Weapon Repair Degradation – Encourage Arsenal Variety

Niko909

Refugee
Hi Fun Pimps and fellow survivors,

I’d like to suggest a new mechanic to improve gameplay depth and arsenal diversity in 7 Days to Die, especially during the mid and late game.

---

🔧 The Issue:

Right now, once players unlock a superior weapon (like the tactical assault rifle), they tend to use it exclusively. Since repairs are cheap and fully restore the weapon with no penalties, there's little incentive to rotate or maintain a varied arsenal. You just keep using your "best gun" forever.

---

💡 Suggested Mechanic – Gradual Repair Degradation:

Introduce a system where each time a weapon is repaired, its maximum durability is reduced by 5% of its current max durability.

For example:

After 1st repair → 95% of original durability

After 2nd repair → 95% of that (i.e. ~90.25%)

After 3rd repair → ~85.74%, and so on...


This creates soft degradation that:

Doesn’t feel too punishing

Adds realism

Gently pushes players to consider crafting or switching weapons

---

🛠️ Additional Features (Optional):

Using weapon parts during repair could reduce or prevent degradation.

Legendary weapon parts could reset the degradation curve.

A simple icon or UI bar could show how “worn” a weapon is after multiple repairs.

---

✅ Why This Would Be Great:

Encourages maintaining and rotating weapons instead of always using one.

Adds long-term consequences and decision-making to gear management.

Makes looting and crafting weapons meaningful at all stages of the game.


Thanks for reading, and I’d love to hear what others think about this!
 
Item degradation was in the game before and got removed. Always hopeful it gets added back but not holding my breath. Luckily it can be done with mods at least.
Oh wow, I didn’t know this mechanic used to exist! I wonder why it was removed.
Hopefully with a more balanced degradation curve (like the 5% exponential loss idea), it could make a good comeback.
Thanks for sharing!
 
Adds realism
How? You join the army, you are given a Kalashnikov with which the previous soldier served, you leave, the next one gets the machine gun. And during this time it only goes through cleaning a few times. Weapons break much more slowly than you think. In the same Afghanistan, some people still use 17th century muskets and quite successfully.
 
Hi Fun Pimps and fellow survivors,

I’d like to suggest a new mechanic to improve gameplay depth and arsenal diversity in 7 Days to Die, especially during the mid and late game.

---

🔧 The Issue:

Right now, once players unlock a superior weapon (like the tactical assault rifle), they tend to use it exclusively. Since repairs are cheap and fully restore the weapon with no penalties, there's little incentive to rotate or maintain a varied arsenal. You just keep using your "best gun" forever.

---

💡 Suggested Mechanic – Gradual Repair Degradation:

Introduce a system where each time a weapon is repaired, its maximum durability is reduced by 5% of its current max durability.

For example:

After 1st repair → 95% of original durability

After 2nd repair → 95% of that (i.e. ~90.25%)

After 3rd repair → ~85.74%, and so on...


This creates soft degradation that:

Doesn’t feel too punishing

Adds realism

Gently pushes players to consider crafting or switching weapons

---

🛠️ Additional Features (Optional):

Using weapon parts during repair could reduce or prevent degradation.

Legendary weapon parts could reset the degradation curve.

A simple icon or UI bar could show how “worn” a weapon is after multiple repairs.

---

✅ Why This Would Be Great:

Encourages maintaining and rotating weapons instead of always using one.

Adds long-term consequences and decision-making to gear management.

Makes looting and crafting weapons meaningful at all stages of the game.


Thanks for reading, and I’d love to hear what others think about this!
We need this!
 
How? You join the army, you are given a Kalashnikov with which the previous soldier served, you leave, the next one gets the machine gun. And during this time it only goes through cleaning a few times. Weapons break much more slowly than you think. In the same Afghanistan, some people still use 17th century muskets and quite successfully.
You're right — in real life, weapons can last for years with proper care.

But that's exactly why I'd like them to feel more valuable in-game.

Right now, if you find an AK that's just one tier higher, the old one becomes useless. And the new one - even with repairs - basically lasts forever.

That makes the whole weapon arsenal feel kind of pointless, which takes away from the progression and survival aspect.
How? You join the army, you are given a Kalashnikov with which the previous soldier served, you leave, the next one gets the machine gun. And during this time it only goes through cleaning a few times. Weapons break much more slowly than you think. In the same Afghanistan, some people still use 17th century muskets and quite successfully.
You're right — in real life, weapons can last for years with proper care.

But that's exactly why I'd like them to feel more valuable in-game.

Right now, if you find an AK that's just one tier higher, the old one becomes useless. And the new one — even with repairs — basically lasts forever.

That makes the whole weapon arsenal feel kind of pointless, which takes away from the progression and survival aspect.
 
Oh hell no. If you want to ruin your game with constantly rotating guns you dont like and wasting slots on all kinds of ammo, you are free to do so, with or without mods.
Fair enough - some players enjoy the simplicity of sticking to one gun.

I’m just suggesting an optional mechanic that would encourage more weapon variety and strategic choices.

For those who don’t like it - nothing would stop them from disabling it or avoiding it entirely. That’s the beauty of modding.
 
It doesn't distract at all. On the contrary, it allows you to concentrate on development, and not on constant farming.
I’m not trying to make the game more frustrating - just more meaningful.

Right now, once you craft a top-tier weapon, all the other components and upgrade parts lose their value. My idea isn’t just about weapons breaking g it’s also about giving long-term purpose to all those leftover materials, including rare or legendary parts.

It’s not punishment or constand farming - it’s a reason to keep exploring, crafting, and engaging with the world.
 
Oh wow, I didn’t know this mechanic used to exist! I wonder why it was removed.
That was at a time when we didn't have 6 quality levels but 600, and weapon parts that could be replaced. In addition, parts could be combined in the workbench to increase quality. The last alpha with this feature was Alpha 16.

I guess it was too complex. So the weapon parts were simplified to generic weapon parts, and if you want to craft a better weapon, you need more weapon parts.
 
It’s not punishment or constand farming - it’s a reason to keep exploring, crafting, and engaging with the world.
The problem is that not everyone is so enthusiastic about exploring and looting. I am someone who prefers to build rather than drive around looking for parts. For me, looting and exploring is more of a chore than something I enjoy doing.

Back in Alpha 16, that wasn't a problem, even with weapon parts. The Bloodmoon Horde gave you almost everything you needed. Back then, it wasn't just that a zombie would drop something every now and then, but that every zombie corps could be looted. I used to spend almost an entire day looting zombie corpses, chopping them up, and repairing the damage to the base.
 
Right now, once you craft a top-tier weapon, all the other components and upgrade parts lose their value.
Great. This means I stop collecting them and don't fill my inventory with all sorts of random stuff.

I'm more interested in running and killing or building than playing a homeless person simulator in a dump.
 
The problem is that not everyone is so enthusiastic about exploring and looting. I am someone who prefers to build rather than drive around looking for parts. For me, looting and exploring is more of a chore than something I enjoy doing.

Back in Alpha 16, that wasn't a problem, even with weapon parts. The Bloodmoon Horde gave you almost everything you needed. Back then, it wasn't just that a zombie would drop something every now and then, but that every zombie corps could be looted. I used to spend almost an entire day looting zombie corpses, chopping them up, and repairing the damage to the base.
Totally fair. I only proposed this as an optional addition – something lightweight that expands possibilities without being hard to implement. Most importantly, it should be toggleable in settings, so each player can shape the experience the way they prefer.
 
Great. This means I stop collecting them and don't fill my inventory with all sorts of random stuff.

I'm more interested in running and killing or building than playing a homeless person simulator in a dump.
Sounds a lot like Fortnight.

What the OP proposed is too weak to make any difference in the current scheme of things. You would need a larger drop off in quality after repairs such as 10%.

The only critical aspect I don't like would be me needing to bring a repair kit on runs now so I don't have to waste a repair when it's at 25% meaning even less loot that I can bring back and raiding T5 POIs are already not worth it a lot of the time - specifically older ones like Dishong and Higashi.

I am not against the idea but I think that by the time it'd all said and done you would just rebuild your old weapon rather than try a new one due to how the skill system works - yet another reason why skill by doing was better. The game pretty much encourages firearms in the second half of the game with the sheer number of enemies thrown at you and let's not talk about horde nights so you would need plenty of parts to drop to give players a chance to prepare and play making the whole point meaningless.

The system worked because of other systems it tied into and not in itself. You would have to change skills again to encourage players to use other weapons as skills play a massive role in their effectiveness.
 
Totally fair. I only proposed this as an optional addition – something lightweight that expands possibilities without being hard to implement. Most importantly, it should be toggleable in settings, so each player can shape the experience the way they prefer.
Such additions are typically implemented as mods. The developers have their own ideas about how the game should look, so it's rare for them to implement community suggestions. However, they allow players to customize many aspects of the game with mods. The final version will likely have Steam Workshop integration. This will make it easier to install mods in order to customize the game.
 
I prefer maintaining one melee weapon and one gun. Save the ammo I need and sell the rest, unless I find myself in a tough stop then I use whatever I have available to me. Imo, if they add it back, people would just make their desired weapon(s) over and over again because those are the weapons they specced points into.
 
I'm a big fan of item degradation, but I'm also a survival sim nut. A lot (most?) people play 7DTD as just a run 'n' gun game, or a crafting/building game, and don't really have any interest in hardcore simulation. So I'm not sure you'll ever see item degradation make an official comeback. MAYBE as as option, but I highly doubt it.

If you're on PC, I absolutely recommend Zilox's Item Degradation mod. It's very well balanced and ensures that scavenging never loses its importance. There's also another mod on the Nexus that reintroduces weapon/tool degradation as well as armor and mod degradation. It also adds some kind of a "batteries" game mechanic to flashlights and NV goggles so that they eventually have to be recharged somehow or replaced.

The name of that one is Durability Overhaul, I believe. I haven't tried it out yet simply because I've been using Zilox's mod for years now. But I do plan to because I've always hated how flashlights in 7DTD don't require any kind of battery management.
 
Fair enough - some players enjoy the simplicity of sticking to one gun.

I’m just suggesting an optional mechanic that would encourage more weapon variety and strategic choices.

For those who don’t like it - nothing would stop them from disabling it or avoiding it entirely. That’s the beauty of modding.
This is literally what you should do. Get a mod to get this done instead of making everyone else except you get a mod so that you can enjoy this feature. Optional feature seems nice, but the devs arent keen on doing this for random stuff, they just go plan A or plan B (preferably plan A in one alpha and
plan B in another alpha), they dont give you a choice for something as minor as that. I wish they did but they dont. And thats why I say keep your hands off my game pls, mod yours if you want it this way.
 
This is literally what you should do. Get a mod to get this done instead of making everyone else except you get a mod so that you can enjoy this feature. Optional feature seems nice, but the devs arent keen on doing this for random stuff, they just go plan A or plan B (preferably plan A in one alpha and
plan B in another alpha), they dont give you a choice for something as minor as that. I wish they did but they dont. And thats why I say keep your hands off my game pls, mod yours if you want it this way.

You mean like how biome progression and storms don't have options? Oh, wait, that's right -- they are optional. Imagine that. :rolleyes:
 
Back
Top