V2.5 Survival Revival Dev Diary

I'm at Day ~70 with 0% jar return. They were an interesting twist for the first few days. After that having to deal with them was just unfun and annoying. By day 70 I never pick them up, never craft them, never collect water from a water source. If I did I'd have way more water and glue than I do right now, but I don't care. It's not fun or engaging and has not improved my experience of the game at all.

I will completely mod out jars in my next play through.
<remove xpath="//recipe[@name='drinkJarEmpty']" />
I did it right away :)
 
<remove xpath="//recipe[@name='drinkJarEmpty']" />
I did it right away :)

Yeah, but I think it needs a little bit more than that. Removing empty jars from the loot and not replacing them with some amount of murky water in loot means that early game becomes a "too thirsty, 0 stamina" slog.

Edit to add: I didn't mod them out immediately because I did want to give TFP's implementation a fair shake to see if they had somehow come up with a decent way to add jars back in. Unfortunately I was not surprised by the result.
 
IMO, the current build with 0% is pretty balanced regarding thirst. A little bit challenging at first but not annoying which is fine by me.
Also, if you craft a lot, I don't think you find that many empty jars in loot. Glue and especially duct tape is still part of a lot of recipes and some things require an obscene amount of the latter.
So overall, I understand the desire for some to be able to craft them at a certain stage, but I'm glad I don't need to if I don't want to, this feels pretty good.
 
Hmmmm... bringing back survival aspects to the zombie survival game. I like this novel approach :)

On a more serious note though, I'm glad that TFP has remembered what sort of game they were making in the first place and I would welcome any and all changes in this direction.
On an even more serious note, TFP never forgot what sort of game they were making and always planned for their game to be a mixture of RPG, survival, and voxel world building/destroying mechanics. Just because they STARTED with only 2 out of the 3 pillars of their game, it doesn't mean that they never intended to eventually add in the RPG parts.

This narrative that TFP suddenly changed their original direction is false. It is promulgated by people who never understood TFP's plans even though TFP spelled it out in their kickstarter goals and have talked about it openly for the past decade. I'm glad that they are creating options to make the game more survival and toggles to minimize the RPG progression systems for those who want that but don't make the mistake of thinking that the game you are playing with toggles activated to remove the RPG aspects of it is somehow the original vision. TFP has never deviated from their original vision. They've only experimented with various methodologies for carrying out that vision.
 
Yeah, but I think it needs a little bit more than that. Removing empty jars from the loot and not replacing them with some amount of murky water in loot means that early game becomes a "too thirsty, 0 stamina" slog.

Edit to add: I didn't mod them out immediately because I did want to give TFP's implementation a fair shake to see if they had somehow come up with a decent way to add jars back in. Unfortunately I was not surprised by the result.
Yeah, and just removing the recipe doesn't really do anything. I don't care if there is a recipe because I'll never use it anyhow. What I want is to remove the empty jars from loot. Now, I've had no trouble with water without ever using the empty jars. There was never a point where I felt I was to thirsty and had nothing to drink. And the only time I drank water from a water source was a single time to complete the challenge. But I play with default loot settings. If you play with 25% loot, it will of course be much harder with the current drop rates for drinks. So if someone mods out empty jars, they should also increase drops for drinks again, even if only by adding murky water back to toilets. That may not really be necessary at 100% loot, but would make it work for people who set loot lower. Of course, if TFP gives us more options for loot quantity, so you can specifically set drinks to 100% while setting other things to 25% (or whatever combination you want), that would solve that issue.

And, yeah... empty jars did nothing for me. They are just a useless thing in my game that I'd rather not have there. It is as I expected it to be. I hope TFP gives us a game option to disable empty jars when they add the new game options. And to disable the upcoming LBD stuff, and to disable the upcoming bandits. I'll give those 2 a chance, just as I did with empty jars, but I expect the same results... they won't make the game better and I'll want to play the game without them.
 
Is stealth viable now? I only tested it for a short time in creative. I maxed out weapons and perks, but when I entered a POI, zombies still woke up even though I was sneaking. I wasn’t stepping on trash along the way. Maybe I’m doing something wrong I have no idea. I’ve never really played this way before, but I remember it used to be OP in 1.0. I’d like to try playing stealth only.

It's just my opinion, but stealth has always been viable, but it runs the ragged edge of difficulty. You have to really get to know it. If your expectation is to "crouch and go" to kill everything, then it's not that.

My expectation is that it will let me clear a significant amount of a POI without making a bunch noise that attracts screamers.

If you can arrange to keep your distance from zombies then that works against their perception. If you can arrange not to step on anything that makes noise, like trash or falling ceiling tiles, then you avoid some "give-away" events. If you can learn to crouch and NOT SPRINT then you'll keep your noise down. If you can learn to take a step and stop, then you can keep from having multiple footsteps incrementally increase your noise. If you can learn to poke holes in walls and doors quietly, you can get shots at sleeping zombies that would otherwise ambush you. And, if you can learn to give yourself exits so that when a triggered event happens you can retreat and regain stealth, then you'll get further than always having to resort to using your machine gun.

So, to me, having to be more methodical and thoughtful is part of the fun. It isn't the way to maximize XP gain. It isn't the way to maximize loot gain.

It works solo. It can work in a group, but it requires the group to buy in and collectively have good practices. That's not really common, but I did play with two other people this year who got into stealth after watching me. All three of us had it going on and we could do cool things like drop three zombies at once by dividing up the targets and then counting down to shoot. The advantage? When it was 3 people blazing away with guns we were eating lots of screamers and waking up neighboring zombie volumes.
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No, of course, there is a set that is intended for stealth

Two, actually. I think Rogue is the most stealthy, but Assassin with Mods is pretty close and I like the sneak attack bonuses.
 
I'm at Day ~70 with 0% jar return. They were an interesting twist for the first few days. After that having to deal with them was just unfun and annoying. By day 70 I never pick them up, never craft them, never collect water from a water source. If I did I'd have way more water and glue than I do right now, but I don't care. It's not fun or engaging and has not improved my experience of the game at all.

I will completely mod out jars in my next play through.
would you just make it so all empty jars are replaced by murky water? that might be easiest.
 
would you just make it so all empty jars are replaced by murky water? that might be easiest.
I would. That is basically reversing what they did by replacing murky water with empty jars, though they did a bit more than that since some murky water was replaced by plastic and I'm sure there was some balancing going on as well.
 
So far so good, I love the new update, 200+ hours since it is out is a good time to have in 7 days to die recently.

Only thing that makes me scratch my head is durability of engines and batteries. Mending a vehicle and just putting gas in it is a bit off in the apocalypse. Yea, repair from physical damage from objects we drive over or smash against is cool, no doubt. But these engines and batteries should ware off as in past times.

Just ideas: to add keeping engines up, we could use repair kits on engines themselves, or some acid to add into a battery to keep it up a bit before wrench a better one or use a one that have been charged in battery bank via generator or solar.

Ah, solar, if you could add 1x1 solar bank among the 4x1 ones would be really cool.


Keep up the good work, guys, 7 days to die rocks !
 
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I'm curious... so if a "bomb" was dropped and created the "Wasteland" why is there no crater like this somewhere??

My assumption is that the government detonated the nuke in the air, which is a way to maximize the casualties locally and not kick up a bunch of radioactive dust that will (1) complicate the lives of survivors down wind and (2) probably have no effect on zombies.

An air-bust nuke doesn't leave a crater. Look at Hiroshima and Nagasaki.

In fact, for me to even rationalize an irradiated wasteland, the source has to be something like us having blown up a nuclear power plant. Those have the potential of making a big mess, such as Chernobyl, which has a lots of long-term radioactive material.
 
It works solo. It can work in a group, but it requires the group to buy in and collectively have good practices. That's not really common, but I did play with two other people this year who got into stealth after watching me. All three of us had it going on and we could do cool things like drop three zombies at once by dividing up the targets and then counting down to shoot. The advantage? When it was 3 people blazing away with guns we were eating lots of screamers and waking up neighboring zombie volumes.
When I’m playing with my friends I always felt sorry for that one guy who played stealth. He was sneaking around like a ninja the whole time while the rest of us charged in like maniacs without even noticing him. I’he got all kinds of friends.

One of them was a real smart ■■■. We turned on creative mode for a sec because we needed something and completely forgot to turn it off, and he snatched a vehicle super charged mod blueprint and proudly claimed "he found it in the thrash" one literally our first day playing lol. If I hadn’t played this game for so long and seen that it was impossible, I would have believed him… because he was convincing.

And then there was another guy, I still have no idea how he pulled this off, but every single time we cleared POI the main loot was mysteriously gone by the time we got there. It was like he had a sixth sense for stealing stuff.
 
So far so good, I love the new update, 200+ hours since it is out is a good time to have in 7 days to die recently.

Only thing that makes me scratch my head is durability of engines and batteries. Mending a vehicle and just putting gas in it is a bit off in the apocalypse. Yea, repair from physical damage from objects we drive over or smash against is cool, no doubt. But these engines and batteries should ware off as in past times.

Just ideas: to add keeping engines up, we could use repair kits on engines themselves, or some acid to add into a battery to keep it up a bit before wrench a better one or use a one that have been charged in battery bank via generator or solar.

Imagine that by using a repair kit on the vehicle you are using it on the engine and batteries basically. Problem solved.
 
When I’m playing with my friends I always felt sorry for that one guy who played stealth. He was sneaking around like a ninja the whole time while the rest of us charged in like maniacs without even noticing him.

Hehe, his stealth made useless by his team. At the same time, if they were to stay outside and let the stealth guy work, then they're bored. It seems either everyone uses stealth or nobody does.

That is, unless somebody comes up with a way to mix the roles. I had one team where I would stealth and another guy would follow two rooms back looting and salvaging. I could bring nasty surprises back to him. That worked for him, but I'd bet few people would want to do that.

I could maybe see some advanced Stealth Perk that would let the stealth player still get in a sneak attack even if the zombie were still alert, perhaps only if somebody else alerted the zombie. Maybe it would be "You have an X% chance of getting a sneak attack on an alert zombie" and then it might give a bow hunter a little something for horde nights. Maybe you would have to be stationary for 2 seconds before that Perk would work, which would keep it from kicking in when I bow-kite a horde.
 
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