So. v2.0, v1.4, or just uninstall?

WarMongerian

Refugee
Alright, so.

Just tried to get the badge for the wasteland, killed the last Mutant, found Joel, got the badge. On the way back, killed a zombie bear, but no red loot bag, and I got a broken leg to in the bargain.

No cast/splint.

1 hour of real time wasted, so I go and try to hide on the tower, leading to the attic at Judy witch. Time wasting away, timer down to 50+ minutes, and then the zombies in the attic got frisky. No problem, I'll just grab my balsa wood blocks, and watch them fall down.

Enter the new super-duper v2.0 blue zombie nurse, who can now jump across a 3 block gap, fly over my head, and start fighting me on the tower.

Right. Super zombies! How entertaining.

NOT.

Jump down, leg is back to 1 hour.

Kill the blue nurse zombie, and all her friends, climb back up the tower, set the balsa wood blocks back down, and think I'll just go wait the timer out in the attic.

In the attic, I get bored, the timer is still 50+ minutes (real time), and I start down the hatch way, hear another zombie making noise, and climb back up into the attic. No fight, no nothing, but the timer goes up to 1h 57m.

There is no game on planet earth, worth wasting two hours of my playing time, waiting around for my digital dudes leg to heal, before I can do anything.

sooo...

Are we going to see some return to sanity on the part of the fun pimps, and be capable of toning down the absurdity of super zombies, and these vastly overdone negative penalties getting stacked up, or is v1.4 the future of 7DTD? Or is uninstall the only option left.

An opt out option, for all these newfangled 'super zombies', a way to set the real time penalties to something a player can tolerate, say 5 minutes real time, not 60 minutes of real time, and this is not even to mention all the stupid ways they are messing with folks vision, by inflicting vision problems on our characters.
 
Biome badges can be turned off. And me and my group are happy about tougher zombies. Radiated Z´s really were too weak once you had the good stuff. No more being overpowered af on day 35.

Maybe you rushed it a bit to the wasteland? I mean at the point where you visit the wasteland you should have a splint or a cast available, that´s honestly only on you that you visit the hardest biome without proper gera.

You can´t go anywhere you like on day 1 anymore and that is good. The way they restrict us sucks though. Could have been done way better and less boring.
 
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I dunno, man. A cast, a couple steroids and a couple health bars should drop that timer down to ~20 mins and make the leg usable. Just basic prep work in my book. With the recovery items, it's not even a real hindrance.

If you can't deal with the blues, you've had real trouble with rads; might want to try to reduce your difficulty settings. Guns blazing they're usually not a huge deal, just in some specific POI-end fights.
Now, I do seem to remember you having some biological disadvantages with playing the game, not dissing those, but I do find the game adjustable enough...

If you can't find good settings, there's no shame in uninstalling either. Or modding, if you like.
 
Biome badges can be turned off. And me and my group are happy about tougher zombies. Radiated Z´s really were too weak once you had the good stuff. No more being overpowered af on day 35.

Maybe you rushed it a bit to the wasteland? You can´t go anywhere you like on day 1 anymore and that is good. The way they restrict us sucks though. Could have been done way better and less boring.
I forget what day my friend and I made it to in our final game, past day 14 for sure, but the two things that tore it for me was, the real time timers getting upped way to much, no matter what ya do, and a nurse zombie that can jump like the spider zombie. No game is worth two real time hours of my playing time, of having my digital dude forced to cower in the attic.

Solution, the player needs to be able to set how long the negatives can last.
The "Mutants, Monster, and Bandits, oh my" need to be able to be turned off, for those that just some playing time with classical zombies.

Visually impaired players, like myself, are having a really bad time of it. It took me over an hour of real time, trying to find the blasted "atomic mushrooms" in the wasteland, because the programmers wanted to make things harder, for folks with normal vision, while making it no fun at all for folks with impaired vision. My friend had to help me out, buy handing me a bunch of mushrooms, that he was able to see/gather in 5 minutes flat.

The game is moving away from a good, zombie killing game, and starting off on a direction I personally have no interest in playing. If the programmers don't give the visually impaired players a way of opting out of these things, they are going to lose these players.

I like a challenge, same as the next guy, but lazy programming is not attractive.

Take the problem I discovered back when I was building big, badd-■■■ fortifications for the main event, Horde Night.

What Happened?

I built a big base, with a three block wide opening to the east. The zombies that spawned in the east, had no problems finding their way into the inner courtyard, and attacking me. The zombies that spawned in the other 5 points of the compass, never got in, and my Horde Night was ruined.

Why?

Because instead of spending the time needed to make the Horde Night spawning-in work in such a situation, the programmers just kept trying to use the "Surround is Sound" spawn in strategy. That works everywhere, except where the player has spent their time building a big base, and forcing the zombies to enter the inner courtyard from one direction only,

Now, instead of adjusting the zombies to not spawn in the 5 compass directions where they cannot reach the player in like 60 seconds, and just de-spawn and lock out those 5 directions unless the player leaves their land claim/Horde Base, meaning that all the zombies now properly spawn in to the east, and provide an uninterrupted stream of enemies, so a proper Horde Night can be had!

And what do we see the programmers doing instead?

They want to keep using the same tired old algorithm, and just make the zombies capable of beating their way through a players base, no matter what that base is.

That kind of thinking is what will get 7DTD flushed right down the toilet.

Anyone that served in the armed forces, and had in their job description Urban Warfare and/or Ground combat, can tell you, you don't let your enemy get to you from any and every direction.
 
because the programmers wanted to make things harder, for folks with normal vision, while making it no fun at all for folks with impaired vision.
Only If you're willing to delve into it; where would we draw the line? In my book, "anywhere the dev wants to". But even you must think that making this game playable by completely blind people is simply not feasible, no? So, if the devs want to play "where's waldo" with the player, what's an acceptable level of visual acuity to aim for? "Whatever I am" is hardly an answer.

For your specific case, I suggest sneaking the next badge shrooms in the safety of night. They glow! And sneaking around in the wilderness is highly effective at night - ofc you might want night vision goggles for it, if they're usable for your vision.
 
As others have said, if you're in the wasteland, you should have the ability to make splits or casts already. They are very cheap to make and don't require a workstation, so you can craft them where you are if you have the few resources necessary. In any case, yeah... broken legs are annoying. That the one debuff I really don't like. The others don't bother me at all, but I hate a broken leg. But they can be managed easily enough.

If you are that unprepared for the wasteland, you should avoid it until you are ready. If you still choose to go there, you should avoid fighting bears or dire wolves unless you can be in a secure location to do so. Otherwise, you're going to put yourself into that same situation again. I get it... you want to be able to kill them if you choose. I decided to kill a bear in the desert in the first week on 2 hour days (I don't remember the exact day) with a Q1 pistol just because I wanted to be able to do it. I managed, but I took a lot of damage before it was dead. But that was a choice I made. If I died, I wouldn't blame the game. I'd accept that I chose to do something that I wasn't prepared to do. If they sneak up on you and you can't get away, well... you die or you survive with some kind of debuff. That's the result of going to such biomes without being prepared. I died in my game in the desert from an unexpected dire wolf as I came out of a POI to unload. That was my fault, not the game's fault.

If you choose to hide somewhere to heal rather than just ignoring the effects, then don't move around. If you're in a POI and no zombies are active and feral sense is off, they won't become active if you don't move at all. If you're going to move around, just kill everything in your area first and then wait.

Now, regarding timers for broken and sprained legs... those will increase every time you jump or fall or sprint, and can also increase when being hit by a zombie. Arms increase each time you attack. If you don't want it to increase, don't do anything except walk or stand still.

Now, let's look at the options you have if you don't want to deal with this stuff...

One point into physician lets you immediately cure a sprain, so as long as you don't get a broken arm or leg, you can cure it immediately without a timer. Certain armor or armor sets reduce the chances of getting debuffs. Parkour lets you avoid getting sprains or broken legs when falling with the right number of points, which can remove 90% of all sprained and broken bones unless you insist on fighting bears or dire wolves face to face.

As far as building bases, it just comes down to making a usable base, which takes a little bit of experience and practice. If you build a base that is really large, you're going to have trouble getting the zombies to go where you want unless you allow entrance from other directions. That's normal. It would be great if they improved the pathing to get around very large or complex base designs, but that can reduce performance to do all that extra calculation from all those zombies at once. I've built bases with a maze-like path for the zombies to follow so I'd have lots of time to kill them before they reached me, only to realize that they can't follow such a path very well, especially if the path takes them away from the player by more than a few meters (I haven't tested to see how many meters). So I didn't make a base like that. It was a failed experiment and I just accepted it and made a different kind of base. There are plenty of ways to make bases that work very well. You just need to work with how the pathing works rather than fight against it.

Regarding vision issues, I am sorry you have to deal with that. With how much gaming I do, I would really hate being in your position, where I have trouble seeing what I'm doing. I can imagine that is really frustrating. However, there is only so much they can do while still making the game for the majority of players. It is unfortunate, but they can't cater to the very low percentage of people who have some form of disability (vision, hand-eye coordination, dexterity in hands, etc.). In the end, each player who struggles with those will have to decide what kind of games they are capable of playing and they'll need to just choose not to play games that don't work for them. It sucks, but it's just reality. Maybe you can find someone to make a mod that puts a highlight ring around things like mushrooms for you, if that's possible to be modded in. If that can't be done, maybe they can make mushrooms larger so they are more visible for you.
 
Only If you're willing to delve into it; where would we draw the line? In my book, "anywhere the dev wants to". But even you must think that making this game playable by completely blind people is simply not feasible, no? So, if the devs want to play "where's waldo" with the player, what's an acceptable level of visual acuity to aim for? "Whatever I am" is hardly an answer.

For your specific case, I suggest sneaking the next badge shrooms in the safety of night. They glow! And sneaking around in the wilderness is highly effective at night - ofc you might want night vision goggles for it, if they're usable for your vision.
Well, I don't need them now, of course, I got the badge! It's just I got greedy on the way out, and stopped to kill that bear, and then...

There needs to be some point, where programmers stop trying to increase eye strain for everybody. pre v1.0, I could always see my cotton crops, then they went and changed it, and ever since, I need a night lite to harvest cotton at night.

A single setting, that would allow someone to disable all the visual effects that affect a characters vision, would be a godsend.
 
Now, regarding timers for broken and sprained legs... those will increase every time you jump or fall or sprint, and can also increase when being hit by a zombie. Arms increase each time you attack. If you don't want it to increase, don't do anything except walk or stand still.

Isn't it just power attacks that increase the time if you break an arm? I think normal attacks are okay (no timer increase - it just makes the swings a lot slower).
 
Isn't it just power attacks that increase the time if you break an arm? I think normal attacks are okay (no timer increase - it just makes the swings a lot slower).
That might be. It is so rare to get sprained or broken arms that I just ignore it. That sounds right, though.
 
It honestly boils down to you not having the medical gear when going to the hardest biome and going there too early. I never visit the wasteland without a full stack of first aid kits, bandages, painkillers, steroids and splints/casts anymore. Steroids help when you have a broken limb. Usually the time goes up if you have a broken or sprained limb and you run, jump or do a powerattack, @BFT2020 is absolutly right here it´s only powerattackes, but using steroids does void that. you can do whatever you want as long as they are active the time for the broken limb will only go down.

The game gives you the things you need, you just didn´t have them with you and you went there too early that´s why the new zomvies whooped your butt. The game changed and we need to adapt. There is no rushing to the wasteland anymore.
 
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Isn't it just power attacks that increase the time if you break an arm? I think normal attacks are okay (no timer increase - it just makes the swings a lot slower).
I've only killed myself on Horde Night once, by attacking while I had a broken arm, and yes I was using power attacks, and didn't know I was slowly killing myself, until my last attack, and I just keeled over, dead. Since I had been recording that play session, I wen back and saw my health going down with each attack. Power attacks don't increase the time, they also cause actual damage with each attack.
 
It honestly boils down to you not having the medical gear when going to the hardest biome and going there too early. I never visit the wasteland without a full stack of first aid kits, bandages, painkillers, steroids and splints/casts anymore. Steroids help when you have a broken limb. Usually the time goes up if you have a broken or sprained limb and you run, jump or do a powerattack, @BFT2020 is absolutly right here it´s only powerattackes, but using steroids does void that. you can do whatever you want as long as they are active the time for the broken limb will only go down.

The game gives you the things you need, you just didn´t have them with you and you went there too early that´s why the new zomvies whooped your butt. The game changed and we need to adapt. There is no rushing to the wasteland anymore.
Well, I will be the first to admit, the game has changed, and I did indeed go into the wasteland without level 3 physician, and a stack of casts. So as far as that goes, yeah, my bad.

OTOH, having blue nurse zombies allowed to leap the 3 block gap at Judi-Witch's place, and not just land on the edge with me, but to actually be able to leap over me, get behind me, and be well positioned to force me off the edge, that is too much to swallow.

I initially set out in the early morning, to try to catch up to what my friend had done, in getting the ingredients for the "atomic smoothie". The first day I tried to do this, I got enough for a total of 2 drinks, and had everything I needed to make 3 more, if I could have only seen the shrooms.

So the next morning, bright and early, into the wastelands I went. Just supposed to be a quick trip, get the shrooms, get back out, and make the drinks. Simple, easy, right?

Wrong, I spent over an hour of real time, not being able to find any but a very few. My friend decides to help out, and in 5 minutes flat, he has a bunch to give me.

I had to basically stop moving, and if I happened to be standing right on top of them, I could see them. Other than that, no luck. What should have been a quick little side quest/mission, ended up taking the whole game day, and by the time I finally found/killed the last Mutant, I was right next to a trader Joel, and he ended up kicking me out, but fortunately, just after I got the badge.

For folks that are visually impaired, there needs to be something done, to reduce all the extra helping of eyestrain the developer have been laying it on thick with.
 
Jumping with a broken leg also causes damage, as may running. I generally ignore them other than trying to avoid jumping/running/power attacking while having a broken limb. I'd have been heading back to my base to get a splint/cast (or gathering the ingredients to make one, splints are easy to make) instead of trying to wait it out.

In fact, I did that just the other day. Got my leg broken by a Dire Wolf in the snow (first one I'd ever fought) while doing the biome challenges, wandered around looting/gathering the materials for a splint. Used the splint, continued going about doing the biome challenges. By the time I'd finished the challenges and Hugh had opened, my leg was healed.

Also, just to point out, there are a couple skills that vastly decrease how long injuries take to heal. Physician reduces the healing time for treated injuries, and Healing Factor just reduces the healing time in general. Relatively certain they stack, though I've never bothered to actually test it.
 
Zombie bears will mess you up. I avoid them as much as possible in Wasteland.
Also, having a pump or auto shotgun will help tremendously when zombies get in your face.
Try to always have a fallback point so you can retreat and give yourself some space to fight zombies.
 
That might be. It is so rare to get sprained or broken arms that I just ignore it. That sounds right, though.
You apparently rarely hit bears with melee weapons. In A20, about every fourth bear broke an arm or leg, in 1.0, every second one did it.
 
Enter the new super-duper v2.0 blue zombie nurse, who can now jump across a 3 block gap, fly over my head, and start fighting me on the tower.

Right. Super zombies! How entertaining.

NOT.

Jump down, leg is back to 1 hour.

Kill the blue nurse zombie, and all her friends, climb back up the tower, set the balsa wood blocks back down, and think I'll just go wait the timer out in the attic.

In the attic, I get bored, the timer is still 50+ minutes (real time), and I start down the hatch way, hear another zombie making noise, and climb back up into the attic. No fight, no nothing, but the timer goes up to 1h 57m.

There is no game on planet earth, worth wasting two hours of my playing time, waiting around for my digital dudes leg to heal, before I can do anything.
so me and my one friend like to go into +5 pois day-1 with woefully lacking weapons.......and now we have so many blue and orange guys on even scavenger-mode that my friend seems to be perma injured all of the time. it makes me not want to solo high-level pois anymore which suuuucks because i used to get so excited looting red mesa any time i saw it......i can't really help you i just know i do understand your problem
 
In which game is it normal to go into end game areas with lacking gear and skill points?
In this one? For about 22 alphas? Don't get me wrong, if I go in a T5 on D1 and get my ■■■ handed to me, I won't complain, I'm happy. Even if never ever done in any other game, it ain't wrong to allow it. The loot will suck just a little less as the stuff in the T1/D1, so the rewards aren't worth it.. so the only reason to go in is the challenge.
 
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