PC Long-term resource problems

I promise I'm not trolling here, but maybe you should alter your playstyles to accommodate the lack of ammo? Maybe only have one person getting the bullets and another a spec up melee very good? Or maybe pipe bombs? I'm only saying this because this one thing is what makes 7D2D great to me. How adaptive you have to be to get the job done. Anyways. Good post OP.
Really the only way we could 'adapt' to reduce our ammo requirement would be to exploit the AI pathing (beyond the simple fact that they come towards us). Meleeing on horde night where we are would probably be death for that person.

Zombie pathing is an exploit but 10k ammo a horde night isn't?
No because I worked my ass off to get that ammo. How could that possibly be considered an exploit? Building an infinite maze lined by traps is an exploit, and would cost us next to nothing on horde night.

 
Remember though that traps and defenses were created for specific reasons. I always go with thinking that if something was put in a game, then it can be used for whatever reason you want. This is similar thinking for new people in souls games. Many pick up some weapon they think is cool and try to beat the whole game with it, whether it's good to alter between different styles or even try new ones. Additionally, some bosses are created as if they are "cheating" against the player (though being very hard, you can go unscathed) when you try meleeing/magicking/ranging them.

My point being, sure you set up some rules in your head about some things, but using a different solution that makes the whole thing lots easier doesn't mean you cheated on them. Unless you're doing challenge runs, that's different matter altogether.

 
No because I worked my ass off to get that ammo. How could that possibly be considered an exploit? Building an infinite maze lined by traps is an exploit, and would cost us next to nothing on horde night.
One of the limitations the game deliberately puts on the player is limited supply of ammo (many shooters do this too by the way). The vanilla game on harder difficulty is simply impossible to survive without traps aka ammo-preserving measures. Again, I'm pretty sure this is intentional.

Modding is always the alternative to remove such limits.

 
We use a ton of traps as well. The huge ammo count I mentioned would not be sufficient for the hordes we face with just us shooting.

My point being, sure you set up some rules in your head about some things, but using a different solution that makes the whole thing lots easier doesn't mean you cheated on them.
The way I look at it is that if our base design would work for any alpha that came before (and it would) then we are not specifically exploiting A17 AI. We have no infinite ramps or mazes, things that would only work for A17 AI.

 
We use a ton of traps as well. The huge ammo count I mentioned would not be sufficient for the hordes we face with just us shooting.
The way I look at it is that if our base design would work for any alpha that came before (and it would) then we are not specifically exploiting A17 AI. We have no infinite ramps or mazes, things that would only work for A17 AI.
And yes we refuse to exploit the AI, otherwise we wouldn't have a shortage of anything.
Well, don't know why you would set this self-limitation, but it is unreasonable to want resources balanced around it. It would be like people expecting to have near-infinite stamina so that they can "follow a melee-a-horde-night-in-the-street playstyle" - oh wait...

 
Got to say, and this is from hitting 100+ days in, albeit in 17.1 not .2, the only slight issue I've had has been in the usual bones/glue/duct tape crafting chain. Even then I was easily able to supliment my looting with the odd visit to a trader.

You could maybe make the argument that some sort of plant/tree based crafting of glue should be possible. You can make glue out of tree resin or plant mucilage for example.

Brass and iron haven't been a huge problem for me but then I'm predominantly a melee fighter, even when I don't need to be. When it comes to horde night I'll use the ammo then. I don't tend to rely on traps of turrets, instead I rely on good base design (not including AI exploits).

I think a lot of the resource thing also comes down to how many are in your party. I play solo, but I've watched multiplayer streams where they are very wasteful either when fighting hordes or crafting items. As to be expected I suppose, but essentially when you have a group you find you'll use 2 to 3 times the amount of ammo a single person would. That's a generalisation, I'm sure there are some very strict resource managers within multiplayer too.

 
Well, don't know why you would set this self-limitation, but it is unreasonable to want resources balanced around it. It would be like people expecting to have near-infinite stamina so that they can "follow a melee-a-horde-night-in-the-street play-style" - oh wait...
Because this is a play-style that was fine for every alpha before this one, and a play-style that many enjoy, so why shouldn't we expect to continue doing it? Especially when the alternative is such a bore. It is, for example, so necessary for us to play like this that were it made nonviable by any future change, we would all quit the game immediately. I am sure we are not alone in thinking like this. Using infinite mazes and ramps is just not a game I want anything to do with. I would have zero fun with that. It takes zero effort and is zero challenge.

 
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Got to say, and this is from hitting 100+ days in, albeit in 17.1 not .2, the only slight issue I've had has been in the usual bones/glue/duct tape crafting chain. Even then I was easily able to supliment my looting with the odd visit to a trader.
You could maybe make the argument that some sort of plant/tree based crafting of glue should be possible. You can make glue out of tree resin or plant mucilage for example.

Brass and iron haven't been a huge problem for me but then I'm predominantly a melee fighter, even when I don't need to be. When it comes to horde night I'll use the ammo then. I don't tend to rely on traps of turrets, instead I rely on good base design (not including AI exploits).

I think a lot of the resource thing also comes down to how many are in your party. I play solo, but I've watched multiplayer streams where they are very wasteful either when fighting hordes or crafting items. As to be expected I suppose, but essentially when you have a group you find you'll use 2 to 3 times the amount of ammo a single person would. That's a generalisation, I'm sure there are some very strict resource managers within multiplayer too.
Everyone's needs will vary of course. I am in a party of 3 and typically play in Insane, so without exploiting the AI, our ammo needs are obviously going to be much higher than yourself or any other typical solo player, for example. Also, when you play co-op and you are not the miner who is supplying the ammo, it is very easy to get lazy and be very very trigger happy. I am constantly berating my friends for shooting when melee would have done, like some old mum.

Also, please note as far as Lead goes, I am not necessarily saying there is not enough, just that in comparison to the other ingredients for ammo, you need a LOT more Lead and yet you typically gather it in the same amounts as Coal and Nitrate.

 
Because this is a play-style that was fine for every alpha before this one, and a play-style that many enjoy, so why shouldn't we expect to continue doing it? Especially when the alternative is such a bore.
I didn't say that you should be expected to stop doing it. I said that you shouldn't expect for the rest of the game to be balanced around it.

It is, for example, so necessary for us to play like this that were it made nonviable by any future change, we would all quit the game immediately. I am sure we are not alone in thinking like this.
Right.

Using infinite mazes and ramps is just not a game I want anything to do with. I would have zero fun with that. It takes zero effort and is zero challenge.
*Infinite* mazes and ramps? You mean like the hamster wheel zombie exploit? You don't have to do that or use an actual exploit to defend. This should (and surely will) be fixed at some point. AI is a wip.

You can just build a few corridors with various traps, make sure they follow the path and that they have access to you and let the traps handle them while you shoot them. You could even defend with blade traps only that way and without using any exploits. It does take effort and, even better, planning.

 
The vast majority of the enemies on horde night are killed by our blade traps (the only trap type we use). Still need 10k ammo for the rest.

 
Everyone's needs will vary of course. I am in a party of 3 and typically play in Insane, so without exploiting the AI, our ammo needs are obviously going to be much higher than yourself or any other typical solo player, for example.
You're certainly right that different people will have different needs, and preferred weapon/ammo type, and preferred gaming style, and... etc.. etc..

However I would reply to your comment by saying your ammo needs are going to be "much higher" because you are being wasteful, you even admit to that yourself. The game difficulty and game stage obviously have some relation to the amount of ammo you need, but that's not dependent on the number of players. Don't take "wasteful" as an insult, it's not intended as one. Perhaps "less than optimal efficiency" would be a better way of putting it.

In regard to Insane. If my PC would play it at a decent frame rate I'd be happy to do the same. I love a ridiculously hardcore survival game, with the caveat that it can be beaten through good gameplay. Sadly 7DtD has never really been at that point. Lag is far too serious an impediment for me to play solo at the highest levels. This is mitigated somewhat when in multiplayer, but in turn mp brings in it's own lag issues. I'd also postulate that if the game run smoothly enough at the highest difficulty levels then I don't believe an AI exploit would be needed.

 
I didn't say that you should be expected to stop doing it. I said that you shouldn't expect for the rest of the game to be balanced around it.
All previous alphas were balanced round it since there was no "AI exploit" till A17. Our base design has changed very little in all that time.

And again, the other ingredients that are used for ammo ARE balanced around it; only Lead is out of whack.

 
More zombies, more zombies running, more lag.
Not on horde night. The number of concurrent zombies is a different setting than difficulty.

Let's say it is set to 24. That means you will have 24 active zombies per player at a time. Even if you killed them faster on easier difficulty, it just means the replacements would spawn faster. You will always have 24 active at a time, until the horde runs out.

 
All previous alphas were balanced round it since there was no "AI exploit" till A17. Our base design has changed very little in all that time.
There were AI exploits in previous alphas. Floating bases, 2 deep holes with a lid on top (IF one counts that as a base :smile-new: ), Probably anything on stilts could be counted as more or less an exploit simply because of the fact that they tended not to attack the stilts and instead mostly ran around in circles.

 
There were AI exploits in previous alphas. Floating bases, 2 deep holes with a lid on top (IF one counts that as a base :smile-new: ), Probably anything on stilts could be counted as more or less an exploit simply because of the fact that they tended not to attack the stilts and instead mostly ran around in circles.
Did not try floating ones, but AMEN to stilts and iron bar floors :)

 
Not on horde night. The number of concurrent zombies is a different setting than difficulty.
Let's say it is set to 24. That means you will have 24 active zombies per player at a time. Even if you killed them faster on easier difficulty, it just means the replacements would spawn faster. You will always have 24 active at a time, until the horde runs out.
I think you underestimate my computer's ability to generate 7DtD lag at will!

Horde night is already a slideshow at times, especially later on games with cops spitting and traps/electricity firing off all over the place.

It's not even a bad PC, this game though.... *shakes fist in air*

 
Yeah probably but I am still trying to work out why higher difficulty would make it worse.
Right so I'm sure we both agree the game lags, and it lags worse the more zombies on screen. Timing is key to all battles whether projecticle or melee. If the game lags, it's more difficult to hit zombies, if they are running, that only makes it far harder.

If you are wondering I'm running the game on an FX8320 (3.5Gz 8 core) and a RX580 (4Gb Nitro+). I have 16Gb of memory although it's not the fastest, nor is the motherboard. There are no obvious bottlenecks but this is a PC that was absolutely rocking about 6 years ago when I bought it (the RX580 is actually a new addition, it was a GTX 960 before that) and I am looking to upgrade to a Ryzen which in turn will require new motherboard and memory. I play the game at 1080p with medium graphics settings with certain resource hogs removed (such as shadows and water particles).

 
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