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When do you stop playing your world?

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So 7days is pretty front loaded with that most of the challenge in the early game and very little to work on late game.

I've noticed on servers that many players will disappear once they get to about level 100 but have also noticed that most people mention restarting about day 50-100 in single player.

 

So I'm curious, when do you feel like you've "completed" a run?

At what point do you consider yourself "finished" with a save game/server/build/character?

 

For myself I play far longer than most, with my time dwindling down based on server activity. Once all the players I know disappear I tend to hang around for a period longer before giving up. No relation between time and level as I have multiple level 200+ characters and one of the servers is around 2500 (but I'm not actively playing there anymore).

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Posted (edited)

I get bored after I have acquired a certain set of items, crafting capabilities and skills.

There is unfortunately no larger meta game yet, with larger goals to reach and work towards.

Currently there are just the trader quest, skills to unlock, items to loot and craft. And Im not so much into building huge bases.

 

They are planning on the bandit/survivor questline.

But as with any scripted event, it could get repetitive too.

Edited by Damocles (see edit history)

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Server wise, the one I play on resets around day 300/350 - rather than base it on player levels.  Each reset is generally on a new map to keep thing fresh.

 

There is also modified vanilla content and extra modlet content that gives players an end game to work towards.

 

That said, I suppose game runs can be extended to fairly long periods of time if you tailor the experience right.

 

I do agree that on a vanilla run at level 100, you'd have more than accomplished most of what you'd want to do.

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Posted (edited)

Since i've never really played with other people on 7DTD, i can't answer about multiplayer.

Otherwise, i typically play the "dead is dead" kind of game, so once i die, it's time to start over with a different map.  That makes it a bit more variable for when i start fresh, and requires me to be a bit more careful (esp on higher difficulties) than normal.   The only times i made exceptions were on one specific map, to see how far i'd go, and if i die because of some ridiculous bug or glitch than caused death (such as walking over terrain and falling through the map).

Edited by Sawth77
grammar (see edit history)

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when I play alone, I pretty much call it quits whenever I want.

 

when I play with others, It's usually about level 150+ with about 60+ days under our belt.

it tends to happen more often when t5 questlines have become utterly boring and usually

end up in the same 2-4 locations.

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The last couple of months or so, i have been playing a"countdown" type of game..

The first 7 days is a scramble, looting everything, doing quests, day and night, to get the best weapons and ammo

i can find in that first week, and getting a base started...

Day 7 - Horde... when the music chimes in 0400 on the 8th, and the horde is done, reduce horde frequency to 6 days.

 

The next six days is mostly gathering mats for upgrading and expanding the base, some questing, and getting an ammo pipeline rolling..

Day 13 - Horde... at 0400, reduce frequency to 5 days.

 

So on, repairing and upgrading, and feeding the ammo pipeline until the horde comes every night (4-3-2-1)

 

Horde every night starts on day 28 doing it this way.. and no need to be bored for a week, wondering what to do...

 

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With my first "real" savegame I have played until day 70 or something, had a big concrete building surrounded by 30 blade traps that automatically switched on when zombies apporached, so basically a self-defending base. To be fair, I have turned demolishers off. Most weapons and tools level 5 / 6, gyrocopter, every skill point I wanted, most of the books and 200k of Dukes. That's when I quit that savegame and started a new one. Playing on survivalist now, four deaths already (day 16) and won't build my own base. A lot of fun again!

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I stop when I run out of ideas for building or there are too many bugs in a world.

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Usually Day 300 - 500. When almost everyone has left and the few die hard's have started muttering about a new map. If we have interest, we'll keep it alive. We are constantly changing/polishing the world to extend it's life. We've overhauled the gamestages.xml and spawning to ensure late stage gamers will have something new to battle once they reach top tier gamestages. We're in process of making a second batch of "super zombies" that will have 4x-5x the health, move faster, show vulnerabilities in bases thought to be "bullet proof". 

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21 hours ago, Ramethzer0 said:

when I play alone, I pretty much call it quits whenever I want.

 

when I play with others, It's usually about level 150+ with about 60+ days under our belt.

it tends to happen more often when t5 questlines have become utterly boring and usually

end up in the same 2-4 locations.

Level 150+ at D60? I'm assuming you have the xp cranked up?

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An unintended consequence of switching to perma death is that the decision is almost always made for me. Only one world have I decided to quit and that was around day 50 when I got too OP. I switched to PD and turned up run speed to increase the life cycle of the game for me because before it I was quitting worlds earlier and earlier, generally around days 40-100. Then it became overhaul mods and now PD on overhaul mods haha.

 

I really hope the NPC system brings something new to the end game. I've never been a serious builder, although I do have fun with it at times, and the trader quests are not very inspiring. Some sort of reason to want to actually go out and clear POIs at the end game would extend the life of each world greatly for me.

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Usually my playthroughs with friends end anywhere between day 70-100, with us generally being around level 100-120.  By then we've generally got everything we "need" and the game turns into "make sure we have enough ammo for horde night".

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In SP playing permadeath mostly around day 50. That´s usually the point where i can only die due to stupid mistakes.

 

In MP when the lack of building and decorating options gets frustrating. WIth a bit more options for builders, like more decorative blocks, more colours, actually nice looking things for interior and such things, this game could be played for a way longer time. All ofc while still fighting the horde, dealing with screamer hordes and questing.

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As a solo player it is around Day 70-100 usually. By then I have a good horde fort, separate storage/crafting area and almost all blue or purple gear. I have explored everything within 2-3 days travel which is most of the map on a 8k gen. So at that point I get bored because there is little risk from zombies while looting and doing quests and the only challenge from hordes is making sure you have enough ammo to last the night.

In mutliplayer with friends you get there even faster usually and I get bored after 50 days played.

 

We really do need some type of late game goal or challenge to keep you going.

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Alone... when I die.
With others, it usually ends because of others not being able to communicate and schedule play time.
It's really hard to keep a coop game going for as long as 7D2D requires.

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The early game is the most fun anyhow. When there are big milestones to reach (tools, gun, base, enough food, bike, etc...)

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For the last few alphas I usually stop playing when  I think a new alpha is a month or so away. In between Alphas it really depends on what new game comes out. But I always come back at some point.

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Posted (edited)

The last six months or so, I've been playing more permadeath, but increasing the difficulty, zombie spawn rate, and so on until the game slaughters me. Current playthrough is all wasteland city, x10 spawns, with Snufkin's Server Side Zombies mixed in. Has been brutal. Definitely having to reach a bit more to spice it up at the moment.

 

Luckily, we have a pretty vibrant modding community to assist with that.

 

Am looking forward to the expanded quest system and factions to help with more variety in the endgame.

 

Unless I'm playing something like Darkness Falls (with it's long endgame), I usually stop around lvl 100 or so if the game doesn't kill me first.

Edited by CrainBramp (see edit history)

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My friends and I (about 3-4 of us) install the game about once a year. Right now we're on Day 88 and I feel the motivation to keep playing dwindling. We have all the vehicles unlocked, only use tier 5+ gear in every slot, have tons of resources saved up, etc.. There's some building left we can do on our base, and maybe I'll finish my 6/7 perk books and get marginal increases from those, but we are certainly in the endgame so there's not much adventure, survival, or risk left and nothing really to look forward too. If we could manage survivor settlements, get more interesting quests than clearing skyscrapers and factories, and fight more interesting enemies then there'd be a reason to keep playing.

We might restart soon and try a world with more mods, or we might take a break for awhile and play other games until A19 stable comes out. Ditching a playthrough after you've invested so many hours into building your base and your character can be hard to do, but necessary to keep enjoying the game.

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Posted (edited)

Usually happens before day 14 for me on 60 min days, by this time I am often high level, have near top tier gear, have 0 food or water problems, and at this point there just is not anything else for me to go out there to find, so I just quit. Bascially I like to collect gear, and its too easy to get nearly maxxed out in the game. The beginning of the game is honestly the best fun I have, before getting established having to hunt for stuff I need. Sometimes struggling with some things. I love the rng nature, one game I can get a chem lab up and running on day 1-3 due to getting lucky at trader or looting, other times I don't find one for weeks. I love the fact you can get almost all recipes as schematics, makes every game different due to the situations your in with what you have found. I also play 0 int builds, the only skill I get in intel is usually the forge skill which just requires the base int of 1 to get. I also never use placed junk turrets except on horde night as I feel they are overpowered and too exploitable, they are too useful for what they are and it ruins the game experence. IMO the player should have to stay within 1-2 meters of it, for it to fire, this would balance it, that and remove all knockdown it has.

 

The fact you keep fighting the same carbon copied zombies gets boring fast, i'd be nice of each model had different skins, just for more variety maybe diff stats too, since the stats are just xmls anyway. The new zombies in a19 look nice, but its still the same problem: same carbon copy zombies, it especially looks silly when you find a horde of them and they are all the same one. Only one this is kinda OK with is soldier and hazmat zombies.

 

I usually play a ton when a patch first hits, but shortly after I usually take a break from the game for months till another new alpha hits, as there just isin't enough content to keep me intersted for long periods.

 

I also play dead is dead, I die, I delete the save, sometimes the world too, so each game I start with a new char and sometimes a new randomgenned world to explore. You play the game much differently when you do not allow yourself to respawn, your MUCH more carefull. I feel insane difficulty is pointless if your going to let yourself respawn, its supposed to be a survival game, that said I haven't been brave enough to try dead is dead on insane difficulty yet, if I did, I still would not abuse the overpowered junk turrets, as they take away most of the little skill the combat needs if you use them. If I ran a server i'd comment junk turrets out of the game entirely myself.

Edited by Scyris (see edit history)

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Posted (edited)
On 6/14/2020 at 2:02 PM, JCrook1028 said:

Level 150+ at D60? I'm assuming you have the xp cranked up?

At one point in time it was set to 150% because of the difficulty ranking.   And yes, it's possible to do that with a group, shared missions, 90 minute days, and XP boosting items during horde nights.

Edited by Ramethzer0 (see edit history)

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18 hours ago, Ramethzer0 said:

At one point in time it was set to 150% because of the difficulty ranking.   And yes, it's possible to do that with a group, shared missions, 90 minute days, and XP boosting items during horde nights.

Yes, imo xp from shared quests is seriously broken. It should split the base amount of xp between the players. Now it increases the base and then splits that, which results in your situation.

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14 minutes ago, JCrook1028 said:

Yes, imo xp from shared quests is seriously broken. It should split the base amount of xp between the players. Now it increases the base and then splits that, which results in your situation.

imho the game is currently balanced for SP in some points and MP in other parts. But far from perfect in both. I doubt it is even possible to balance it for both without adding many different settings.

Shared z-kill XP in Multiplayer is some kind of overpowered, as the gamestage value is also added up from the top 5 players and with shared XP they level much faster. On the other hand multiplayer becomes difficult without shared XP, because most people take "roles" in multiplayer and some of them take roles that give you almost no further XP and because of that role they are also not good in fighting and the other players will kill most Zs even before that player has a chance to kill them. It's also anoying in MP without shared XP if one player almost shoots down a zombie and then another player gets all the XP because he just accidentially lucky shots the Z with his crappy bow.

 

Missions depend of the mission type. Devide the XP between all attending players sounds fine, as 3 players actually can do it quicker than just one. A fetch quest might be a little bit more difficult if you just go for finding the supplies quickly and not clear out the poi.

Burried supplies... hmmm, don't know. Maybe they should just be for the loot and give no further XP?

 

On the other hand, imho singleplayer is far to expensive. I tried it multiple times, and because you don't have other players with roles that add up, you need to do and skill everything on your own. I will never be a friend of playing 7d2d singleplayer.

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