Mayo's Dreams for 7 days. Incl Weapons, Buffs, Debuffs, and More!

MayoNation

New member
Mayo's Dreams for 7DTD.

Before We Get Started:

1. I sincerely love this game; I have truly enjoyed everything about it since early alpha days.

2. These are just some of my ideas. I'm not saying that these should be included all at once or in one update, but I think the implementation of these ideas over time would be really fun features/mechanics/etc.

3. I'm neither a coder nor a programmer so I'm not too sure of the limitations or restrictions the dev team has to work around. If any of my ideas seem far-fetched or outlandish let me know.

4. If any of your ideas made it on this list, I'm sorry pm me your post with the idea in it and I'll give you credit. Just know, I haven't read a single post before making this one.




Let's Get Into it.


Perk Ideas:


1. Home Defence: Adds +100 hit points to any non-interactive block placed by the player.

2. Deaf Ears: Zombies are 40% less likely to hear the player looting.

3. Spanish Mother: Adds +4% Attack damage to items that are not intended to be weapons.

4. Circus Act: Minibikes are 10% faster.

5. Thick Skin: Negates Cold Weather debuffs by -10%.

6. Summer Lovin: Negates Hot Weather debuffs by -10%.

7. Target Practice: Headshots with pistols do +5 damage.

8. Feelin' Lucky Punk?: Reload revolvers twice as fast.


Debuff Ideas:


1. Frostbite: Gained from walking barefoot in the snow biome. -10% Walking/Running Speed.

+
If ignored, it would Cause Gangrene. (See Below.)
2. Gangrene: Gained from ignoring Frostbite. 5 Damage / 10 sec.

+
To remove use a First Aid Bandage, First Aid Kit or Antibiotics.
3. Hot Foot: Gained from walking barefoot in the desert, during the day. +5% Walking/Running Speed.

+
If ignored, it would lead to Blistered Feet. (See Below.)
4. Blistered Feet: Gained from ignoring Hot Foot: -15% Walking/Running Speed.

+
To remove, allow for 1 day to pass, use Aloe Cream, First Aid Bandage, or First Aid Kit.
6. Allow Dysentery to be caused by becoming food poisoned twice in one day.

7. Open Wound: Cause by hostile animals. No Effect.

+
Treated by Bandage, First Aid Bandage, First Aid kit, Aloe Cream.

+
If ignored, it would lead to Infected Wound.
9. Infected Would: Caused by Open Would. (See above) -2 Stamina / 1 second.

+
Treated by Frist Aid Bandage, Aloe Cream.

+
After Treated reverts back into Open Wound (See above.)

Weapon Ideas:


1. Allow for players to create extended clips created through the workbench.

2. Allow for players to scrap a weapon with an 80% chance to learn the schematic.

3. Include more weapons such as:

  • A Spear. (Wood, Stone, Iron,)
  • Spiked Gloves.
  • Throwable Bricks. (I think it would be funny to have a brick pile on a roof and be able to throw them down at zombies.
  • A mounted machine gun. (You could balance this with a long reload time.)
  • Handheld Tasers: Stuns and Ragdolls zombies and players.
  • A flamethrower: While outlandish. Still fun.
  • Throwing Knives: Seems dangerous.



New Tools:


1. Defusal Kit: Would allow the retrieval of mines.

2. Bait (Animals Only): Attracts Nearby Animals. Friendly and Hostile.

A way to expand on this idea would be to include carrots to attract non-hostile prey ie bunnies, but wolves, bears, the boar would be attracted to a different bait.
+
Birds could be attracted to seeds created by combining any two types of sees.
3. Siphon and Bucket. Used to more efficiently extract gas from cars.

4. Lockpick: Allows for locked doors to be picked. (Would only work for doors, not safes or player containers.)

5. Metal Detector: Used for locating ore underground.

6. Dog whistle: Makes those pesky canines flee temporarily.


Gameplay Additions/Tweaks:


1. Require players to build a fermenter to create alcohol.

2. In singleplayer allow books to be read then scraped, instead of removing it from the player's inventory.

3. Allow players to create throwable glass jars attract zombies.

4. Allow players the ability to create and upload weapon skins that appear serverside.

+
An alternative would be to give more functionally to the paint perks by giving the player skins in addition to the default perks earned by the book.
5. Make the crouch button toggle so containers can be looted whilst still crouching.

6. Allow players to apply medical items to other players who accept treatment via a yes or no GUI.

These are just some of my ideas, I have more ideas on a fleshed out medical, farming, and hunting system that could allow for players to specialize in certain areas without limiting the player either. However, I will leave that to another post.

 


(Update) Here is a link to my Medical System.
https://7daystodie.com/forums/showthread.php?83684-Mayo-s-Dreams-for-7-days-Cont-Medic-System-WIP

 


Please reply with your thoughts. Even if none of this makes it into the game I think it would be an interesting discussion.




 
Last edited by a moderator:
There's already a crouch toggle, and it takes longer to open loot containers while sneaking. The reasoning is that you are taking your time to be quiet, and taking one item at a time out of the container makes less noise than <r> take all.

You can already apply medical items to other players. Right click is to heal yourself, left click is to heal other player.

Allowing player created anything to be uploaded to the server creates a security hole that puts other players at risk, as well as the server.

Extended magazines are already planned in Alpha 17. Find and read the first posts of that thread to see what's coming.

 
There's already a crouch toggle, and it takes longer to open loot containers while sneaking. The reasoning is that you are taking your time to be quiet, and taking one item at a time out of the container makes less noise than <r> take all.
You can already apply medical items to other players. Right click is to heal yourself, left click is to heal other player.

Allowing player created anything to be uploaded to the server creates a security hole that puts other players at risk, as well as the server.

Extended magazines are already planned in Alpha 17. Find and read the first posts of that thread to see what's coming.
I was not aware of the above. Thanks for letting me know. I think it would be interesting and cool to see a more developed medical system. Whether it provides increased difficulty, immersion, complexity, or another skill specialty to the game, it would be a good addition.

The ability to heal other players in a more effective way would be interesting and could potentially breed a doctor type role.

 
Flamethrowers aren't outlandish, they would be highly practical against zombies.

Not saying you think this, but many people believe that setting a zombie on fire would be a bad idea. And with a molotov, yes it would be a bad idea. But flamethrowers are entirely different, the heat from a flamethrower would completely destroy the zombies ability to move in a second or 2, and kill it in about 2-3 seconds.

Also, mayo is disgusting.

;P

 
Flamethrowers aren't outlandish, they would be highly practical against zombies.Not saying you think this, but many people believe that setting a zombie on fire would be a bad idea. And with a molotov, yes it would be a bad idea. But flamethrowers are entirely different, the heat from a flamethrower would completely destroy the zombies ability to move in a second or 2, and kill it in about 2-3 seconds.

Also, mayo is disgusting.

;P
Yeah, I probably should have used a different word than outlandish. Trust me I would love a flamethrower to be included, I just feel like that would take a step away from the serious and grim feel that 7DTD gives. A flamethrower might make the game feel gimmicky, much like the Dead Rising games. Not to say that it is a bad thing, but i'm not sure that is the directions the devs wanna take it.

...And um.. Mayo is the most important part of any dish.

 
Flamethrowers aren't practical against zombies at all.

One minute you're being attacked by a horde of zombies...

<VWOOOSH!>

You're now being attacked by a horde of zombies that are on fire.

 
Flamethrowers aren't practical against zombies at all.
One minute you're being attacked by a horde of zombies...

<VWOOOSH!>

You're now being attacked by a horde of zombies that are on fire.
I was thinking the same thing. It would need a way to be balanced. How would you fix it?

 
I was thinking the same thing. It would need a way to be balanced. How would you fix it?
While 7DTD is clearly not the most realistic game, flamethrowers are finicky, require resources that could be better used elsewhere, and are heavy. No way would I be running around with all that flammable weight on my back, setting things on fire in a world where there's a bit of a shortage on fire departments and fire extinguishers. In my mind, why create a 2nd problem (fire) when you can just shoot a zombie from further away, or stab 'em in the face? For highly specialized room clearing or something similar, sure, I could see a benefit. But if I intended to loot that room or pass through it, I wouldn't want it on fire.

 
While 7DTD is clearly not the most realistic game, flamethrowers are finicky, require resources that could be better used elsewhere, and are heavy. No way would I be running around with all that flammable weight on my back, setting things on fire in a world where there's a bit of a shortage on fire departments and fire extinguishers. In my mind, why create a 2nd problem (fire) when you can just shoot a zombie from further away, or stab 'em in the face? For highly specialized room clearing or something similar, sure, I could see a benefit. But if I intended to loot that room or pass through it, I wouldn't want it on fire.
I see your point. Maybe if there was a way to include something like a fire style trap that required oil? Or instead of a flamethrower. Why not allow for there to be different types of ammunition for the blunderbuss? Realistically speaking the blunderbuss can use various types of "ammunition" sand, pebbles, nails, or anything that could fit really. Maybe allow for the plater to get creative and implement an incendiary round?

 
Back
Top