Red loot bags

I think it’s worthwhile to note that the chance of the bag being 50% incentivizes players to finish the lucky looter series of books, as doing so pushes the chance to get a red bag from bears/dire wolves to a 60% chance (alongside the yellow bags becoming a 4.8% drop compared to 4%).
Like with so many other things v2.x, I haven't explored this option/path.

Since v2.0 went live, I have only played in one (Multi-player) game, and I play that game once or twice a day, every single day, usually for about 2 hours or more, per play session. Even with that level of play, I have not explored every aspect of this great game.

Some food for thought:

On one end of the spectrum is..."Any chance for a low level, undergeared players character to manage to kill a DireWolf/Zombie Bear, and come away from that battle with not only no red loot bag, but no loot bag at all, is a disgrace".

And on the other end of the spectrum is..."We have folks complaining that the red loot bags were all to common, to easy to get, and came to be worthless"

Both of these are true. It isn't like, being armed to the teeth, with all the best gear/ammo the game has, and going on a hunting trip vs the "Big Badd" wasn't ending up with totally, and game breakingly, huge numbers of red loot bags being generated, by players whose characters already had as close to everything they needed in the game already. This does indeed need to be addressed/corrected.

At the same time, if a players character is attempting to use a level 2 iron crossbow w/stone arrows, to pull off this feat of daring do, no loot bag at all, is an insult, not to mention there is no option for a lesser loot bag to drop (at all). This also needs addressed/corrected.

My idea, when I started my own "red loot bag thread" (before it got merged into this thread), was to look into this specific situation, and ask for others thoughts on the matter.

First, how many folks cannot see a difference between these two extremes?
Second, how many folks realise that a 'one size fits all' solution, while easy, is not a solution to the opposite ends of this issue, as at the scarcity/low end of the issue, cutting the rewards in half (To this point in my game, I have yet to score red loot bags), and suffering this fate, all because somebody else, is complaining that, their decked out little digital guy/gal, doesn't need this loot, as they already have everything, anyway, is just an added insult to injury.

We need a solution that takes into account these two very different situations, and drops loot accordingly. The have-nots deserve their loot, and the have-it-all folks, don't need it.

Ideas?
 
Yes, there is a difference. However, I think 50% is a good medium ground between the two (after all, it is 50% 😁). Jokes aside, you could argue that doing anything challenging should reward you more than doing something easy. If I go and complete a tier 5 POI on day 1, does that mean I should get a prize? To me, the prize is the personal achievement of doing it. I don't need some special guaranteed loot bag for it. I would prefer that the loot bag is random so that whenever I get it, regardless of level, it is something special and extra.

They could add additional achievements for the game for doing things early, but I don't think we need to provide extra guaranteed loot for it. Especially since red loot bags normally have good loot.
 
New Idea:

What if the "Big Badd", had a tracking thing-a-ma-jig built in, so the faster and easier you kill them, the lower your chance of a red loot bag is?

Example, say the mechanic was done by damage/attack, but for 1 second from initial hit. This way, a burst from a machine gun, that hits our 4 legged friend 6-7 times, and kills it, counts as one-shotting it, and permanently drops that characters red bag loot chance to 10%.

Meanwhile, If it take an underleveled/underequipped character 10 or more hits, their red bag loot chance remains at 100%.

This is not a simple, one size fits all solution, but it is a solution that does indeed make the red bag drop for those that are struggling, and stops dropping them for those that are already max-gear, one-shotting them.

Any thoughts?
 
and stops dropping them for those that are already max-gear, one-shotting them.

Any thoughts?
Anyone who wants to farm them for bags, is now required to use a crappy gun, or just wait while killing them. Keeping the 100% chance but making it purely gamey. Not a fan of the idea myself, even if I never farm the ■■■■■■s myself.

And one lucky decap will stop you from getting any, for the rest of the run?
 
And one lucky decap will stop you from getting any, for the rest of the run?
No, for the rest of that character's life, and the chance would be permanently lowered to 10%. If your killing them to easily, it's because you already have top gear, and thus don't need an endless supply of red bags on top of that.

If you still want to try framing them, then welcome to the level playing field, where under leveled/under equipped guys are stuck operating at, thanks to the folks that already have it all, farming the hell out of them thar critters, and making things worse for everyone. This idea may need refinement, but the basic concept is sound and directly address the root cause of the problem, rather than cutting the flow off loot of for everyone.
 
@WarMongerian

It might be simpler to just use a game constant, if you want to make
it progressively more difficult. Time is a constant, days alive runs
sequetially unless you dm a change. Total 45 game days for the process.

So days alive reduce chance by 2% per day, deaths are not included. So for
45 game days it would be reduced by 2% until it reaches 10%, and stays
there for the remainder of the game.

Usually by that time players weapons are at a level to kill exponentially
compared to the beginning of the game.

The same math can be used to progressively adjust some of the other
progression stats.

It would almost even out between 1hr and 2 hour days. Less than 1 hour is
usually a speed run, if the posts are accurate.

This way it would not necessarily be felt as a penalty, the game is expected
to become more difficult over time. This literally makes it so.
 
rest of that character's life
"Rest of the run" means exactly that, unless you mean it resets on respawn.

If your killing them to easily
With current game mechanics, you can kill them one-shot on a stone arrow on D1. With luck. No more bags.
Knowing the mechanic, you can avoid doing that. 100% bags for anyone who wants.

It's not a level playing field, it's not all that difficult just to wait for a few secs after the first hit.

I'd rather put the drop chance to 0% for everyone, the big boys are supposed to be dangerous, not farm animals ;)
 
@InfiniteWarrior That´s kinda the nature of a game that is in development and still missing content. The final balancing is usually done once a game is feature complete. Sure they can try and will do to a certain point, but putting in too much time simply doesn´t pay off if you have to go over it again once you added new content and/or game mechanics.

And if someone wants to argue that this is V2 already, just don´t. The game is still in early access.
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The full release (1.0) of 7 Days to Die was on July 25, 2024, for PC, PlayStation 5, and Xbox Series X/S. This marked the end of the game's early access period. Additionally, an updated version, 2.0, is scheduled for a stable release on June 30, 2025, with an experimental branch available earlier on June 16, 2025.
 
@Wildeside13 As long as a game that is not a live service game, which 7 days to die isn´t, is not feature complete it is in alpha aka early access. You want to know the reason TFP gave us for slapping V1 on a game that is still in early access? They felt like it is a V1.

There is crucial things still missing. Like the bandits that will seriously mess with the balance of the whole game. A whole mechanic got taken out to be reworked, temperature and weather. Story is still missing.

This is still early access.
 
AI Overview
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The full release (1.0) of 7 Days to Die was on July 25, 2024, for PC, PlayStation 5, and Xbox Series X/S. This marked the end of the game's early access period. Additionally, an updated version, 2.0, is scheduled for a stable release on June 30, 2025, with an experimental branch available earlier on June 16, 2025.
AI will give you incorrect or misleading information if the available data it uses is incorrect or if you use a poorly worded prompt. The short answer is that the game is no longer in Steam's Early Access. That does not mean the game is not still in an alpha form. It just means that it isn't part of Steam's Early Access. Until 4.0, the game is still in pre-release (alpha) state, as indicated on the game's menu screen.
 
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