Samcharles
Scavenger
Biddi, biddi, biddi, give me all of your loot.Since bandits are so far into the future, here is the projected model and armor.
View attachment 35884
Biddi, biddi, biddi, give me all of your loot.Since bandits are so far into the future, here is the projected model and armor.
View attachment 35884
I would like a combined map. Where there would be both PvE areas and PvP areas. Pure PvP is not very well implemented here, since the levels of players and their equipment can vary greatly.Nope. Don´t want PvP. If i wanted a PvP game i would play Rust. This is a PvE focused game, always was, always will be. If people would think that PvP is the better experience than bandits, the PvP numbers would be higher than jsut 1% of the playerbase,
The maps are already "combined" in a way as the game is run on community servers. This is not a MMO and, so, doesn't require stuff like that FO76 implemented where players being attacked don't take damage unless they choose to retaliate. Wanna play PvP? Go to a PvP server. Wanna play PvE? Go to a PvE server or play solo.I would like a combined map. Where there would be both PvE areas and PvP areas. Pure PvP is not very well implemented here, since the levels of players and their equipment can vary greatly.
You probably didn't understand what I wrote.The maps are already "combined" in a way as the game is run on community servers. This is not a MMO and, so, doesn't require stuff like that FO76 implemented where players being attacked don't take damage unless they choose to retaliate. Wanna play PvP? Go to a PvP server. Wanna play PvE? Go to a PvE server or play solo.
I see. Is the modded server not sufficient? Console players are out of luck, but I don't know that the entire community should be affected (or penalized) because the base game doesn't have "PvE areas and PvP areas".You probably didn't understand what I wrote.
Here's an example of a server https://steamcommunity.com/app/251570/discussions/2/1741106440019409571/?ysclid=mdpoyioz29746952690
Such zones are provided by mods and scripts. I would like to see this in vanilla.
There are very few such servers, since such a setup is not a trivial task. And I would like to see more of them.I see. Is the modded server not sufficient? Console players are out of luck, but I don't know that the entire community should be affected (or penalized) because game doesn't have "PvE areas and PvP areas".
It wouldn't unless such areas or the option of creating such areas were added to RWG, which is both unlikely and utterly unnecessary, imo, when people can simply choose a server to play on or play solo.And why should the community suffer from adding map setup options?
How can you say it's for players who don’t want PvP, and then turn around and say 'but PvP already exists'? What kind of logic is that?The Fun Pimps are planning to add NPC bandits to 7 Days to Die as human-like PvE enemies. These bandits aim to provide a PvE alternative for players who want human adversaries but prefer to avoid PvP combat. They will have unique AI behaviors, including raiding player bases from their own camps or strongholds. Bandit raids will involve them breaking into bases, targeting storage, and calling in reinforcements, creating a strategic challenge distinct from zombie hordes. Their strongholds will evolve into heavily defended Points of Interest that players can assault for valuable loot.
IN my humble opinion; PvP already provides dynamic, unpredictable human conflict that many players find engaging and essential to the game’s sandbox experience. Supporters contend that PvP enables player-driven emergent gameplay, alliances, betrayals, and competitive base raiding, all of which add a layer of excitement that AI bandits may struggle to replicate authentically. Because PvP offers genuine human unpredictability and player creativity, some community members feel that the developers should prioritize fixing and polishing existing PvP mechanics—such as balancing combat, improving server stability, reducing exploits, and enhancing player communication—before introducing new PvE bandits.
Change my mind...
Ah, young one, you haven't PvPed sufficiently; this type of logic fits perfectly in any random group PvP -match. It's a little similar like when boxers get hit to the head a few too many times, but just a social version.What kind of logic is that?
There are games that have tried this. The result was that PvP players camped outside the PvE area in the hope of finding easy targets.I would like a combined map. Where there would be both PvE areas and PvP areas.
Bandits are not aimed at being a replacement for PvP gameplay. They are aimed at being NPC adversaries/allies depending on your reputation with them. They will be a primary element of the story mode of the game. TFP isn’t prioritizing PVP gameplay and they certainly aren’t interested in creating simulated PvP gameplay.The Fun Pimps are planning to add NPC bandits to 7 Days to Die as human-like PvE enemies. These bandits aim to provide a PvE alternative for players who want human adversaries but prefer to avoid PvP combat.
This is not necessarily true. They have only confirmed that there will be roaming squads and special inhabited POIs. It’s possible they could add a bandit base raiding event but it isn’t currently planned.They will have unique AI behaviors, including raiding player bases from their own camps or strongholds.
No. Tune your AI helper.Bandit raids will involve them breaking into bases, targeting storage, and calling in reinforcements, creating a strategic challenge distinct from zombie hordes.
This is true.Their strongholds will evolve into heavily defended Points of Interest that players can assault for valuable loot.
Since AI controlled bandits aren’t meant to replace human players for base raiding and PVP, that’s perfectly okay. People can have both. Raiding an NPC stronghold will definitely be different:IN my humble opinion; PvP already provides dynamic, unpredictable human conflict that many players find engaging and essential to the game’s sandbox experience. Supporters contend that PvP enables player-driven emergent gameplay, alliances, betrayals, and competitive base raiding, all of which add a layer of excitement that AI bandits may struggle to replicate authentically. Because PvP offers genuine human unpredictability and player creativity
some community members feel that the developers should prioritize fixing and polishing existing PvP mechanics—such as balancing combat, improving server stability, reducing exploits, and enhancing player communication—before introducing new PvE bandits.
Although I don't think I'll like bandits in the game - I play this for the zombies and would choose other games for bandits/mercenaries/etc. - I don't think they will be badly designed. Sure, they'll have improvements made after they are released, but they aren't going to be inherently bad. What you describe about being shot is entirely up to balancing. Chance to be hit by guns will be a simple math calculation. Sure, some games give the enemies a 100% or almost 100% chance to hit you when they shoot at you, but that doesn't mean that is the only way to do it. I doubt TFP will do it that way since players generally don't like that. Instead, they'll set it to some number - let's say 50% - and then balance it based on feedback.Im interested to see what bandits do but imo the game isn't ready. The game is clunky enough and if it had combat like rust or something then that's one thing but when bandits run at you. Your just going to back away just like a zombie. Granted some will shoot you but who knows how that's going to play out. The game needs some better mechanics before we get bandits to account for some things. Like maybe cover or a block button.
Cuz I can already see a bandit running in and just mag dumbing me before I can even react especially if they are going to have pin point aim. Cops and frostclaws already have scary level of aim but you can dodge those cux of travel time. You can't outrun bullets
No, just spawn them in and wait until they expire.1) no waiting until the bandits go offline
Just hours of hitting 50k HP loot boxes.2) no hours of hitting land claim protected blocks
T-posing in a table is in character for the game, I guess. And I only hope the bandos do better.3) adversaries that stay in character.
While they'll feel no remorse, nor grief, cheese. And the grief over the unstoppable counter-cheese.4) adversaries that can’t grief or be griefed
A good goal, but also "A bold plan, Cotton.."5) balanced risks/rewards
*blink blink*6) stealth skills and strategies that aren’t cheated.
True and then again we haven't had a human like enemie. So this is completely new territory for 7 days. Its only been zombies and ngl zombies can be clunky at timesAlthough I don't think I'll like bandits in the game - I play this for the zombies and would choose other games for bandits/mercenaries/etc. - I don't think they will be badly designed. Sure, they'll have improvements made after they are released, but they aren't going to be inherently bad. What you describe about being shot is entirely up to balancing. Chance to be hit by guns will be a simple math calculation. Sure, some games give the enemies a 100% or almost 100% chance to hit you when they shoot at you, but that doesn't mean that is the only way to do it. I doubt TFP will do it that way since players generally don't like that. Instead, they'll set it to some number - let's say 50% - and then balance it based on feedback.
We don't need all the FPS mechanics in this game, imo.
Is that a current meta with sleepers? I’ve never had the patience to wake them and then just wait until they expire however long that takes. If that is somebody’s gameplay style then more power to them…No, just spawn them in and wait until they expire.
I use lock picks instead.Just hours of hitting 50k HP loot boxes.
T-posing in a table is in character for the game, I guess. And I only hope the bandos do better.
Won't work with sleepers, afaik; they'll reset back into the POI spawn pool. Out in the world, wandering hordes etc works fine; we'll see about eventsIs that a current meta with sleepers? I’ve never had the patience
I hate that minigame enough to actually pickaxe through, even the hypothetical 50k. Phone on Mouse1, go for a smoke.I use lock picks instead.
I don't think I've ever seen bandits in this game, or am I just tripping? I wouldn't predict what the upcoming ones are going to do based on the unpublished versions from half a decade ago; but the if the current zeds are any indication... The current zeds are perfectly happy to get stuck in tables (and a whole host of tight locations), good for you if you've never noticed. That behaviour is expectable and, you know, "in character" for the game, but not exactly "in character" for a bandit.Is that what the original bandits did?
The point is, the zeds already cheat on stealth; the bandit won't likely be any more honorable. There's slight hope for changes, but I wouldn't expect itAs for the stealth system and the AI overall—-of course there will be ways to cheat and exploit but you won’t have to do that.
Technically, you can take cover. They will shoot based on line of sight, so moving behind something that prevents line of sight will protect you. However, that doesn't mean you'll just be able to hang out behind a barrel and pop your head out to shoot like in a variety of FPS games. That's not necessarily a bad thing. It means you have to stay active rather than when I defeated a full gang hideout without help in RDR2 because I could just sit behind a rock and shoot at the enemies and they'd never advance to flank me.I also wonder how they will play out like they said they wanna give them abiltys to take cover and such and that's why i said if they can do it then so should we.
Oops, talking about Fortnite here, obv.your "buildings" shot down in overwatch
Yeh, and all of that is going to have to be tuned.. As I understand it, line of sight is determined between entity heads atm, "eye to eye"; or some approximation. That's based on cops not spitting at you if you can't see their head; while freely firing on the belly. Bandits will probably need to take shots if they see any part of a player, otw the exploiting might get wild.Technically, you can take cover. They will shoot based on line of sight, so moving behind something that prevents line of sight will protect you.