PC Stamina, Health, Food, Water logic, or lack thereof

Tell that to my base. I have 200 HP and a full set of armor. When I wanted to check the function of a trip wire I unfortunately had to find out that I had not unlocked the ammunition in the dart traps. :)
psssst!!!.... this just for Gazz!


I hardly ever played A17. I just do "blah-blah-blah" - similar to what developers do!



...don't fall me!
:D

 
Last edited by a moderator:
Who stayed at the lowest cap was either an extremely bad player or just fooling around.For my part, I have always tried to stay as high as possible so that I always had enough stamina and HP for the close combat available.
Yes none in the forums has ever abused this system... Yet, everyone I've played online with and everyone I've introduced the game to, was abusing it, more or less, with or without realizing it. And it makes sense because it was much more efficient to not care about wellness. You had a free teleport, a free status reset and 130 min health/stamina was barely hindering. It is not a matter of being a "bad" or "good" player, there just wasn't any point to it.

Truth is that the concept was good and that they didn't have to scrap the whole system, they could have changed it by adding death consequences, better penalties/rewards. But how can anyone say that the wellness system, as it was in A16, was anything but asinine, is beyond me.

 
Last edited by a moderator:
3. You'd be encouraged to take time and rest for long periods of time every once in a while, instead of a bunch of "tedious" 15 second micro-rests every.
This is not an advantage. In a game enforced resting periods are not a feature.

And why would you need to do 15 second micro-rests? You can continue working immediately after eating or drinking without any bad consequences.

 
Yes none in the forums has ever abused this system... Yet, everyone I've played online with and everyone I've introduced the game to, was abusing it, more or less, with or without realizing it. And it makes sense because it was much more efficient to not care about wellness. You had a free teleport, a free status reset and 130 min health/stamina was barely hindering. It is not a matter of being a "bad" or "good" player, there just wasn't any point to it.
Truth is that the concept was good and that they didn't have to scrap the whole system, they could have changed it by adding death consequences, better penalties/rewards. But how can anyone say that the wellness system, as it was in A16, was anything but asinine, is beyond me.
If they were on a pvp enabled server, its more they were forced to abuse it, as they prob got repeadly ganked from clip range by snipers. I've never been a fan of pvp in full loot games like 7dtd, just takes away from the rest of the game. Same with when npc bandits come in, first thing i'll prob do is disable them in the xml's. I've played a few mods with bandits it is not fun, when your killed in 3 shots when in full steel armor by any human npc with a gun, usually you die before you can even find whats shooting at you. They need to be balanced properly by giving them poor guns, and crap accuarcy, and far FAR lower damage on their version of the guns. Then again, when in 7dtd wolves/bears seem to hit harder than just about anything, so yeah I don't have much faith in bandits being balanced properly at all.

Being killed near instatly by a npc with a gun you can't even see mostly due to how stuff in a17 tends to spawn right behind you even though it was clear 5-20 seconds earlier. The devs need to fix that, if I clear out an area, I shouldn't suddendly be getting hit from behind by a lone zombie that wasn't on screen 5 seconds ago when I looked back there. Yes I know wandering hordes exist, but these are single zombies by themselves that just kinda spawn on me out of no where.

 
Wellness was a bad system.Once you hit the low cap there were zero consequences.

In the mid range it was hard to raise it up
I feel like I'm losing my mind sometimes in here. It's like the Twilight Zone sometimes. Like we play different games or something. How was wellness hard to raise at any point in the game? If anything, it was ridiculously easy... to the point where it didn't even matter if the system existed or not. You may as well have just handed out the max. Now, in this sense, it was bad.

 
why would you need to do 15 second micro-rests? You can continue working immediately after eating or drinking without any bad consequences.
Sorry, when I said "micro breaks" I was referring to the waiting you'd have to do for the regular stamina bar to fill up. At least in A17.1, this was something I had to do quite a bit when mining early game. There were quite a few fourm users that were vocal about hating it, calling it "tedious".

I was thinking (and implying) that if stamina was nerfed in one area, in this case losing the ability to instantly make your max stamina jump to 100% just by eating, it could get buffed in another area, like a faster regeneration rate, or a higher maximum-maximum stamina, while still being balanced. That would reduce to amount of micro-breaks you'd have to take.

This is not an advantage. In a game enforced resting periods are not a feature.
Funny story, World of Warcraft tried something similar. where you'd get an xp penalty the more consecutive hours you played, and players absolutely hated it. They complained and complained, and finally WoW replaced it. They replaced it with a system that was EXACTLY the same mechanically, except instead of calling it an xp penalty for consecutive hours played, it was labeled as an xp bonus for not playing the game too much in one sitting, and people stopped complaining. Anyway, what this means is maybe it's better to think about it as a "well-rested stamina bonus" instead of a "enforced rest period".

Besides, it's not like your being forced to stop mining after a certain period of time, it just means you might have a little bit more of a challenge on your hands should you be accosted by the errant zombie dog:smile-new:.

 
...At least in A17.1...
It would be really fantastic if those who like complain about Alpha 17 features could actually reference the current version of Alpha 17. It is so disingenuous to criticize features of Alpha 17 by referencing how things were in 17.0 or 17.1. We aren't playing those versions any longer and in particular in the case of stamina, huge concessions and backward bending for you folks were made in 17.2. I'm of a mind that the OP was probably referencing 17.0 instead of 17.2 in her comments....

So play a bit of 17.2 if you are going to have a conversation about the current state of affairs. I couldn't care less about yours or anyone else's thoughts about 17.0 or 17.1 at this point and pretty soon I won't give a rat's ass about 17.2 any more.

I know A17.0 scarred some of you and the PTSD from it creates 17.0 flashbacks but it isn't reality. 17.2 is the current reality!

 
Try it with a stone shovel. Then try a lvl 1 iron axe/pickaxe.
I was referencing the OP's claim that you can't even chop down a single tree without having to rest like in other games that supposedly do stamina better. She's wrong. You can chop down many trees without needing to rest on Day 1 without any perks purchased or any mods or better tools than the most basic one. You can also mine all three phases of a surface boulder without needing rest. I did try the stone shovel and you can destroy an entire block without needing to rest. The stamina drains faster for sure with digging but digging isn't as critical of an early game action as chopping and mining. By time you need to be digging for clay or gravel you will have been able to spend points in sexrex.

Different tools use different amounts of stam, and yes, you will run out.(and that's what sexrex is for)
Yes, that is what sexrex is for and also what your brain is for to choose the correct tool for the stage of the game you are in. If you are lucky enough to find or buy a steel axe on Day 1 then you should expect to have to rest. Traditional RPGs would not even let you equip a tool or weapon beyond your ability to use it or outside your character class. This game gives you the choice to equip anything and leaves the choice to keep it equipped up to your own wisdom. Would you rather the game just lock access to stuff until you are ready to use it?

I do think the hidden extra 50% is weird though. Better to leave it at 100% so you can see where you are,but not have detrimental effects until you drop below 50 (not percent, 50) in the food/water.

There, silliness solved.
Here is what was requested by the frothing at the mouth players in the wake of A17.0:

"We HATE that the stamina and fullness are linked 1:1. We should be able to eat and see the bar stay at 100% for a good while before it starts shrinking. We shouldn't have to constantly eat to keep the bar at max!"

So TFP did just that. You can eat food when your bar is close to max and that food isn't wasted. It will cause your stamina bar to remain at max for a period of time before the max once again begins to diminish. I don't see what is so difficult about the system. You notice your bar at about 95% and you eat some bacon and eggs. It goes back up to max and stays there for awhile. Why does anyone even need to care that it is 150? Because you have an unreasoning need to try and micromanage it to stay at 140 and above at all times?

 
Here is what was requested by the frothing at the mouth players in the wake of A17.0:
"We HATE that the stamina and fullness are linked 1:1. We should be able to eat and see the bar stay at 100% for a good while before it starts shrinking. We shouldn't have to constantly eat to keep the bar at max!"

So TFP did just that. You can eat food when your bar is close to max and that food isn't wasted. It will cause your stamina bar to remain at max for a period of time before the max once again begins to diminish. I don't see what is so difficult about the system. You notice your bar at about 95% and you eat some bacon and eggs. It goes back up to max and stays there for awhile. Why does anyone even need to care that it is 150? Because you have an unreasoning need to try and micromanage it to stay at 140 and above at all times?
I couldn't possibly agree with you more, Roland!

Being able to go to 150 was a very good move!. How anyone can disagree with that is beyond me.

 
I feel like I'm losing my mind sometimes in here. It's like the Twilight Zone sometimes. Like we play different games or something. How was wellness hard to raise at any point in the game? If anything, it was ridiculously easy... to the point where it didn't even matter if the system existed or not. You may as well have just handed out the max. Now, in this sense, it was bad.
It is. This usually happens because there are many different options that change gameplay a lot. It's also probably because 7D's gameplay is so inconsistent. For example, some could be eating infinite high quality foods while being holed up and completely safe until they maxed it, others may be risking and dying regularly in a high difficulty setting.

 
It's more of we take a stam hit once things drop below our current max number.

Now IRL you feed yer face, and are not hungry. You go an do stuff. It takes a while to digest all that foods.

At some point you get hungry and thirsty, and will have to stop and rest from your labors.

Generally, water first (especially if hot), food last.

We don't know what % we're at for our hunger thirst. But that's IRL, not a game for fun.

edit: oops, missed that part about just he stone axe, and yeah, you can chop a lot

with that thing before running out. But pretty much ONLY the stone axe.

(and it takes forever)

I did get a lvl 2 steel pick early on, and yup, swing. pause a sec, swing.. still run out.

(iron works ok once you have 2-3 in sexrex, for steel, want 3-4. sledehammers, well duh.

of course those eat stamina.) :)

I like the idea of going over the max number, to simulate stocking up on food/water.

I'm just not keen on how fast we take the penalties is all.

Oh, and we do need some kind of drink that adds more than 24. hmm... or do we.

One large meal and I'm full (maxed at +50), yet drink 2 or 3 to hit the same.

Ok, time to make a jug or BIG drink container. (with commensurate material cost)

not the wee sippy cup drinks.

:D

 
Last edited by a moderator:
It is. This usually happens because there are many different options that change gameplay a lot. It's also probably because 7D's gameplay is so inconsistent. For example, some could be eating infinite high quality foods while being holed up and completely safe until they maxed it, others may be risking and dying regularly in a high difficulty setting.
Yeah, I can see that. For me, when playing harder difficulties, it was the obvious strategy to put just a little focus on it right away. I suppose I could have not done that, but then to me I would just be forcing challenge through poor decisions.

 
Yeah, I can see that. For me, when playing harder difficulties, it was the obvious strategy to put just a little focus on it right away. I suppose I could have not done that, but then to me I would just be forcing challenge through poor decisions.
Most people I've played with in A16, no matter the difficulty, chose to ignore basic needs altogether, killing themselves when any debuff became annoying. Other than dying faster when getting hit (which was of almost no consequence if they were close to the spawn), ignoring everything didn't hinder them in any other aspect. They did ruin their own gameplay experience and got bored of the game eventually though, but can't blame them.

 
Most people I've played with in A16, no matter the difficulty, chose to ignore basic needs altogether, killing themselves when any debuff became annoying. Other than dying faster when getting hit (which was of almost no consequence if they were close to the spawn), ignoring everything didn't hinder them in any other aspect. They did ruin their own gameplay experience and got bored of the game eventually though, but can't blame them.
I can, especially because I suspect them also for lobbying to reduce the death penalty in A17.

 
I was referencing the OP's claim that you can't even chop down a single tree without having to rest like in other games that supposedly do stamina better. She's wrong. You can chop down many trees without needing to rest on Day 1 without any perks purchased or any mods or better tools than the most basic one. You can also mine all three phases of a surface boulder without needing rest. I did try the stone shovel and you can destroy an entire block without needing to rest. The stamina drains faster for sure with digging but digging isn't as critical of an early game action as chopping and mining. By time you need to be digging for clay or gravel you will have been able to spend points in sexrex.
Roland, with all due respect, I think you are reading what you think I am saying rather than what I am actually saying. Please quote me where I claimed that you can't chop down a tree without resting. You will find I did not say that. I mentioned that other games give you a modest (but enough to chop a few trees down) stamina pool, and then I went on to talk about how the stamina pool is not affected by anything other than actively using it. When I go on to talk about 7 Days, I complain about the fact that it is unnecessarily tied to food and drink, and how health is tied to bandages even when you aren't bleeding.

Here is what was requested by the frothing at the mouth players in the wake of A17.0:

"We HATE that the stamina and fullness are linked 1:1. We should be able to eat and see the bar stay at 100% for a good while before it starts shrinking. We shouldn't have to constantly eat to keep the bar at max!"

So TFP did just that.
In my humble opinion, this is a failure on the devs part to understand the core gripe which is that food and drink shouldn't be tied to stamina, but because it is tied to stamina, food and drink should at least not start damaging the stamina pool straight away (at 99% satiated or hydrated). Adding another 50 wasn't the obvious way to solve the problem. The obvious way would have been to lower the point at which the damage starts, for example when you only have 25% left of your food / drink.

 
Roland, with all due respect, I think you are reading what you think I am saying rather than what I am actually saying. Please quote me where I claimed that you can't chop down a tree without resting. You will find I did not say that. I mentioned that other games give you a modest (but enough to chop a few trees down) stamina pool, and then I went on to talk about how the stamina pool is not affected by anything other than actively using it. When I go on to talk about 7 Days, I complain about the fact that it is unnecessarily tied to food and drink, and how health is tied to bandages even when you aren't bleeding.


In my humble opinion, this is a failure on the devs part to understand the core gripe which is that food and drink shouldn't be tied to stamina, but because it is tied to stamina, food and drink should at least not start damaging the stamina pool straight away (at 99% satiated or hydrated). Adding another 50 wasn't the obvious way to solve the problem. The obvious way would have been to lower the point at which the damage starts, for example when you only have 25% left of your food / drink.
+1 from me

just makes more sense this way

 
I feel like I'm losing my mind sometimes in here. It's like the Twilight Zone sometimes. Like we play different games or something. How was wellness hard to raise at any point in the game? If anything, it was ridiculously easy... to the point where it didn't even matter if the system existed or not. You may as well have just handed out the max. Now, in this sense, it was bad.
Don't know what to tell you. Never once in over 2000 hrs of playing have i ever hit max wellness except the time I creative mode'd in vitamins. It took a LOT of vitamins. More than I'd ever find playing.

 
Back
Top