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  1. Hey fellow 7 day'rs. Iam 45 yr old gamer guy of over 1000 hrs on PC and over 2500hrs on the ps4. Iam also a Canuck on EST time. I play on steam or modded through the Launcher. Iam looking for ppl to join up in on playing multiplayer server, or whatever?, Playing single is still fun but I feel that theres alot more fun to be had playing this game that I love. If anyone would like to hit me up my steam name is: eco_slider My Id name is just ECO. I have discord and or TeamSpeak, I do have a mic. I speak English. So again if anyone would like to hit me up I'll be around. PvE is my preference. Thanks.
  2. Just started a fresh 8k modded map, on day 22 or 23. Modded POI's, weapons, vehicles, overhauled farming, and some other things, but not overboard. Just game enhancements I wanted some more vehicle options, firearms and POI's so that's most of what's on the server as far as mods go. Currently just myself and a couple buddies, thought I'd try to get more people involved. Feel free to reply here or join our new discord if interested. 21+ please. https://discord.gg/WhtvVypuUM
  3. I'm aware that an overhaul of the repair system probably falls under the heading of 'balancing the game economy' which is something that probably will not, and should not, be addressed until beta. The current repair system is certainly 'good enough' for alpha. That said, I'm hopeful there is a serious overhaul of the repair system planned for some point in the development roadmap. The current system means that as soon as you have reliable sources of glue, cloth and iron, repair is a non issue. The amount of those resources required is pretty trivial, so repair itself is trivial. Even if the requirements were increased, they're very basic resources, so getting enough of them is unlikely to require impactful gameplay decisions beyond very early game. I think the characteristics of a good repair system are: The system requires a trade off between reliability (risk) and resources invested. I.e. keeping your gear 100% repaired all the time is safest, but costs more resources than waiting until things break. The current system actually does this, because a single repair kit repairs to 100% no matter how degraded the item is. The current system doesn't do it very well, because repair kits fix everything and are trivially easy to make. The system encourages a trade off between using lower performance but reliable equipment and very high performance, less reliable equipment. Currently this doesn't really happen unless you randomly get a piece of gear that rolled high for stats except for durability. Again, because keeping everything repaired is so easy, it doesn't really matter even then. Items that require rare resources to craft also require rare resources to maintain. The current system doesn't do this at all. Repairs taking rare resources would mean the urgency of needing a particular resource to keep functioning at peak effectiveness stays as a thing beyond early to early-mid game. Personally I find that situation of 'I could have a vehicle if I could just find a bottle of acid' enjoyable, and it drives gameplay. Being able to create a similar situation later game (if the tyre on my bike goes, I currently don't have any acid to make a new one) seems like good gameplay. Some unpredictability in reliability. Unpredictability should increase for poorly maintained gear. Currently this doesn't happen at all. Everything works perfectly until it reaches zero durability. There are many ways to change the repair system to make those characteristics more prominent. A few thoughts I've had are: Number 1 pretty much takes care of itself, if we stick with the current model where repairing to full costs the same resources as repairing a little. By making the actual resources required to repair more meaningful, the fact that you can choose to repair early or late would become a lot more meaningful. Number 2 could be addressed by modifying item generation to a sort of 'points buy' system, where high stats potentially lead to lower durability, for equivalent items of the same tier. I think you'd probably want it set up so that poorly statted items CAN have a much higher durability than ones with excellent stats, but it's not guaranteed. So if a particular item has a base durability of 300 at quality 3, or whatever, a version of that item with average performance stats would roll durability between 150 and 450. A version with good stats rolls between 150 and 300 and a version with really bad stats rolls between 150 and 600. So you can still get items that are just all round crap for their tier, and equally some excellent items with decent durability. Yes this system does mean that high precision weapons degrade faster, which makes sense, but also tough armour will usually degrade faster too. That may not be strictly logical but it's good gameplay. It also adds a lot more value to the armour perks' ability to reduce armour degradation and degradation reducing weapon/tool mods. Number 3 can be addressed by making repair costs proportional to crafting costs. Getting the proportion right is very much economy balancing, and will need some trial and error. Something like 25% of crafting cost feels about right. There's some additional complexity for items with multiple crafting stages, namely vehicles. In order to calculate repair requirements the game engine would need to be able to trace the resources that were used to make the components. So you might need a new headlight to fix your truck, but generally you don't need a new chassis. For resources which are going to end up with a fractional cost (like engines for vehicles) you could roll against the percentage of resources required. So if 25% of crafting resources are required for a fix, then 25% of the time a vehicle needs a new engine to be repaired, 75% of the time you can repair it without needing an engine. I'd actually suggest rolling for each resource individually for all repairs. So a high tier rifle that took 20 rifle parts to craft would roll the 25% chance (or whatever the right 'repair amount' turns out to be) for each of the 20 rifle parts that are in the original recipe. It might take anywhere between zero and 20 rifle parts to fix, but the average will be around 5 (if the repair requirement was set at 25%). That sort of ties in with unpredictability, which I'll talk about next. Adding in unpredictability is as simple as having a (small) chance for an item to stop working every time it loses durability. The chance increases the further the item is from full durability. In order to balance the system using the values we currently have, you actually want items to keep working beyond zero durability, if you're lucky. The actual calculations for where an item stops working are moderately complex, but the player doesn't have to be aware of that. They just know that stuff is pretty reliable at high durabilities and likely to break at any time if durability is low. Combining number 3 and number 4 (rare resources and unpredictability). If you implement the approach where the resources required for a repair are 'rolled for', not fixed, you could make 'the roll' as soon as the item first loses durability, and display that information to the player. That would lead to gameplay that 'My truck is at 99% durability and isn't likely to stop working any time soon, but I know the engine and two of the wheels are wearing out, and when it does break, I'm going to require new ones to fix it'. There probably needs to be a requirement that items that require a workbench to make also require a workbench to repair. That's an independent design decision, but makes unlucky failures are high durability a lot more impactful. I recognise how difficult to implement these system change suggestions would be depends a lot on how the crafting system is actually constructed. If you'd need to explicitly code a recipe for every single possible scenario of required parts then it's not practical to implement. The solution suggestions are merely quick thoughts I've had, though. I stand by the four desirable characteristics listed at the start of the post. Any change to repair that makes those characteristics more prominant seems like a good thing to me.
  4. Hey, I understand that there are other things that will take priority. But, I'm a builder and decorator in this game. I was wondering if it would be possible to have beds function like bedrolls? I'm tired of having a beautiful bed, with a bedroll laying next to it. It's something that has always bothered me as other survival games allow it. I love this game, I just want to have a nice comfy bed to wake up on!
  5. A medieval, early to mid game defense before electricity is accessible. It would be made using iron and could be put under the first rank of advanced engineering along with the forge to get you started on more fun traps than just spikes and barbed wire. You would have to fill it with the fuel first (either bottles of oil or a crafted "ammo" specifically for the cauldron) and then activate it to tip it over, raining fire on anything below leaving something similar to the fire molotovs leave only bigger and maybe more damaging as to make it worth building.
  6. Australian hosted, actively managed PVE servers. We host three public PVE servers aimed at different play styles: Outback Decay - AU PVE Our original server, aimed at being accessible to new players but still entertaining for those with experience. Mods include: Working versions of POI lights, an oven and faucets Recipes for deco blocks usually only available in Creative Menu Extended block variants that allow heaps more shapes Tweaks to the AutoShotgun, Ratchet and Impact Driver Steel Electric Fences with higher durability "Aussification" - in game text replaced with an Australian touch, and customised POIs and more.. Outback Decay - Russell Coight Edition Everything in the original server, plus: Many more zombies, and larger wandering hordes "All Aussie" mode - enable Permadeath if you want a real challenge Outback Decay - Builder Edition An easier server, with some tweaks aimed at big builders: Mining and tree-felling harvest boosted 10x Crafting time reduced 10x A custom starter questline that provides schematics for some essentials, including the crucible (and a few bonus skill points for completing it) Any questions, come join us on the Discord and say hi! https://discord.gg/mBJwEw4kj8 Important note: The original server and the Russell Coight Edition have both been running for several hundred days. Don't let this scare you! A player's experience is based on their own lifetime, not the game day of the server. If you join on day 700, the zombies you encounter and the horde nights you face will be the same as if you'd joined on day 2.
  7. Our new competitive PvE season: 7th May 2021 to 2nd June 2021. Play, fight and die to see who is the top zombie slayer at the end of the month to earn rewards, including SSDs and WNG merch. For detailed information on our servers and settings please check out our website here: WickedNinjaGames Website Server Features (Not an exclusive list) Official and unofficial events Supporter ranks and rewards Chat in-game with friends on our Discord In game Currency, Rewards and Shop Competitive PvE with rewards View a real-time map on our website Monthly Wipes Server Settings Custom 8k World Warrior Game Difficulty 60 Minute Days 72 Hour Airdrops Walk Day zombie speed Sprint Night zombie speed 3 Land Claims Increased land claim size 100% Claim player damage protection All mods are server side and do not need to be downloaded PvE Map - Steam - Reset 07/05/2021 Alice County - steam://connect/7d1.wngplay.com:26900 PvE Mods 3 Slot forge 12 Slot crafting queue 96 Slot backpack Server Side Vehicles Lockable inventory slots Improved HUD Better supply drops Craft Acid Log Spikes Improved loot tables Car respawns Additional vehicle seats Any questions? Come and chat: WickedNinjaGames Discord WickedNinjaGames Website Or direct message me with any questions.
  8. Welcome to The PACK Gaming! We are an adult gaming community, and we are looking for quality players to join our adventures. We have an active and friendly Admin Team to assist your gaming endeavors. Our Gaming group is Beginner friendly! Most of our Servers are Modded for the best QoL We currently Host: ARK PvE Cluster (4xXP, 3xH, 15xT/B) of 16 Maps! Atlas 3x3 (6xXP 2xH 2xT) Conan Exiles PvE 18+ (3xXP,3xH) Dark and Light PvE (3xXP,3xH, 15xT) (Shard and Sacred Path) 7 Days to Die ( 200% XP, 200% Loot) (2x A19 Maps) Valheim PvE Outlaws of the Old West PvE Subsistence PvE Our Discord: https://discord.gg/uvmXB2P The PACK PVE | 200% XP | 200% Loot | A19 | 10K Circle Map steam://connect/208.188.185.12:26900 https://7daystodie-servers.com/server/86965/ http://208.188.185.12:58080 <--- Server Map The PACK PVE | 200% XP | 200% Loot | A19 | 10K steam://connect/208.188.185.12:26910 https://7daystodie-servers.com/server/90060/ http://208.188.185.12:58095 <--- Server Map Our Website https://faq.thepackgaming.com/
  9. 7 Days to Die Paradise Deutschland PVE 176.57.140.230:27002 Version : alpha 19.5 stable Slots : 20 Schwierigkeit : Warrior Claims : 4 Airdrops : 24 h DayNightLength : 120 min WorldGenSize : 8192 Server Reboot : 4 a.m. Nette Community, mit vielen Spieler-Shops und freundlichen & hilfsbereiten Spielern. Es gibt ein paar kleine mods & modlets (nur Serverseitig, kein download nötig) wie z.B. Auto-BackUps, Vehicle-Respawner, Vehicle-Mods, schnellere Nailgun, häufigere & größere Wanderhorden und einiges mehr. Server Regeln 1. Bauten, Gegenstände und Fahrzeuge anderer Spieler sind Tabu, auch wenn nicht geclaimt ist - KEIN KLAUEN 2. Kein claimen von POIs 3. Beim claimen genug Abstand (mind. 65 Blöcke) zu POIs halten, damit dort Zombies respawnen können 4. Keine Lootcontainer zerstören/abbauen 5. Respektvoller Umgang miteinander 6. Gebuddelte Löcher sind so abzusichern, das niemand reinfallen oder reinfahren kann 7. Spieler, die nicht gegen die Blutmondhorde k&#xE4;mpfen wollen, m&#xFC;ssen sich bis 21:00 Uhr ausloggen Claims die gegen oben genannte Regeln verstossen, werden entfernt! Server rules 1. Buildings, items and vehicles owned by another player are taboo, even when not claimed - NO STEALING 2. No claiming of POIs 3. When claiming, keep enough distance (at least 65 blocks) to POIs so zombies can respawn there 4. Do not destroy/dismantle loot containers 5. Respectful interaction with each other 6. Dug holes must be secured in such a way that no one can fall or drive into them 7. Players who do not want to fight against the Blood Moon Horde must log out by 09:00 pm Claims that violate the above rules will be removed!
  10. SMS Run Of The Mill PVE IP: 54.39.28.171 Port: 26960 Server Features: This is a long term server. No wipes till A20 hits. No mods allowed so don't ask. Botman Server Manager. King Gen Map. Full Vanilla Server. Mostly Default Settings. No Bag Drop. 8k player Shared range. 30 days loot Respawn Huge cities and towns. SMS Standard Rules: No Player Killing, No Base Raiding, No Stealing. https://www.somethingmoreserious.com/ https://discord.gg/RJwHk8cq3u
  11. SMS Easy 500% PVE (Now with 50% More Zombies) Ip: 54.39.28.171 Port: 26930 steam://connect/54.39.28.171:26930 Location: Montreal, Quebec, Canada. Server Features: More zombies 28 slot crafting queue and 30 slot output window Lam's 136 slot backpack 30 K stacks Custom Nitro Generated Map Powerful BB Bat Riles-SeatingPlus HUGE Cities. faster 4x4 and motor bike Botman Server manager SMS Website www.somethingmoreserious.com
  12. Google Drive mirror of latest version (currently 7.0.0) Adds invulnerable bulletproof glass and stainless steel and more specialized blocks Adds new materials; invulnerable glass and invulnerable steel (could used bedrock but i had some poor exp with it earlier) Adds new glass blocks all invulnerable; cube, plate, ramp, pillar50 Adds new steel blocks all invulnerable; cube, half, plate, ramp, stairs, stairs with railings, pyramid, pillar, pillar cap, pillar50, bars, ladder, log spike (trap) Adds new special blocks all invulnerable; garage door 5x3x1, garage door 3x2x2, steel door, vault door, vault hatch, steel hatch, drawbridge (all working without electricity) All will downgrade to itself in endless loop (nothing happens except visual change in case some damage) All can be repaired, with special nailgun or special stone axe and when having main cube (repair only needed for flawless visuals, otherwise unnecessary) All can be upgraded to visually equal but regular versions, with special nailgun or special stone axe and when having main cube (in case misplacements or change of mind) Adds better versions of admin tools and more Adds special nailgun; ranged upgrade & destroy tool Adds special nails for above special nailgun but it can be used with regular nailgun Special nailgun primary action destroys all blocks with one shot (except log spike, it requires 3 shots bcz of matryoshka-like design) Special nailgun secondary action upgrades invulnerable blocks to vulnerable top tier blocks like bulletproof glass and stainless steel Adds special stone axe Adds special paint tool Adds special machete Adds special steel knuckles Adds special pistol and smg (modified versions of admin tools, smg is not digger anymore because we have special nailgun) Adds special 9mm armor piercing bullets for above special guns but it can be used with any 9mm gun Adds special magnum revolver Adds special ak47 Adds special hunting rifle Adds special double barrel shotgun Adds special turret The turret has very very low hit chance especially from distance, to compensate this it consumes nothing, neither power nor ammo Only when works when you are close to it (luckily interfering blocks does not decrease working range) and only one of them can be active at a time You can place one behind the door or wall, so it can help defending when you are unable to shoot zombies from your position etc Adds special .44 magnum bullet Adds special 7.62 mm bullet Adds special shotgun slug Adds special buffs; mega jump & super speed Adds special cowbot boots having above special buffs When special boots on, jumping drains stamina but running regens it (the flash-like) Adds special dress shoes having only super speed buff (with very little jump buff) Adds special mining helmet; flashlight on it Adds special tank top; gives good resistance Adds special shades; gives perception, makes treasures easier to find Adds special cigar; gives strength, gives bartering bonus All tools and items above are invulnerable and undegradable Adds special trader, forge, workbench and bicycle Adds special trader, copy of Jen; you can buy, sell and take jobs but she also has key differences explained below Sold items are different, she has tons of apparel, armor, tools, guns, ammo, medicine, seed, raw food, resources, vehicle parts, decorations, missions-quests, books and recipes-schematics She is invulnerable like any other trader but in case misplacements, there is a way to remove her, explained in XML files; blocks.xml and entityclasses.xml She is craftable but you need quite amount of organic resources. she sells these resources so, after crafting first you can craft the rest easier You can easily create your own trading post with this trader and help of invulnerable blocks, if you are admin this is going to help you a lot Adds special forge and workbench Functionality is exactly same as regular versions, I plan to add features like faster crafting or crafting more items at once etc For now the real difference is how you craft these two in early game, they only require basic mats (stone, clay, iron, wood) but lots of them of course They are unlocked by default, this means you can have your forge and workbench as soon as you farm enough materials Adds special bicycle If you don't want your map's forest biome to turn into desert, wasteland or burnt forest, then stop using gas and use this bike It is fast and durable, it is a mountain bike, climb mountains, jump from them, you can do better than Trials Rising in this game It has huge storage capacity (90 slot) because it has all extra baskets and bags (not visually but you got the idea) Adds special beer includes useful buffs at once Adds water Adds food Adds stamina regen Adds stun resistance Adds cold resistance Adds heat resistance Adds disease resistance Adds infection resistance Adds experience boost Cures dysentery Cures infection Makes digestion more efficient Stops bleeding As a side effect healing with this gives %66 less exp Makes you feel dizzy As a side effect dizzines from beer lasts %33 longer Now dizziness time doubled but strength of visual effect reduced Extinguishes if you are on fire Adds speed boost Adds bartering boost Adds brawling boost Adds new recipes to make every item above craftable Craft two main resources at forge (these are required to craft others) Craft special beer at campfire or chemistry station Craft all other blocks, tools, weapons, ammo and apparel at workstation Crafting is not mandatory, all can be retrieved from creative menu as before Edit/note: I didn't mean learnable recipes here, I set all new recipes from this mod unlocked by default (but they can be changed easily to make learnable) How to find in game Crafting Creative menu What other This mod is server sided, if you prefer multiplayer your clients don't need to download, mod will be pushed to them automatically when they are trying to connect your server. 4.0.0 version and later is compatible with A19 Upgrading invulnerable block = getting regular destructible block Magenta = new = added with latest version Changelog v7.0.0 Added special bicycle Added special turret Fixed wrong icons for special ammo bundles, now bundles show corresponding ammo's icon. Other minor improvements. v6.0.0 Fixed special forge and special workbench (XUi was missing). Added missing invulnerable steel door recipe. Added special steel knuckles. Added special rocket shoes and changed special rocket boots. Also there are other minor changes; * special mining helmet's light changed, * bartering bonus of special beer adjusted, * special smg's recipe changed, * standardised code/text in items.xml, * fixed special machete stacking issue, * improved special shades (added attribute bonuses and loot game stage bonus), * improved special cigar (added attribute bonuses, improved barter sell bonus), * removed negative earth damage multiplier of special stone axe (for faster digging at early game). v5.0.0 Fixed recipe of special trader. Fixed/added recipe for special machete. Improved text/code of special drink beer, created new buff for it. Added special forge and workbench. Added invulnerable steel door (simplistic alternative to vault door). v4.0.0 Fixed invisible icons of invulnerable steel bars. Fixed wrong model of .44 Magnum handgun. Added Special Machete (to farm animal fat, leather etc). Added Special Trader (Copy of Jen with different items; you can buy, sell and take jobs like any other trader, you can place her anywhere and also place as much as you want). v3.1.1 Standardises code between A18.4 and A19 to apply future updates easily on both version. Removes all harvesting and dropping chances from invulnerable blocks. Adds new invulnerable steel hatch (looking more simple than vault hatch, added upon requested). v3.0.1 Bugfix; CustomIcon parameters changed to fix invisible icons in A19 version. v3.0.0 Gun parts name in recipes changed for A19 compatibility. Before v3.0.0 ... special_things_by_hsngrms-700.zip special_things_by_hsngrms-400.zip special_things_by_hsngrms-500.zip special_things_by_hsngrms-600.zip
  13. Split screen mode is a great thing. It is implemented in ps, so why not do it for the desktop? Photo
  14. One for the British and anyone who likes big shopping trips! Enjoy Tesko, the supermarket where Every Little Helps - which is certainly true in a zombie apocalypse when you need food, water, medicine, and ammo to stay alive. Explore through this huge supermarket, loot whatever remains you might find there, and learn about the stories of past survivors who may have once called this supermarket their home during the plight of the apocalypse. Tesko features a whole heap of areas to explore, zombies to kill and places of interest to find. With thanks to Notti for helping me get this place finished up! DOWNLOAD Download (NexusMods) Download (Google Drive) Installation details can be found here on the NexusMods page. SCREENIES
  15. New special zombie ideas -Pile of flesh/goop zombies Can slowly pass through closed doors, iron bars, broken windows, ect. Cannot pass through Bullet proof glass doors, maybe sealed iron doors, and similar things. Does little damage but has an increased chance to infect and has slow movement speed. Silent movement so they can sneak up on people with the slow movement speed. -midget/baby zombies Fast movement speed with abnormal strafing like rabbits and chickens Low damage if they decide to attack but have them also cry so other zombies will be attracted like screamers. You can change it so that screamers will scream anyways as they die/in the area of players unless shot in the head or decapitated while the baby zombies will cry until killed so screamers aren’t rendered useless. Screamers will cause a hoard to spawn while the babies will attract zombies in a radius to become aggro or wake up. Midgets can be the same thing but without the crying I guess if the crying is too annoying. -Camouflage zombies They have overgrown grass or plants on them. You can make it so that they are wearing ghillie suits but make them spawn on/around military areas only. New boss Zombie ideas -Combination/ Morphing zombie (This zombie can be a special type or boss depending how strong you make it.) Upon the first knock down, this zombie will stretch and pull on the 2 closest zombies near them. You can make it so that if multiple zombies are close, it can either choose the stronger or weaker ones(it's up to you) If you choose to not limit the zombies it can pull then you can limit the radius of the pull range so things don’t become too crazy. I think a huge zombie with many heads in the chest and body would be cool as a design. This morph adds all the HP from the zombies combined on top of each other, however the morph should take maybe 3-6 seconds or just be dependent on how many zombies were sucked in. (also up to you for balance reasons) -Titan zombie (definitely an Late-game zombie) Huge zombie about the size of a 2 to 3 story building. Make the movement insanely slow but have his environmental damage way up. This zombie will add to the variety by making the player decide to either bunker down and try to kill it or drive away during mid blood moon to kill it slowly/ distract it. (if people don't like it then maybe have bosses toggled through the server settings?) There will need to be a deep growl/yell that echoes throughout the map that will indicate that the upcoming blood moon will have a titan. It would also make it really spooky in a way too but make sure to give like..... 1 warning each for the last 4 days before blood moon or something. Overall I think the game is in a really good spot but I also think it needs more variety. The special zombies are kind of bland and there aren't really any threats late game besides being overwhelmed by shear numbers. I feel like the game should have zombies that make you play different and watch out for instead of needing to shoot more bullets. The bomber zombie is a good example where you need to shoot them in the legs to not activate the bomb but other than that, its about all the game's got rn. I have high hopes for the future.
  16. All Night Gamers - Undead Legacy I PvE Come on down and have some all night fun! General Server IP: 63.251.42.226 Game Port: 17470 Game Version: A 19.3 (b6) Undead Legacy Version: 2.2.84 Difficulty: Survivalist Basic 24 Hour Cycle: 60 Minutes / Daylight Length: 18 - Default daytime: 4:00 Max Zombies: 100 Max Animals: 50 Advanced Player/ AI Block Damage: 100% Loot Abundance: 100% / Re-spawn Time: 30 Days Drop on Death: Everything/ Drop on Quit: Nothing Blood Moon Count: 8 Multiplayer PvE only - No Killing Claim size: 51 Blocks/ Claim Duration: 7 Days Rules PvE only No active base raiding, don't claim a POI, build close to a trader and don't build or within 200 blocks of any city. Respect other players and the admins.
  17. Are you a night owl? Play games at night? Then come on over and check out our server All Night Gamers – Jericho! A PvE, vanilla-ish server. Come on over and have chill, friendly day. Note: You don’t even have to be a night owl to play either! Just play and have fun! We also have modded zombies too via Snufkin's Custom Server Side Zombies – PLUS. All Night Gamers - Jericho | PvE 173.234.30.26 : 12571 Direct Connect: steam://connect/173.234.30.26:12571 Map: http://173.234.30.26:12583/static/index.html Difficulty: Survivalist – 60 Minute Days – Daylight Length: 18 Max Zombies: 64 – Max Animals: 50 Loot Respawn Time: 30 Days – Blood Moon Count: 8 Drop on Death: Everything - Drop on Quit: Nothing Claim Zone: 51 Blocks – Claim Duration: 7 Days Rules PVE Only No active base raiding, don’t claim a poi (in city or wilderness), build close to a trader and don’t build in or within 200 blocks of a city. No floating bases – exploiting the game will get your base wiped. No bases supported by steel doors, that is exploiting the game – remove or lose your base supports. English only in chat. Respect other players and the admins. Full settings: https://imgur.com/xH52HZ2 https://imgur.com/EZJ24IB https://imgur.com/ApCaHrd https://imgur.com/fit0w01 https://imgur.com/j5AtZ7c
  18. First of all im a long time player of 7 Days to Die with over 1000 hours so i know that there is still plenty to sort of DO after day 100 ish but will there ever be a proper end game? Maybe zombie bosses that come with every 7th wave after day 70 that drop specific loot? A roaming world zombie boss that needs to be defeated to truly beat the game? I generally play single player because if internet issues and truly love the game but i always feel like i get bored and restart after im all set up etc, playing on harder difficulties and higher zombie counts does make it more challenging early game but it still ends up being the same late game. Id really prefer not to have to turn to mods but that sort of seems like the only option.
  19. I was thinking about possible future military bases as locations to explore and loot. Basically those places would help to find items like military cloth schematics, car parts, some weapon nd armour parts etc. So basically quite high tier loot, but at the cost of a new soldier zombie type, or a new version of a mutant zombie which would be very hard to kill with bullets due to armour, forcing the player to use explosives or other kind of specil weaponry, a zombie boss of sorts. Such base could be different types, starting from an airfield, or some larger barracks, to a research facility or even a rocket silo. On another hand i think a coop or singleplayer lore quest would be interesting, something you wouldnt have to do if you didnt want to, but somethibng that could give you something to go for, like finding the source of the virus, or the local hive...
  20. Genuinely not sure if this is intended or not, but on my second blood moon (that i actually survived!) all of the zombies insisted on taking a lap around my base to systematically tear apart all of the wooden spikes i had placed next to my walls. Made the night a hell of a lot easier, but i can't help but feel like having the zombies willingly seek out and throw their bodies onto my spikes kinda made it feel a bit less tense you know? So uh. Guess i just want to know if this is the game working as intended or if they are planning on fixing this for the release. Or if i should file a bug report....
  21. We run a a PVP/PVE modded server, so try a server different from the others! become a Jedi, become the wealthiest survivor or be a hunter in the PVP area! Your base is always saved and stores you buy! We just want to have fun, that's the TIPSY way! https://www.tipsycity7days.com/ WHAT MODES WE HAVE: * Over 20 Vehicles! *Lightsabers (RARE) *Laser guns, swords and more *Working TV (3 channels) *Working Radio (10 songs/2hrs) *Come and gamble slot machines (win money or lose it) * Over 10 new zombies * Own a store in TIPSY ALWAYS *Buy land or building and become Mr Monopoly! *Hot Air Balloon * Over 40 new furniture *Kill area for PVP (Enter at your own risk!). — Server Information — Server name: Tipsy City/PVEPVP/200% exp/Wiped 5/20Server ip: 199.15.254.234
  22. Xtreme Gaming 78.129.254.53 26950 Server Side Mods (no download required) Custom Zombies Custom Weapons New Player Starter Kit Safe Zone (Lobby) Public Bloodmoon Base Nitrogen Map (8k) with big cityes 42 New Colours For Your Outfit Moded Junk Turret Vehicle Mods 5 New Different Vehicles (craftable) 15 New Different Lights (craftable) Everyone's welcome to play, doesn't matter from where you are we will use translation mode to create a communication bridge. We don't accept racism Our target is to bring a unique experience to all players, and make them feel important. Even if you never played this game before or never tried a multiplayer game, we are here to offer support and items if necessary. Many Thanks to : Server Tools Team CPM CSMM Snufkin Allocs
  23. Something that we as the community want and mostly need is the next level of threat. Besides the normal Zombies leveling up, getting harder as you level up is challenging and fun. However implementing a new creature that has evolved through this world be a nice fresh challenge to look forward to!! Having this Behemoth spawn in like every 10 to 20 days would be something! Having such a creature that you can look forward to without it dulling out to quickly is something that needs to be added!
  24. https://youtu.be/R03kLav_m0I Hey yall. Just wanted to share a project I've been working on. Me and my long time friend recently got PCs and have been playing together. I decided to record our gameplay for fun and realized what stupid and funny commentary we had together. So here is my little project to sharpen my editing skills. Its all for fun so I don't take it super seriously, but I'd still like to hear what people think. https://youtu.be/R03kLav_m0I
  25. Hello.. Can someone tell me how to fix this issue, we have dedicated server and yesterday some player reporting issued about plant seed. Everytime they put the seed on plot always dissappear even re-put the plot still doesnt work. I read on other forum, it called SI Bug. But theres no explaination how its happen or way to fixing it. Any ideas to fix or explain how it can happen to us? Thankee..
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