PC My favourite things about 7 days to die.

Since there are rivers in the game (even if they are just small stamps in RWG), there is at least some running water in the game.  But even fast moving river water isn't entirely safe to drink.  You can do it if you have no other options, and it is better than standing water and much better than stagnate water, but it still has a lot of harmful bacteria in it. 

But it doesn't really matter.  There isn't anything wrong with making all water in the game equally dangerous. 

Jars being gone is good, imo.  I don't mind having the option to carry water from a water source to boil, but it would really need some strong limitations on how quickly you can get that water so it isn't so simple to max out your water needs in the first few days like when we had jars. 

Because, there are many topics about jars already, and that discussion is very old at this point.  They won't being jars back.

 
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I think the only thing on that list I would like more of is fog, and I have easily modded the game to do just that.

The rest of those items I am fine with being out of the game now.

 
I do think the option for RNG caves should be there. The handful of caves we have now are to easy to memorize. From what I remember the reason it was removed was due to how much it extended world gen.  I am more than happy to wait 5min for world gen. Now it take like 50 seconds for a 6k map on my rig. Adding caves can't be that much more I'd think.

 
They'd have to redo stability if they re-added caves (yes, I know I say this every time someone brings up caves).  It would suck to have your base turn out not to be stable because you built above a cave you had no idea was there.

Unless you expect people to dig out an area down to bedrock then fill it back in before building a base?

That said, I would like to have caves back, I'm just not sure it's a realistic ask at this point.

 
I do think the option for RNG caves should be there. The handful of caves we have now are to easy to memorize. From what I remember the reason it was removed was due to how much it extended world gen.  I am more than happy to wait 5min for world gen. Now it take like 50 seconds for a 6k map on my rig. Adding caves can't be that much more I'd think.


They'd have to redo stability if they re-added caves (yes, I know I say this every time someone brings up caves).  It would suck to have your base turn out not to be stable because you built above a cave you had no idea was there.

Unless you expect people to dig out an area down to bedrock then fill it back in before building a base?

That said, I would like to have caves back, I'm just not sure it's a realistic ask at this point.
Yeah, stability is a big reason why we don't have caves.  I know I wouldn't enjoy trying to build a base only to have stability problems.  And newer players who had no idea that a cave under them would cause that would get really frustrated from not understanding why their base is collapsing even though they built it like they have done before.

However, there is a good option available.  The Descent mod does it.  You use a special air block that has stability to fill in the cave system.  That block should only be used for the auto-generated caves because you do want things to collapse if you dig under them normally, but it would make caves possible without messing up stability.

The downside to air blocks is that they can't be targeted.  That means that if you want to collapse a cave, you can't easily do so without digging under the air blocks in a large enough area to cause those to collapse.

A possible fix for that is to make the air blocks replaceable so that you can drop something like terrain there and then dig it out and the special air block would be gone and you would have just a normal air block.  You would want that replaceable option anyhow so that you can build inside the caves.

 
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Yeah, stability is a big reason why we don't have caves.  I know I wouldn't enjoy trying to build a base only to have stability problems.  And newer players who had no idea that a cave under them would cause that would get really frustrated from not understanding why their base is collapsing even though they built it like they have done before.

However, there is a good option available.  The Descent mod does it.  You use a special air block that has stability to fill in the cave system.  That block should only be used for the auto-generated caves because you do want things to collapse if you dig under them normally, but it would make caves possible without messing up stability.
interesting I was wondering how that worked. I tried it out last night and was amazed by how huge the caves systems were.

 
If ima be negative. 

7dtd went from a fun survival horde defense builder 

To a horde, light survival, rpg builder

The light survival Is the problem.  There needs to be harder things too make life harder

 
If ima be negative. 

7dtd went from a fun survival horde defense builder 

To a horde, light survival, rpg builder

The light survival Is the problem.  There needs to be harder things too make life harder
Not everyone wants things to be hard just for the sake of being hard.  In fact, I think most players don't want that.  The players who really want surgical to be the big thing in this game are more of a minority among players.  If the game was heavy survival, you would have far fewer players.  It is better for the game as a whole to have heavy survival elements as part of mods rather than vanilla.  If they are added as part of vanilla, they would need to be entirely optional, which isn't really a good way to handle such things.

There is a difference between challenging and tedious or grindy.  Players like a challenge, but just didn't enjoy tedious mechanics or grindy mechanics.  Things like having to deal with changing clothes constantly because of temperature changes, spending a ton of time to grow food because of having to do all the real farm work to do so, having to spend a lot of time to "properly" make and pour concrete... These are things that some people like, but most do not.

 
But some things have been so tone down. 

Like Dysentery uses too be a massive issue. Now it's a joke 

The only things too worry about is effects like broken limbs etc and zombies  

 
That's where I think the in game difficulty setting should come into being imo
I agree... to a point.  Some things work well as part of difficulty settings.  But other things become very difficult to balance when you make them optional. 

Just as a very basic example, let's say you make a setting that makes hunting more realistic, requiring the use of tracking, bait, or traps that can require you to spend a lot more time getting meat.  So they compensate for that by increasing meat yields so that you can get enough meat to survive?  If they do, then someone playing without that setting enabled will be overwhelmed by meat.  Yes, you can have meat yields change with the setting as well, but that was a very simple example that doesn't get too complex.  Imagine something that affects many different things in the game and then try balancing it while maintaining balance without it.  And then balance for all possible combinations of the options. 

In the end, I think some basic difficulty settings are enough (yes, more than what there is now) and leave other things to mods.  You will end up with a much better game for the majority of players even if it isn't as good as some might want for a given genre.

 
and leave other things to mods.  You will end up with a much better game for the majority of players even if it isn't as good as some might want for a given genre.
Some extream things yes should be mods and I wouldn't want in the basegame

Like if the game was like scum or atlas were I had to manage vitamins and stuff that would get annoying really fast. Or sleep.

But stuff like tempature, zombie aggression/types, sickness/infection harshness, effects lasting longer, etc 

Should be ether settings or I would make it difficulty 

 
I agree... to a point.  Some things work well as part of difficulty settings.  But other things become very difficult to balance when you make them optional. 

Just as a very basic example, let's say you make a setting that makes hunting more realistic, requiring the use of tracking, bait, or traps that can require you to spend a lot more time getting meat.  So they compensate for that by increasing meat yields so that you can get enough meat to survive?  If they do, then someone playing without that setting enabled will be overwhelmed by meat.  Yes, you can have meat yields change with the setting as well, but that was a very simple example that doesn't get too complex.  Imagine something that affects many different things in the game and then try balancing it while maintaining balance without it.  And then balance for all possible combinations of the options. 

In the end, I think some basic difficulty settings are enough (yes, more than what there is now) and leave other things to mods.  You will end up with a much better game for the majority of players even if it isn't as good as some might want for a given genre.


Your example talks about "compensating for that by increasing meat yields", which should normally not be necessary when the objective for the changes IS to make the game  harder.

 
Oh!....

I actually thought that this was actually about favorite things about the game...

Well I do not care, I will add my 2 cents actually naming favorite things 🥰. Because, even when there are of course things I do not like (or would prefer to be different) when someone has hundreds (or even thousands) of hours playing a game there surely are at least a few things they like.

In my case I like that there are zombies in the game and they are the main threat.
I like random wandering hordes, and yes I am one of those crazy people that actually likes screamers. And I like that random zombies on the streets are actually random, and not respawn in the very same location, same enemy, every time you leave the area or reload the game (like, lets say, Elder Rings and similar games that I just cannot play because of that nonsense).
I like that the game is not over complicated, meaning it is relatively easy for new players or people that are not very good in FPS games (like me) to play. 

I like that most if not all parameters in the game can be tweaked to my liking, and the ones that cannot I can manage to mod it myself or with help of mods made by other people. 

Speaking of mods, I also like that, unlike many other game companies, TFP seems to actually support the modding community, not just "tolerate it because no other choice" (yes I am looking at you, EA 😄😉). So if there is something that you do not like, or want to change, chances are there is a mod for that.

And many other things. Because if there were not things I like I would be playing some other game instead. 

And if there is something you do not like just mod it (unless you are on console, yeah 😅).

Try to have fun! 💜

 
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Oh!....

I actually thought that this was actually about favorite things about the game...

Well I do not care, I will add my 2 cents actually naming favorite things 🥰. Because, even when there are of course things I do not like (or would prefer to be different) when someone has hundreds (or even thousands) of hours playing a game there surely are at least a few things they like.

In my case I like that there are zombies in the game and they are the main threat.
I like random wandering hordes, and yes I am one of those crazy people that actually likes screamers. And I like that random zombies on the streets are actually random, and not respawn in the very same location, same enemy, every time you leave the area or reload the game (like, lets say, Elder Rings and similar games that I just cannot play because of that nonsense).
I like that the game is not over complicated, meaning it is relatively easy for new players or people that are not very good in FPS games (like me) to play. 

I like that most if not all parameters in the game can be tweaked to my liking, and the ones that cannot I can manage to mod it myself or with help of mods made by other people. 

Speaking of mods, I also like that, unlike many other game companies, TFP seems to actually support the modding community, not just "tolerate it because no other choice" (yes I am looking at you, EA 😄😉). So if there is something that you do not like, or want to change, chances are there is a mod for that.

And many other things. Because if there were not things I like I would be playing some other game instead. 

And if there is something you do not like just mod it (unless you are on console, yeah 😅).

Try to have fun! 💜
There is no fun to be had. After day 50 it's @%$#. They removed all of the content that made this game fun or unique. It's barren. To add insult to injury it's now literally just the Same 5 quests that add nothing of value or any real fun gameplay or unique content. 

 
There is no fun to be had. After day 50 it's @%$#. They removed all of the content that made this game fun or unique. It's barren. To add insult to injury it's now literally just the Same 5 quests that add nothing of value or any real fun gameplay or unique content. 
And yet many people play the game and enjoy it.  Games aren't going to please every player.  Some people like one kind of game and some like another kind.  Maybe older versions were what you liked, but newer versions are what other people like.  They'll never please everyone, so they are just making the game the way they want.  People who have the game on Steam can always load up older versions if they prefer those.

As far as being unique, there are very few games that are at all similar to this one.  Yes, there are zombie games, but not ones like this.  Yes, there are survival games, but not ones like this.  Yes, there are building games, but not ones like this.  The closest games to this that I've played are Empyrion and Ark.  Ark got boring really quickly... maybe it gets better in late game, but it certainly wasn't very fun in the beginning.  And Empyrion has potential, but is just so clunky that I didn't play it much before uninstalling it.  On the other hand, I've put in a LOT of time in this game.  It's true I don't play it much anymore, but that's because I've put in so many hours that I needed a break and am playing other games instead for variety.  But I'll play again.  I'm not sure whether I'll play either Empyrion or Ark again.  And maybe there are other similar games that I haven't tried, and maybe they're even better than this one... but there aren't many, which means this is still unique.  Just because certain aspects aren't unique doesn't mean the game isn't unique as a whole.

 
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I think traders and quests are evil.

I have played to day 100, I think, before I sniffed a bicycle.

I take it slow baby! 

As father bull told young bull atop the hill.

 
What's that?

I remember there were gun parts back in ~A15, can't recall any molds...
Early version of the forge; you would make copies of items by first making a clay mold and using that in the forge to create things. That's sorta where the clay requirement in the current forge recipes comes from, now it's just assumed a part of the process. I think it was like that in A13 times (roughly where I joined..)

 
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