PC Why are the devs screwing over agi/stealth in their POI design?

So, these auto aggro triggers don't make a blind difference to my Endurance friend. They just rush into every room and brawl everything in there.

In that regards, more confrontational players aren't penalised by the mechanic but stealth ones are.
Sure. And digging zombies penalise players who mine or build underground bases. This is not per se a reason to remove that, balance is done for whole attributes, in this case agility, not stealth alone. TFP obviously knows about auto aggro being especially detrimental to stealth players, it was mentioned in the dev dairy multiple times, and they obviously are ok with it for the moment

Since most POIs are residential buildings, an appropriate sound would be a squeaking door or something like that being moved by the wind. Simply an event caused by external circumstances.
But there often are artificial barricades and defenses against zombies even in these buildings, it would be no stretch to assume the defenders added motion detectors with alarms while still alive.

 
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There are 2 stealth perks out of 9 total.   
Fair, I had misremembered the bow and knife perks as adding sneak damage (personally I toss light armor into the stealth perk cluster as well, but that one I willing to concede is more universally applicable than HS and FTS). Though how many perks are there in a tree that directly contribute to a single weapon's use? 2 at most iirc other than in Agility where HS and both of the attack speed increases (ranged weapons and singlehanded weapons) are.

Sure. And digging zombies penalise players who mine or build underground bases.
Aside from Bloodmoon hordes they really don't if the player keeps their ears open and takes their time (unperked crouch walking works) when moving around, digging or accessing their chests & workstations. Do need to take it down to at least one block below the first layer of stone, 1 layer of stone above the player's head I mean, before branching out though.

 
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I dont get how it is intented as proper and acceptable gameplay and at the same time its completely ignored by both the horde and these specific POI rooms. Like every perk choice works throught the entire game but Stealth only works in out in the wild along in some parts of a POI and thats it.

 
Since they are moving to special infected zombies a better idea might be for a special alarm zombie. Which would be designed to not only look like they would defiantly notice you but would also make a lot a noise even if silently killed. That way players will have a tangible reason for the auto wake/aggro sleeper volumes and something to take their rage out on. As I'm sure everyone here has dismembered a Screamer at some point to vent some anger over the horde she summoned.  
Something like this should go in the original post.

"Don't kill zombie_alarm first and the room wakes up."

 
We have cooking, but its not a chef simulator.

We have vehicles that can ram stuff, but its not a demolition derby.

We have archery, rifles, and animals, but its not a hunting sim.

We have food, water, and farming, but its not a starvation sim.

We have looting and shooting, but this isn't HALO.

We have 2 weapon perk lines with every single tree, and 3 if you're in PER.

We have buying, selling, and trading with other players, but its not an economy sim.

7 Days to Die is not Assassins Creed, yall.

Call me crazy, but... as a person who plays primarily AGI, and uses stealth a good chunk of the time.. I have zero issues with rooms that agg me.   Because I also have customizable pistols, 2 different kind of magnums, an SMG, and a knife line that also has a very nice chance to decap.   Power attacks to the head are solid against trash zeds.

AGI has STRONG versatility.  Ignoring the rest of the entire build to focus upon 1 aspect of it. doesn't seem wise.

I can empathize with folks that want to see if they can 100% stealth kill a Tier 4 Towerblock, but a single minded pursuit of that goal seems to espouse an inflexibility on the part of the player, not the game.

 
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We have cooking, but its not a chef simulator.

We have vehicles that can ram stuff, but its not a demolition derby.

We have archery and targets, but its not a hunting sim.

We have food, water, and farming, but its not a starvation sim.

We have looting and shooting, but this isn't HALO.

We have 2 weapon perk lines with every single tree, and 3 if you're in PER.

We have buying, selling, and trading with other players, but its not an economy sim.

7 Days to Die is not Assassins Creed, yall.

Call me crazy, but... as a person who plays primarily AGI, and uses stealth a good chunk of the time.. I have zero issues with rooms that agg me.   Because I also have customizable pistols, 2 different kind of magnums, an SMG, and a knife line that also has a very nice chance to decap.   Power attacks to the head are solid against trash zeds.

AGI has STRONG versatility.  Ignoring the rest of the entire build to focus upon 1 aspect of it. doesn't seem wise.

I can empathize with folks that want to see if they can 100% stealth kill a Tier 4 Towerblock, but a single minded pursuit of that goal seems to espouse an inflexibility on the part of the player, not the game.
Have to roll lucky to get a pistol or its components currently... If pipe weapons make it into A20 this will likely change then. If not, then pistols are only an option if Fortuna smiles on you.

 
Have to roll lucky to get a pistol or its components currently... If pipe weapons make it into A20 this will likely change then. If not, then pistols are only an option if Fortuna smiles on you.
I see a lot of problems arguing that.   First being, that RNGesus devils needs no advocate.  If you're just unlucky, then you're just unlucky.  I wouldn't blame the dev's if you're that unlucky.  Secondly, at a gamestage when pistols are rare, trying to 100% stealth even a small POI seems like a dubious prospect at best.

 
Stealth is trash and not worth pointing any points to achieve.  Only spend points on skills/abilities that are going to help you on horde night.  Spending points in anything else is a waste and is going to hurt you on horde nights.
You act like vanilla horde nights are even a remote challenge. Literal ONLY threat is demolishers, nothing else does enough block damage to destroy anything faster than u could fix it. Hell my first few horde nights in vanilla literally have me standing behind a single upgraded cobblestone block/plate, in a corridor while I melee them to death don't even need traps, but if I set a dart trap up, the dart trap could prob handle a vanilla horde night all on its own till high GS, don't even need a gun till the radiateds come out.

Try Darkness Falls mod, horde night runs from 22:00 till 4am, the zombies do not stop coming unless you can kill 24 waves, which is really hard to do. It also has mutant zombies that buff others, as well as various other special zombies, these things can rip thru a concrete base easly if its not designed well, and this is on the 1st horde of the game the 7th day, it just gets more crazy after that. Eventually you have demons, behemoths, and other stuff coming at you. It also has a new tier of titanium stuff which is above steel, including blocks. As well as Coil guns and then Sci-fi weapons like laser rifles etc. It also has learn by doing, done actually properly compared to how TFP did it in a16 (No need to spam craft in it, action skills are mostly for weapon use and mining tools). A recent update to the mod removes the need to smelt stuff in the forge, it just takes it out right out of inventory and makes what you want like a camp fire or workbench. I wish vanilla would get this, saves alot of time. Forge in a15 worked with molds, as the iron smelted down it'd fill the mold and once full it'd create a forged iron. No need to smelt it down first then queue it up, which is essentally the same thing darkness falls does, just removes the smelting entirely.

As for the stealth thing, I agree with the OP, the devs seem to do anything they can to screw over stealth builds in the game. I've been saying the same things since a17. You have the garbage in front of every intended path, the alarm rooms (Instant aggro), zombies that can hear you opening a container from 30 blocks outside the poi with maxxed stealth and crouched. Then you have the positioning of the sleepers, which in A19 if you noticed, most sleepers do not have a clear shot, you have to get close, and sometimes remove a block (usually a cobblestone or cement pallet) to get a clear shot. Its deliberate design to screw stealth builds as thats the ONLY build this stuff hurts. Then again TFP loves to take away choice from the player I been noticing, starts with the digging zombies, now we got swimming zombies, vultures with rocket boosters that can annoy you on any vehicle. I'd not mind the digging/swimming zombies so much if the devs would ya know, do what most games do, and have a option when you go to start or load a game to turn that on/off. This way the player still gets to have a choice. Also before you say it, just because the game is modable is not an excuse for the devs to get lazy and not include the option to toggle stuff like that on/off.

Then there is the fact stealth is just broken, zombies are far to sensitive to sounds, I can get close and shine a mining light in its face and not wake it up, but if I loot a cabinet a room away the same zombie will wake up somehow. IMO you should be able to get sneak attacks on zombies till they are activly chasing you, which means when they first go to look for where the sound came from, they should still be sneak attackable for the bonus, as they are looking for the source of the noise but have not actually found it yet. Kinda like how fallout 3 and up does it. When in caution which is when enemies are looking for you, you can still get sneak attacks on them until it switches to Danger, which means one has actually spotted you, you then lose the sneak attack bonus damage.

I see a lot of problems arguing that.   First being, that RNGesus devils needs no advocate.  If you're just unlucky, then you're just unlucky.  I wouldn't blame the dev's if you're that unlucky.  Secondly, at a gamestage when pistols are rare, trying to 100% stealth even a small POI seems like a dubious prospect at best.
Meh they should just go back to a18 loot it was far better and much more fun than this linear garbage they are using now.

 
special alarm zombie. Which would be designed to not only look like they would defiantly notice you but would also make a lot a noise even if silently killed
didnt the spider zombies used to do that? (send out a dying scream that would wake up the zombies around) and it was removed? Or was I lied to, all those years ago?

 
there are a lot of good points raised in this thread like the siren or flashing light as both an indicator that an auto-aggro volume has been activated and justification for it being activated despite the player being stealthed.  I do believe that these auto-aggro volumes have a place in the game, but i also believe that it's true that "stealth builds" don't get the same return on investment as other "combat enhancement" (not stuff like weapon skills, but other perks that iprove performance in combat) abilities like: penetrator, pain tolerance, flurry of blows and run and gun, which are always on when you're in combat.  Hidden strike requires that you be hidden, which (sure you can hide without any skills as many have mentioned) means that getting the maximum benefit from it (not even in every combat like the others, just more often) requires "from the shadows" and even then it's excluded from horde nights (which may only be once a week, but also typically involve more than a day's share of combat) and the auto-aggro volumes.
Maybe combining the two perks into one might be enough to solve the problem.  Also allowing the player (I don't know if this is already in the game or not) to hide from the auto aggro zombies and after the appropriate amount  of time (based on the FTS skill level) have them deaggro and return to some predetermined spot to sleep again.

 
7 Days to Die is not Assassins Creed, yall.

Call me crazy, but... as a person who plays primarily AGI, and uses stealth a good chunk of the time.. I have zero issues with rooms that agg me.   Because I also have customizable pistols, 2 different kind of magnums, an SMG, and a knife line that also has a very nice chance to decap.   Power attacks to the head are solid against trash zeds.
Tier three house, my friend that is pure Agility build was clearing it the first time around and complaining. Shared their quest with me. I tried to sneak it but it had triggers. After the second or third one in almost as many rooms, "F--- this!" I just ran through blasting them away with my auto-shotgun.

Due to these triggers you can't counter, I don't see the point of stealth. I would rather just run through the POI with a shotgun, blasting away, than to constantly be rushed when I am in a crouch and trying to change away from a slow loading crossbow.

Oddly enough, due to these triggers, it is more stealthy to crouch and smash through walls then hit the zeds while they still sleeping. Completely ignore the way the POI is laid out, the experience that it is trying to give you. Far better to just bulldoze through it with a STR / AGI build than a pure AGI one.

 
Tier three house, my friend that is pure Agility build was clearing it the first time around and complaining. Shared their quest with me. I tried to sneak it but it had triggers. After the second or third one in almost as many rooms, "F--- this!" I just ran through blasting them away with my auto-shotgun.

Due to these triggers you can't counter, I don't see the point of stealth. I would rather just run through the POI with a shotgun, blasting away, than to constantly be rushed when I am in a crouch and trying to change away from a slow loading crossbow.

Oddly enough, due to these triggers, it is more stealthy to crouch and smash through walls then hit the zeds while they still sleeping. Completely ignore the way the POI is laid out, the experience that it is trying to give you. Far better to just bulldoze through it with a STR / AGI build than a pure AGI one.
The only time I typically break the flow of POIs is if I'm beelining to the loot room and don't need to bother with anything in the middle. By and large, I like collecting everything in the middle, as well as the XP from the zombies. When I solo play, I typically do stealth the entire way. Some of the stealth books are game changing in what they give you. 

 
The only time I typically break the flow of POIs is if I'm beelining to the loot room and don't need to bother with anything in the middle. By and large, I like collecting everything in the middle, as well as the XP from the zombies. When I solo play, I typically do stealth the entire way. Some of the stealth books are game changing in what they give you. 
I don't mean a bee-line. I mean, just knocking out walls 2-3 blocks away, so you enter every room without a chance of hitting a trigger. In a wood or flag stone house this is easy and now that my mining skills are maxed out, I even knock out a block in steel and concrete walls to shoot zombies I hear active on the other side.

 
Maybe combining the two perks into one might be enough to solve the problem.  Also allowing the player (I don't know if this is already in the game or not) to hide from the auto aggro zombies and after the appropriate amount  of time (based on the FTS skill level) have them deaggro and return to some predetermined spot to sleep again.


Its already in the game as the zombies will forget about you if your able to escape and restealth long enough to reset their awareness of you. Which causes them to go back to their spawn point and go back to sleep minus the auto wake. Allowing you to deal with them the same as normal sleepers.

 
Tehnomaag said:
I mean in particular those auto-agro rooms where everything is waking up and beelining straight to you by a script and not by any action you are doing yourself?
Try harder. I can usually kill the majority of them before the trigger. Take your time and look for them hiding. Also there are obvious hiding spots you can exploit like closets and fabric curtains. Pay attention, go slow, and shot arrows at the breakable closet/cabinet/curtains/doors. Look up in the rafters. The majority of the enemies can usually be taken out before you cross into the event trigger point. Anytime there is a drop to a point of no return, EXPECT an ambush.

 
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(about digging zombies)

Aside from Bloodmoon hordes they really don't if the player keeps their ears open and takes their time (unperked crouch walking works) when moving around, digging or accessing their chests & workstations. Do need to take it down to at least one block below the first layer of stone, 1 layer of stone above the player's head I mean, before branching out though.
Yes, it is easy to defend against digging zombies if you follow some rules. And with stealth it is the same. "Have a gun for such rooms ready and loaded" is such a rule. In the early game that is a blunderbuss or two (in a20 it might be pipe pistols). Later you have excellent weapons with pistol, SMG and vulture. The second rule is: "You are fast, run". If you didn't fall in a trap you can always just run back from where you came and even ferals and glowies won't be fast enough to get you. And "run and gun" is in your perk tree.

 
Yes, it is easy to defend against digging zombies if you follow some rules. And with stealth it is the same. "Have a gun for such rooms ready and loaded" is such a rule. In the early game that is a blunderbuss or two (in a20 it might be pipe pistols). Later you have excellent weapons with pistol, SMG and vulture. The second rule is: "You are fast, run". If you didn't fall in a trap you can always just run back from where you came and even ferals and glowies won't be fast enough to get you. And "run and gun" is in your perk tree.
So bring triple the gear, learn to jump high enough to clear 2 blocks (The POI that started me on this has a 1 way entrance, a 2 block drop into a small garage, with an auto-aggro volume trigger right at the entry to the next section waking that section up) and perk for something you're not using. Got it...

 
I don't mean a bee-line. I mean, just knocking out walls 2-3 blocks away, so you enter every room without a chance of hitting a trigger. In a wood or flag stone house this is easy and now that my mining skills are maxed out, I even knock out a block in steel and concrete walls to shoot zombies I hear active on the other side.
In the rooms that auto aggro it shouldn't matter how or where you enter. Just by crossing into the volume is what triggers the zombies. If you are triggering zombies by going through the door but not by going through a wall, then you are failing at stealth in a situation where a perk or some prep work will actually work. It isn't an auto aggro volume if you can enter the volume and the zombies don't auto aggro. These rooms are rare in any particular POI (other than the new Firestation apparently) so if you are going into POIs and triggering room after room of zombies....you're doing something wrong.

 
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In the rooms that auto aggro it shouldn't matter how or where you enter. Just by crossing into the volume is what triggers the zombies. If you are triggering zombies by going through the door but not by going through a wall, then you are failing at stealth in a situation where a perk or some prep work will actually work. It isn't an auto aggro volume if you can enter the volume and the zombies don't auto aggro. These rooms are rare in any particular POI (other than the new Firestation apparently) so if you are going into POIs and triggering room after room of zombies....you're doing something wrong.
As far as I am aware these "agro volumes" actually have some specific trigger point. For example, in Red Mesa one of the trigger points is the few tiles in the corridor leading to the doorway of the loot room waking up all the sleepers around the corner. 

So the "correct" way of doing the Red Mesa is, apparently, going to the bunker tower, doing the hole into the wall of it and then shooting all the sleepers in the head through that hole and they will not wake up even if you step into the corridor they are sleeping in. You can even sneak right past them until you hit the trigger in front of that loot door doorway. 

The "aggro room" does not really provide suspense and excitement, in my opinion. It just specifically targets a "stealth gameplay" approach, but you learn these after the first three times getting raped and after that they are just there to ensure that a player just cheeses the POI by strategically avoiding the trigger tiles (by going, for example, through walls in key locations instead of using doorways). What these are, basically, are the trash-in-the-doorway but with NO VISUAL CUE THAT THEY ARE THERE and no proper way to do something to avoid these, because I consider it personally a form of "cheating" to go through a wall because I have a meta-game information that this particular patch of thin air in that doorway or entrance is a trigger. My character should not know that, but I do. 

The next level of "screw you", I have observed is, ofcourse, the scenario where the POI spawns the zeds at you from thin air. But I am not sure if this is somekind of a bug or is this the next level answer of to the POI designers to the players "cheesing" the room by going through a wall and killing their precious "surprise" sleepers before going through the sleeper volume trigger. Cant kill what is not there, after all, until you are served a dish of dozen ferals rushing you out of thin air. I am hoping that this is some kind of bug. But considering what I have observed in regards of POI design I would not put it past the devs for it to be deliberate. But if it is deliberate, then, please, at least have the decency of spawning the zeds few rooms away out of my direct sight, at least. Will not help in multiplayer as there could always be a player present to observe spawning of them, but at least when solo it would not be as immersion-breaking, maybe. 

 
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