Haha, did you just unlock the “More Than One PvP Poster” achievement, or is this your first time realizing we come in pairs (and sometimes even squads)? Don’t worry, we’re mostly harmless—unless you’re holding good loot.
Yeah, if all we get are AI responses, this thread is dead. It might as well just be Grandpa Minion using AI to seem like it's another person posting for all we know.
Not all will be AI, but as I just said I do use it. and you can blame GM for me being here, he did tell me about the place where I can argue my heart out. that is not on his discord.
No Real PvP Balancing
There’s still radio silence on actual PvP balance—no word on weapon tweaks, armor changes, or ways to give underdogs a fighting chance. Without this, PvP could stay as lopsided as a Gen X mixtape with only one good song1.
Bandits with “real AI”: The devs have teased smarter bandit AI and factions, but there’s no hard proof they’ll launch this week, and the details are still pretty vague. I’m hopeful, but I know delays are common.
That is not being hopeful, that's either being uninformed or lacking common sense.
2.0 Stable is set to launch June 30, which is the end of Q2. Your post make it seem you think it's feasible they release 2.0 and 3.0 Stable on the same day.
2026 would be considered overly optimistic for bandits to function, the game code must be designed to accommodate the additional entities on the map before they can add them.
This process does not occur instantaneously, and given that it has taken a decade to implement much simpler code that have yet to be done, your best course of action is to disregard the notion of bandits until they are officially released, they are not coming anytime soon.
It would be best for tfp imo to work on bugs and fixs for the next alpha instead of wasting man power and time on something so far away.
Honestly, I get where you’re both coming from. At this point, expecting bandits before late 2026 feels way too optimistic. The devs have been talking about advanced AI and factions for years, but the reality is, adding fully functional bandits means overhauling a ton of core systems—AI pathfinding, world entity management, and performance optimization for all platforms. That’s not something that happens overnight, especially with the game’s track record of slow, careful updates.
I agree, it’s probably healthier for everyone to just tune out the hype until there’s something concrete in an experimental build or an official release note. In the meantime, focusing on bug fixes and stability is what the game really needs. I’d rather see a smoother, more balanced experience for both PvE and PvP than another half-baked feature that takes years to get right.
At the end of the day, I’ll believe in bandits when I’m actually getting ambushed by one in-game—not a moment sooner.
Probably not, unless it came with some code support. What I mean is:
If I were to draw inspiration from "Monster Play" in LotRO, which I enjoyed very much, some POIs could become capturable as a kind of quest. When captured, map features are unlocked for the side that owns the POI. Maybe those map features are things like a biome in which resource nodes (mining) is possible. So, control over a POI means control over a biome which means the owning faction can harvest oil shale.
Or maybe they're fighting over control of the Traders?
That said, I'm not sure any of this aligns with PvE goals which probably makes it a hard sell in terms of TFP implementing it, but perhaps not as hard a sell to a modder who enjoyed PvP. If so, I'm not sure what additional modding support such a modder might need, but whatever that is it might be something TFP can get behind.
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Oh, as for the use of AI, I have students for which English is not their native language and they often want to use a tool, like AI, to improve their writing. I often have to get into discussions not about if AI is bad, but which uses are bad and which are good in an academic setting where we're trying to assess knowledge, skill, and originality. But out in the world, legally, any words you get AI to cough up in response to your prompts are pretty much yours.
Academic setting is a different beast; I don't see anything wrong in full utilization in research. If your peers can't figure out your publication is BS, then your field is doomed to fail either way.
But if you "can't write", that implies you "can't think clearly". The only thing that will improve your abilities there is practice. A slow, relatively quiet and friendly forum is absolutely the best arena to hone your starting communication skills. AI gen robs that learning from the user, as our "there's no hard evidence for bandits not getting released this week" -OP demonstrates.
That wasn't the point of your reply to me, but .. for the "capture a biome"-idea. Well. I don't PvP here, but I don't think that's the nature of pvp people envision for this game. Taking over an area around your base is an invitation for raids, but taking over an entire biome would be quite different. How would that even work in 7dtd? Can't destroy a node while some other faction has the flagpole? Is mining even important enough to be a thing to fight over - esp as most ores are in every biome anyway?
It´s a simple thing with PvP in this game. It´s like with everything in the economy. If there is demand the devs will do something. And there is no demand in this game for PvP. At least no demand that would justify spending time and money on PvP.
First of all only 10% play MP on public servers (this includes PvE ofc), many play on private servers, the vast majority plays SP though. 3.2% of all PC players have the "Kill 25 players" achievement. And that includes people like me who got it trough overhaul mods killing bandits, people who only did it for the achievement and people who have friendly fire on as a default for a bit more of a challenge in PvE and a lot of people got it back when killing traders counted towards that achievement.
That leaves us with a very small minority of actual PvP players. As a company it just doesn´t make sense to do anything that only benefits PvP. That´s wasted money basically. Companies usually don´t waste money for nothing.
And yes the PvE crowd ofc jumps in. We are scarred by Grandpa who made up numbers and facts just to have an argument. Like that there is millions of chinese console PvP players and constantly ignored arguments when they didn´t fit his wishes. I was honestly surprised no one from the PvP community stopped him, he really didn´t do the PvP community a favor with his behaviour.
That wasn't the point of your reply to me, but .. for the "capture a biome"-idea. Well. I don't PvP here, but I don't think that's the nature of pvp people envision for this game. Taking over an area around your base is an invitation for raids, but taking over an entire biome would be quite different. How would that even work in 7dtd? Can't destroy a node while some other faction has the flagpole? Is mining even important enough to be a thing to fight over - esp as most ores are in every biome anyway?
Yeh, I don't know what the PvP folks want to fight over. I was speculating of what might be possible with a special POI. In Monster Play we fought over the castles because that's where you could turn in your quests for the rewards if the castles were friendly to you. I suppose a parallel might be you couldn't receive, start, or complete quests from the trader in that biome? Not being able to get a quest would mean you couldn't reset a POI that had already been plundered.
Maybe you'd have to control a number of special POIs in a biome to have control over the Trader? If you didn't have them all then the biome might be contested and nobody gets quests? Or maybe the prices offered from the trader go up in a contested biome?
I don't really know what folks in 7d2d want to fight over. I've watched some of their videos and they just seem to hunt each other. I'm sure those involved are having a good time, but as a spectator it's quite boring, actually. Then when the do fight, it is kind of comical with all the bunny hopping. It's not for me, but I can empathize with them. And, maybe if they were fighting over something it might get interesting.
Yeah, I get there's a skill involved, and I kinda respect that - but in any of the FPS games, that feature just makes it look and more importantly FEEL stupid. Not for me, either.
The uniqueness of the game is the wildly open/editable world; it would have to be tied to that. It might even be brilliant as "just" a base raiding game, if the devs leaned into it heavily. Althou the tech can't support half the ideas I'm coming up with from there... zombie lures to call in hordes upon enemy encampments, remote drones to test and disable defenses, more varied electrical system for trap setups (fe 'hackable vs not'). Hire bandits to work as guards, whatnot.
I pvp'd very heavily in one game, I get the obsession. Can see great potential for 7days, but the mechanics and bunny hopping don't feel they lend well to it in its current form so never tried it. Think it would take some very heavy changes to make it practical but hey all for folks getting what they are looking for, what works well for the pve engine certainly does not lend itself to pvp though, so almost like two games would have to run in tandem.
Yeh, I don't know what the PvP folks want to fight over. I was speculating of what might be possible with a special POI. In Monster Play we fought over the castles because that's where you could turn in your quests for the rewards if the castles were friendly to you. I suppose a parallel might be you couldn't receive, start, or complete quests from the trader in that biome? Not being able to get a quest would mean you couldn't reset a POI that had already been plundered.
Maybe you'd have to control a number of special POIs in a biome to have control over the Trader? If you didn't have them all then the biome might be contested and nobody gets quests? Or maybe the prices offered from the trader go up in a contested biome?
I don't really know what folks in 7d2d want to fight over. I've watched some of their videos and they just seem to hunt each other. I'm sure those involved are having a good time, but as a spectator it's quite boring, actually. Then when the do fight, it is kind of comical with all the bunny hopping. It's not for me, but I can empathize with them. And, maybe if they were fighting over something it might get interesting.
3.2% of all PC players have the "Kill 25 players" achievement. And that includes people like me who got it trough overhaul mods killing bandits, people who only did it for the achievement and people who have friendly fire on as a default for a bit more of a challenge in PvE
Yeh, that's my case. Every PvE server I ever played on had PvP turns on so that we would have to worry about fratricide. IIRC, I had 2 or 3 kills of friends when they stepped in front of me on a horde night. All of them headshots, go figure.
Other than that, the other kills were just trading with a friend to get the achievement.