Night of the Dead

Night of the Dead

View Stats:
Beat_Bot Jul 3, 2023 @ 8:31am
Co-op
Is Co-op fun in this game i have a friend and we love survival open world games, is the co-op in this game nice/fun ? how does it work ? can we do everything together in co-op ?
Originally posted by SleepyEyez:
Sorry, I dunno what your definition of fun is, so I will just explain how multiplayer works.

TL;DR: Yes, in co-cop, you can, but are not required to, do everything together.

Game Executables
The default executable of this game automatically launches Easy Anti-Cheat, which is required for multiplayer. EAC can be bypassed but then MP will not be available.

Server Types
There're 3 types of servers.

1) Player Servers - A.K.A listen server, hosted by the player after the game program is launched where the host player is forced to join the server.

As usual, you can use Steam's Friends & Chat (the program accessed from the bottom right corner of the Steam program) and right click on your friend's name to join their Player Server (actually also the other 2 types of servers where your friend currently is playing on).

However, if you wanna use the in-game Player Server list to join your friend's game, then the following info is important. The list of Player Servers after the game program has been launched is not the full list, because in this game, the list of Player Servers is tied to the Steam Download Regions setting (at the top left corner of the Steam program). That is, the Player Server whose host with a certain Steam Download Region may not be listed by those ppl whose Steam Download Regions do not match with the host's. Nonetheless, the matching requirement of Steam Download Regions is kind of loose. For example, Player Servers whose host's region is set to west USA can be seen by those whose regions are set to central USA or east USA. Also, Player Servers with UK download region can be seen by those with Germany download region, etc.

So, for those who wanna join games via the Player Server list method instead of Steam Friends & Chat method, make sure to set the matching Stream Download Region, which requires the Stream program to restart.

A Player Server game can be autosaved or manually saved via the ESC menu.

2) Official Servers - Devs' servers, which are PvP only (official PvE servers have all been shut down). All of them are public (no password required).

To prevent trolling, official servers' games have "Activate Building Forbidden Area" enabled by default, meaning that no players structures can be built at those 6 starting points and the 26 points of interest that are related to character progression.

Official servers are joined via the multiplayer menu of the client program (this very game purchased from Steam).

Official servers have maintenance hours. This info is displayed upon the player joining the server and can be seen again via ESC->Server Info.

Because the maintenance hours don't trigger autosave, this means that the closest autosave is the one that can be several real minutes before the maintenance (normally, the game autosaves every 3 in-game hours). That is, a player who is kicked out of the server due to the maintenance will experience something that falsely resembling a roll-back upon rejoining the restarted server (reloaded game) after the maintenance has finished.

3) Dedicated Servers - hosted via a separate program (free download) that can be installed on the same or a different computer. There are also dedicated server rentals, whose rental info can be displayed via a button in the multiplayer menu after the game program has been launched.

Dedicated servers are joined via the multiplayer menu of the client program (this very game purchased from Steam).

However, if you wanna set up your own dedicated server on the same computer of the client program (this very game purchased from Steam), the process might become complicated, because after the v2 patch last year, the client program does not support NAT Loopback, according to this post that has a workaround. That is, it would be easier to set up a dedicated server on a different computer or on a rented machine.

A dedicated server game is autosaved periodically according to the editable value in the ServerSettings.ini and can be manually saved via ESC menu by players who know the admin password.

PvE, PvP, No Team Kill, Teams
Game Mode (PvE or PvP) and No Team Kill (players of the same team cannot actively damage one another) can be set before a game is created and can also be changed later after a created game is saved.

By default, every player (Steam account) upon joining a server for the first time, is on their own team as the leader. In other words, a player is always on a certain team (either a team with only one player - him/herself as the leader, or a team with multiple players with one of them as the leader); that is, there is no such a thing as a player without a team.

Invitation to a team is accessed via ESC->Team Info, or a keybind, or ingame chat window (while in a MP game, after pressing the chat key, i.e. the Enter key, then clicking on the rightmost white button at the bottom right corner of the screen). That is, a player (Steam account) can switch teams.

Upon joining another team, the player who used to be the leader of his/her own team becomes a member of the team that he/she joins.

This game is like MMORPG, a player (Steam account) can have multiple characters (the number of characters is theoretically unlimited). All characters of the same Steam account always belong to the same team (unless bugged). Only one character can be loaded into a server one at a time. That is, in a game, a player can control and see only 1 character of theirs.

The display range of the player's nameplate above the character's 3D model in the world is shorter in the eyes of the ppl from other teams. That is, one needs to get very close to someone of a different team to see that someone's nameplate.

Players' current locations, team's flags locations, and players' map markers can only be seen on the world map by members of the same team. That is, one cannot see, on the world map, other teams' players, flags, and markers.

Player structures by default belong to the team whose members build them. The ownership of player structures is tied to the team's leader (Steam account).

Player structures can switch teams when the team leader joins another team (i.e. the leader becomes a member of another existing team, and thus surrenders the ownership of the existing structures to the leader of the team he/she switches to).

When a team leader abandons the team (leaving the team but not joining another player's team), that player actually creates a new team that has him/her as the only member and as the leader of that new team. In this case, that player actually surrenders all his/her old buildings to the new leader of that old team. That is, as a team leader, abandoning the team means giving away all buildings to some other member of the team he/she leaves.

Player structures cannot be built near player structures of other teams.

Players of different teams cannot interact with (use) most player structures and vehicles of other teams. That is, while crafting tables cannot be used by players of different teams, Storage Box and Door Wall (the version of player structures without the prefix - Security) can be opened by anyone of any team; moreover, vehicles can be used by any character of Thief occupation or with Car Thief perk.

On the contrary, Security Storage Box and Security Door Wall have a UI for setting and entering the 4-digit password. Always set to a different number, because veteran players know the default password of any newly built Security Storage Box and Security Door (i.e. they know how to open those buildings that use default password). Don't ask me the default password because I don't wanna encourage trolling new players. With that said, I haven't been playing competitive mode for more than a year so this info may not be up-to-date.

This game is actually competitive by nature, because there is character progression (RPG element) that requires in-game currency (Research Data), which is fought for, among players (even those of the same team) especially in the early game (in the late game, Research Data will become abundant as the in-game day goes by).

Costumes and many other things can be purchased with another ingame currency - Coins, which can be obtained by looting vending machines, phone booths, Wrench-breaking ATMs, bought from Bank Kiosks with Gold Bars, etc. The clarify, this game has NO micro-transaction.

There are death penalties that can be toggled on/off before a game is created, and also after a created game is saved. The death penalties cause the dead character to drop a piece of equipped item and/or everything of the inventory (depending on the game settings) that will be inside the corpse on the ground at the spot of death (in the form of a 3D model resembling a suitcase), so that the character, after respawning at either the starting point, or a player Sleeping Bag or player Bed, has to retrieve the corpse. The most important thing is, the corpse (suitcase) can be looted by anyone of any team.

With all that said, loot in this game is NOT INSTANCED unlike The Forest where everyone gets his/her own copy of the loot, and items in the character's inventory can be stolen by other ppl (including teammates) after death if those penalty settings are enabled. As with any other loot (weapon/armor), human greed affects the quality of the co-op experience of this game.

There are traps (Barbed Fence, Ankle Trap, and Mine) that will passively damage any players of any team who collide with them.

PvE mode means player traps (except those passive ones mentioned above) by default will NOT attack players of different teams.

PvP mode means player traps (except those passive ones mentioned above) by default WILL attack players of different teams.

Those non-passive electrical traps can be programmed via a player structure called Trap Controller to attack anyone of any team (i.e. even attacking the very player themself who owns those traps) disregard of the PvE/PvP game mode.

That is, the word "PvE" in the settings (set before a game is created or changed after a created game is saved) does not directly translate into co-op. Co-op of this game is an agreement between people and is not an automatic enforcement of rules by the program.

Due to the nature of this game, and mistrust of strangers, co-op games are mostly on private PvE servers (behind a password) with No Team Kill enabled (when it's enabled, the option box displays a red dot; option box without a red dot means it's disabled) plus the verbal agreements on how Research Data and Coins should be split among people, and on how corpses should be handled.

In an MP game, the host and those who know the admin password can ban/unban players via ESC->Server Info.
< >
Showing 1-6 of 6 comments
Shadowrun Jul 3, 2023 @ 12:57pm 
co-op is very fun in this game. you can share resources, you can build on the same structures everywhere, one of you can build a vehicle and as long as you're on the same team you can each use the vehicle. it's very fun to run around the world and scavenge together.

about the only major drawback to multiplayer that i've found is that the nightly hoard will usually only come for one of you if you split up. so like, if you decide to build 2 bases, the hoard will generally only come for 1 of you all the time. they will come for whoever is closest to the old city.

other than that, yea, lots of fun. occasional bug but we report it to the devs and they fix it for us.

if you have any other questions feel free to ask
The author of this thread has indicated that this post answers the original topic.
SleepyEyez Jul 3, 2023 @ 1:43pm 
Sorry, I dunno what your definition of fun is, so I will just explain how multiplayer works.

TL;DR: Yes, in co-cop, you can, but are not required to, do everything together.

Game Executables
The default executable of this game automatically launches Easy Anti-Cheat, which is required for multiplayer. EAC can be bypassed but then MP will not be available.

Server Types
There're 3 types of servers.

1) Player Servers - A.K.A listen server, hosted by the player after the game program is launched where the host player is forced to join the server.

As usual, you can use Steam's Friends & Chat (the program accessed from the bottom right corner of the Steam program) and right click on your friend's name to join their Player Server (actually also the other 2 types of servers where your friend currently is playing on).

However, if you wanna use the in-game Player Server list to join your friend's game, then the following info is important. The list of Player Servers after the game program has been launched is not the full list, because in this game, the list of Player Servers is tied to the Steam Download Regions setting (at the top left corner of the Steam program). That is, the Player Server whose host with a certain Steam Download Region may not be listed by those ppl whose Steam Download Regions do not match with the host's. Nonetheless, the matching requirement of Steam Download Regions is kind of loose. For example, Player Servers whose host's region is set to west USA can be seen by those whose regions are set to central USA or east USA. Also, Player Servers with UK download region can be seen by those with Germany download region, etc.

So, for those who wanna join games via the Player Server list method instead of Steam Friends & Chat method, make sure to set the matching Stream Download Region, which requires the Stream program to restart.

A Player Server game can be autosaved or manually saved via the ESC menu.

2) Official Servers - Devs' servers, which are PvP only (official PvE servers have all been shut down). All of them are public (no password required).

To prevent trolling, official servers' games have "Activate Building Forbidden Area" enabled by default, meaning that no players structures can be built at those 6 starting points and the 26 points of interest that are related to character progression.

Official servers are joined via the multiplayer menu of the client program (this very game purchased from Steam).

Official servers have maintenance hours. This info is displayed upon the player joining the server and can be seen again via ESC->Server Info.

Because the maintenance hours don't trigger autosave, this means that the closest autosave is the one that can be several real minutes before the maintenance (normally, the game autosaves every 3 in-game hours). That is, a player who is kicked out of the server due to the maintenance will experience something that falsely resembling a roll-back upon rejoining the restarted server (reloaded game) after the maintenance has finished.

3) Dedicated Servers - hosted via a separate program (free download) that can be installed on the same or a different computer. There are also dedicated server rentals, whose rental info can be displayed via a button in the multiplayer menu after the game program has been launched.

Dedicated servers are joined via the multiplayer menu of the client program (this very game purchased from Steam).

However, if you wanna set up your own dedicated server on the same computer of the client program (this very game purchased from Steam), the process might become complicated, because after the v2 patch last year, the client program does not support NAT Loopback, according to this post that has a workaround. That is, it would be easier to set up a dedicated server on a different computer or on a rented machine.

A dedicated server game is autosaved periodically according to the editable value in the ServerSettings.ini and can be manually saved via ESC menu by players who know the admin password.

PvE, PvP, No Team Kill, Teams
Game Mode (PvE or PvP) and No Team Kill (players of the same team cannot actively damage one another) can be set before a game is created and can also be changed later after a created game is saved.

By default, every player (Steam account) upon joining a server for the first time, is on their own team as the leader. In other words, a player is always on a certain team (either a team with only one player - him/herself as the leader, or a team with multiple players with one of them as the leader); that is, there is no such a thing as a player without a team.

Invitation to a team is accessed via ESC->Team Info, or a keybind, or ingame chat window (while in a MP game, after pressing the chat key, i.e. the Enter key, then clicking on the rightmost white button at the bottom right corner of the screen). That is, a player (Steam account) can switch teams.

Upon joining another team, the player who used to be the leader of his/her own team becomes a member of the team that he/she joins.

This game is like MMORPG, a player (Steam account) can have multiple characters (the number of characters is theoretically unlimited). All characters of the same Steam account always belong to the same team (unless bugged). Only one character can be loaded into a server one at a time. That is, in a game, a player can control and see only 1 character of theirs.

The display range of the player's nameplate above the character's 3D model in the world is shorter in the eyes of the ppl from other teams. That is, one needs to get very close to someone of a different team to see that someone's nameplate.

Players' current locations, team's flags locations, and players' map markers can only be seen on the world map by members of the same team. That is, one cannot see, on the world map, other teams' players, flags, and markers.

Player structures by default belong to the team whose members build them. The ownership of player structures is tied to the team's leader (Steam account).

Player structures can switch teams when the team leader joins another team (i.e. the leader becomes a member of another existing team, and thus surrenders the ownership of the existing structures to the leader of the team he/she switches to).

When a team leader abandons the team (leaving the team but not joining another player's team), that player actually creates a new team that has him/her as the only member and as the leader of that new team. In this case, that player actually surrenders all his/her old buildings to the new leader of that old team. That is, as a team leader, abandoning the team means giving away all buildings to some other member of the team he/she leaves.

Player structures cannot be built near player structures of other teams.

Players of different teams cannot interact with (use) most player structures and vehicles of other teams. That is, while crafting tables cannot be used by players of different teams, Storage Box and Door Wall (the version of player structures without the prefix - Security) can be opened by anyone of any team; moreover, vehicles can be used by any character of Thief occupation or with Car Thief perk.

On the contrary, Security Storage Box and Security Door Wall have a UI for setting and entering the 4-digit password. Always set to a different number, because veteran players know the default password of any newly built Security Storage Box and Security Door (i.e. they know how to open those buildings that use default password). Don't ask me the default password because I don't wanna encourage trolling new players. With that said, I haven't been playing competitive mode for more than a year so this info may not be up-to-date.

This game is actually competitive by nature, because there is character progression (RPG element) that requires in-game currency (Research Data), which is fought for, among players (even those of the same team) especially in the early game (in the late game, Research Data will become abundant as the in-game day goes by).

Costumes and many other things can be purchased with another ingame currency - Coins, which can be obtained by looting vending machines, phone booths, Wrench-breaking ATMs, bought from Bank Kiosks with Gold Bars, etc. The clarify, this game has NO micro-transaction.

There are death penalties that can be toggled on/off before a game is created, and also after a created game is saved. The death penalties cause the dead character to drop a piece of equipped item and/or everything of the inventory (depending on the game settings) that will be inside the corpse on the ground at the spot of death (in the form of a 3D model resembling a suitcase), so that the character, after respawning at either the starting point, or a player Sleeping Bag or player Bed, has to retrieve the corpse. The most important thing is, the corpse (suitcase) can be looted by anyone of any team.

With all that said, loot in this game is NOT INSTANCED unlike The Forest where everyone gets his/her own copy of the loot, and items in the character's inventory can be stolen by other ppl (including teammates) after death if those penalty settings are enabled. As with any other loot (weapon/armor), human greed affects the quality of the co-op experience of this game.

There are traps (Barbed Fence, Ankle Trap, and Mine) that will passively damage any players of any team who collide with them.

PvE mode means player traps (except those passive ones mentioned above) by default will NOT attack players of different teams.

PvP mode means player traps (except those passive ones mentioned above) by default WILL attack players of different teams.

Those non-passive electrical traps can be programmed via a player structure called Trap Controller to attack anyone of any team (i.e. even attacking the very player themself who owns those traps) disregard of the PvE/PvP game mode.

That is, the word "PvE" in the settings (set before a game is created or changed after a created game is saved) does not directly translate into co-op. Co-op of this game is an agreement between people and is not an automatic enforcement of rules by the program.

Due to the nature of this game, and mistrust of strangers, co-op games are mostly on private PvE servers (behind a password) with No Team Kill enabled (when it's enabled, the option box displays a red dot; option box without a red dot means it's disabled) plus the verbal agreements on how Research Data and Coins should be split among people, and on how corpses should be handled.

In an MP game, the host and those who know the admin password can ban/unban players via ESC->Server Info.
28k Jul 3, 2023 @ 8:31pm 
Wow nice explanation Sleepy.
Erfan_Kashkai Jul 5, 2023 @ 4:35am 
hi i have problem we have server and my all Friends(3) have ping under 60 we play with out problem but every night hoards coming my Friends disconnect . after hoards end my friends can join game how can i fix this problem
we play 7 day to die with 6 player and no problem no disconnect
SleepyEyez Jul 5, 2023 @ 6:48am 
Originally posted by Erfan_Kashkai:
hi i have problem we have server and my all Friends(3) have ping under 60 we play with out problem but every night hoards coming my Friends disconnect . after hoards end my friends can join game how can i fix this problem
we play 7 day to die with 6 player and no problem no disconnect
Please contact the devs (support@jacktostudios.com). OP is just a potential buyer.
Erfan_Kashkai Jul 5, 2023 @ 11:57am 
Originally posted by SleepyEyez:
Originally posted by Erfan_Kashkai:
hi i have problem we have server and my all Friends(3) have ping under 60 we play with out problem but every night hoards coming my Friends disconnect . after hoards end my friends can join game how can i fix this problem
we play 7 day to die with 6 player and no problem no disconnect
Please contact the devs (support@jacktostudios.com). OP is just a potential buyer.
ty
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Jul 3, 2023 @ 8:31am
Posts: 6