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Bringing survival elements back into 7D2D ("tips" wanted)


MechanicalLens

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The following is not a rant on the current state of the game (ie an RPG with survival elements) nor do I have rose tinted glasses from A16 and prior since, for one, I started playing in A17. I will also not go into any detail on why I'm making these changes since the reasoning behind the changes of many former survival elements are for understandable reasons and I do not wish for a flame war to start in the comments. Nevertheless, as someone with 4,000 hours in this game and a small amount of fondness for previous mechanics, I have a small urge to resurrect some of them in future playthroughs to create a slightly more immersive and challenging experience for myself rather than just turning the difficulty up to insane.

 

So far, for at least one future playthrough, I have made the following restrictions for myself:

 

1. Air drops disabled (standard for my personal worlds)

2. Loot respawn disabled (standard for my personal worlds)

3. No curing infection using honey or looted antibiotics. Infection can only be cured if I can craft my own herbal and/or regular antibiotics, or through dying

4. No usage of traders or vending machines (which also means no candies)

5. Eating canned food is banned

6. Using pain killers is banned (curing concussions aside)

7. Crafting first aid bandages or first aid kits is banned

8. Smelting dukes into forges is banned

9. Banned from looting Bob's Boars/Carl's Corn early game

10. **Some extra penalty to death (TBD)

11. Opening the map, disabled. This means no permanent or temporary waypoints and no easy option to navigate the world. Instead I will have to identify natural landmarks and create my own where necessary, label entire streets and towns with signs, leaving a breadcrumb trail of signs that lead back to my horse base and the like, etc.

 

Additional survival challenges. Credit to the users who posted down below.

 

12. Cancel the starting quests(?)

13. Lucky looter perk, banned

14. All quality level 2 stone tools and above must be replaced instead of repaired unless the tool in question is a higher level than I can craft. Playtesting required.

15. Cannot use note quests or treasure maps

 

(Note: I will not be playing permadeath due to the limited infection curing rule. If I get infected on day 1, I'm dead anyway.)

 

Having these rules will hopefully achieve the following:

 

1. Limited medical items. Pain killers may be banned, but crafting my own healing items are already a guaranteed addition to the list. With traders out of the picture, I won't be able to purchase them either. This will make POI's like the Pop-N-Pills stores much more coveted

 

2. Infection will be deadly at all points in the game again, up until I can craft my own drugs to cure me

 

3. With canned food removed from the picture, this will put a further emphasis on hunting. I might actually remember to farm again as well

 

4. No traders = no "free" handouts

 

5. Unless I go shotguns, then I won't have easily accessibly unlimited ammo (ie brass from duke casino tokens)

 

 

If you have any further suggestions I could add to this list, please speak up! I will say in advance however that I'm not interested in stipulations that break the flow of the game for me and restrict me to a large degree (outside of no trader usage, which is already covered), such as "no crafting", or "no vehicles", or "no skill points". Think of the small things. :)

 

Also, do you have any small stipulations like the examples listed above that you use in your personal playthroughs?

 

 

Edited by MechanicalLens (see edit history)
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Don't use mods in tier 0 tools / weapons

 

Eating canned foods is banned - are you still able to use them for recipes?

 

Also, I would recommend FranticDan's mod.  It does increase the difficulty level in several ways, but some of the more interesting I have found:  Decreased amounts of resources while harvesting, some modifications to perks (for example, only harvest one per plant, farm plots more expensive), increase night spawns, increased ingredients for cooking.  This is the only mod I have tried out so far, though, so my suggestion list is a bit sparse right now 😉

 

I also did a playthrough where I only used the items I could craft.  Everything except food and medical items was used as raw materials.  You will have to make an exception of some early items since you are not using traders (like use the first wrench to gather mechanical parts) or not.  Once I had my forge up and running, I stopped using pipes and melted them down, forcing myself to craft them when I needed them (which meant harvesting clay for them).  That was a bit extreme though.

Edited by BFT2020 (see edit history)
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5 minutes ago, BFT2020 said:

Don't use mods in tier 0 tools / weapons

 

Eating canned foods is banned - are you still able to use them for recipes?

 

Also, I would recommend FranticDan's mod.  It does increase the difficulty level in several ways, but some of the more interesting I have found:  Decreased amounts of resources while harvesting, some modifications to perks (for example, only harvest one per plant, farm plots more expensive), increase night spawns, increased ingredients for cooking.  This is the only mod I have tried out so far, though, so my suggestion list is a bit sparse right now 😉

 

I also did a playthrough where I only used the items I could craft.  Everything except food and medical items was used as raw materials.  You will have to make an exception of some early items since you are not using traders (like use the first wrench to gather mechanical parts) or not.  Once I had my forge up and running, I stopped using pipes and melted them down, forcing myself to craft them when I needed them (which meant harvesting clay for them).  That was a bit extreme though.

 

Sounds like a great addition. :) I was also considering adding the stipulation of not repairing any primitive tools (unless the one I have found is a higher level than I can currently craft), but idk, it might get a bit too tedious. @Roland I believe you mentioned this initially, how do you find it?

 

Good question. Sure, I'll use them for the super foods, but they'll be in short supply since I'll only be acquiring them through cabinets and cupboards, and through zombie loot drops.

 

Thanks for the suggestion. :) However I'm not a fan of the decreased resource count detail as well as farm plots being more expensive (including only 1 crop per harvest). That's the problem with mods that make tons of changes vs individual modlets, there might be a detail or two here and there that you disagree with. I'll be sure to keep an eye out for modlets that rebalance food though, for instance. (Ex. One that nerfs bacon and eggs.)

 

I currently do the opposite; I try really hard not to craft any gear (weapons, tools, and armor). Thanks for the suggestion though! I'll turn it on its head and reinforce my current style of play and that will be: no crafting gear (outside of stone tools and my first set of iron tools). Everything else must be looted. I do make exceptions though like with electrical items, since most of them cannot be looted and, besides, I always find it satisfying to craft these items.

 

(I make the exception with my first set of iron tools since I like mining a lot of the time and sometimes it takes what feels like 50 years to find even a semi-decent iron pickaxe in alpha 19.)

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Immediately cancel the starting quest. It feels so much better choosing how you get started and you'll get those four skill points pretty quickly anyway.

 

2 hours ago, MechanicalLens said:

I was also considering adding the stipulation of not repairing any primitive tools (unless the one I have found is a higher level than I can currently craft), but idk, it might get a bit too tedious. @Roland I believe you mentioned this initially, how do you find it?

 

It was fine. It is tedious for brown level stone tools because they break so quickly that I ended up just repairing those for convenience-- but for the rest it really does make you do without until you can find or craft a new one.

Edited by Roland (see edit history)
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4 hours ago, MechanicalLens said:

1. Air drops disabled (standard for my personal worlds)

2. Loot respawn disabled (standard for my personal worlds)

3. No curing infection using honey or looted antibiotics. Infection can only be cured if I can craft my own herbal and/or regular antibiotics, or through dying

:crutch:

 

4 hours ago, MechanicalLens said:

5. Eating canned food is banned

6. Using pain killers is banned (still unsure)

7. Crafting first aid bandages or first aid kits is banned

8. Smelting dukes into forges is banned

9. Banned from looting Bob's Boars/Carl's Corn

:banplease:

 

4 hours ago, MechanicalLens said:

4. No usage of traders or vending machines (which also means no candies)

:closed_2:

 

4 hours ago, MechanicalLens said:

If you have any further suggestions I could add to this list, please speak up!

No "nerdpoling"! :ballchain:

No "quests" from notes or treasure maps... (because they are similar to trader quests) 

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4 hours ago, MechanicalLens said:

6. Using pain killers is banned (still unsure)

I'd adjust this one to using them only to treat concussions. They're basically a Fallout Stim pack with a cooldown though so I understand why you're not wanting to use them.

 

4 hours ago, MechanicalLens said:

10. **Some extra penalty to death (TBD)

I think you can set it to destroy everything in your inventory and hot bar using the base game options.

 

I'd also suggest banning Lucky Looter. Both the perk and mags.

 

19 minutes ago, Jost Amman said:

No "nerdpoling"! :ballchain:

May I introduce you to my friend Whode La'Hter.

 

21 minutes ago, Jost Amman said:

No "quests" from notes

People still waste their time with these?

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3 hours ago, Jost Amman said:

:crutch:

 

:banplease:

 

:closed_2:

 

No "nerdpoling"! :ballchain:

No "quests" from notes or treasure maps... (because they are similar to trader quests) 

 

I never do those notes anyway, and now they'll be useless without a trader to hand them into. :D No treasure maps is an interesting one though, I like it!

2 hours ago, hiemfire said:

I'd adjust this one to using them only to treat concussions. They're basically a Fallout Stim pack with a cooldown though so I understand why you're not wanting to use them.

 

I think you can set it to destroy everything in your inventory and hot bar using the base game options.

 

I'd also suggest banning Lucky Looter. Both the perk and mags.

 

May I introduce you to my friend Whode La'Hter.

 

People still waste their time with these?

 

My main "issue" with painkillers is their frequency in which they spawn in loot. By mid-game I have a dozen stacks or more in my medical chest, and it would feel odd to limit myself on their usage, so I'll just ban myself from using them altogether. Using them for concussions though, certainly. :) My goal is to create an experience where medical items should be strategically used, hence I won't to be spam crafting first aid bandages or kits like I mentioned above.

 

I'll take a look at that, thanks for the tip.

 

Ehh, I'm unsure on that one. What reasoning do you have behind this proposal? I'm curious. (Is it due to books like the one that allows you to find more ammunition in loot? Because I can understand that. With that being said, I legit have no idea how large the bonuses are from those books.) Banning the perk though I can see merit in. I never invest in it anyway though. ;)

 

 

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4 hours ago, Roland said:

Immediately cancel the starting quest. It feels so much better choosing how you get started and you'll get those four skill points pretty quickly anyway.

 

 

It was fine. It is tedious for brown level stone tools because they break so quickly that I ended up just repairing those for convenience-- but for the rest it really does make you do without until you can find or craft a new one.

 

I'll think about that one, but it's a hot contender for sure. :) I'll try it in a couple of worlds, probably in A20 experimental where I might need to frequently restart anyway, and see how I like it.

 

And that is one reason why one of my first skill points spent is always a point into Miner 69er.

 

Thank you for the feedback though!

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10 minutes ago, MechanicalLens said:

Ehh, I'm unsure on that one. What reasoning do you have behind this proposal? I'm curious. (Is it due to books like the one that allows you to find more ammunition in loot? Because I can understand that. With that being said, I legit have no idea how large the bonuses are from those books.) Banning the perk though I can see merit in. I never invest in it anyway though. ;)

I don't think you are going to see a big difference, maybe if you play for a long time (in amounts).

 

I would keep them (books at least).  Since you are not using the traders at all (are you going to generate a map with no traders on it?), you already are hurting for ammo since you won't be able to use them to purchase ammo or reset POIs.

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14 minutes ago, BFT2020 said:

I don't think you are going to see a big difference, maybe if you play for a long time (in amounts).

 

I would keep them (books at least).  Since you are not using the traders at all (are you going to generate a map with no traders on it?), you already are hurting for ammo since you won't be able to use them to purchase ammo or reset POIs.

 

That depends on if A20 will allow you to generate maps with no traders, and I am 100% confident in knowing the answer to that one: not gonna happen. Instead I will simply ignore their compounds and pretend they do not exist. There are plenty of POI's - radio towers, junk yards, remnants, broken buildings, etc. - that I ignore anyway so it wouldn't be anything new.

 

I've played without traders the one time. Ammo honestly wasn't that big a problem, unless you cannot find a chem station by around day 28.

 

UPDATE: I would like to make the addition that perhaps I will not be using the map in the game at all. I would simply rebind it to a key I never press or something. Instead I'll have to navigate using landmarks, signs I place on streets and the like, etc. I can imagine this one being slightly tedious and annoying but interesting as well. It would force me to use further ingenuity so as to not get myself lost. It would also make me pay attention to the compass more, maybe the direction of the sun as well.

 

If a modlet becomes available that disables the time shown at the top of the screen, I would probably install that one as well.

Edited by MechanicalLens (see edit history)
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37 minutes ago, MechanicalLens said:

Ehh, I'm unsure on that one. What reasoning do you have behind this proposal? I'm curious. (Is it due to books like the one that allows you to find more ammunition in loot? Because I can understand that. With that being said, I legit have no idea how large the bonuses are from those books.) Banning the perk though I can see merit in. I never invest in it anyway though. ;)

The bonuses are enough to be noticeable for me vs not having the mags. It might be part of why you find so many painkillers and other meds in loot. I'm mainly suggesting it so you have as little monkeying with the base loot rng as possible.

 

Lucky Looter Perk mag rewards:

Vol. 1 Lucky Looter: Dukes Find more dukes coins in loot
Vol. 2 Lucky Looter: Ammunition Find more ammunition in loot
Vol. 3 Lucky Looter: Brass Find more brass in loot
Vol. 4 Lucky Looter: Lead Find more lead in loot
Vol. 5 Lucky Looter: Junk Find more junk in loot
Vol. 6 Lucky Looter: Food Find more food in loot
Vol. 7 Lucky Looter: Medical Supplies Find more medical supplies in loot
Final Lucky @%$# Enemies have a higher chance (20%) to drop loot

 

22 minutes ago, MechanicalLens said:

I've played without traders the one time. Ammo honestly wasn't that big a problem, unless you cannot find a chem station by around day 28.

Did they remove the less efficient 2 coal + 2 nitrate = 1 gunpowder craft from the player inventory? News to me if they did.

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8 minutes ago, hiemfire said:

The bonuses are enough to be noticeable for me vs not having the mags. It might be part of why you find so many painkillers and other meds in loot. I'm mainly suggesting it so you have as little monkeying with the base loot rng as possible.

 

Lucky Looter Perk mag rewards:

Vol. 1 Lucky Looter: Dukes Find more dukes coins in loot
Vol. 2 Lucky Looter: Ammunition Find more ammunition in loot
Vol. 3 Lucky Looter: Brass Find more brass in loot
Vol. 4 Lucky Looter: Lead Find more lead in loot
Vol. 5 Lucky Looter: Junk Find more junk in loot
Vol. 6 Lucky Looter: Food Find more food in loot
Vol. 7 Lucky Looter: Medical Supplies Find more medical supplies in loot
Final Lucky @%$# Enemies have a higher chance (20%) to drop loot

 

Did they remove the less efficient 2 coal + 2 nitrate = 1 gunpowder craft from the player inventory? News to me if they did.

 

Ahh, I see. I'll probably restrict myself on that book series then as well.

 

Honestly I don't use painkillers that often due to the abundance of first aid bandages and kits I can craft. Even without the mag bonus and with restricting myself from crafting these advanced healing items I would probably be swimming in painkillers and never struggling for first aid supplies anyway, hence why I won't be using them.

 

Regarding aloe cream... Undecided.

 

You know, I always forget that's an option. You are very correct, you can still craft gunpowder in such a manner.

Edited by MechanicalLens (see edit history)
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8 hours ago, MechanicalLens said:

The following is not a rant on the current state of the game (ie an RPG with survival elements) nor do I have rose tinted glasses from A16 and prior since, for one, I started playing in A17. I will also not go into any detail on why I'm making these changes since the reasoning behind the changes of many former survival elements are for understandable reasons and I do not wish for a flame war to start in the comments. Nevertheless, as someone with 4,000 hours in this game and a small amount of fondness for previous mechanics, I have a small urge to resurrect some of them in future playthroughs to create a slightly more immersive and challenging experience for myself rather than just turning the difficulty up to insane.

 

So far, for at least one future playthrough, I have made the following restrictions for myself:

 

1. Air drops disabled (standard for my personal worlds)

2. Loot respawn disabled (standard for my personal worlds)

3. No curing infection using honey or looted antibiotics. Infection can only be cured if I can craft my own herbal and/or regular antibiotics, or through dying

4. No usage of traders or vending machines (which also means no candies)

5. Eating canned food is banned

6. Using pain killers is banned (curing concussions aside)

7. Crafting first aid bandages or first aid kits is banned

8. Smelting dukes into forges is banned

9. Banned from looting Bob's Boars/Carl's Corn early game

10. **Some extra penalty to death (TBD)

11. Opening the map, disabled. This means no permanent or temporary waypoints and no easy option to navigate the world. Instead I will have to identify natural landmarks and create my own where necessary, label entire streets and towns with signs, leaving a breadcrumb trail of signs that lead back to my horse base and the like, etc.

 

Additional survival challenges. Credit to the users who posted down below.

 

12. Cancel the starting quests(?)

13. Lucky looter perk, banned

14. All quality level 2 stone tools and above must be replaced instead of repaired unless the tool in question is a higher level than I can craft. Playtesting required.

15. Cannot use note quests or treasure maps

 

(Note: I will not be playing permadeath due to the limited infection curing rule. If I get infected on day 1, I'm dead anyway.)

 

Having these rules will hopefully achieve the following:

 

1. Limited medical items. Pain killers may be banned, but crafting my own healing items are already a guaranteed addition to the list. With traders out of the picture, I won't be able to purchase them either. This will make POI's like the Pop-N-Pills stores much more coveted

 

2. Infection will be deadly at all points in the game again, up until I can craft my own drugs to cure me

 

3. With canned food removed from the picture, this will put a further emphasis on hunting. I might actually remember to farm again as well

 

4. No traders = no "free" handouts

 

5. Unless I go shotguns, then I won't have easily accessibly unlimited ammo (ie brass from duke casino tokens)

 

 

If you have any further suggestions I could add to this list, please speak up! I will say in advance however that I'm not interested in stipulations that break the flow of the game for me and restrict me to a large degree (outside of no trader usage, which is already covered), such as "no crafting", or "no vehicles", or "no skill points". Think of the small things. :)

 

Also, do you have any small stipulations like the examples listed above that you use in your personal playthroughs?

 

 

dont know if this rule would count but do Melee only no ranged whatsoever :)

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I feel you about the gradual diminishment of the survival aspects, but it's a hard problem to solve. In a survival game, the player's sense of progression happens by gaining abilities that make survival easier (better food and drink, higher level tools, etc). For players who actually want the stress of surviving, the game "rewards" you by making it more boring.

 

This isn't limited to 7D2D either. Players in games like Subnautica or Raft suffer the same fate, eventually.

 

IMHO, ideally the answer isn't to remove stuff from the game, it's to make the survival aspects harder in later game stages, so that you need the gained abilities to survive at all. It's the reason I made the food spoilage modlet, and added seasons to the game that affect crop growth. (I'm not plugging my modlets, just saying why I made them.)

 

Otherwise, you can remove all the "easy" parts from the game that you wan't, but all you're really doing is extending the early game. I'm not saying that's a bad idea, just saying that eventually you'll end up with stacks of meds, food, drinks, etc. no matter what.

 

Having said that:

 

7 hours ago, MechanicalLens said:

 

That depends on if A20 will allow you to generate maps with no traders, and I am 100% confident in knowing the answer to that one: not gonna happen. Instead I will simply ignore their compounds and pretend they do not exist. There are plenty of POI's - radio towers, junk yards, remnants, broken buildings, etc. - that I ignore anyway so it wouldn't be anything new.

 

I've played without traders the one time. Ammo honestly wasn't that big a problem, unless you cannot find a chem station by around day 28.

 

UPDATE: I would like to make the addition that perhaps I will not be using the map in the game at all. I would simply rebind it to a key I never press or something. Instead I'll have to navigate using landmarks, signs I place on streets and the like, etc. I can imagine this one being slightly tedious and annoying but interesting as well. It would force me to use further ingenuity so as to not get myself lost. It would also make me pay attention to the compass more, maybe the direction of the sun as well.

 

If a modlet becomes available that disables the time shown at the top of the screen, I would probably install that one as well.

 

If you're using vanilla RWG, you should be able to remove all mention of the trader POIs in rwgmixer.xml, and they shouldn't spawn. I have not tried it though, so YMMV.

 

You might be able to get rid of the map by messing around with the "mapArea" window in XUi/windows.xml - or possibly even getting rid of it altogether. Again, I have not tried it.

 

And finally, @doughphunghus created a modlet called UI-Hide-TheDayAndTime that works exactly as advertised. I've used it and can recommend it (it's even server-side safe):

 

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I will try not to put down anyone`s opinion. I feel like survival aspects are being neglected slowly indeed. The game is being transitioned into an open-world, tower defense, voxel game with RPG elements, with rather early attempts at relatively polished shooter mechanics. I don`t want to bite the hand that feeds (me/us) with content. My biased lensing solely involved.

 

 

19 hours ago, MechanicalLens said:

1. Air drops disabled (standard for my personal worlds)

Air-drops usually do not contain anything of value most of the time. There is no higher stake at obtaining them, I believe, that's the main problem.

 

19 hours ago, MechanicalLens said:

2. Loot respawn disabled (standard for my personal worlds)

I disabled loot respawn myself. There is already an additional reward after scoring the trader's mission.

 

19 hours ago, MechanicalLens said:

3. No curing infection using honey or looted antibiotics. Infection can only be cured if I can craft my own herbal and/or regular antibiotics, or through dying

In my solely biased perception, one of the small problems among many issues is a class system. Currently, going through the main unlock gate in Intelligence is obligatory for stronger potions. One main progression gate means less hassle if done right and ultimately makes this proposal within a grasp.

 

19 hours ago, MechanicalLens said:

4. No usage of traders or vending machines (which also means no candies)

I never liked the candies mostly as a concept because sweets add a complete arcade feel to the game in my opinion. Simply put, buff on top of the other buff seems like taxation scheme on paper. After a brief realization of buffs, and their significance, I got used to them naturally. It`s not my cup of tea since I play from A11.

 

19 hours ago, MechanicalLens said:

5. Eating canned food is banned

That`s one hardcore change here 🤩. I`m completely lost with that one. I never liked stockpiling dozens of different cans, which simply left me with mixed feelings.

 

19 hours ago, MechanicalLens said:

6. Using pain killers is banned (curing concussions aside)

Painkillers should bring relief to a pain (faster movement after serious injury, no blurry vision effect with concussion as someone mentioned above) instead of refilling the health bar.

 

19 hours ago, MechanicalLens said:

7. Crafting first aid bandages or first aid kits is banned

Such abilities should be available in late mid-game or something.

 

19 hours ago, MechanicalLens said:

8. Smelting dukes into forges is banned

Better not to mention anything about dukes. I`m gonna get charged with ideological subversion and domestic terrorism represented in heavy number of dislikes, if I ever attempt again.

 

19 hours ago, MechanicalLens said:

9. Banned from looting Bob's Boars/Carl's Corn early game

Kinda OP at least in theory to find the cornfield in the early game, harvest all corn, and then keep a stockpile for later by yourself. In real-life, such event makes sense.

 

19 hours ago, MechanicalLens said:

10. **Some extra penalty to death (TBD)

I`m for that at some point. Mostly as an optional feature or in higher difficulty level, Warrior and above. I used to be with the many ones, who demanded no penalty after death. Only to get more rookies into the game. So, please don`t aim at meee. 

 

19 hours ago, MechanicalLens said:

11. Opening the map, disabled. This means no permanent or temporary waypoints and no easy option to navigate the world. Instead I will have to identify natural landmarks and create my own where necessary, label entire streets and towns with signs, leaving a breadcrumb trail of signs that lead back to my horse base and the like, etc.

I got lost with breadcrumb trail. I would like to have a map with a flamaster, so I could draw on it like in freaking Paint. No idea.

 

19 hours ago, MechanicalLens said:

12. Cancel the starting quests(?)

Leaving the mission zone cancels the action as we all probably know. So what`s the matter?

 

19 hours ago, MechanicalLens said:

13. Lucky looter perk, banned

Strong emphasis on this perk makes in my view this game more arcade? I am not entirely sure by myself...

 

19 hours ago, MechanicalLens said:

14. All quality level 2 stone tools and above must be replaced instead of repaired unless the tool in question is a higher level than I can craft. Playtesting required.

Sounds good at first glance. But, in reality the game will become more grindy, if that`s what You aim for.

 

19 hours ago, MechanicalLens said:

15. Cannot use note quests or treasure maps

I`m completely ignoring note quests. Treasure maps have to be even scarce and contain a real deal stuff inside, barely available in Forest biome.

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5 minutes ago, TWORDY said:

Leaving the mission zone cancels the action as we all probably know. So what`s the matter?

There is no "mission zone" for the first chain of quests that end with the quest that takes you to the trader. You can literally walk to the opposite side of the map with the starter quests up and finish them there. The main draws for doing them where you spawn at are getting them out of the way and the initial spawn area is clear of hostiles till you leave it.  

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4 minutes ago, hiemfire said:

There is no "mission zone" for the first chain of quests that end with the quest that takes you to the trader. You can literally walk to the opposite side of the map with the starter quests up and finish them there. The main draws for doing them where you spawn at are getting them out of the way and the initial spawn area is clear of hostiles till you leave it.  

I thought it was all about Traders missions. Sorry my bad, didn't read it through correctly. I pray for the option to skip a tutorial quests in Single Player game...

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8 minutes ago, TWORDY said:

I will try not to put down anyone`s opinion. I feel like survival aspects are being neglected slowly indeed. The game is being transitioned into an open-world, tower defense, voxel game with RPG elements, with rather early attempts at relatively polished shooter mechanics. I don`t want to bite the hand that feeds (me/us) with content. My biased lensing solely involved.

 

 

Air-drops usually do not contain anything of value most of the time. There is no higher stake at obtaining them, I believe, that's the main problem.

 

I disabled loot respawn myself. There is already an additional reward after scoring the trader's mission.

 

In my solely biased perception, one of the small problems among many issues is a class system. Currently, going through the main unlock gate in Intelligence is obligatory for stronger potions. One main progression gate means less hassle if done right and ultimately makes this proposal within a grasp.

 

I never liked the candies mostly as a concept because sweets add a complete arcade feel to the game in my opinion. Simply put, buff on top of the other buff seems like taxation scheme on paper. After a brief realization of buffs, and their significance, I got used to them naturally. It`s not my cup of tea since I play from A11.

 

That`s one hardcore change here 🤩. I`m completely lost with that one. I never liked stockpiling dozens of different cans, which simply left me with mixed feelings.

 

Painkillers should bring relief to a pain (faster movement after serious injury, no blurry vision effect with concussion as someone mentioned above) instead of refilling the health bar.

 

Such abilities should be available in late mid-game or something.

 

Better not to mention anything about dukes. I`m gonna get charged with ideological subversion and domestic terrorism represented in heavy number of dislikes, if I ever attempt again.

 

Kinda OP at least in theory to find the cornfield in the early game, harvest all corn, and then keep a stockpile for later by yourself. In real-life, such event makes sense.

 

I`m for that at some point. Mostly as an optional feature or in higher difficulty level, Warrior and above. I used to be with the many ones, who demanded no penalty after death. Only to get more rookies into the game. So, please don`t aim at meee. 

 

I got lost with breadcrumb trail. I would like to have a map with a flamaster, so I could draw on it like in freaking Paint. No idea.

 

Leaving the mission zone cancels the action as we all probably know. So what`s the matter?

 

Strong emphasis on this perk makes in my view this game more arcade? I am not entirely sure by myself...

 

Sounds good at first glance. But, in reality the game will become more grindy, if that`s what You aim for.

 

I`m completely ignoring note quests. Treasure maps have to be even scarce and contain a real deal stuff inside, barely available in Forest biome.

 

1. Agreed. They're essentially free handouts as they stand, and they're generally not worth it either.

 

2. I honestly never saw the need for loot respawn in my SP world. I never loot the same POI anyway and besides, if I did, disabling this feature would encourage me to explore more of my world.

 

3. I'm still iffy on this one myself. If I get infected on day 1, I'm dead, no question about it. I don't know if the schematics for herbal or regular antibiotics are locked behind a certain gamestage (imo they should have a higher chance to spawn from Pop-N-Pills crates anyway), so until I find the recipe... I'll have to have a further think on this one. But it's either that or infection is as trivial as water.

 

4. I honestly only ever use rock busters, the salvaging candy, and sugar butts, and only for convenience. (For example, you can get the equivalent of 3/5 Salvage Operations by investing just two points into the perk while wearing shades so you don't have to invest into Perception, and then you chug the candy.) I probably won't miss them terribly though.

 

5. I'm honestly becoming a bigger fan of this stipulation the more I think about it. Sure I probably won't starve to death either way, but it'll encourage me to use foods I would normally never bother with, plus it will encourage farming. In a way this is a less restrictive version of the vegan challenge.

 

6. Oof

 

7. Not to mention the boars in one run will give you over a stack of meat (this is not counting Grace), AND they all respawn every 5 days. I'll probably allow myself to enter the POI, but not until I'm swimming in food anyway.

 

8. That would be sweet. Or just have the map be a 2D sketch.

 

9. I was referring to the tutorial questline, not a trader quest.

 

10. That's why I asked Roland, and honestly, I've got more thinking to do one this one. Having to keep plant fibers on me at all times just to replace my level 2 stone axe at all times seems uninteresting to me.

 

11. You've hit the nail on the head on that last one imo.

 

 

(Forgot to comment on crafting first aid items. I might enable that but not before a certain milestone of some sort, but that might also seem a bit too gimmicky. Buuut I also don't want to be completely out of first aid supplies by x period in the game, so maybe that is when I'll lift the restriction.)

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7 hours ago, khzmusik said:

You might be able to get rid of the map by messing around with the "mapArea" window in XUi/windows.xml - or possibly even getting rid of it altogether. Again, I have not tried it.

I have a mod that makes the map not visible. There was a lot that I tried, but this was the only way I could get it to work and not have weird UI issues by just removing the XML section that makes it up.  The picture is old at this site, it’s bright white. And you can’t  put markers on it either, though there are some creative ways you can use to track things still, other than map coordinates:

https://7daystodiemods.com/?s=Remove+map

Edited by doughphunghus (see edit history)
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Just now, TWORDY said:

I thought it was all about Traders missions. Sorry my bad, didn't read it through correctly. I pray for the option to skip a tutorial quests in Single Player game...

 

Just cancel the questline the moment it appears. ;)

 

There is also a modlet on the Mod Launcher that does just this but gives you the trader location and the 4 skill points, if that's what you're after.

1 minute ago, doughphunghus said:

I have a mod that makes the map not visible. The picture is old at this site, it’s bright white. And you can put markers on it either, though there are some creative ways you can use to track things still, other than map coordinates:

https://7daystodiemods.com/?s=Remove+map

 

OMG you are legitimately amazing. I'll definitely by using this in at least some of my future playthroughs. :) Hopefully it'll be updated for A20 when it rolls around.

 

On a random side note, unless I am blind, the 7D2D perk calculator has been removed from the Internet? :(

I didn't intend to go into modded territory here, but does anyone know if there is a modlet out there that disables the time shown on the hud at the top of the screen, like in DF?

23 minutes ago, TWORDY said:

Such abilities should be available in late mid-game or something.

 

I could just pretend they are level gated. First aid bandages behind level 50 and first aid kits behind level 100.

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