Sinz
New member
So I've posted quite a few threads in "Pimp Dreams" and had SIGNIFICANTLY MORE conversations about dreams for 7 Days to die.
One of my pimp dreams have even made it into the alpha that came after I posted it! Maybe just coincidence.
And there is a large amount of ideas I've had that I just haven't posted here.
I've noticed that some of my threads here have gone unnoticed.
So I decided to make a MEGA THREAD of my own where I just reply to my own thread with more of my ideas.
That way each idea I have should bump my other ideas.
Hopefully more of my ideas are seen this way.
Some of the stuff I say might've already been discussed in other threads and I've probably missed them sorry. :crushed:
I'll also be updating and re-posting some stuff from my older threads that still hasn't made it to the game yet.
And that's what "Pimp Dreams" is all about right?
We hope that our ideas inspire conversations among the community and the developers and leads to change in the development plan.
With that said, enough rambling on, I'll kick off this thread with one of my most recent and more exciting dreams for 7 Days to Die.
The Behemoth Update
Lots of people I've talked to about 7DTD say that it falls off late game (or that there is no end game) and they get bored and I know how they feel. I've seen people on the forums express the same and I think even some TFP staff have talked about it. TFP have done great work with the player progression using leveling and it makes the mid early game and mid game last a lot longer. But once you are max level with a big base the game still falls off. The main drive to continue playing at that point is finish build plans. But that is limited by the imagination, ambition and persistence of the player.
I think that late/end game would be more exciting and interesting if there was a challenge that is exclusive to late game and actually is a real threat to maxed out players and bases, because no threat gets boring.
I think the Behemoth is the zombie for the job.
I also think people will strive to reach that point where they are challenged by the behemoth and that it will have entertaining replay-ability if it is made to be a real threat.
So hopefully TFP change their mind about the behemoth. And if the community (yes you) get on board about adding the behemoth maybe TFP will add the behemoth.
I have a lot imagined for the Behemoth. But I'll be touching on a lot more than just the Behemoth here.
I'll start with what I think is only the only place to start. The origin and lore. How did a zombie mutated that much come to be? Now I know that TFP probably have their own brainstorm of ideas for origin of their zombie virus and I think they are heading in the direction of a malevolent experiment gone wrong by Dishong. But they haven't confirmed it yet so I'm assuming they haven't settled with the origin yet so I think there is still room to add to it.
OK so now I'll talk about how, when and why I think the behemoth should appear.
Why: I think this zombies purpose should be "base breaching" (aside from late game challenge and entertainment).
When: This thing should only be spawned for high progression players when their base is strong enough to withstand standard blood moon hordes with ease.
How: My idea of how the behemoth spawns requires some detailed explanation. I think it should have a complex spawn criteria.
Spawn Criteria:
Continued on next post (more than 10k characters lol).
One of my pimp dreams have even made it into the alpha that came after I posted it! Maybe just coincidence.
And there is a large amount of ideas I've had that I just haven't posted here.
I've noticed that some of my threads here have gone unnoticed.
So I decided to make a MEGA THREAD of my own where I just reply to my own thread with more of my ideas.
That way each idea I have should bump my other ideas.
Hopefully more of my ideas are seen this way.
Some of the stuff I say might've already been discussed in other threads and I've probably missed them sorry. :crushed:
I'll also be updating and re-posting some stuff from my older threads that still hasn't made it to the game yet.
And that's what "Pimp Dreams" is all about right?
We hope that our ideas inspire conversations among the community and the developers and leads to change in the development plan.
With that said, enough rambling on, I'll kick off this thread with one of my most recent and more exciting dreams for 7 Days to Die.
The Behemoth Update

The behemoth has been dropped from the entire game....
First I'll talk about why I think the Behemoth shouldn't be cut from the game.The main reason was pathing. It would have required major reworking to make something of that size work properly in the world and since it was not listed in the original kickstarter goals it was viewed as beyond the scope of the game. The team discussed it and it was cut. Same deal with ziplines. To get them to work properly would have added more work and since they also were not part of the original plan they were cut.
Lots of people I've talked to about 7DTD say that it falls off late game (or that there is no end game) and they get bored and I know how they feel. I've seen people on the forums express the same and I think even some TFP staff have talked about it. TFP have done great work with the player progression using leveling and it makes the mid early game and mid game last a lot longer. But once you are max level with a big base the game still falls off. The main drive to continue playing at that point is finish build plans. But that is limited by the imagination, ambition and persistence of the player.
I think that late/end game would be more exciting and interesting if there was a challenge that is exclusive to late game and actually is a real threat to maxed out players and bases, because no threat gets boring.
I think the Behemoth is the zombie for the job.
I also think people will strive to reach that point where they are challenged by the behemoth and that it will have entertaining replay-ability if it is made to be a real threat.
So hopefully TFP change their mind about the behemoth. And if the community (yes you) get on board about adding the behemoth maybe TFP will add the behemoth.
I have a lot imagined for the Behemoth. But I'll be touching on a lot more than just the Behemoth here.
I'll start with what I think is only the only place to start. The origin and lore. How did a zombie mutated that much come to be? Now I know that TFP probably have their own brainstorm of ideas for origin of their zombie virus and I think they are heading in the direction of a malevolent experiment gone wrong by Dishong. But they haven't confirmed it yet so I'm assuming they haven't settled with the origin yet so I think there is still room to add to it.
- I think the awesome team of POI/prefab developers in TFP should make a new POI just for the origin of the behemoth. The run down nuclear power plant. The post apocalyptic world of 7DTD seems like it is set a long time after the apocalypse to me. So any nuclear power plants have probably melted down by now.
- This would also server as a great origin to the glowing irradiated zombies.
- I think this prefab should have noticeable evidence that the company was partnered with Dishong or the facility is owned by Dishong.
- I think this prefab should have noticeable evidence suggesting that the facility was more than just a power plant and that it was conducting experiments.
- I imagine it would have areas flooded with radiation. Obviously this would include the reactor chamber/room but I think it shouldn't be limited to that one area. Of course that is all up to POI devs. (FINALLY!, a use for the hazmat suit!)
- I think it should be the BIGGEST POI to date. It would take some serious research to get all the right facilities of a nuclear power plant.
- I think it should be the MOST DIFFICULT POI to date. (While radiation will contribute to that, perhaps a surprise auto turret/s in the high security experiment area would be fun)
- I think the POI should have a new zombie type, A lab coat zombie. As well as all the zombies you'd expect to find: Irradiated zombies, hazmat zombies, utility zombies, business zombies, etc.
- I think the POI should NOT contain a live behemoth. The reason I think it shouldn't be in there will be evident when you read further down about how I think the behemoth should function and behave. That being said, Maybe there could be a behemoth corpse somewhere inside. This can be evidence that this is its origin. Perhaps located in the irradiated reactor room which can be viewed safely in the non irradiated control room through bulletproof glass. Or perhaps it could be where the toxic waste or depleted fuel is disposed. Note that perhaps a way to have a static behemoth corpse could be to have a sleeper behemoth that is guaranteed to be dead.
OK so now I'll talk about how, when and why I think the behemoth should appear.
Why: I think this zombies purpose should be "base breaching" (aside from late game challenge and entertainment).
When: This thing should only be spawned for high progression players when their base is strong enough to withstand standard blood moon hordes with ease.
How: My idea of how the behemoth spawns requires some detailed explanation. I think it should have a complex spawn criteria.
Spawn Criteria:
- Specific game stage reached (really high).
- Once per solar eclipse. I think a solar eclipse should be added as a "super blood moon" but should only occur every 4th week or maybe every 8th week (monthly or bimonthly) and it should be clear when it's going to happen because the moon is really slow to cover the sun. It should be a short duration. Either way, if it's added, it should probably be optional and configurable (frequency, duration, intensity). And if the eclipse isn't added the behemoth should only spawn during monthly or bimonthly blood moons.
- Map heat accumulated to specific value to ensure that it only spawns at well established bases. (I don't know how map heat works under the hood. I assume that it's a cumulative value that's static to a broadened location and only certain things add to that value like running a forge. I assume that value goes down over time when map heat is no longer being generated. I imagine when it reaches a certain value, screamer spawn criteria is reached and screamers spawn. Assuming the above is true, I think the behemoth should have it's own copy of a map heat value that goes down over time slower when not being generated. And obviously it would need a higher map heat value than a screamer for this to read as a positive in the spawn criteria.)
Continued on next post (more than 10k characters lol).
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