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7dtd Mechanics and Content


Tahavin

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I've been playing 7 Days to Die for 4 years, and my First version was A10.

As such I am aware that not all implementations and ideas are good ones (Such as the immersion of Felling Trees and it causing damage). Although, under the right scenario's it was a great step towards immersion; other bugs and issues led it to be more lethal for the player than for anyone else so it was removed.

 

 

Now I want to have a quick call out for the New Skill Tree and Attributes as well as Gun Crafting making a come back. That's been direly needed and the fact that it seems to be going in the direction of being able to do everything you want, but not everything in the game is great. We very commonly play with our friends and have designated Base Builder and Architect, the Scavenger, the Zombie Slayer, and sometimes even the Dedicated Underminer (Usually the Architect though).

 

 

 

Here are some concept idea's that shouldn't be too hard to code into the game because the mechanics are already there.

 

Water Basin / Reservoir (The hardest part should be the Graphic/Object)

This is only useful in locations where it Rains (Or Snows for 50% Effectiveness)

When the Player places the Reservoir down, all it does is check if it is raining.

If it is Raining, then the Reservoir performs the same check as crops (Such as corn or potatoes)

If it is raining and it has direct sky access (Discuss whether Glass or Transparent Blocks should have an effect) then it fills jars and buckets within with clean drinking water. It only needs about 4 Slots, but this would be a great way to get Water for a Bucket or Re-fill Jars with Clean Drinking Water Quickly.

 

Fishing

Tools to be introduced: Spears, Fishing Rod, and Net.

Spear: Honestly, the Spear from RavenHearst would work beautifully if made official and went through some bug fixes (Particularly the strange Hit Box)

Fishing Rod: Instead of having Mods (Like a Silencer or Scope or Flashlight) it has a Bait Spot. You then can cast the line (Run the same mechanic for throwing rocks or poop) and then if it lands in water the Fishing Mechanic is checked. First is the water a 3x3 or larger? Next is it 3 deep or more (Or a total check of 9 Water Blocks, but where it lands must at minimum meet the 3x3). After that have a % chance of catching a Fish over a period of time (Such as 15% every 10 seconds). Each Bait can modify the % and Interval time, and if introduced to skills - the skills could further increase this. (Fishing could even work as Looting, except if it is empty, instead the line breaks and the bait is lost.) Then you can include shoes, tires, and of course, the fish (Let's not make it too complicated, just introduce "Fish" and not specific fish until it serves a purpose...for now we're looking for immersion and an alternate food source).

Net: This would work exactly as throwing a rock, except that when it hits a target that Target suffers the same movement penalties as a Barb Wire Fence. If the net misses and hits the ground it turns into a dropped loot (exactly like a rock or snowball except it turns into a Dropped Loot Bag, you throw it and it lands somewhere so you can recover it.) The Net works exactly like the rod except instead of having intervals that it checks for "Loot/Fish" instead it has the same or less % chance of loot when hitting water that meets the necessary requirements established under the Fishing Rod idea, and if loot is discovered the "Dropped Loot Bag" will contain the Net and the Loot. (Basically the difference is between Active Fishing and Inactive Fishing.)

 

 

Animal Traps

Similar to the Fishing Mechanic you could craft a Chicken Coop to attract Chickens (Increases Chicken Spawning in a small area around it) and overtime the Coop will spawn Eggs and Feathers (30% of Feathers

and 5% of Eggs every 4 in game hours.)

 

The same idea could occur with Bear Traps, Snares, and whatever else may be thought of. The idea is that a Bear Trap would function as a Spike Trap for a Single Target (Including the Player) except that it immobilizes them. Additionally, for Hunting Purposes these Traps could also increase a specific Entities Spawn Rate in the nearby area such as Bear Traps increase Bear, Zombie Bear, and Elk Spawning. Snare increases Wolf, Pig and Rabbit Spawning. These are of course just ideas, different traps could be made for each entity (Including Zombies) so that maybe even zones of Spawning could be influenced to have a dedicated Hunting Ground. A Warning about these Spawn Rates, especially if Zombie Spawn Rates are influences (Such as having a Meat Trap that has to be placed on a Tree) - This would be hilarious to use by surrounding a base with these blocks hidden so that various zombies constantly bombard the base you're attempting to "Siege"

 

 

 

 

 

More to be updated at a later time.

Many of these ideas either came to me, such as the Reservoir, or were directly taken from https://7daystodie.com/forums/showthread.php?37967-Current-high-demand-Pimp-Dreams-(Constant-W-I-P)

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