PC Make the zombie plague persist through "death"

Would be neat to spawn a super aggressive, strong, feral zombie where you died if you die from infection. Even if you technically "don't die" it would discourage dividing to cheese it, and would be fun to see an "infected you" standing over your precious backpack, lol.

 
It took me 4 days to get rid of my infection. I found a couple jars of honey to help keep it under control. But after going through 2 of the massive hospitals and only finding one antibiotic, I found a second one finally in the massive Shamway Warehouse complex.

I actually enjoyed it. It was tense but fair. I did not like alpha 17 infection where you were instantly weak and pathetic, that was torture. This was more like it used to be which scares you into moving quickly and trying to remedy the situation before it gets to bad.

The only problem I did find with it, is the POIs are so big and take so long to get through that if you don't find something in one, you're infection has grown quite a bit. And depending on RNG for world map it's really hit or miss, the area I was in only had really big POIs so it was well a random experience I suppose.

But the infection system I think is fun, and like others mentioned, once you have a stock pile then it's never really an issue. But those first few days it can be very intense.

 
If I look at some 7 Days streams then most the players take the infection quite seriously. Only one of those I watched committed suicide, but he was already at 80% and couldn't find any antibiotics. So at least he tried.
I know there are players who commit suicide for all sorts of reasons. Some even seem to have used this as a way of fast travel. But should you let such players define the game?

By the way, I have madmole once suggested that a broken leg should be preserved even after death but he has rejected it because it would lead to a death loop.

If he hasn't changed his mind I doubt your idea will become part of the main game but you could ask JaxTeller718. He is one of the developers of the Ravenhearst mod and might be open to the idea.
I restarted my game after the new update. Found myself a nice place day one, holed up after visiting the trader and then went out after the night was over. Was walking on a street that had shadows, couldn't see the crawler on the ground. One hit, infected! Guess what? RNGesus is bad this round because antibiotics are no where to be found. It's all I can do to pick my brain on what is in the area and loot those places where I know the Popnpills crates are. I've found multiple honeys but not before the infection went into 30 percent. Trader has nothing. Making antiboitics is gated so that's not an option early game. Looks like dying to remove it is the only way to salvage this game. I'd rather not have to restart a whole map to be ready by Horde night.

I love how people keep getting their panties in a twist on this forum because they don't like how OTHER people are playing. If someone doesn't like how it is with people killing themselves to avoid a mechanic then don't do it themselves. Could people on this forum for once not advocate to make this game even more unfriendly in the beginning to new people, or people who get bad RNG early game? EDIT: Or maybe, just maybe some of you can realize that some things will end up not being as a big a challenge late game and be okay with that so the beginning is more doable.

 
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I actually liked the wellness system as a concept from A16.

It gave the player a reason to improve nutrition, and keep from dying, or else to loose the progress.

For the infection: it should have a slower progress, but be harder to cure. More like a permanant downer until you can find that specific medicine.

Such that a player might run around hours without needing or be able to cure it.

 
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