PC When will End game content be added?

The OP is all over the place. His thread is titled "more end game content please" and he's totally shifted to lack of (I'm assuming linear) progression. I've literally thought we were being trolled this whole time, and still can't really determine. I'd bet a large sum of money all his horde bases are copy cats of afk /no damage horde base designs available from YT'ers like Jawoodle which are laced in path exploits and trivialize end game horde nights and make the game seem like it has no end game content - but it does.

 
Lucky you... I'm a hoarding completionist, I'm closing in on 10x those hours 🫠
Honestly, so am I.  But I think 150 hours or so is the longest it's ever taken me to finish a game.  But that's probably down to the sort of games I play (honestly, outside of 7 Days, I hate anything that's an "open world" game or an FPS.)

The OP is all over the place. His thread is titled "more end game content please" and he's totally shifted to lack of (I'm assuming linear) progression. I've literally thought we were being trolled this whole time, and still can't really determine. I'd bet a large sum of money all his horde bases are copy cats of afk /no damage horde base designs available from YT'ers like Jawoodle which are laced in path exploits and trivialize end game horde nights and make the game seem like it has no end game content - but it does.
Is a simple single path base a "pathing expoit"?  Because I could beat a GS 700 horde without any issue, afk'ing most of the time except to repair some traps with that sort of base.  It would take a lot of preparation during the week (dart trap ammo is kind of expensive to fill dozens of dart traps) but horde night itself would be effortless.

 
Admittedly that was before the skill magazine change and I was able to spend skillpoints to learn how to cook bacon and eggs while out in the wilderness. I don't know if I'd be able to survive trying that again in the current ruleset. I'd be eating a lot of raw eggs and drinking mostly murky water I think...lol


Sounds like a challenge for your next playthrough...😎

 
Is a simple single path base a "pathing expoit"?  Because I could beat a GS 700 horde without any issue, afk'ing most of the time except to repair some traps with that sort of base.  It would take a lot of preparation during the week (dart trap ammo is kind of expensive to fill dozens of dart traps) but horde night itself would be effortless.


I'm kind of on the fence about single path - I'm using one myself, but no cheese drops or forcefields or bypassing rage mode. I kind of feel guilty. I would think mindless zombies would not follow a simple path.

Out of curiosity: what difficulty do you think you could shrug this off on and what max# of zombies spawns at any given time? This all matters and creates room for progression jbtw.

 
Day 21 of latest play through. All armor and weapons are Q6, augur Q6. Base is concrete with horde portion at steel.

That aside with how broken progression is when will actual end game content be added? T6 isn't end game content its the same infestations we have done along with the other types of quests we have done the entire play through. 

No true difference between zombies as far as abilities go and no boss types. Eventually the forest biome becomes as dangerous as the others and same goes for the loot. 

Are we looking at another 5+ years before we seen a hint of end game content cause it doesn't look like end game content is even being worked on much less talked about by the devs. 

Don't suggest ridiculous nonsense like insane difficulty because all that does is nerf player damage and turn zombies into sponges or not using traders which then locks people out of quests which means most of this games content. Yes i know about mods and how much they add.


Hi Slingblade2040,

Late to the tread, sorry if you answered this already, what game settings are you playing and can you post your player stats?

I'm admittedly a more casual player and it's taken much longer to reach what I consider end game.

I play on a dedicated server with a few others so my overall progression hasn't been a huge priority.

Ill snip a clip of my stats here in a min.

Edit: looking at these 2 images I snipped, this playthrough is roughly 135 hours played, and I'm lvl 104.  I have like 90%+ all challenges done at this point but still have a few more items to max out.  We basically look for new POIs, places to do bloodmoons from for fun.  Our server settings are mostly default.  We only turn on bloodmoons when we are all available to play so people can play however long they want without feeling the pressure they are running down the clock for others who play less.

Screenshot_20250202_114359_YouTube.jpg

Screenshot_20250202_114330_YouTube.jpg

 
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I'm kind of on the fence about single path - I'm using one myself, but no cheese drops or forcefields or bypassing rage mode. I kind of feel guilty. I would think mindless zombies would not follow a simple path.

Out of curiosity: what difficulty do you think you could shrug this off on and what max# of zombies spawns at any given time? This all matters and creates room for progression jbtw.
I'm talking single path like, just having a trench around your base except for a single bridge.  No drops, no elevation, just a simple trench.  You can force zombies into a single killbox just by doubling the walls everywhere except at the end of your killbox.  Like I said, it's a solved problem.

And I don't know that I could do it on insane (I might have to actually participate to do that), but I know on lower difficulties than Insane I've done it up to Game Stage 200 or so (I'm usually bored at that point), and the zombies almost never make it past the first 3 layers (out of 12) of electric fences/dart traps/blade traps.  I could add in some turrets (now that they don't set off demos) and make it even stronger.  I usually end up doing more damage to my base if I start shooting than the zombies do.

Basically, something like this (there are dart traps behind the railings, 2 on each side of every block)
A70B057383D2B6AEA126F5B60EB008A0007B5BD9


 
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I will say, it would be nice if there was actually a point to having all T3 Q6 gear.  You can beat anything in the game with much worse gear without a ton of challenge.  It would also be nice if horde night wasn't a solved problem.

But the latest I've ever played was somewhere in the low 40s, day-wise, on 2 hours days.  That was solely because I wanted to finish building the base i was building, not because there was any challenge left in the game.  I usually get bored no later than the mid-30s, and I'm done with everything I "need" by day 21 (unless playing major mods, of course.)

And though I'm someone who tries to play fairly efficiently, it would be insane to say I rush.  Games that take most people 30-50 hours usually take me 80-100.  I am not a fast gamer, or a speed runner.  I just don't spend a lot of time doing things that aren't going to progress me towards my goals (which 99.9% of the time is building my base.)


2-hour days makes a big difference and admittedly that is something we don't know from the OP. Did they play default time and get everything by day 21 or were they playing with your settings because with your settings Day 21 is like Day 40 for me since I play default day length and I'd say that definitely isn't rushing things though still a bit faster than I play.

So it could be the OP also isn't particularly rushing but then their playthrough was a 42-hour experience which would be a pretty normal pace I'd say. Unfortunately, hardly anyone discloses all their settings when they post. If the OP did play for 42 hours before attaining the top of the progression then I'm not sure why they would object to it being legitimate end game content. 

 
2-hour days makes a big difference and admittedly that is something we don't know from the OP. Did they play default time and get everything by day 21 or were they playing with your settings because with your settings Day 21 is like Day 40 for me since I play default day length and I'd say that definitely isn't rushing things though still a bit faster than I play.

So it could be the OP also isn't particularly rushing but then their playthrough was a 42-hour experience which would be a pretty normal pace I'd say. Unfortunately, hardly anyone discloses all their settings when they post. If the OP did play for 42 hours before attaining the top of the progression then I'm not sure why they would object to it being legitimate end game content. 
I feel like there's a lack of endgame content as well, even with that 42 hour experience.  I'd like there to be things that are still actually challenging at that point, but there just aren't.  Honestly most things are fairly trivial once you've got decent T2 gear.

 
I feel like there's a lack of endgame content as well, even with that 42 hour experience.  I'd like there to be things that are still actually challenging at that point, but there just aren't.  Honestly most things are fairly trivial once you've got decent T2 gear.


Okay but be honest with yourself and everyone reading: lack of end game content for people like you (not meaning that to be instigating, I mean people with bajillions of hours in 7d2d), or lack of end game content in general? There's a big difference.

 
2-hour days makes a big difference and admittedly that is something we don't know from the OP. Did they play default time and get everything by day 21 or were they playing with your settings because with your settings Day 21 is like Day 40 for me since I play default day length and I'd say that definitely isn't rushing things though still a bit faster than I play.

So it could be the OP also isn't particularly rushing but then their playthrough was a 42-hour experience which would be a pretty normal pace I'd say. Unfortunately, hardly anyone discloses all their settings when they post. If the OP did play for 42 hours before attaining the top of the progression then I'm not sure why they would object to it being legitimate end game content. 


I agree on the day length being a huge factor, especially if playing solo with reoccurring bloodmoons.  The bloodmoon is your count down timer to make sure you are using your time wisely and and when trade offs are likely to happen more often.

Giving yourself more time in the day to prepare takes the edge off despite the increased bloodmoon length.

 
And I don't know that I could do it on insane (I might have to actually participate to do that), but I know on lower difficulties than Insane I've done it up to Game Stage 200 or so (I'm usually bored at that point)
Okay by your own admission, you haven't really reached your end game . So you have more to achieve. You have a reason to play on. You being bored of the game at this point is kind of another matter and beside the point. There's progression (even for you) and end game material. Horde night and player level linearly progress forever.

 
Horde night and player level linearly progress forever.
That's not entirely true, there's a reachable hard cap on GS, at about 1300 for solo; and after a couple mostly-filled skill trees, essentially a soft-cap on player power increase; the latter being more easily reached.

 
What a wierd thread. OP seems really offended by different viewpoints and frustrated with the game itself.

Truth is, we won't know what the end-game content will be until it actually appears. We have ideas and inferences from the information TFP have let slip, but who knows if that will be what is revealed or not.

And many of us here do enjoy the roleplay aspects of slowly progressing and living in the 7DtD Zombie Apocalaypse that currently exists in V1.2 and earlier. Others who are looking for more out of the game and want it to be gold right now.

I have never been able to understand the point of view that "the devs aren't working fast enough because I've played this game enough now that I'm bored of it." So, put it away and come back to it in a few months or after the next update.

Personally, I love to watch others play 7DtD on YT. It gives me new ideas and shows me different play styles. But I also understand that YTers are usually creating false drama by increasing experience and/or loot (or decreasing it, too) and by doing this, they speed up gameplay to an unnatural degree.

Like @ElCabong, I generally roleplay as an old coot who's fed up with the world and just wants to bash some zeds. It's fun and it's stress relief. That's ultimately what I want out of this game: to be taken out of my life and my world for a while, and it has successfully done that for me for years now.

 
Giving yourself more time in the day to prepare takes the edge off despite the increased bloodmoon length.
Absolutely true. Initialy I started at 2hr days to learn to play but by now I found the hordenight is equaly dificult no mather your day length. It is indeed just more time to prepare so it makes the game a lot easier.

 
Okay by your own admission, you haven't really reached your end game . So you have more to achieve. You have a reason to play on. You being bored of the game at this point is kind of another matter and beside the point. There's progression (even for you) and end game material. Horde night and player level linearly progress forever.
Yes, but I'm bored because there's no more challenge.  Am I supposed to spend dozens of hours on uninteresting content to reach some special number for game stage?  It's not like getting 8 demos or 200 demos matters, because they just die in a few seconds without me having to do anything.  I honestly couldn't tell you the last time I had a demo explode.

That's what I want in terms of end game content.  Yes, I could technically keep progressing, but the challenge is gone at that point.  I want something that'll still challenge me when I have the best gear and a well built base, and that just doesn't exist in the game at this point.

I will say, I don't play 7DTD to be stressed out, which is part of why I play on 2 hour days.  I mostly play for the building and tower defense aspects.  Truth be told, a majority of the games I play are turn-based.  So if it becomes easy for me (someone who is terrible at FPS games) how much easier must it be for people who are excellent at them?

 
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I agree on the day length being a huge factor, especially if playing solo with reoccurring bloodmoons.  The bloodmoon is your count down timer to make sure you are using your time wisely and and when trade offs are likely to happen more often.

Giving yourself more time in the day to prepare takes the edge off despite the increased bloodmoon length.


I agree.  At one point way back I was playing on .5 hr days.  After day 40 or so I never had enough of anything and was caught in the hamster wheel of mine build blood moon.

But I am a slow progress type, not trader quests, dead is dead, no loot re-spawn.

So i increased to 1hr days.  Big difference.

 
Day 21 of latest play through. All armor and weapons are Q6, augur Q6. Base is concrete with horde portion at steel.

That aside with how broken progression is when will actual end game content be added? T6 isn't end game content its the same infestations we have done along with the other types of quests we have done the entire play through. 

No true difference between zombies as far as abilities go and no boss types. Eventually the forest biome becomes as dangerous as the others and same goes for the loot. 

Are we looking at another 5+ years before we seen a hint of end game content cause it doesn't look like end game content is even being worked on much less talked about by the devs. 

Don't suggest ridiculous nonsense like insane difficulty because all that does is nerf player damage and turn zombies into sponges or not using traders which then locks people out of quests which means most of this games content. Yes i know about mods and how much they add.


7D2D primarily focuses on survival mechanics, base building, and repetitive quest structures, which can lead to a sense of stagnation in the later stages.

The developers, The Fun Pimps, have not provided a definitive timeline for introducing more diverse end-game content outside of the road map that I assume you already read. The game is still a work in progress, and while there have been significant updates, which introduced new content, bug fixes, optimizations, and game balancing , a comprehensive end-game experience with unique challenges and boss encounters has yet to be implemented.

Community members have proposed various ideas to enhance the end-game experience. Suggestions include introducing regional bosses or hive mothers that players must locate and defeat, adding more challenging dungeons or POIs with exclusive high-tier loot, and implementing random "storm" events that function as mini horde nights during the day .

However, these are community suggestions, and there's no official confirmation that such features are being developed or will be included in future updates. Given the current pace of development and the scope of proposed features, it is possible that substantial end-game content may still be several years away.

In the meantime, to mitigate the repetitive nature of late-game play, some players turn to mods that introduce new challenges, enemies, and scenarios. While mods can significantly enhance the gameplay experience, they are community-created and may not always align with the official game's balance or vision.

Adjusting the difficulty settings, such as increasing the game stage, enabling permadeath or engaging in PVP, can also provide a more challenging experience. However, as you've noted, simply increasing difficulty can result in enemies becoming damage sponges, which may not address the core issue of repetitive gameplay.

While 7 Days to Die offers a robust survival experience, the current end-game content is limited. The development team has not announced specific plans or timelines for expanding end-game features. Engaging with community mods and experimenting with game settings are potential ways to enhance late-game play, but they may not fully address the desire for more structured end-game content.

 
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