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New Crafting System & Looting Changes for A21 First Look
https://community.7daystodie.com/topic/28129-alpha-21-dev-diary/?do=findComment&comment=486363

Originally posted by madmole:
Hi all!
We're very busy on Alpha 21 but I thought I would share the new crafting system and looting changes with you.

There are now tons of new skills that govern unlocking and the quality of items in the game.

A few examples of crafting skills are shotguns, pistols, cooking, armorer, medical, etc.

Perks no longer unlock recipes or govern crafting skills. Many perks are being reworked to add value where before the main value was a recipe unlock.

Books no longer unlock recipes. The ones that did unlock items are being reworked to do something else.



Crafting skill is improved by finding magazines in the game. Mailboxes, file cabinets, book shelves etc can all contain various magazines that improve your skill.

Perking into shotguns for example, increases the odds of finding shotgun magazines, shotgun parts, and shotguns in loot. This makes early specialization work, and you are no longer at the will of the random numbers to find what you are looking for. There is still a chance to find other stuff, but you won't be level 100 and still using a brown double barrel because of random drops. Everything is weighted that you perk into. Once you find all 100 shotgun magazines, you will stop finding shotgun magazines so stuff that is still valuable to you will be found instead.



Skill ranges represent their unlocks. Some skills go to 100, others stop at 50, so they require less magazines read to max out.

All crafting ranges now do not overlap. For example with shotguns, skill 0 to 20 allows you to craft a brown to a blue pipe shotgun. Skill level 21-40 unlocks brown to blue double barrels. Skill level 41-75 unlocks brown to blue pump shotguns. 76-100 unlocks brown to blue auto shotguns. These numbers are just examples, I don't know the actual ranges, but now you don't just craft blue everything.

There is a new skill menu that has a few pages of skills that tracks what skill level you are at and shows what the skill unlocks.

How does it play?
Everyone on the team loves it. The search for technology is fun and you are always finding magazines and unlocking stuff every day. The magazines are useful for a very long time too, where before once you read a single schematic finding another was a disappointment. Now you always find useful magazines.

I found myself crafting nearly every range of pipe shotgun, stone axes etc. Even iron I would craft through most of the range. I would find some stuff and skip crafting for a bit, then when my skill superseded my item, I'd be crafting again. I've never crafted so much stuff in years and it felt really great. You can no longer just sit around in your cave mining and level up and be crafting the best mining tools. You'll need to get out of the cave and search. However teams can still cooperate and share magazines with a dedicated crafter.

Traders sell magazines and offer magazines as rewards. I find myself taking those rewards quite often because it feels very rewarding to unlock things and level up your crafting skills.

Personally I love the new system. I've never seen a crafting system quite like this before, nor an intelligent loot system with deterministic random. It is playing very nice, and I'm really enjoying a long game. I like it because it feels realistic to read something and learn from it and the player can move through all the ranges of crafting and be making that choice... should I use my parts and craft a new gun, or wait another level? Personally I've always had enough parts to craft what I want because I find the parts for what I'm looking for instead of spear parts or whatever. So the new system weights the loot to what the player needs and it feels very rewarding and enjoyable to me and the testers.
https://steamcommunity.com/sharedfiles/filedetails/?id=2809755969
https://steamcommunity.com/sharedfiles/filedetails/?id=2809755980
Last edited by Red Eagle LXIX; May 18, 2022 @ 12:55pm
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Showing 46-60 of 231 comments
Kauldric May 22, 2022 @ 11:43pm 
The main mistake in this plan is to tie the chance of finding the new skill items to a given player’s skill. Just let loot chance be determined as it was before and make it a team stat so that anyone can loot and has a good chance to find stuff even for a team
Member.

The second mistake is to tie a skill to a found item. The skill level should come from your perk which you buy with XP, as before. The ability to make a weapon/armor/tool can come from taking parts/fragments and ‘spending them’ to gain insights on how that thing should be made.

It’s not that difficult people it’s been done in other games, no need to reinvent things that don’t need to be reinvented.
drdrl May 23, 2022 @ 8:51am 
Originally posted by Kauldric:
The main mistake in this plan is to tie the chance of finding the new skill items to a given player’s skill. Just let loot chance be determined as it was before and make it a team stat so that anyone can loot and has a good chance to find stuff even for a team
Member.

I think this is my biggest worry. A person's skill does not and should not magically change the unknown content of a box. Seems pretty immersion breaking to me.
Also, this new system seems highly abuseable by cheesing teams, especially against solo players. what prevents a team of players to say "let's get to 99/100 on each player specialty, then don't put in the hundredth book, so we keep finding more and more of them to trade to each other and everyone have everything maxed in a few days even on skills they didn't invest in at all"
Players with everything available in a few days like this, will have a certain and unfair advantage against any solo players... they are already more numerous and have more loot time/build time/craft time as a team, and now they could abuse this and have everything at 100/100 with only a few levels... while the solo player will have almost only what he specialized in. He'll be facing, for each specialty available in game, <enemy team number MINUS ONE> players able to craft that specialty...
imagine a team of 4 players, 1st says "I'll spec shotgun", second says "I'll spec rifle", Third one goes "I'll spec pistols", fourth says "I'll spec robo". Each one of them find and use the books up to 99/100, then give the other books to teammates. They can ALL be equiped with really decent weapons since they can craft for each others, but then at some point, one of the non-shotgun guy will have enough books to reach 100/100, and will craft the best shotgun ever and give it to that shotgun spec player, and maybe some more for himself and the 2 other players, while every other one is doing the same on their specialty...
A solo player against this team has to face not one but 4 players, but not only specialized players, but players with the best in everything already available... basically, cheesing exponentially since they don't have extra high lvl either, so even with 4 players bloodmoon hords are easily manageable, so they get more loot than they would get usually since clearing more zombies faster with extra good weapons, or get even better loot by going in a higher lootstage area for the bloodmoon and general looting since they are more numerous and can cover each other AND have better overall gear...
Know what's worse ? That "Miner build" mentioned some posts ago, could very well assume the role of a trader and trade with said team, getting what he needs from them while they get a ton of build/craft materials and built items in exchange; but with that rework, why would anyone go see him for anything, since :
a) He has to loot to get any recipe, they'd probably find the recipe they need faster than a solo miner,
b) Since he's busy looting, he is not mining, so he has no stock to offer for exchange.

Especially true since some items cannot be crafted, against all logics in this game...
It could take a long time to craft, let's say, mechanical parts, but it should be doable...
if you can mold "nails" and "ingots", you can mold a bar or flat metal support, or even a cogwheel... need some coal for carbon content for those high resistance pieces ? fine, part of the recipe then, and ON to the crafting table to assemble the item from parts...
Want to craft them faster ? How about a lathe "mod" on the crafting table, just like the forge has crucible, anvil and such ? Perfectly logical, you assemble it faster since you can use a lathe to correct and adjust the various parts...
Same for a lot of things in the game, it should take time either on each craft or on "analysing & replicating" something complex, but the higher in that (or those) spec(s) you are, the less time it takes and the less items it needs to finish understanding it completely.
BirdDog May 23, 2022 @ 10:36am 
A21 going worse than ever !
Now its only luck if you can build a forge and so on thats crap for shure.
.... May 23, 2022 @ 10:47am 
To be honest it feels as if this game is loosing more and more of its "soul" - the stuff that actually made it different from all the other generic games.
Last edited by ....; May 23, 2022 @ 10:48am
FINSTREAM FIN May 23, 2022 @ 1:54pm 
7 days to die my best game and playing time I've played is 3797 hours and I'm really looking forward to the new upcoming update and I'm a 7day to die fan
SAF May 23, 2022 @ 11:07pm 
Just started playing this game about 2 months ago and I've really enjoyed it. Looks like I may stop come A21 but we'll see. Getting rid of the armor slots and now this new crafting/book system sounds really dumb and...bandits...as long as I can turn them off in options, I'm ok with them. This game is going the wrong way, of being too generic. More weapons, vehicles, zombie types and block types should be the focus pretty much here on out and work on an usable 3rd person view, because what they have is already fun, why change things that aren't broken??? But hey if TFP wants lose their user base and make no more new money, that's fine too, that's where they're headed, we'll see, I hope I'm wrong about A21.
TerranceFarrel May 24, 2022 @ 3:07pm 
Am I to understand that the Fun Pimps think it's a good idea to deep six planned design and character concept and instead force players to learn crafting skills based on random loot tables?

Ewwwwww. Please please tell me (for real) that I've completely misunderstood.
FT May 24, 2022 @ 10:05pm 
Originally posted by BirdDog:
A21 going worse than ever !
Now its only luck if you can build a forge and so on thats crap for shure.
Oh crap, I think you're right.
At first I thought the changes were just for weapon/tool crafting levels, but it says "Perks no longer unlock recipes..." which means EVERY instance of crafting that you don't start with will now be locked behind RNG.

"Forge Ahead" all over again. :(
(I'm talking about the first time forges got locked behind a book, not the time where it was also locked behind a minimum level which felt awful as well)
Last edited by FT; May 24, 2022 @ 10:07pm
Shurenai May 24, 2022 @ 11:23pm 
Originally posted by RayTcharlze | #FreeTheWorkshop!:
Also, this new system seems highly abuseable by cheesing teams, especially against solo players. what prevents a team of players to say "let's get to 99/100 on each player specialty, then don't put in the hundredth book, so we keep finding more and more of them to trade to each other and everyone have everything maxed in a few days even on skills they didn't invest in at all"
Players with everything available in a few days like this, will have a certain and unfair advantage against any solo players... they are already more numerous and have more loot time/build time/craft time as a team, and now they could abuse this and have everything at 100/100 with only a few levels... while the solo player will have almost only what he specialized in. He'll be facing, for each specialty available in game, <enemy team number MINUS ONE> players able to craft that specialty...
imagine a team of 4 players, 1st says "I'll spec shotgun", second says "I'll spec rifle", Third one goes "I'll spec pistols", fourth says "I'll spec robo". Each one of them find and use the books up to 99/100, then give the other books to teammates. They can ALL be equiped with really decent weapons since they can craft for each others, but then at some point, one of the non-shotgun guy will have enough books to reach 100/100, and will craft the best shotgun ever and give it to that shotgun spec player, and maybe some more for himself and the 2 other players, while every other one is doing the same on their specialty...
A solo player against this team has to face not one but 4 players, but not only specialized players, but players with the best in everything already available... basically, cheesing exponentially since they don't have extra high lvl either, so even with 4 players bloodmoon hords are easily manageable, so they get more loot than they would get usually since clearing more zombies faster with extra good weapons, or get even better loot by going in a higher lootstage area for the bloodmoon and general looting since they are more numerous and can cover each other AND have better overall gear...
Know what's worse ? That "Miner build" mentioned some posts ago, could very well assume the role of a trader and trade with said team, getting what he needs from them while they get a ton of build/craft materials and built items in exchange; but with that rework, why would anyone go see him for anything, since :
a) He has to loot to get any recipe, they'd probably find the recipe they need faster than a solo miner,
b) Since he's busy looting, he is not mining, so he has no stock to offer for exchange.

Especially true since some items cannot be crafted, against all logics in this game...
It could take a long time to craft, let's say, mechanical parts, but it should be doable...
if you can mold "nails" and "ingots", you can mold a bar or flat metal support, or even a cogwheel... need some coal for carbon content for those high resistance pieces ? fine, part of the recipe then, and ON to the crafting table to assemble the item from parts...
Want to craft them faster ? How about a lathe "mod" on the crafting table, just like the forge has crucible, anvil and such ? Perfectly logical, you assemble it faster since you can use a lathe to correct and adjust the various parts...
Same for a lot of things in the game, it should take time either on each craft or on "analysing & replicating" something complex, but the higher in that (or those) spec(s) you are, the less time it takes and the less items it needs to finish understanding it completely.
I mean.. A single player is outclassed by a team in essentially every way with the current system. A single player will and should be outclassed by a team in basically every situation to begin with. It's one player vs n players; They can do and accomplish n times as much as a single player.

So I'm not sure what exactly is new? And 7DTD is a 1-8 person coop game to begin with. PvP was an addition made by popular demand but isn't really an intended part of the experience; Nor is it something they're going to spend much time balancing for- Especially not to the detriment of the intended PvE Co-Op experience.


Really though, The 'solo miner' as you put it will just trade his time gathering materials to the team in return for the schematics and such that he personally needs; And the team will fund him those things because they don't want to do the mining- If they did, They'd already be doing it themselves, there would already be a miner on their team and they wouldn't need or want to trade outside as it empowers other players. So since the team doesn't want to do the mining, it's in their interests to empower that solo miner so that he can actually give them material returns. The miner can mine, the team can do whatever they want- Everyone wins.
Last edited by Shurenai; May 25, 2022 @ 1:56am
Blue_Skies May 25, 2022 @ 2:44am 
I'm with the LBD camp, I know we won't be getting that back but this is a huge step better than skills locked under Attributes, current unimaginative skill system was one of the reasons I stopped playing a while back.

But my main concern as others have said is the lack of progress in expanding 7days world mechanics. Zomboid's world feels incredibly alive with radio stations, helicopters, survivor houses, survivor notes, video tapes, numerous vehicles of differing levels of quality, the list goes on, but when I reinstall 7days the world feels empty.

Instead we're getting floating icons, repeated trader quests, fixed biomes instead of changing seasons, zombie fixed positions in weird places in pois, twitch integration, the list goes on and none of these help make the world come alive.

Not having a go at the devs, 7days will always remain one of my all time faves but it hasn't blossomed into the survival game i was hoping it would be, it's just become very stale with constant reworks instead of additions and expanding on its fundamentals.
aY227 May 25, 2022 @ 3:06am 
Originally posted by Shurenai:
So I'm not sure what exactly is new?

So why to change it? If nothing is new?
This is typical Shurenai bs logic.

You picked ONE post with fundamental flaws and responded to it.

Originally posted by Shurenai:
Really though, The 'solo miner' as you put it will just trade his time gathering materials to the team in return for the schematics and such that he personally needs

You seriously still can't understand why this won't be possible?
Uncle Al May 25, 2022 @ 3:40am 
Originally posted by aY227:
Originally posted by Shurenai:
Really though, The 'solo miner' as you put it will just trade his time gathering materials to the team in return for the schematics and such that he personally needs

You seriously still can't understand why this won't be possible?

I can't. Unless the way 'loot drops slightly modified by perks' means 'put one point into knives and no other weapon crafting magazine will ever drop for you again' and it's been pretty clearly intimated that the plan is not to work that way.

A slight bias towards the looters perks will give you a scenario more like this:

Knife guy and spear guy go looting, club guy stays home.

Knife guy gets 20 knife magazines, and 15 of every other type. Spear guy gets 20 spear magazines and 15 of every other type.

They come home and share out - Knife guy has 35 knife mags, spear guy has 35 spear mags and club guy has 30 club mags.

That is not, to my mind, a total disaster that means club guy can never craft and is doomed to fighting with hair straighteners.
Shurenai May 25, 2022 @ 3:52am 
Originally posted by aY227:
Originally posted by Shurenai:
So I'm not sure what exactly is new?

So why to change it? If nothing is new?
This is typical Shurenai bs logic.

You picked ONE post with fundamental flaws and responded to it.

Originally posted by Shurenai:
Really though, The 'solo miner' as you put it will just trade his time gathering materials to the team in return for the schematics and such that he personally needs

You seriously still can't understand why this won't be possible?
I didn't say that there was nothing new in the crafting system. What I was referring to by "So I'm not sure what exactly is new" is that there isn't really anything new in the dynamic of solo vs team; The context should be enough to indicate that.

A solo person will NEVER be able to do everything that a team can on the same magnitude with the same level of efficiency, Assuming that all is equal.

It doesn't matter if it's the new system, the old system, the oldest system, some other game, or what have you- One person cannot do the work of ten. There is nothing 'New' introduced by this new system in that regard; One person still won't be able to outclass a team. They can't currently outclass a team. They will never be able to outclass a team.


And no, I don't understand why this won't be possible. Speccing into a given perk does not completely prevent you from getting any other kinds of skill book. The team who has no use for certain kinds of books can trade them away now; And they will still be able to in the new system.

If the team can get a resource that the miner wants, and trade for resources a miner is willing to obtain for them, where is the disconnect exactly? Why are you convinced that the team cannot trade their mining tool books to the solo miner in return for him providing them materials? Especially when this team with more resources and more power to be out looting can definitely bring in more books overall to begin with which will undoubtedly more than offset their lack of points in the skill that makes the miner's books more common.


And yeah. I respond to specific things, As do you- I don't see you singling out anyone else, in your post. I don''t see you replying to the other 55 posts in this thread in your post- Just mine.

Fun fact; I have a life. Just like you do. I don't have infinite time. I'm not going to sit here and go post by post by post and answer every little issue that every single person has. I'm going to use my brain, figure out which ones I don't need to respond to, and respond to whichever one is most relevant to the time I have and that I feel I can do the most by addressing. Typically, that is going to mean responding to one of the latest comments in the thread at the time as that's usually whatever is present at the time that I'm responding- If I hadn't responded to someone earlier in a thread, I'm not going to do so 3 pages later.

I'm also not going to sit here and tell people not to have opinions- If someone thinks it'll be bad and they don't elaborate, cool, let them think that.

But when people pose exaggerated worries that have very little merit as far as I can see, I'm going to step in and leave my two cents because letting that exaggeration go on unchallenged just leads to people taking those exaggerations as fact and parroting them elsewhere; 'Noone challenged it' after all, 'there must not be an argument against it.'

And, It is, after all, a public forum. I can respond to whoever I wish, whenever I wish, in whatever manner I wish so long as I do so within the forum rules. There is no rule that states "You must formulate a response to every single thing in the thread all at once"; Nor should there be.

Originally posted by Uncle Al:
Originally posted by aY227:


You seriously still can't understand why this won't be possible?

I can't. Unless the way 'loot drops slightly modified by perks' means 'put one point into knives and no other weapon crafting magazine will ever drop for you again' and it's been pretty clearly intimated that the plan is not to work that way.

A slight bias towards the looters perks will give you a scenario more like this:

Knife guy and spear guy go looting, club guy stays home.

Knife guy gets 20 knife magazines, and 15 of every other type. Spear guy gets 20 spear magazines and 15 of every other type.

They come home and share out - Knife guy has 35 knife mags, spear guy has 35 spear mags and club guy has 30 club mags.

That is not, to my mind, a total disaster that means club guy can never craft and is doomed to fighting with hair straighteners.
Yes. Exactly. There seems to be this broken idea going around that speccing into a skill will preclude you from getting any other books- That is not how it works, IT specifically says in the explanation that you can still find other books, You'll just find more of a book you have a requisite skill for.

Knife guy finds 20 of his magazine, and 15 of every other type- That means he has 15 of every other type to trade around and buy services from other players or to share with his team mates.
Last edited by Shurenai; May 25, 2022 @ 3:55am
aY227 May 25, 2022 @ 4:20am 
20 knife magazines xD
Oh, optimists.

There are 23 categories - if you will spec in one you will get a lot more of that one - simple as that.
Good luck getting anything other.

It absolutely forces looting and fighting for loot containers.
Now a crafter/miner can unlock schematics for team just by mining - not possible anymore in a21.
Everyone will be now jumping to open every container to apply bonuses for himself.

Perks now govern the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world

Doesn't look like a 'slight' bias.

But ok, defend it as much as you want - can't wait for a21 stable.

Edit: it breaks both early game (because specialized roles doesn't exist anymore) and end-game (because by exploiting system everyone can craft anything)
Last edited by aY227; May 25, 2022 @ 4:27am
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Date Posted: May 18, 2022 @ 12:52pm
Posts: 231