7 Days to Die

7 Days to Die

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Repairing vs Building
I was having a wee think about this. If I could build a bicycle from scratch, I already have the brain of a supper(zombie joke) engineer. It is therefore given that I understand certain principles and laws.
Think about it, we have designed a drive and gear system.
Something to amplify energy! From Scratch!
Why do we have to ♥♥♥♥ about so much with this?
Choosing a path?
Is there some way that we could base character development on decisions and actions, in a heuristic way?(only just learned what that word means - it is perfect for my question)
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Showing 1-15 of 33 comments
JimmyIowa Mar 2, 2021 @ 2:59am 
Sounds like you are talking about Learn By Doing. This has been discussed at length many times. (Search for "Learn By Doing" or "LBD" to find past threads on this topic.)

The history of 7days skill systems in a nutshell - Old versions (A16 and earlier) used a hybrid LBD system, what you are calling "heuristic". It was widely unpopular with the majority of the playerbase, because it blatantly encouraged repetitive grinding activities to level up skills.

For example - gaining levels in salvaging with tools required actual extensive use of tools. Sounds great right? So what did everyone do? Stand in one spot, and make thousands and thousands of wood frames and upgrade them with a tool then destroy them again, to level up tool mastery. So everyone spent 5 days solid doing nothing but making pointless wood frames. And then they spent 5 days solid letting a zombie hit them while wearing heavy armor to go up in heavy armor skill. And so on. This system was openly mocked even by players who love the game.

In A17 time frame they changed to a more commonly used XP point system, which we have now. The playerbase voted in polls that it was superior to the old system. So it seems unlikely TFP intends to regress backward a few years.
Last edited by JimmyIowa; Mar 2, 2021 @ 3:23am
seven Mar 2, 2021 @ 6:49am 
Originally posted by JimmyIowa:
Sounds like you are talking about Learn By Doing. This has been discussed at length many times. (Search for "Learn By Doing" or "LBD" to find past threads on this topic.)
...
This system was openly mocked even by players who love the game.

And now the Darkness Falls mod seems to have a quite similar hybrid system and is quite popular.
vgifford (Banned) Mar 2, 2021 @ 7:29am 
Originally posted by vgifford:
Why no LBD? Spam crafting. End of story.

https://www.youtube.com/watch?v=QHc2djM9FnI

And then The Fun Pimps said "Nope."
FT Mar 2, 2021 @ 8:55am 
What can't you currently build that you'd like to be able to after learning to craft a bicycle?


Think about how you'd feel if the system WAS replaced with something more heuristic, but also slower. I doubt you'd have much fun with something so "grindy" and tedious even if it felt more realistic.

Similarly, how would you feel with a system that's more heuristic but it still takes just as long to get what you want as the current system? Maybe a bit more realistic, but still just as slow and limiting.


OR, do you think you'd mostly prefer some of your character's abilities to advance a little faster?
You can give yourself 2skillpoints per level instead of 1point if you feel like you aren't gaining enough crafting abilities as fast as you'd like.
This can be a really fun way to play if you don't have tons of hours each day, or if you get a little impatient with the grind sometimes.
Would that help?
JimmyIowa Mar 2, 2021 @ 9:06am 
Originally posted by seven:
And now the Darkness Falls mod seems to have a quite similar hybrid system and is quite popular.

Or, you can just play A16.4.

DF works completely differently by having character classes to choose from that focus on certain survival functions, like hunter and farmer.
Last edited by JimmyIowa; Mar 2, 2021 @ 9:06am
Pulikutya Mar 2, 2021 @ 9:32am 
Originally posted by JimmyIowa:
Originally posted by seven:
And now the Darkness Falls mod seems to have a quite similar hybrid system and is quite popular.

Or, you can just play A16.4.

DF works completely differently by having character classes to choose from that focus on certain survival functions, like hunter and farmer.
Lets play with LBD a little more:
Replace perk books with LBD system and keep skills? I kinda like the books though.
HiPHoPiPoTaMuS Mar 2, 2021 @ 9:19pm 
I have a solid 2409.2 hours logged in 7 Days. I can tell you about the grind in trying gain enough XP to get to level 100. Killing zombies becomes redundant very quickly and attributes very little to my climb through the levels. Unless I let a handful of screamers run amok - you fire a lot of lead during that fight.
I get the point of how LBD fails. But I have a couple dozen hours in Valheim and it seems to work fine. As long as it is used in the spirit of the simulation.
Shurenai Mar 2, 2021 @ 9:45pm 
Originally posted by HiPHoPiPoTaMuS:
I have a solid 2409.2 hours logged in 7 Days. I can tell you about the grind in trying gain enough XP to get to level 100. Killing zombies becomes redundant very quickly and attributes very little to my climb through the levels. Unless I let a handful of screamers run amok - you fire a lot of lead during that fight.
I get the point of how LBD fails. But I have a couple dozen hours in Valheim and it seems to work fine. As long as it is used in the spirit of the simulation.
Valheim does all the good parts of LBD, and none of the bad. LBD works great for weapons, and for actions that the player is inherently intended to go do, such as mining or chopping. Even Blocking fits this category as blocking attacks is ostensibly something the player should be doing instead of getting hit should they be using a shield in the first place

However, Where it falls flat is in areas like crafting, or armor skills, Or medical skills, Or building skills.

And that was the main issue, 7DTD had all of the latter with a few combat skills mixed in. Crafting quality was determined by your crafting skill; Inherently incentivizing the player to spam craft to get better gear. Attempting to just 'craft what you need' would leave your crafting skill perpetually low for an infuriatingly long time.

Building also had a skill, which again, incentivized the player to build big hunks of cobblestone and concrete in order to grind skill because higher tier building materials were locked behind higher level building skill.


Leveling armor skills required the player to get hit- Which is the last thing you want to do in a survival style game. If you can dodge, you should dodge. In theory a great skill, but, in the hands of even a mediocre player this skill never reaches level 20- And so never actually does the job you want it to do, which is to save you in a pinch from a lethal blow. The skill never gained enough levels under legitimate use to make a significant difference.

Medical skills likewise required the player to heal actual damage taken; Which was kindof contrary to the entire purpose of the skill. So again a catch 22; You either do dumb things to take damage in order to level the skill, Or the skill is never going to reach a level that will actually matter towards saving your life.

The above two combined essentially lead to players standing on cacti in their chosen armor type and using bandages to level both simultaneously.


LBD absolutely CAN be good; And Valheim has implemented it pretty decently by focusing on making all the LBD skills the 'Active' kind of skills. But, Ultimately, TFP didn't want LBD to begin with; And ultimately, it is their game.

It was a temporary system to begin with, a skill tree pulled off an asset store and tweaked a bit before being thrown to the players as a temporary make-do while they worked on other parts of the game. In hindsight, It probably was a pretty dumb thing to do as it got a non-marginal portion of the playerbase to bond with that system which was meant to go away from the start; But what's done is done.

7DTD's LBD was a hybrid system which primarily revolved around perks to begin with; Yeah it had LBD elements, but, the effects of them were marginal in most cases except the crafting and building skills which had a significant impact on progression due to gating recipes and building material tiers; But each skill was intrinsically tied to a related perk and unlocked ranks of that perk.

EG: the Pistols LBD skill was tied to the Gunslinger perk, and unlocked a rank of the perk at every 20 level interval; 20, 40, 60, 80, and 100. You'd really only see a noticable change in your impact with your weapon damage at those breakpoints when you bought that skill.

But in the end, It likely won't be coming back to the vanilla game because it just isn't the kind of skill system TFP wants. And of course, Players are welcome to mod it in all they like.
Last edited by Shurenai; Mar 2, 2021 @ 9:45pm
HiPHoPiPoTaMuS Mar 2, 2021 @ 10:30pm 
Originally posted by Shurenai:
Originally posted by HiPHoPiPoTaMuS:
The above two combined essentially lead to players standing on cacti in their chosen armor type and using bandages to level both simultaneously.

.
Yep! Did that. :steamfacepalm:
FT Mar 2, 2021 @ 11:27pm 
Huh, now that I'm paying more attention to which actions earn XP (so far I'm seeing building, repairing, crafting, hunting, trading, mining, looting, reading, and zombie re-dead-ening) I only just realized that looting a container gets about as much XP as killing a zombie...or mining 4 blocks (aside from shoveling snow or sand which rewards fewer XP points).
Didn't realize looting was so XP lucrative. Nice.

I agree the larger amount of freedom for assigning skillpoints isn't as immersive, but I do appreciate how this freedom helps avoid getting pigeon-holed by your early-game finds where later-found items were somewhat relegated to bottom tier since the player never had the time to level those skills/items (I mostly remember this being an issue with some gun/weapon types....not everything, obviously).
HiPHoPiPoTaMuS Mar 2, 2021 @ 11:50pm 
OK!
We have a consensus.
Can we now suggest NOT life improvement stuff?
I was thinking. Yes it does hurt.
When wearing Tough Guy Glasses, Cigar in mouth, with a fully loaded Magnum. The first reload is FP slomo.
JimmyIowa Mar 3, 2021 @ 9:10am 
Originally posted by FT:
Huh, now that I'm paying more attention to which actions earn XP (so far I'm seeing building, repairing, crafting, hunting, trading, mining, looting, reading, and zombie re-dead-ening) I only just realized that looting a container gets about as much XP as killing a zombie...or mining 4 blocks (aside from shoveling snow or sand which rewards fewer XP points).

Yep. Everytime someone complains that "killing zombies is the only way to get XP", I think to myself do you have more than 30 minutes in the game? Do you even own it?

btw - Mining non-stone ore while sipping a mocha latte (blackstrap coffee) is the fastest way to get XP in the game. Horde night with an extremely fast-killing build is second, but can only be done on horde night.

Also not mentioned by FT was harvesting. Anything. Chopping down 2 trees for some reason gives as much XP as a zombie kill. It's quite possible to plant rows of trees and go up levels chopping them down in total safety.
Last edited by JimmyIowa; Mar 3, 2021 @ 9:16am
FT Mar 3, 2021 @ 9:33am 
Also had to check, but bandaging yourself and shooting trees/dirt don't grant XP. I'm assuming to take away the potential cheese or silliness there.

Found out you CAN right-click/heal-other with a bandage and heal a zombie, lol (animation is still on the player though :( getting the right animation for that would be hilarious). Don't think that granted XP either.
Last edited by FT; Mar 3, 2021 @ 10:00am
HiPHoPiPoTaMuS Mar 3, 2021 @ 10:35pm 
Originally posted by JimmyIowa:
Originally posted by FT:
btw - Mining non-stone ore while sipping a mocha latte (blackstrap coffee) is the fastest way to get XP in the game. Horde night with an extremely fast-killing build is second, but can only be done on horde night.
:steamthumbsup:
FT Mar 8, 2021 @ 6:00pm 
Just wanted to mention that another computer I tried A19.4 on only gave 1-3xp per loot container, but it hasn't had a clean install for a while...not sure if that's the cause or if I managed to glitch something on the other game that was giving XP roughly equal to a zombie-kill for looting.

Anyone else with a clean install able to comment?
Originally posted by FT:
... I only just realized that looting a container gets about as much XP as killing a zombie...or mining 4 blocks (aside from shoveling snow or sand which rewards fewer XP points).
Didn't realize looting was so XP lucrative. Nice.
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Date Posted: Mar 2, 2021 @ 2:42am
Posts: 33