Upcoming Bandits in 7 Days to Die

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,
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.
 
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.
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.
 
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.
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.
 
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.
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".
 
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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".
There are very few such servers, since such a setup is not a trivial task. And I would like to see more of them.

And why should the community suffer from adding map setup options?
 
And why should the community suffer from adding map setup options?
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.

Is it feasible for the settings menu(s) to be turned into something like the GCM and SCM mods for Fallout 4. Sure. I imagine it would be completely overwhelming to people unaccustomed to modding and configuring games almost to their exact specifications, yet that's what most people are asking of TFP. Question: is it reasonable to ask or expect TFP to accommodate the personal preferences, whims and/or tastes of everyone playing the game?
 
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...
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.
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.
They will have unique AI behaviors, including raiding player bases from their own camps or strongholds.
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.

Bandit raids will involve them breaking into bases, targeting storage, and calling in reinforcements, creating a strategic challenge distinct from zombie hordes.
No. Tune your AI helper.

Their strongholds will evolve into heavily defended Points of Interest that players can assault for valuable loot.
This is true.

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
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:
1) no waiting until the bandits go offline
2) no hours of hitting land claim protected blocks
3) adversaries that stay in character.
4) adversaries that can’t grief or be griefed
5) balanced risks/rewards
6) stealth skills and strategies that aren’t cheated.

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.

Glad those community members aren’t in charge. “They” with their 28000 hours of idle time and claims that bandits are impossible and that only bug fixing should be worked on for the next 2-3 years before bandits can be considered will just have to accept that their priorities aren’t in sync with the actual developers.
 
There is no need to try to change someones mind. I say if a person likes a cookie, Hey, then
have a cookie. Like for me; I stopped playing online a decade ago, so I have the joy of playing
with myself, and would be quite upset if someone tried to change my mind or stop me.

But seriously learning from a Game that still exists, is extremely simple, has successfully
integrated PVE/PVP, is nearly 30 years old, has multiple active monitored servers, and
each single server has a constant active player base greater than the total of pve/pvp combined
for this game. Here are things that may help in an endeavor should you so choose.


friendly fire on PVP - friendly fire off PVE - eac on always - server side only mods -
Unmodded client access only. PVE placed and claimed POIs Invulnerable entry unless
friended or partied.

MS Wolfpack AKA Cluster server - sever 1 - PVP; Server 2 PVE only.
If a successful community is built, then server cluster can be expanded.

Portal jump and return at a monitored point on pve side, Random point of
exit on PVP side using a player location tracker not within 1k of any other player
Mirrored maps preferable but not necessary. Entering either side limited to what can
be on the person IE stone age: axe spear Primitive outfit. Known abusers flagged and
tinted Red attempting to break the rules on PVE side, allowed to be instakilled, or
hunted while still having no friendly fire turned on for their character. Upon entry
to PVE side instant mass notification and location of the visitor for a time period, with a
time limit before being allowed to return to PVP side. Logoff before before time limit is up
or killed applies death penalty and loss of stats and loot bag drop same as in death. This ensures
that resources stay and neither side is fracked. "What's done on the other side stays on the other
side".

Owner or Owners - Responsible for monitoring the logs 24/7, responsible for
monitoring complaints 24/7, responsible for maintenance up keep of both servers,
responsible for leasing and configuring the equipment rules and mods. Responsible
for bans and allowing access. A modder/programmer willing to create the mods necessary.

Mischief Managed
 
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
 
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
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.

We don't need all the FPS mechanics in this game, imo.
 
I shouldn't really do this, as I (see/trust/hope) your intent; but some of this fits too well to ignore :)
(Also didn't sleep last night)
1) no waiting until the bandits go offline
No, just spawn them in and wait until they expire.
2) no hours of hitting land claim protected blocks
Just hours of hitting 50k HP loot boxes.
3) adversaries that stay in character.
T-posing in a table is in character for the game, I guess. And I only hope the bandos do better.
4) adversaries that can’t grief or be griefed
While they'll feel no remorse, nor grief, cheese. And the grief over the unstoppable counter-cheese.
5) balanced risks/rewards
A good goal, but also "A bold plan, Cotton.." ;)
6) stealth skills and strategies that aren’t cheated.
*blink blink*
Aren't cheated by .. which side? I'm predicting plenty, on both sides :)
The whole stealth system is cheating atm ..
 
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.

We don't need all the FPS mechanics in this game, imo.
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 times

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.
 
No, just spawn them in and wait until they expire.
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…

Just hours of hitting 50k HP loot boxes.
I use lock picks instead.

T-posing in a table is in character for the game, I guess. And I only hope the bandos do better.

I’m not understanding your joke. If the bandits just stand in T-pose that’s going to be an animation bug. Is that what the original bandits did? By “in character” I simply meant they will play by the rules and spirit of the game and not do things humans do when they get mad or mean. You can have story driven events and scenarios and the AI will play their part whereas humans might not.

As 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. You can choose not to take advantage.
 
I get your list was just to highlight the toxic* PvP environments; so None of mine were to be taken too seriously, but fine..
Is that a current meta with sleepers? I’ve never had the patience
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 events ;)

I use lock picks instead.
I hate that minigame enough to actually pickaxe through, even the hypothetical 50k. Phone on Mouse1, go for a smoke.

Is that what the original bandits did?
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.

As 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.
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 it ;)

EDIT:
"Toxic", for us PvE Andys... that's how Rust-types play; that's how they're meant to be played. Not actually trying to disparage the game type. You just can't go in without expecting to get raided. But in the end getting your stash deleted is as much part of the games as getting your "buildings" shot down in overwatch; just on longer timescale. The long time to tech up makes those an existential war game, versus the more common "harmless", "short", PvP of most other game types...
 
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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.
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.
 
your "buildings" shot down in overwatch
Oops, talking about Fortnite here, obv.

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.
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.

And please fix arrow slits before releasing bandits ... :)
 
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