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Posts posted by Roland

  1. 7 hours ago, Promethean Winchester said:

    The chief mistake you made, meilodasreh, was assuming that post was for you rather than for the devs.


    I actually moved your original post here because I thought it was just a general discussion starter. I moved it back and added an @madmole tag to it so that it would be more apparent-- but you should know that the devs respond better to sincere questions rather than long texts. So, best is to ask a question on one subject per post instead of three and be brief in your own feedback regarding the issue.


    So, for example, your first issue could be its own post where you simply ask if the letterman jacket boost of 10% speed will be preserved in the new outfit model because that benefit really adds to melee combat. 


    Then your next issue could be a separate post where you ask if there will be any more work on zombie animations-- in particular reaction animations to getting hit in melee attacks.


    Finally, you could ask if there are more candies planned along with stating your opinion that the falling damage candy seems out of place with absolutely no connection to reality.


    The devs like to answer questions. Feedback and opinion pieces they tend to read but not necessarily respond to other than to just say, "thanks for your opinion"

  2. On 4/6/2021 at 3:52 PM, Almond Milk said:


    The licensing agreement in the EULA says I will agree not to: "Reverse engineer, decompile, disassemble, prepare derivative works based on or otherwise modify the Software, in whole or in part;"

    ...with the intent to generate unauthorized copies of the game or pass off official content as your own or your own content as an official part of 7 Days to Die. 

    You can mod the game files to create a modified version of the game as long as you offer your content free of charge, identify it as a mod to the base game, and don’t create a mod that is “stand alone”. As long as people still need to purchase the authorized game to play your mod there is no problem. 

    Be aware that you also agree that all derivative work you do becomes the property of The Fun Pimps if they choose to exercise that option. Though...if they wanted your work that badly they would probably just hire you... 😜


    In a world where people tend to ask for forgiveness rather than permission...thanks!

  3. 15 hours ago, MechanicalLens said:

    I know I'm beating a dead horse here, but I'm going to add one final point to the "brass predicament". What is one the most inconvenient tasks in 7D2D? That would be babysitting brass as it smelts into your forge. At least with candlesticks, trophies, and doorknobs they stack up to, what is it? 500? Brass radiators are the main culprit here. Having to place 10 in at a time (max stack size is 5) and wait for 10 minutes before you can deposit more into the input slots is a far less elegant method than any other smeltable item in the game. I'm no game developer, but I don't see how increasing their stack size to 25 or even 50 would affect much balance wise. The constructive consequence of this is that instead of being forced to hang around your base tending to your forge in between tasks (this all depends on your current situation) we could simply plonk in a large stack of the suckers and let them smelt while we perform other tasks. What do you think @madmole?

    I think you should scrap the brass before smelting it if you are tempted to sit and watch a timer for five minutes. Either put ten candlesticks in and go do something else and come back or scrap everything and take the penalty so you don’t have to babysit. 

    I scrap everything for inventory space and so I can load it all in to the forge at once and I have plenty of brass. There is way more brass and ammo to be found in A19 than ever before. 

  4. Instead of testing it with a mod, just go into god mode and you will see the hp bar for any zombie you are looking at. Then you can easily see the dps happening from bleed and the waters aren't getting muddied with any mods. Yeah, yeah...the mod may not affect anything blah blah blah but nobody on the QA team will take your test seriously if you have mods installed. So use the simple debug mode and keep it vanilla.

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  5. 9 hours ago, fallenbox said:


    Its just theyr way to do things which almost every one tend to agree that suck, removing depth from the game and calling it "optimizations" as been a trend since the @%$#ty a17 patch, worst thing is that sometimes nothing is re-added after "improving" the thing, only cutting out elements of gameplay that people appreciate.

    "confusing to upgrade your base with the insane current block upgrade path" yeah i imagine what of an overload of mental struggle it goes on with such high numbers  of blocks upgrades, hopefully modders are gonna be able to fix what devs itself screw up.


    Any project that is being edited for its final version typically has more cut than added. The process is usually tougher on the creator more than anyone but any competent designer whether it is a game, a movie, an essay, a book, or a work of art knows the value of cutting away the bloat and chaff and simplify their project to a high functioning lean product.


    Hey, I love extended versions of movies and also wonder about all those deleted scenes and why they had to be cut in the first place and I also enjoyed many aspects of 7 Days to Die that ended up on the cutting room floor. But it is standard procedure for any creative process. The devs have to make the hard choices and we may not like it but we have to at least understand the principle. The game has reached higher popularity than ever before and longer sustained player base than any previous version so they must not be doing it all wrong.  Sure, new players don't know all the goodies they are now missing but it also shows that the game still has legs and is still fun and addictive and engaging and the whole point of being in Early Access is to be able to have experienced all those past versions and have fond memories.  Yes, new players could opt in to earlier versions to try them out but it isn't the same going backwards as it is experiencing the journey as it happened. That is something to be grateful for and if you are the type who likes all the bloated scope and complex processes then for sure there will be mods that will add several steps to craft anything and double the number of workstations and triple the hoops to jump through to get anything done. That is exactly the purpose for mods: extra scope beyond that of the developers.

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  6. 11 minutes ago, BioFringe said:

    I know that the RTX 3060 isn't the best and it wouldn't normally be my first choice but considering all of the circumstances involved...I'll take it if I get the opportunity. In the least it's night & day compared to my current GTX 950 :)


    I went from a 960 to a 1650 and it was night and day. It think the worst of the lot is going to be absolutely amazing if you are able to get your hands on it. :)

    • Like 1
  7. I like it and wish it went further-- as in smaller backpacks with less slots to larger backpacks with more slots than we currently have. The whole point of it is to feel that sense of accomplishment once you have a vehicle and/or all slots cleared. I have played with mods that increase backpack size and/or clear all slots by spending one skill point in pack mule and those mods make the game feel much closer to creative mode to me.  Same with the early game struggle to manage stamina. It might be annoying and we might wish to be able to do everything we want wearing whatever we want for as long as we want-- but the early game restriction that slowly eases up as your character progresses gives that sense of growth and when you can finally swing that sledgehammer without pooping out after only three swings, it feels good. IMO, better than just being able to always use a sledgehammer all day long uninterrupted from Day 1. 

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  8. 3 hours ago, BFT2020 said:

    Just wanted to point out that pipe weapons existed before Rust (Fallout 4 released with pipe weapons).  Improvised firearms were not invented by Rust - Fallout 3 had the Rock-It Launcher (later changed to Junk Jet).


    Joel has plainly stated that much of the inspiration for the game has come from the Fallout series. Although...he also admitted to having a few Rust buddies as well.

  9. 6 hours ago, Mike06 said:

    10) Trader to Trader progression = -10000 still the NPC vendors in survival game is -10000. Survival game for millennials : earn the money to buy stuff from shop. Challenging and scary !


    Using the trader is completely voluntary. Cancel the initial tutorial quest and you won't be directed to a trader AND you also won't get the four free skill points. Only a millennial-lover would want to take those initial four skill points and wreck the pure survival experience.... ;)


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  10. 54 minutes ago, BFT2020 said:

    My next playthrough is going to be broad instead of specializing, knives as melee, only can use items I can craft myself (ammo, canned food, health items exception), can't sell Traders anything except raw materials and items I craft myself.  Food spoils in 3 days and refrigerated in 7 days (not sure yet how I am going to micromanage that).


    This is why I love playing this game so much.  Each playthrough I can change the rules and get a completely different experience.

    Exactly. Whereas if all you do is treat the game like a spreadsheet for leveling-up, then it really doesn’t matter whether you play this or Ark or Conan or Empyrion, or Valheim or....whatever else has character progression because then the various themes are just skins covering the same grind to get top gear and stats as quickly as possible from one game to the next. 

  11. What I meant is that once you choose a tree you are not locked out of weapons and gear that belong to a different tree. If I focus on Agility, shotguns are never grayed out and no message pops up to tell me that my class isn't allowed to use such weapons and I'm not restricted from wearing heavy armor if I want to. 


    It is more expensive to go broad instead of specialized but it isn't impossible to play even late game with a broader mix of skills. Sure, it is fun to progress with the intent of maxing out at least one weapon but it definitely is not a forced situation.


    This game let's players do whatever they want even if those actions lead to an unsatisfactory result. Banging on a gun safe with a stone axe was never the intention. It was meant for the player to mark the gun safe on their map and then come back to it with better gear but because it was allowed to happen players still did it spending a lot of time trying to get those safes open with stone axes. Then they would come on the forum and complain about the HP cost of the safe and claim that TFP was forcing them into unfun and grindy gameplay by making it so difficult to open the safes. Given, that was before the current loot progression. NOW players are griping that TFP is forcing them to ignore gun safes until later because they know there won't be anything good.


    In either case, the only person forcing anyone to do anything is that person restricting themselves. Which is fine. Play how you want. But if the way you are playing isn't satisfying then consider making a different choice.

    • Like 1
  12. 1 hour ago, Darklegend222 said:

    If I would like an iron tool, then i obviously need to level.

    This attitude right here is what has turned the game into the unsatisfying grind that it is for you. How about forget about an iron tool and your knowledge that leveling up quickly will get you an iron tool sooner. 

    Instead, try staying close to your spawn point and whatever closest POI you come to start fortifying it. Work on planting a garden and playing the game like a survival game. Don’t spend any perk points and don’t finish the trader quest portion of the tutorial quest chain until after your first bloodmoon. 

    During that first week just explore around and loot any POIs you find without a quest. Clear the POIs as though you were actually searching for other survivors or any supplies you might come across. Don’t just use your meta knowledge to bee-line for the treasure room. 

    Once you find the trader start doing quests but do them one per day like they are a job that takes a day to do. Use the equipment you have but if you can buy something better go for it. 

    Start spending your skill points based on how you are playing the game rather than using your game mechanics knowledge to spend for the most efficient path. 

    1 hour ago, Darklegend222 said:

    The devs have PURELY made this game a level grind.


    I can assure you they have not. This is a role playing game that doesn’t hold your hand with a story or lock you into a pre-defined class or dictate your objectives. You make your own story by living in the world and acting out each day’s activities. You create your own class by spending your points however you wish. You choose your own objectives and spend tour time doing what you want. 

    That’s why the game is very susceptible to people who just want to grind for the sake of leveling up to get the top gear and max out their perks for no other reason than to acquire those things because that is an option. But that is player choice and the game does not have to be played that way. Joel doesn’t play it that way.


    The only people who think the game is purely a level grind are those who have reduced the gameplay to an abstract level up simulator and once they’ve found the one true path that most efficiently grinds out those level-ups they believe the game forces them to play only that way because to play sub optimally would be losing.


    2 hours ago, Darklegend222 said:

    Spamming quest after quest is quite literally how the game progression is supposed to go at the moment since everything has a tier and allows you to reloot a place.

    No....it’s not how it’s supposed to go. But the devs don’t want to put in artificial limits on how often you do quests. Do one quest a day, max, by your own choice and mix in some exploring, building, crafting, mining, and farming. There are so many different activities that you can do to get the feeling of living in the world and making do with what you have. But if you don’t care for that then, sure, spam quest to grind out those level-ups and higher quest tiers, and double dip those POIs for double loot. But then don’t complain that the game doesn’t feel like a survival game since you’re choosing to play it as a level-up efficiency puzzle using all your outside knowledge of the game mechanics to work the system. 


    2 hours ago, Darklegend222 said:


    As for playing the game as a grind.. it's 7 days.. to die.. are we supposed to NOT grind until the 7 days or what? Anything past the first 7 days is purely for fun.

    It’s always fun if you change your focus to just living in the world and playing it as a survivor would instead of playing it as a gamer sitting at a terminal with knowledge and strategies gleaned from the internet on how to get to those iron tools as quickly as possible. 

    • Like 5
  13. On 3/31/2021 at 6:16 PM, Darklegend222 said:

    In A17, you looted POIs specifically for loot. Especially a shotgun messiah or a working stiff tools because you don't want to spend 2+ minutes cutting down a tree or chopping that rock.


    But due to the changes in A18 and A19 with the loot tables, you know that if you raid a Working stiff Tools you will find literally nothing but stone items, because a number known as gamestage depicts it that way. I consider it to have moved away from a scavenging game. Scavenging is going through shelves and shelves of stuff "hoping" to find something, now its just "if i raid this, i KNOW i'll find nothing useful, but once that number goes higher, MAGICALLY more stuff appears".


    Edit, I forgot to add the first bit. In A16, raiding POIs was a daunting experience because there was less stuff to loot, a lot of places had almost nothing, and the zombies were quite horrifying. Now its just running quests endlessly to level up and get more money to purchase an item because places will NOT get any loot other than stone items. Its a game of leveling and a game of questing. Not so much a horror/survival.


    I find gobs of useful stuff besides stone tools and weapons. I think you are too focused on efficiency and opportunity cost. Stop thinking about what you might find later if you just put off opening containers until you have a higher gamestage and work with what you can find now. You are simply playing the game as a grind to get your levels up higher as quickly as you can. That is your choice and there is no one forcing you to spam quest after quest. 


    Also, the current state of the game is temporary. Whatever it feels like it has turned into for you, it will turn into something else in the future. The gamestaging is a WIP. But I will say that no matter what it turns into, if you decide to go meta in order to grind as quickly as you can up to higher levels, it isn't ever going to feel satsifying. In the past it was grinding through crafting and now it is grinding quests, and next there will be something to grind away at to efficiently and quickly increase in levels.

    • Like 3
  14. Welcome to the forums. Being as how this topic is getting close to a year old and was dead for six months before you reignited it, I would think that the idea of the snow biome being a more difficult place would’ve sunk in by now. Don’t go there before you’re ready and the wildlife won’t be OP.  Ever since they limited Pumas to the snow and Dire wolves to night, I haven’t died to either one. 

    16 hours ago, Jonks said:

    Just made this account for this, and honestly all of you defending this incredibly OP enemy is laughable. It shouldn’t be able to outrun you, it definitely shouldn’t be able to tank starter weapons, and it definitely shouldn’t kill in 3 bites. So yes, fix this enemy.


    • Like 1
  15. 1 hour ago, BFT2020 said:

    Ah hell.  Time to delete 7D2D and never play again.........

    Ikr...?  As a player I like the challenge of noticing the difference between hat and hair and am against this latest dumbing-down-simplification move. 

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  16. 15 hours ago, Blake_ said:

    Hello to TFP. I just saw the lumberjack on twitter. The model is fantastic, good detail on the overall body, very nice sculpting on the face, good proportions and excellent textures. The model is also well designed to be able to be integrated in all the biomes and the scary factor is high up there too.


    BUT, the cap colour is bland, poor and not a colour you want to put on the head of a Zd like that. While both that material (very well achieved by the way) and shape are somehow believable, if you put the cap with the same colour as the beard and you stick it to the head like that, at even a normal distance it looks like the cap belongs to his hair, a very poor and crappy modelled hair at that.


    So change the cap colour to a more distinctive one, either light brown or something like a conservative blue or red. It takes less than 10 minutes to do that.

    The current model is therefore a 5/10 because that crappy colour choice that looks like an unfinished head sculpture from a distance of more than 5 meters, but it will definitely be a 8/10 with that single cap colour change.


    The change of cap colour will also enhance the blood features on the head, which will catapult this model high into my favourite's ranking.

    Just got word that the beanie color is going to be changed.

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