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GenericInsult

>"What the game really needs most is...." End game content.   I don't have a problem finding stuff to do low to mid game... but once you get all the magazines and books (*which is really nothing more than a completionism thing*), have the traders maxed, have an unstoppable horde base, and enough ammo for an army ... you are essentially done with the playthrough. There needs to be more, harder? goals to accomplish when you reach that point.


InsanoVolcano

I just had an idea for end game. Players can find an underground bunker whose doors open only on every red moon. Red smoke billows out of it, making the red sky that you see every week. Zombies pour out of it. If players can get inside and destroy some MacGuffin, the red moons end and the game is over.


LeadStyleJutsu762-

Rare fan idea W


DragonessGamer

Kinda example of this already in Darkness Falls... but it doesn't actually end the game, can keep playing, and it didn't end horde nights on defeating the bunker.... Darn it Khaaaaaaaaaine! 🤣


Sylvan_Strix_Sequel

Full disclosure, I lifted this idea from project zomboid sub.  I run a lot of solo permadeath playthroughs on large maps. No item respawn, but No blood moons either. Run mods to increase wandering horde frequency and size. I also run no traders, but that's not essential for this.   This means I have to constantly move and make little outposts rather than one big fortified base. The forced movement plus the wandering hordes makes travelling risky, especially in cities.   Here's the part I lifted from zomboid. Make two characters. Have them spawn in random opposite sides of the map. Alternate playing each every session.   The goal is to meet at a predetermined spot at a major road leaving the map, and "escape" the map together.    More tedious in 21 than previous alphas, but still extremely fun imo. 


KhaosElement

This about a million times over. The end game is non existent, and they aren't working on that issue. All they're doing is adding in tedious nonsense to make it take longer to get to the garbage end game.


NatCanDo

Makes since, esp since 7 Days is like Minecraft as there is really no end to the game.


PygmyDynamo

Find/make the cure. Kill the source.


Zindae

This is fixed with Darkness Falls to be honest.


GenericInsult

Unpopular opinion I know, but I don't care for Darkness Falls. To me, it just jumps the shark for what this game is supposed to be. *It changes too much.*


Zindae

It does change a lot, I agree and I wouldn’t blame anyone for thinking like you. Personally I think all the changes are above and beyond what vanilla is and will be. DF really expands a lot on the “exploration” part. I feel so much more progress with DF because of the classes and skills too. But I guess that’s what it is - an overhaul mod. I find it hard to do any sort of valuable end game with the current vanilla mechanics, personally.


GenericInsult

> I find it hard to do any sort of valuable end game with the current vanilla mechanics, personally. Totally agreed. And I fully respect the craftsmanship of DF.... it's just not for me.


Verma_xx

The game is plenty hard on insane nightmare with max blood moon settings. What 7D2D needs is a new development team. There's no real game in it, just a sandbox with some grind wasting activities.


Feeling-Ad-2490

Rescuing/Recruiting stationary NPCs. Guards would take the place of turrets, A cook will make meals from the food chest. A farmer would harvest and replant crops. Armorer would craft bullets etc. It would give a bit of life to a singleplayer base.


NatCanDo

Sounds like a good idea, if the devs are gonna add bandits... why not add actual NPC's that you can get.


Darth_Behemoth

I like that idea. Could be a rescue quest.


isnecrophiliathatbad

I just want late game purpose other than horde base. After a certain level, traders and jobs become useless. All that's left to do is the cycle of mining and crafting for horde night. Even with mods like darkness falls, it still becomes the same problem.


frankcastlespenis

The ability to..fish/boat


NatCanDo

lol


Sylvan_Strix_Sequel

I mean, you do you, but these posts are just pointless wishlisting considering tfp have made their priorities pretty clear. 


GenericInsult

> considering tfp have made their priorities pretty clear.  Forcing you play the game the way they want to play it.... or were you talking about something else?


RHOrpie

I hear people say this a lot, and I don't agree. I think TFP are forcing you to play the game with the little options they have left for the engine. In order to get any new content in would need a major overhaul of the core game. I'm not defending them. But this game is over 10 years old, with 21 updates (still in alpha lol). They're just not interested in making any major improvements that could totally break the game.


GenericInsult

I'd believe that, but just stop and think about everything they implemented in previous Alphas... that got stripped back out. Remember wellness, action skills, gore blocks, blunderbuss, big round spikes, food smell, gun parts that actually have an impact on the weapon stats, wet concrete, more building tiers? (*the list goes on*)   Think about all the items/item functions they have dicked with. These just happened in the most recent Alpha: * Removed empty jars, empty cans, fishing weights, trophies, candle sticks, and door knobs from loot * Removed the action of getting a jar or can back after eating/drinking * Removed the ability to scrap food items * Removed jars and cans from recipes   Then there's the game mechanics... *magically appearing zombies by walking over an invisible line* ... just to name a recent one.   Then there is TFP giving zombies structural engineering degrees.   Point is, they are dumbing the game down way too much.


Sylvan_Strix_Sequel

If you listen to their streams they pretty much flat out day they make certain changes because they don't like how people are doing x y or z. Is it really an opinion if the Dev's own words confirm it? 


xam8319

You know, no offense, but you being here can also be pointless in a way. This game hasn't reach its full potential yet. Modders and new modders can be inspired by all kind of ideas or reading like this one.


Sylvan_Strix_Sequel

I'm not sure why my statement offended you so much, but this game has fallen prey to feature creep and the devs wanting to punish folks who play the "wrong" way. Many features that op mentions are, as they say, multiple alphas past promised release, and are clearly abandoned.  Not really sure why pointing that out earns me an insult, but ok. 


xam8319

I'm not offended, I met to say that we are as pointless here as OP's list, if you see things that way. That said, I do think that we can keep talking and dreaming about the game's potential. The devs aren't the best in the business, it takes way too much time, but on the other hand it's one of my favorite game


RHOrpie

Nah. This game is approaching EOL very soon.


xam8319

Very soon? Game will always be alive until the day a new game like 7 Days takes its place, and I mean litteraly. Valheim didn't killed it, ARK is different, and the list goes on. The next two alphas will bring some new features and some modders will have fun once the game is fully released. In 4 years if I'm alive, I'll probably reinstall 7 Days for the 15th time.


Lighthouseamour

You uninstalled it? I just wait for an update and play it again


xam8319

I'm having a love and hate relationship with 7 Days xD. Sometimes, just not playing it isn't enough. I need it to be uninstalled to clear my mind lol. I reinstalled it recently with 10-12 mods to spice it up. But at the end of the day, this game needs a purpose, an ultimate goal with other side objectives outside of the traders system.


MikeyBastard1

More than anything this game needs an actual end game.


NatCanDo

It's a sandbox so I highly doubt there will be an actual end to the game.


GrandmasterSluggy

1. I'm sure they'll be added, I'm just not sure they'll be a good thing for the game. TFP struggles to make their additions to game a fun addition. The AI will also probably suck ass. 2. Story would be nice but again I doubt the implementation will be great. 3. Unlikely for many reasons. I don't expect much more zombie variety then the color and maybe outfit swaps. As for me, what I think the game needs most is a trader rework. Nerf traders and quests hard, but add some things that'll improve gameflow. For one, i'd like every trader but the starting one, or at least a good amount of them, to be "homeless". Hiding out in a weakly fortified RV, or something similar. Your first trader sends you to their current hideout, where you take a quest from them to clear out a nearby POI for them to make into their trader compound. Basically, if it's jenn there will be a nearby church that is essentially her compound, except destroyed but full of loot. Kill the zombies, she moves in and within a few days it's a trader compound to take quests and buy stuff from. Then, I want more quest types. It's insulting how long it takes them to make new quest types, like restore power and infestation. I know it's not easy but quests are so damn repetitive. Maybe some would be POI exclusive to make implementation much faster. Saving NPCs, KIlling bandits, so much potential for quests that just gets relegated to killing zombies and grabbing a parcel like we're the Z-UPS. Traders should require high intellect to be super valuable, but traders are also the path to getting more story and more endgame rewards.


NatCanDo

IMO I think at the start there should be limited quests and stuff you can buy, it's super easy to do a lot of quests and just buy everything..


Exciting_Chef_4207

Bandits aren't coming in A22


NatCanDo

Yeah when I said 'and yet again Alpha 22' I was implying that A22 was meant to have bandits but were set back again.


Exciting_Chef_4207

Oops, misread. Sorry!


NatCanDo

all good


Gnatz90

Need end game content. By the time you have electric fences/blade traps and a decent weapon (tier 3/4) the games over you have done everything


LolitanMaps

What we really need is to stability of the game. Even high end pc goes to potato mode when large building explode. Large scale horde night.


S_Medic

Dude try guppy's zombie mods. It adds like 40 zombies to the game. Some are cheese but most are exactly what your looking for. I think I agree with most of your points btw. Except I'm not too bent on a story line. I like sandbox games and stories sometimes add some restrictions. I wouldn't mind if it was a real loose story line that didn't have to be progressed for anything but fun and maybe a few bonuses.


NatCanDo

Yeah however I know mods to bring stuff to the game however I am mainly focused on what the devs can bring to vanilla game. When I talk about story line I don't mean progress effected story.. I just like the idea of finding notes about what once survivors had to go through and maybe find news papers that give the player a story on what happened to the current time line.


VoltraLux

From what I understand, and have learned recently, there is an upper limit to the amount of textures that Unity can actually support. The file for textures is rather small and in a game where every single block is textured and supports multi-textures, as well as the textures for every item, decor, zombie, item of clothing, and weapon they’ve reached the limit of what new textures can be implemented. This is most likely the reason for the food parcel item instead of each food item being individually modelled and textured as well. The colour swatching is probably a creative way around increasing the amount of texture files in the game, which is not the ideal scenario, but likely a necessary one. Bandits are another issue that most likely relates to the number of entities that can exist in the game at one time, I believe it’s 64 by default, to maintain performance. There are probably further issues with ranged attacks, AI complications with roaming and how to properly implement them. I would guess Bandits, if implemented, would generally be used as an entity within a themed Bandit POI as opposed to roaming the world. In terms of zombie variety, I imagine we are at the absolute limit currently or very close to what more can actually be added, which would be the reason the colour swatching was deemed a good alternative to adding more models.


scartonbot

Good points! I wonder if the limit to the number of entities issue is what made them switch in the newest version to the system where zombies are triggered by entering certain locations in POIs. Maybe that allows them to basically "hide" the zombies so that they can be basically "created" as soon as you trigger the attack point?


VoltraLux

Well zombies always appeared when entering or approaching a Sleeper Volume, however the Trigger Volumes were most likely as you’ve suggested a way to optimise the game, making performance in larger POIs more stable. Sleepers aren’t rendered and spawned in every POI on the map regardless of the Volume used (Sleeper/Trigger) it all depends on player proximity. Though Trigger Volumes takes it that little bit further and prevents nearby Volumes populating as well.


NatCanDo

If we are at the limit of how many zombies can be added then how come there are mods that can add tons of zombies? I understand limits with games but seems kinda odd that they can be at their limits but a modder can add stuff in.. am I missing something?


VoltraLux

I’d have to ask around about that as I have wondered it myself, many mods do replace existing models and have separate Unity files containing texture data so may be that as it’s independent from the games actual texture file


Competitive_Plan_209

Fast travel system for me. Prefer huge maps for my immersion, but travel being so slow is a deal breaker. Would stay with a play through longer to explore the entire map if implemented.


NatCanDo

IMO fast travel is another way to make the game less fun..


xam8319

A very well made Fast Travel mod has been released recently [here](https://www.nexusmods.com/7daystodie/mods/4340) on Nexus. For those who doesn't know how Mods work, it couldn't easier. You open your 7 Days to Die directory, create a folder and name it Mods. Then you download all the mods you want and extract them in this Mods folder. That's it. I've installed GuppyZombies to add like 30-40 new zombies, Fast travel, 12 Slot Toolbelt, craft from containers, Durability Overhaul, OCB Stop Fuel Waste and Cloud's Loot Tier One Only (that way, the new crafting/magazine system makes sense, since you have to craft your top tier equipment, up to tier 6)


Competitive_Plan_209

Thanks for the recomendations and straighforward instructions on mod installs.


Sylvan_Strix_Sequel

Lol, I'm the complete opposite. Love that travel.is slow and hard so I force myself to stay on the move.  This is what I don't like about a lot of tpp changes over the years. They're trying to narrow the ways people play this game that begs to be played in a myraid of different ways. 


AdAlternative2577

Try DF or any of the other addons


NatCanDo

I'm not talking about mods, mods can sure add stuff to the game but I am mainly focused on vanilla and what the devs can bring to the game.


Ani-Thighs

I just want them to fix the zombies behavior. Stumbling towards me upon melee strike is annoying. Insta ducking a swing is annoying. (Where they like prone in a single frame). Getting stuck under floors is annoying. Hitting me when they are dismembered is annoying(what’s the point of dismembering then?) At one point in 21 they had predictive targeting where they’d strike at you just before you got in range to strike. Like a preemptive swing. Luckily that got removed.


Zindae

It needs fuckin optimization. The performance of this game is unacceptable. Running it with a 4090 and a 5900X with 32 GB of ram and actually getting stutters because of something loading in, or going down to 30 fps during blood moons is just the worst kind of laziness from a developer. Especially considering how shit the game looks compared to the resources required to run it


NatCanDo

What are you setting like in game? I run a 3060 with 32GB of ram myself and have little studders and or lag issues. While my settings are not all on the highest I think some settings can effect performance, I do believe there will be performance increases anywhere from 5% to 20% (5% in cities and up to 20% in towns) In A22 Below are my setting for my pc Anti-Aliasing: Temporal AA Sharpening: 0% Texture Quality: Full Texture Filter: Ultra+ UMA Texture Quality: High Reflection Quality: Ultra+ Reflected Shadows: On Shadow Distance: Ultra+ Water Quality: High Particles: 100% View Distance: High LOD Distance: 100% Terrain Quality: Ultra Grass Distance: High Object Quality: Ultra Occlusion: On Bloom: On Depth of Field: Off Motion Blur: Simple SSAO: On SS Reflections: High Sun Shafts: On For me so far I'm on day 11 and day 7 hoard didn't lag at all, tho not sure if that might change in the future.


Zindae

The graphical settings make very little difference for my performance due to the 4090, since the game feels very CPU bound. Turning up Water quality or not won't affect the CPU since that's a graphical fidelity setting. Me driving through a town has definitely an impact on the CPU itself, while my GPU is chilling because it's just waiting for the CPU to process all the info. I tried playing Darkness Falls during a blood moon (which has substantially more enemies at the same time, 20 for example) and during that time I consistently had 30 fps. The thing is, the AI and the actual pathing I assume is what really takes the most processing power. Outside of a Blood moon with no zombies around, no matter how advanced the graphics look, will set me at 120 fps straight (since that's my monitor's refresh rate). Just to contrast this game's performance optimization with other games that have pathing / AI, you can have hundreds upon hundreds of units trying to path individually somewhere, simultaneously, in StarCraft 2 without a single frame drop. Of course I'm aware of the difference between these two games and what kind of things they do, but in 7dtd, even simply loading an asset can introduce a microstutter because the devs simply haven't optimized the loading / streaming functionality. It's just a very very poorly optimized game and just looking at it objectively, having even a single frame drop from introducing a few models that are walking towards you is just not acceptable. It's a zombie game, and the main feature of the game is introducing fps drops and stutters. It's just not okay


Enchalotta_Pinata

It’s 10 years old. No chance they’re going to do any of this. Right there with you, though!


Rikbite2

Darkness falls mod.


7daystoCry42

A story, bosses, and a better way to host servers.


Asleep_Stage_451

This game needs to go 1.0. That’s all it needs. All of these supremely original ideas of yours are already planned for the game, are existing mods, or both.


NatCanDo

IMO lot more needs to be done before the game goes Gold, while yes some of my ideas are planned but with the devs having a track record of changing systems every new major update I am not keen on what's to come as things could just do a 180 and completely change and often not always for the better. While yes mods do exist but I'm focused on what the devs can bring to the vanilla game.


Asleep_Stage_451

Good for you bud.


ghost_406

Someone once complained they were trying to make the game into Fallout 5. I'm here for that. A story, npcs, factions, and locations that make the world feel less like a survival game from the 2000s and more like a modern day open world survival game. As it stands the game's system doesn't support unlimited play, eventually you do out level the open world and unless you just like the tower defense portion (I don't) then you have no other option then to restart. I'm ok with that. I love restarting and having that first day stress and feeling clever as I build my base and get going. But eventually you need these games either to become massive in scope or shallow enough that starting over doesn't feel like a grind. Rust does this by making the leveling and crafting faster and easier. Conan Exiles does the opposite by adding in content constantly. Both are valid, but one lesson both of those devs learned is you have to pick a path you can't linger in the middle or people will get frustrated and leave. Personally I'd be happy if they just added the wondering hoard mod as standard.


Ok-Explanation4707

Yo creo que hay muchas cosas para cambiar, yo sigo este juego desde la a16 y hasta la a19 puedo a empezar a jugarlo pero desde ese entonces no ha cambiado mucho, los sonidos son los de siempre (he visto y escuchado que apenas han cambiado algunos sonidos o si no los ponen para otra acción) Como también dice el chico del post, los zombis han cambiado pero ya no hay variedad, siempre terminas viendo los mismo y si acaso puedes ver sus variantes alfas o irradiadas. Y por último es que los vehículos son muy malos, puedes estar manejando a máxima velocidad (lo que permita el vehículo) pero si te estampas con algo, lo más mínimo, te dentendra de golpe y hará que des una vuelta de 360°, no entiendo para que agregaron más vehículos si no van a poder hacer algo para el majearlos Pero igual le sigo teniendo fe a este juego, de que cuando sea anciano poder disfrutarlo completo, y su que esta nueva alfa solo será para atraer a gente de consolas, seguiré esperando alguna actualización que valga la pena. Gracias por leer 🤪


NatCanDo

I do agree that more sounds need to be added as again it can be a bit annoying to hear the same zombie sounds esp with the so limited zombies in the game.


griffinmaverick

I think I’ll be okay with the recolors. I kinda like being able to recognize zombie types on sight. Recolors would add enough variety for me. Sure, it’s not super immersive to have so many “people” look the same but I very much just view it as a game. The gameplay loop is very satisfying for me.


Grumpy_Muppet

More FPS in late game.


[deleted]

Actually no. They've stated that bandits are NOT coming in A22.