Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
About the single player meta, it surely is necessary to carefully optimize what perks you take when you want to play insane. But if someone plays below that then for example run&gun is a totally optional skill because you can always substitute run&gun with run ;-).
What you are (correctly) critizising is that 7D2D is leaving many veteran players out in the rain, but this is "by design". TFP would probably reply "Yes, but that is a consequence of our "meta" to have vanilla as introduction for new players and mods as the upgrade for veterans".
For me as veteran player who isn't even trying to play insane the focus on the trader for everything happening in the game is the more problematic part (but don't want to get off-topic here). In SP I can specialize without problem into any attribute and survive, even into perception which has never gotten a real balance-pass by TFP. And for me the attributes provide the soft pressure to really play a new strategy with every new playthrough. Something I could not do if I played at the highest possible difficulty setting where I had to use every scrap of advantage I can find.
I once heard someone from TFP say that it is by design that strength is the easiest of the possible attributes to play. So it is no surprise that it is part of any best meta build for insane players.
They already have. Undead Legacy makes farming make sense (IE picking crops and waiting for them to regrow, rather than destroying them), and already has a miles better water system than what funpimps is clowning around with in A21.
The second reason is much simpler than that and has everything to do with storage. If I pick a piece of corn and the next day another, the next day another, the next day another, then each piece of corn would either need to take up an individual item slot as to make the spoilage timers visible for the player or you would have stacks of food that have random spoilage within them which would somewhat defeat the purpose as you wouldn't really know how much edible food you really ever have at any given time.
I agree though, farming has gotten pretty lame. I very rarely ever farm honestly unless I'm playing an overhaul mod where food is harder to maintain or I actually need the buffs some of the foods give. Even then all you do is put down a farm plot, put your seed in, then wait, pick it, create a seed, put it in, wait, pick it, put the seed in, wait... it's to simple and tedious compared to exploring exciting new locations and finding food there or simply buying it from the trader your already going to visit. I had fun farming in Alpha 16 because food was rare to find, was needed, and building a farm required more ingenuity as to not have zombies destroy it or have it collapse your base if placed on the roof.
your looking at the stats for it as a math problem. but you forgot about a couple of things.
A: Unless you purposely keep a stock (which means your not using it) of seeds or product to make seeds, a single bad harvest can mean you have to rebuild your seed count below LotL 3. at perk 2 you can still roll all +1 fruit but no seeds (same chance) meaning your short 5 fruit instead of up 20.
B: Time it takes to get the food 2 standard days for most (3 for things like mushrooms). this means that every time you get a bad harvest even with LotL3 yay you got +10 fruit. but that also means you only get the 10 fruit cause the rest is used for seeds. then you get to wait 2 in game days for the next one. How much you going through a day? is it enough?
C: most recipes take Multiple crops to make. Corn near mandatory, Potatoes near mandatory, you making yucca smoothies? blueberries AND yucka, herbal meds? blueberries and mushrooms, Crysanthmum/coffee for drinks? the only three that are basically just useless are cotton (go raid a savage country, or break blinds in POIs), Goldenrod (Crysanthymum is better), and Aloe (Medial POIs are really good for meds).
D: How many plots of each are you making 10? more? just 5? the more plots you have the longer it takes to harvest and replant the farms. the fewer of each crop you have the MORE likely you are to have a bad crop because you have less redundancy (more likely to get "at least X" seeds more plots you have). how many plots is too many? enough to burn an entire day harvesting? 10 IRL minutes? 30?
E: at least with multiplayer its guaranteed you will need a lot so larger plots and specialization is encouraged. but that also means your (or someone elses) day will likely be spent Just farming with enough people.
F: Living on the Land 2 is literally useless. 50% chance for +1 fruit? hell i would rather get a 5% increase the the chance to drop a seed.
But honestly I'll settle for a food spoilage mechanic, much rarer food, much rarer animal spawns, and more viable farming mechanics. I don't think crops should be available at farm POI's, because the implication of having bandits in the world of 7 Days is that all those crops should already be harvested by them, and the only ones you can actually find are the wild crops that you spend each day hoping you'll come across on your travels, while living on a prayer. I also think vending machines should be one-time lootable, then permanently empty, I also believe food in POI's like in cupboards and fridges should be extremely rare, and often spoiled. I mean, make it thrilling, you know? It's too easy right now. Add a debuff to gradually lose more and more max stamina points the longer you starve, and a buff to gradually gain more and more max stamina the longer you remain well-fed. Make it EXTREEEEEME. Because in real life you can literally go a month without food, and the long-term result of fasting is autophagy which can literally cure cancer, so fasting can be good for you, but we can exclude that scientific reality entirely, and just make it so prolonged starvation just makes you become increasingly weak with less stamina to use until it becomes an existential threat where you can't even swing a weapon anymore because you weren't efficient enough.
This advice is not only incredible, but also free. Plz modders, you're my only hope.
I mean, unless TFP want to be the next HelloGames and have a redemption arc. I'll sing their praises forever if they do, lol
Make 7 Days Great Again lmmfao
It is already
Just change the settings that are already available and edit the xml when needed? lmmfao (to use your own words)
You know, is pretty easy, you dont need to be a genius to do it...
You just seems someone that want to find his meal ready, instead of doing it yourself.
7 days to die is one of the easier game where to make mods, they're literally xml documents quite self-explanatory with lots of annotations that explains what lines does what.
Like you said, some people are weak and smart, some are strong and dumb.... bye bye "enjoy" your game, if you can :)
You know what is realistic? Real life. If you are playing games for "realism" I think you chose the wrong hobby. I don't think I've played a single game of any genre or sub genre, that was ACTUALLY realistic. Come on, man. Use some common sense.