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Everything posted by Loboling

  1. Gotta be careful when throwing rocks to lure zombies into hostile animals. Sometimes the zombie focuses only on the rock and can get killed before he even weakens the four-legged meal that I'm trying to soften up before dinner.
  2. If you're playing vanilla settings, I actually think Int is the strongest start. I did it once on a server I joined (MP), I made so much more money and resources than my brother who joined with me. (Playing fort) I was rolling in dukes and buying anything I needed. Then, once I had everything I needed, the 30k respec potion, I was buying for 10k. I brought about 5 of them, and just messed around until server restart. But starting Int allowed me to have so much flexibility and resources that the game no longer required much effort. Just buy what I need, and forget about farming resources. I would even use respec potions to go back to int for selling and then just switch back to my regular build. I'd easily make back the required 20k for respecs.
  3. There are mods that allow you to tame animals, even some go as far as making the game into a pokemon style collection and battle system. However, I'd like to see updates to animals with a future release. Mostly so that wolves, move in packs, and hunt other animals. I'd rather see a deer run by my screen being chased by a pack of wolves than just see either one in isolation. And not interacting. Pigs should be hunted too, and get aggressive at close proximity.
  4. Ever see someone ride a bear? What about riding a bear while stabbing them in the back over and over until the beast succumbs.... Episode 3:
  5. I'm doing a no trader modded romero mod, and some vehicle & weapon expansions. Wandering hordes every 1-3 hours of 8-40 zombie. Insane difficulty. I spent my first day setting up outposts, one in a poi, but another is just a scaffolding I built, that I can run to in an emergency. I'm still just getting started on the playthrough, but my win condition is getting a gyro and flying off the island. Permadeath. No repair kits in loot, and now costs 100 forged iron & 100 duct tape. 50% loot.
  6. That's a great challenge mode! I'd love a setting, like Carry-able Vehicles (ON/OFF). But I'm sure someone can figure out how to make this a reality. As much as I agree with OP, I don't think this is so important that it can't be done through settings or mods. I'm definitely going to give it a try for one of my playthroughs.
  7. I've been using this to make the game more fun for a long time now. This game is awesome because of the modding potential. Plus the gameplay is smooth. And voxel world is fun for me. Thanks a lot for sharing this, it helps others enjoy this awesome game even more! Can't wait for alpha 20!
  8. Episode 2 is now out. Check it out here:
  9. Hey everyone, I'm launching a new 7 Days to Die Series. It's a Hardcore Survival Challenge Mode, with Nightmare/Insane Zombies, and some RP & Humor sprinkled in for good measure. Strap in and enjoy watching my final days of the Apocalypse.... ***MATURE LANGUAGE WARNING***
  10. I think there is also a club in-game called the Booty Trap, could try to steal there. 😐
  11. I mean they added this in mods, I think TFP could manage something before release. I'd definitely love to have a large variety of different looks to the zombies. Different skin tones and clothing would make a big difference. But it's not so pressing, as to make the game unplayable. Especially if it ever gets released, the modders can go to town without any kind of deadline between patches. So truly amazing projects can be completed with mods. I can't wait!
  12. I'd use this mod. Sounds wonderful really, not sure why it's not in the baseline game yet, but hopefully they'll sneak this in one day.
  13. I was wondering why this post seemed so darn familiar.
  14. Honestly, distance and positionally relevant voip would be amazing. Haven't heard this, although I imagine it's more likely for them to just boost the volume and move on. I do hope an option like this gets implemented. I'd use it over discord if I'm just goofing around with friends.
  15. Back in Alpha 18, I was having a good ol time riding around a motorcycle when I spotted a large cluster of zeds. I decided I would ram one with my motorcycle, and jump off shoot one in the head, and then smash in the last one.... Unfortunately, I'm not sure it was a bug or not, but when I got off my motocycle at full speed, it clipped my character, and sent me into some kind of dazed animation with my character lying on the floor for about 5 seconds. I barely got out of that without being fully eaten... Since alpha 19, I've never seen this animation occur again, I don't think players can get stunned anymore, but not sure.
  16. I think the key bind for sticking your head out the side of the car to shoot is Alt, and to actually fire you need to hit F4. It's been in the game since Alpha 15...😇
  17. Right now, unless you plan on renovating the world, mods are the only answer to end-game. Darkness falls has interesting mechanics and endgame, although I haven't gotten far yet myself. From what I can tell, the dev's are not actually planning to focus on end-game, but rather make the game very repayable. I'd surmise that if endgame is your goal, your only option is to either change up the settings/config files to give yourself the experience you want, or go check out which mods are interesting to you. Once a mod is functional with a build, it usually remains so, and since you can lock 7 days to specific builds you don't need to worry about compatibility issues as much as with other games. This is possibly the best modding game ever, it may not have the most mods ever or be the most popular, but even an absolute grunk like myself can do all sorts of fun things in the config files. I think the game was designed with the idea that end-game will be create by the community, so long as the developers build a solid base game that is very replayable. TLDR: You'll prob need mods to get any meaningful endgame out of 7 days, unless you love building/renovating.
  18. Absolutely against fast travel in an open world survival game. I don't want to see it added to 7 days. I'm sure this can be easily added with mods. My priority list: 1) Better loot/difficulty curve 2) More zombie differences (height maybe change between zombies and clothes?) 3) Better RWG (faster with better roads, and more options like nitrogen) 4) Better optimization for larger groups of zombies. I'm aware they are adding other things, but fast travel would be negative to see added by default for me. This game is super modable, I hope you find a way to make this work for you.
  19. I'll be honest, even though I absolutely love this game. When I first tried it in Alpha 17, I really didn't enjoy it. I found the new player experience very confusing. I went back in at Alpha 18, and played with a friend, and it was better, but I just let them do all the complicated stuff, and I focused on bashing in the zombies heads and looting stuff (Which I still found tedious and a waste of time mostly). I grew pretty bored quickly, although I did play a bit. But it wasn't until I finally made a game with cheat mode enabled, zombies disabled, and just spent some time checking out what was in the game. I tried the rocket launcher, and dynamite, checked how these things were built, etc. By the time I started another playthrough and got into building, I realized how much I was enjoying the game. Now it's my favorite. TLDR: The game is hard to get into, because it's quite complicated due to the sheer number of systems you have to figure out. But it has a lot of potential. I suggest lowering difficulty, and even removing zombie spawns to learn a bit about what items are available with cheat mode and crafting.
  20. Hey everyone! After getting slaughtered last time early on, I decided to try again but with a running start. I gave myself some starting running clothing. (Shorts, T-Shirt & Running Shoes) But I went from 6x zombie spawning to 10x zombie spawning to keep it interesting. There is actual editing on this one, and I'm going to keep improving as the series goes on. Hoping to do slowmo/speed motion scenes and add some music eventually. Just learning the ropes. Hope someone enjoys this! I'm having a lot more fun this time, now that I'm more familiar with the modifications I'm playing with.
  21. Yes, for this reason, I rarely use AP ammo. I support this getting addressed one day. 😃
  22. Hey everyone, I decided to try something new with 7 days today. I modified my config files to make all other entities 1-hit blocks, and multiplied zombie spawning by 6. The playthrough is played on Warrior difficulty, and of course, given the name, the zombies also Run during the day, with nightmare speed 32 zombie hordes. World Gen Seed 8k: Cant Stop I'm already close to death, as I think I made this a bit too hard, but if anyone was interested in the concept, I welcome you to try it and see how long you can survive. I don't know how to mod yet, so sorry in advance if you're interested...😅 Day 1 was a little slow to start, cause of my intense fear of leaving the spawn protection zone... 😱 Video here:
  23. Hey everyone, I did some testing the other day and wanted to share what I found with the community. This outlines the maximum safe fall distance: Listed by Parkour level. The total is if you combine both impact & the fall damage book. Hope this helps someone! Parkour 0 Total Ground Hay Bale Ground Hay Bale Default 6 23 6 23 Impact Mod 7 28 7 28 Fall Damage Book 15 58 17 66 Parkour 1 Total Ground Hay Bale Ground Hay Bale Default 7 27 7 27 Impact Mod 8 33 8 33 Fall Damage Book 16 65 18 73 Parkour 2 Total Ground Hay Bale Ground Hay Bale Default 8 31 8 31 Impact Mod 9 37 9 37 Fall Damage Book 18 70 20 79 Parkour 3 Total Ground Hay Bale Ground Hay Bale Default 10 39 10 39 Impact Mod 12 46 12 46 Fall Damage Book 21 83 23 92 Parkour 4 Total Ground Hay Bale Ground Hay Bale Default 11 44 11 44 Impact Mod 13 51 13 51 Fall Damage Book 22 89 25 99
  24. I love your second idea! Taming wolves as a trait/book, having a farm with animals would be amazing! Especially if it spawned wolves, coyotes and vultures to occasionally attack it, like a wandering horde, but for your farms. Maybe even a zombie bear eventually. Hopefully one day we can get farms with animals!
  25. Game stage determines loot and enemy spawning. Higher gamestage means higher tier loot. Higher gamestage means stronger zombies wondering the world and spawning on blood moons. Gamestage is calculated by your level & your days survived. https://7daystodie.gamepedia.com/Difficulty The wiki explains it best. However, in Alpha 19, a change not listed on the wiki. Difficulty no longer affects game stage. Meaning playing on adventurer or Insane doesn't affect gamestage, meaning it won't affect the loot or the types of wandering zombies. Ignoring gamestage, days only affect difficulty in the following ways: 1) 1 Wandering horde per day, so each day you get 1 of them. 2) Zombie respawning as random walkers. Since the spawning is block specific, and the reset time is based on days passed. Meaning that playing with 10 minute days vs 60 minute days will spawn 6 times more zombies per realtime(However, zombies also expire, so more will die randomly to time passed)
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