PC What are some things you miss that could be integrated back in?

Problem with the mod system is that I've found or made multiple copies of all good mods by day 14 in every single playthrough since A17. And that's it. I'm maxed out in the mod department every time by day 14. Unless the player is a completest who wants tier 6 of everything, most players will have tier 6 of everything they use with all best mods by the 3rd or 4th week at worst. Where do you go from there? There is absolutely nothing left to collect. No end-game except watching your gamestage rise (increasingly) slowly making each horde night slightly harder. Gun parts, at least, gave us end-game (of sorts).
Have you considered that you are playing the game almost like a speed runner? Most normal players don't have every mod by day 14. Novice players definitely don't

I assume you go directly for the end room in POI's because you remember for each poi where it is. At least this is one way to completely kill the loot balance of the game. They could redesigned all POIs to distribute the valuable boxes instead of keeping them in one room. Which is sadly not something they seem to think about at all. You might have to willfully ignore such knowledge if you want to have (nearly endless) replayability

The other loophole, that you get too many weapons and ammo in the first day or week might get fixed by a slower loot spirale soon. The game should be slower If everyone needs to use bow and wood club mainly in the first few days

 
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HUB CITIES!!! A15.9 was glorious, and AFAIC the best release ever.

Lootable zombie corpses.

Working RWG. So we don't have to use Nitrogen to get a decent world.

Support for 16K and larger worlds

 
"Learn by doing".

I know that some people don't like it, because of spam crafting, but I think it's nothing that can't be solved by a good design. For example, diminishing returns or internal upskill cooldown for crafting, so that you wouldn't notice it unless you went out of your way to spam craft.

What I liked about learn by doing is that every action in the game had extra progression behind it. Even mere running was leveling athleticism skill. I didn't feel the need to run in circles to level it up, but it felt super nice knowing that while I'm running errands, I also level my running skill. Same for mining, or any other repeatable activity. I thought it was a great thing.

 
I miss the survival aspect, the feeling of actually needing to survive in a zombie apocalypse, instead of looting a bunch of crap and and leveling up without any challenge.

 
If you want more zombies in cities Ravenhearst mod now has the option to increase Zombie count around POIs. Count is multiplied based on the slider option.

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I never skip POIs. Mods come from traders and trader quests mostly.
I very seldom see mods in trader rewards. Traders inventory always has a few, but mostly the same basics in the beginning, I never saw a rad remover in the first 14 days for example.

But we can agree on the trader being still too OP

 
Spam Crafting. If I make a stone axe 1000 times, I should get better at making stone axes.

RWG Options - sliders for percentage of biomes and landscape. Oh, wait, that has never been there....

No or very limited death penalty. Don't nerf me just because I died. Or at least make it an option to allow death penalties or not.

 
Spam Crafting. If I make a stone axe 1000 times, I should get better at making stone axes.RWG Options - sliders for percentage of biomes and landscape. Oh, wait, that has never been there....

No or very limited death penalty. Don't nerf me just because I died. Or at least make it an option to allow death penalties or not.
Make it a mini game so we actually have to manually split the flints, sharpen the edges, plain and fire the wood and haft it all together with plant fibers we've manually wound - all in real time; and it only makes you better at the stone axe - you need to go through the same process for every single item to make it 'better'.

 
This is my first post on this forum but I started playing 7d2d in December 2015 (I actually saw my receipt the other day and I bought it on 12/13/2015). Several of my friends and I play on private hosted servers and I play around in single player.

To answer the question:

I second the different types of meat. I think it would be awesome to have pork, venison, snake, etc recipes. (I've forgotten what the various different recipes were back in the day)

I will take a hard pass on the turds. The guys in my group used to laugh so hard when they would loot after me and find all the turds I left behind.

Hub cities for difficulty. Yes! Having to be powerful enough and prepared enough to go downtown was great fun.

HUNGER AND THIRST BARS - yes bring them back. When I'm traveling or running for my life I do not enjoy clicking around to see if I need to eat or drink. When I have enough resources I'll just smack the drink and food on my bar and call it good.

Revoke the Z's MIT degree in Mechanical Engineering (the z's are too smart and and z's are not supposed to be in MENSA)

I do miss the lootable zombie corpses. I enjoy looting just to see what I get, even if I give to my friends.

 
I miss being able to take minibikes apart.

I miss being able to find better parts to make my minibike perform better. A17 very seriously nerfed the minibike.

 
Spam Crafting. If I make a stone axe 1000 times, I should get better at making stone axes.RWG Options - sliders for percentage of biomes and landscape. Oh, wait, that has never been there....

No or very limited death penalty. Don't nerf me just because I died. Or at least make it an option to allow death penalties or not.
Sitting at night spam crafting is one the lamest things ever tbh.

 
Spam Crafting. If I make a stone axe 1000 times, I should get better at making stone axes.
Logically, sure... but it's bad for game design.

If something like LBD ever did come back, the last thing they would do is allow manipulation of it via spam-crafting.

In my opinion, the way to handle increasing crafting attributes would be to increase it based on the number of unique items crafted. There are enough different craftable items in the game to do this. Sure, someone could craft items they don't need, but it would require a wide variety of resources and unlocked recipes. It is more likely that people would craft something and store it away in case they need it later.

By "crafting attributes" I don't mean that if you managed to craft every single item in the game, you can now craft better axes. What I mean is that you gradually craft a little faster or use less materials. Being that stats on some things are for the most part random, this could narrow down the randomness so that you lesser and lesser chance of crafting something with low stats.

 
Graphics is a big one for me. The increase in graphics quality has led directly to extra strain on system resources. If you ask pretty much anyone whether they would like a little extra detail on distant terrain or more zombies I'd be surprised if anyone opted for the microsplatting. How about pbr textures or more zombies?

I'm not always near a large computer and the ability to play on a laptop was great.

This brings me to the second big thing which was the terrain engine. I shouldn't need a cryptocurrency mining graphics card just to create a map in under several days. The new system is also far more limited in the size of map it can produce than the previous version, how is that an improvement? I still haven't seen any terrain created with the new system that couldn't have been created with improvements to the old system.

 
Sitting at night spam crafting is one the lamest things ever tbh.
What else are you going to do at night? Can't sleep, zombies running all over the place. Might as well see if I can upgrade this axe...

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I'd like to see farming returned to it's glory. WTF is up with having to use farm plots? Seriously - does anyone like that? Am I the only one that thinks that was one of the TFP's stupidest ideas ever? Yes, my bias is showing...

 
RWG that actually worked. The A16 RWG was almost perfect. It just needed the lake thing changing and the ability to save to disk. That was it.

Houses that are just... houses. No loot rooms. No pre-defined path. I miss having loads of them in city blocks and having to go through all the cupboards in the hope i'll find something useful.

Hub city, but most folks here said that. ;)

Workbench combine grid. I did mod it back in, but eh.... you'd need additional qualities for it to work properly.

The old quality system. 1-600, not this 1-6 nonsense. Gave a reason to CONSTANTLY be looting for upgrades you could combine into your curent gun/weapon/tool to make it that little bit better.

Old farming. I don't get the point of these farm plots, other than making it easier to make rooftop gardens.

Zombies. Hardly any in A18.

LBD, but that won't come back and has already been covered.

Wellness. I hated it when it was first introduced with a min cap of 30, and found it more of a nuisance when the cap was 70. If the cap had been 50 and it was used more/balanced better, that would've been MUCH better compared to the past 2 death penalties we've had IMO.

 
Action skills for me (I know it shall not return...). I liked to be able to level up a skill by doing a task associated to it. The old skills system was a lot nicer IMO as it didn't unintentionally bottleneck you into playing into a class per se. I know you can spread points out, but you still have to buy into attributes you don't want with no real benefit to areas outside your class sometimes. The forget elixir seems like a bandaid fix to respec.
Action skills like hip fire accuracy, effective range, reload speed, weapon switch speed - this one not necessarily a good idea. Such buffs would have been great and make perfect sense to me. I would leave quality of items as it is now and have some slightly various statistics. Damage and penetration could be determined mainly by ammo type and only slightly by weapon stats and its quality. Arcadish headshot bonus is just great in my opinion.

Malee weapons could be resolved the same way mainly with damage and possibly some end game special mod or animation set as a final buff for actually using a given malee weapon.

Constant usage of a given tool might grant some sort of perks but I can`t think of anything for now.

Farming and fertilizer with garden hoe I miss too. Collecting crops could level up a living off the land skill that gives better yield... and to have amount grown based off soil type was a plus.

Hoe and farming fields should have stayed but farming plots could actually grant some bonus to a number of harvested items and the speed rate that crops are actually growing at etc. That would bring more options to a gameplay or some resources management thing.

Hub cities. PLEASE RETURN!
Yesss!

Current system with weapon parts is just fine considering how huge role trader plays in the game now.

Bring back plains, wasteland etc. even if it feels unpolished and unfinished so actually the community could give some ideas for them.

Less ideas on how to make things more grindy, but more content please, so the gameplay would be extended by itself!!!
 
Logically, sure... but it's bad for game design.If something like LBD ever did come back, the last thing they would do is allow manipulation of it via spam-crafting.

In my opinion, the way to handle increasing crafting attributes would be to increase it based on the number of unique items crafted. There are enough different craftable items in the game to do this. Sure, someone could craft items they don't need, but it would require a wide variety of resources and unlocked recipes. It is more likely that people would craft something and store it away in case they need it later.

By "crafting attributes" I don't mean that if you managed to craft every single item in the game, you can now craft better axes. What I mean is that you gradually craft a little faster or use less materials. Being that stats on some things are for the most part random, this could narrow down the randomness so that you lesser and lesser chance of crafting something with low stats.
Spam crafting is not a bad idea - how TFP implemented it was a bad idea. I should be able to get better at crafting axes when I've crafted a hundred of them. I should NOT be able to level up my axes as fast as we used to be able to do. It wasn't the concept that was faulty, it was the implementation.

Bring back spam crafting, but don't let me max out my axe in just a half hour of spam crafting.

 
I should NOT be able to level up my axes as fast as we used to be able to do. It wasn't the concept that was faulty, it was the implementation.
Bring back spam crafting, but don't let me max out my axe in just a half hour of spam crafting.
How to achieve that? Being able to craft only one axe per hour? Increase crafting time to 30min per axe?

"Realism" is an anyoing argument. It's a game, not a real-life-simulator. So make it realistic would mean increase crafting time to 30min or higher, because of realism. I'm sure you will not be able to craft a stone axe in 15s in real life, do you? So ask your self: Would you like to play the game if it would be overally realistic?

I'm almost sure you are not able to craft a 4x4 just by reading some books in not even a second.

 
How to achieve that? Being able to craft only one axe per hour? Increase crafting time to 30min per axe?
"Realism" is an anyoing argument. It's a game, not a real-life-simulator. So make it realistic would mean increase crafting time to 30min or higher, because of realism. I'm sure you will not be able to craft a stone axe in 15s in real life, do you? So ask your self: Would you like to play the game if it would be overally realistic?

I'm almost sure you are not able to craft a 4x4 just by reading some books in not even a second.
None is talking about a real life simulator so I am not sure of what you are trying to say here. 7DTD is already full of "realistic" elements adjusted to enchance gameplay. You can break your legs by falling over a certain height, but the injury doesn't last 2 months. Same could simply be done with LBD without making it a real life simulator or whatever, like with recipe-specific diminishing returns for example, as AtomicUs5000 mentioned above.

 
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