah ofcourse, it my opinions on what to add or not. I'm fully aware that, just as I say at my previous jobs, if I give them 100 ideas, they might use 1. However, if I give them 0 suggestions, they'll use 0. I'm simply saying what I want introduced, and why I'd like it.
A game where you need to travel alot but you can't do anything while you're brainafk driving like scrolling outside of the game, or go through menues and for instance look through skill perks, that's just extremely unpolished, and they have to fix that in some way.

6. It doesn't, it just says distance.

10. To be honest, if that's not the point of the armors, then I don't see the point in having the perks on armors, so if so, I'd recommend having all for instance farming stats being included in the Living off the land-perk, rather than being bound to equipment, and to be honest, I would strongly prefer that.
This would also allow them to make gear specialized for different playstyles.

The reason I dislike mods is because it can be used as a cheap way out for devs.
I can enjoy it when mods adds major things that the devs either don't want, or simply doesn't fit the game (like, theres a mod in Skyrim, that added a hub with multiple extremely difficult dungeons, and dungeons with new unique puzzles).
However, mods that adds base functions that any game should include... that's just not ok imo.

16. This also gets mentioned now and then. It has almost zero chance of being changed, though. You can easily use any weapon that you don't put points into, even in the end game. You pick your main weapon, which is where you do most of your fighting, and then any alternate weapon doesn't need to have the points in the perk. Besides, by the time you are getting into the end game, you should have leveled up so much that it's not hard at all to put points into other weapons. In early game, it doesn't really matter. I use spear and pistol (eventually desert vulture), where spear is used almost all the time and the pistol is to handle difficult situations I might end up in. I don't normally put points into my pistol until at least mid-game. There just isn't any reason to do so. So you can easily use an assault rifle with a spear without a problem. Games usually have choices you have to make. That isn't a bad thing.

17. I rarely track anything anyhow (maybe a handful of times over the past few years), but I can see this as being useful in certain cases. On the other hand, I see having it remove the tracking once crafted to be useful in more cases. Most things you want to track to craft are things you'd craft only one of. Things that you craft a lot of usually don't have so many ingredients that you need to track them, at least not beyond the initial tracking where you see what you are gathering and then it sticks in your head as you continue to gather more of those things. But this could still be useful. Regarding chests, an automatic removal button for a tracked thing might be useful, but if you organize your chests, it's really not hard to grab things quickly. Even when I have 30-40 crates with stuff in them, I know where everything is and don't have any trouble grabbing stuff very quickly. Still, I do also like the buttons to drop everything or to drop everything that is already there (and can be stacked) to save time, so I can see value in a way to grab tracked crafting items quickly.

18. That would be useful.

19. This is unlikely as well. Exploration is already sorely lacking in this game. If you don't even have to go anywhere to see the map, it reduces exploration in the game even more.

20. There are already 2 options. One is to generate heat to get screamers. The longer you let them live, the more enemies you'll get. The difficulty of them will be determined by your game stage. The other is to enable feral sense. If enabled, you should be regularly seeing visitors.
16. Yeah, that's what I currently do, got an agi build with an assault rifle.
However, the build I'd like to do would require me to spec into 3 attributes, and I think that attributes should influence your playstyle, rather than forcing you into weapon combos.
Spears for instance makes sense for an agile runner, rather than a bow which is a sneaky and slow weapon, which makes sense for a perception build (like the current snipers), but this is something anyone could argue for and around, since spear also makes sense for a slow, strength build.

This could allow to specialize the playstyle, like str spear gives AoE swipes and ground slams.
Agi allows you to run around, headshotting on a long melee-range and regen stamina on kills
Fortitude grounds you, and extremely increase attack speed, in order to basicly make you a defensive turret
etc etc.

It could create some really cool specialization with different weapons!

19. It wouldn't say what is on the map, it simply unveils the map, it wouldn't tell you what pois are around.
The biggest perk of this would be to explore over mountains and stuff, and it comes from me being annoyed over having grey dots on the map, even if nothing is there.

20. I've seen videos about this aswell, and it's a cool way to abuse a mechanic to farm. However, my idea would be to instantly be able to either start a hard invasion of your base, or throw a bunch of zombies at someone elses base. The heat generation cannot currently be used to invade someone in any way it'd hurt someone, and it takes a pretty long time to set it up, rather than preparing and just press ''start''.
 
I've just ''finished'' the game for the first time (all maxed skills, maxed gear, all vehicles, drone, all biomes etc. would be my definition of ''finishing''.
First, I apologize. The directions on the quest givers were already there, I just missed it, my bad.

Some things I think from now:

21. Gear progression;
Have armor ranks or even better armor sets be biome locked, and that you need tier 1 (T1) to get T2. Currently, I just made a random T1 set, then waited until T6 before upgrading, there was no sense of progession.
This might be different on higher difficulties, due to higher damage, but I didn't feel like there was any progression to be made. No reason to leave the biome until maxed.

22. I still believe in the logistic drones. I don't see at all why this would be game breaking when we have 4x4 truck + drones with mega inventories.

23. Building communities (taken directly from State of Decay, but adapted to 7d2d)
Have some buildings being outposts that offers resource income, and allow us to specialize different survivors, so we for instance can have 1 miner-survivor, 1 scavanger survivor, 1 general combat survivor, etc etc etc.
Currently, I assume most of us just like me just farm dukes for multiple grandpa potions, and respec all the time to do different stuff since points are so very limited.
Dual spec could be an easy and less cool fix too

23 b. Preview perks & costs
When we reset, instead of pressing W to buy a perk, let W choose a perk to buy, and then we press ''buy'' or something to spec into it.
This would allow us to play around with and rethink our perk trees without buying a ■■■■ton of respec elixirs.

23 c. Give us a new progression tree style, where we for instance each 5 levels get 1 point for armor, 1 for melee, 1 for ranged, 1 for crafting & 1 for gathering skills, and we use them how we want.
With the current system, you dump all the points into one specialization, and just respec whenever you're done (unless you play without traders)

24. Legacy quests
When reaching different milestones like lvl 50, 100, etc, have the traders offer us a very difficult quest, with for instance a 10-wave of just the strongest mobs in the current biome.

25. Crafting update (based on Factorios solution)
If for instance I want to create a gun, and I have all the base ingredients but not for instance duct tape, all items that can be crafted in your inventory should be set in queue to craft, if you have the base ingredients (glue & cloth).
 
Feel free to continue giving suggestions, but I'll just point this out in case you're not aware... The devs are working to complete the game so they can move on to their next games. There is a roadmap with the plans for completing the game and they are already over 6 months behind. It is very unlikely that they'll make any major changes are add any significant features that aren't on that roadmap. Things can still get added after they finish the game, either as DLC or as a free update, but they'll mostly be working on their new games at that point.
 
22. I still believe in the logistic drones. I don't see at all why this would be game breaking when we have 4x4 truck + drones with mega inventories.
Because it will save you from traveling. Why go and carry something yourself if you have mail?
Currently, I assume most of us just like me just farm dukes for multiple grandpa potions, and respec all the time to do different stuff since points are so very limited.
Only a few players do this. Why do you need to redistribute something? Well, for example, I didn't invest in a miner, so what? Well, instead of one vein, I'll dig two. As a result, I'll still get the same thing, I'll just spend a little more time. And this applies to many skills, such as cooking or hunting.

There are actually enough points, at level 200+ I was sitting thinking about where to put my free points, all stats were pumped up to 10, the weapons I used were also pumped up to the maximum, armor and the necessary peaceful skills were also pumped up. All I had to do was pump up the weapons I didn't use.

In old games, I saved money mainly to smelt them in the forge and make shells. Now the money mainly goes to buying magazines from the merchant.
This would allow us to play around with and rethink our perk trees without buying a ■■■■ton of respec elixirs.
If you want to experiment, it is much easier to start the game with creative mode, quickly draw yourself experience, a bunch of elixir and experiment. After these experiments, delete the current save and start a normal game.
25. Crafting update (based on Factorios solution)
Many games have this, it's a good idea. It's quite convenient not to waste time on creating tasks for producing intermediate products.
 
Feel free to continue giving suggestions, but I'll just point this out in case you're not aware... The devs are working to complete the game so they can move on to their next games. There is a roadmap with the plans for completing the game and they are already over 6 months behind. It is very unlikely that they'll make any major changes are add any significant features that aren't on that roadmap. Things can still get added after they finish the game, either as DLC or as a free update, but they'll mostly be working on their new games at that point.
That's more than I knew, thanks for letting me know.
However, I just kind of enjoy writing out my ideas, so I don't mind.
If you give 100 suggestions, they might use 1, but if you give 1 suggestion, most likely, they'll use none and you haven't contributed at all :D
 
Continuing my list after I've conquered the wasteland and, tbh, feel like I have nothing to do ingame anymore, now that I have a fully functioning horde base, full T6 gear and all max modded vehicles

26. The exploration size you get on the ground is fine, but when you're in the gyrocopter, you should get a whole lot more scouting area on the map. There has been many times that I've looked at the area through the copter, and not been able to see it on the map.

27. After you've ''discovered'' a POI, you should be able to toggle a difficulty marker, so you can for instance look for a difficulty 7 building in an area you've already discovered. Doing a bunch of manual waypoints, just to turn them off constantly is really ■■■■ annoying and just feels clunky.

28. Currently all POIs has an ''intended path'', following the lights. I'd love it if there was POIs without intended paths, so you would be forced to knock down walls & paths.
I love the underground military bases for this, since the ways down there are so confusing that I can't find the intended way if my life depended on it.

29. Weapons on vehicles - especially the Gyrocopter

30. Less clunky gyrocopter steering
Currently, the gyrocopter is a mini helicopter, but it steer like a plane, this does not make sense at all.
It would however be cool to some kind of mini fighter jet!

31. I'm never getting over the current inventory.
Another idea to solve it would be, when you have a drone flying around you, opening your inventory would automatically open it's aswell, effectively making the drone an extension of yourself that you have to protect.
Currently, I'm always opening my inventory by going to the drone, but it just feels clunky and annoying, since the drone isn't always directly behind you.

32. Increasee stack size
I'm currently almost exclusivly using the M60, and having 10 stacks just to have 1500 ammo for a horde night is annoying at best. Same with first aids, that is limited at 5 per stack.

33. Add a ''sell value'' icon in the corner of an item, as we already get when we visit a vendor, so we know what items are worth, and if it's worth to pick them up in the early game.
Currently, it's a case of that the game is unnecessarily convaluted and unguiding for new players, while the experienced players knows this by heart.
For instance, to compare with League of Legends. When I actively played that, I knew the price and stat of every single item by heart, all I did in the store was to buy the items. However, that is not a good reason to not be able to see the prices of items unless you go to the store.
Take care of your new players, since atleast for me, I almost returned 7D2D after my first hour, since there was so little available ingame information. I only continued since I had a friend to played the game and could guide me.
 
Continuing my list after I've conquered the wasteland and, tbh, feel like I have nothing to do ingame anymore, now that I have a fully functioning horde base, full T6 gear and all max modded vehicles
That's when you start a new game. The game is meant to be played over and over again. :)

30. Less clunky gyrocopter steering
Currently, the gyrocopter is a mini helicopter, but it steer like a plane, this does not make sense at all.
It would however be cool to some kind of mini fighter jet!
Look up what a gyrocopter is. That's really how they work.
 
That's when you start a new game. The game is meant to be played over and over again. :)


Look up what a gyrocopter is. That's really how they work.
Oh, you're right. I've always assumed that the ''copter'' part of Gyrocopter refered to a helicopters kind of steering, while gyroplane would be as we have it, but aparently, gyrocopter & gyroplane are interchangeable. My bad!
However, a jet plane would still be cool!
 
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