7 Days to Die

7 Days to Die

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HardRock 2023년 5월 28일 오전 8시 26분
I dont like to use separate bases for living and for horde nights
It ruins immersion. Why do all zeds attack me, If the main source for "heating" some chunk is a working forge, blinking torches, cooking food? Seems like they should be attracted to my food storage more than to me.

Also, that hardcoded constant "7 days" make no sense. If you play stealth build barely making a sound, you will have the same horde at day 7, as someone who was throwing grenades around. Or someone, who just replaced a few windows in abandoned house has the same horde as the guy who built a huge base and spent all days hammering new blocks.

My idea is simple: leave the 7th day horde as it is, but all other hordes should be on random nights depending on chunk "heat" value, where you stay at night. So building a separate "killer" base will be useless: that remote location is not "hot" enough to spawn horde. While your main base with forges, campfire, cement mixer will heat really fast, spawning a horde when it reaches some heat limit.

Ofcourse, there should be some early signs of horde incoming. For example a danger indicator in UI, like the one that shows your visibility while chouching. Or an item, radio - that tells in morning news, when a new horge is approaching your region.

This will balance some non-combat builds, that rely on stealth or farming to survive. And if you want your horde earlier or bigger - blow some explosive barrels to attract more zeds.
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Tahnval 2023년 5월 28일 오후 2시 32분 
Gards님이 먼저 게시:
[..] Anyway i'm not going back until UE5 is running 7days.

Never going to happen. UE5 is not the panacea it's made out to be. In this case it's worse than the current engine because the current engine is better suited to voxel games. At least for now.

Even if it wasn't (but it is), moving to a completely different engine would take ages. It would be a wholesale remake of the game. I doubt if TFP could get it done within 5 years. Alpha 22 by 2030, maybe.

And why do it anyway? While it's true that UE5 can be used to render spectacular graphics, it doesn't do so automatically. Also, a voxel game running graphics on a par with the UE5 tech demos wouldn't run at playable framerates on any PC. You'd need a workstation built for it, at least. Maybe US$20K would be enough. Probably not.

If you want 7DTD to switch from a voxel game to polygon game, well, that would be a different game. So we're back to the remake situation again. What's the point?
Tahnval 2023년 5월 28일 오후 2시 38분 
HardRock님이 먼저 게시:
Shurenai님이 먼저 게시:
And for the record, the blood moon is why this event happens on a weekly basis- Whatever is happening on the zombie side is supernatural/beyond our comprehension, and the blood moon rouses them and lets them work together under what is essentially a hive mind.

That's why the horde night is targeted on you- After a week of passively tracking your area of activity, the hive mind wakes up on the blood moon and knows EXACTLY where you are, And goes for You- Not for your things.

It encourages to build ugly bladed ramps that are usable only once a week, and it doesnt feel right for me. I'm not sure if anyone enjoys building these. While killing zeds, exploring POIs and using new toys is alot of fun.

Once a week I have to shoot a horde of zeds running in a straight line to me. There is no skill involved only my DPS. And it happens for only one reason - there are no other targets for them, that I'd wish to protect except myself.

I just turned the tower defence event off entirely. Before I even started playing. I checked that it could be turned off before I bought the game and wouldn't have bought it otherwise.

Instead, I use mods to put wandering hordes in (or play overhaul mods with wandering hordes in). A horde can appear any time, anywhere. Might be zombies. Might be animals. Might be zombie animals. Not as many as a high-number blood moon horde, but you have to tackle them wherever you happen to be, without a horde base. That suits me far better than a magic tower defence scenario, which appeals to me about as little as it seems to appeal to you.
DocRabbit 2023년 5월 28일 오후 3시 03분 
I agree, I prefer the no BM style with the adjusted wander hordes with frequency cranked up as well as count. It makes the horde defense more of a "any given moment type of thing" and alot more fun than the twoer style of play.
HardRock 2023년 5월 28일 오후 6시 03분 
Tahnval님이 먼저 게시:
I just turned the tower defence event off entirely. Before I even started playing. I checked that it could be turned off before I bought the game and wouldn't have bought it otherwise.

Instead, I use mods to put wandering hordes in (or play overhaul mods with wandering hordes in). A horde can appear any time, anywhere. Might be zombies. Might be animals. Might be zombie animals. Not as many as a high-number blood moon horde, but you have to tackle them wherever you happen to be, without a horde base. That suits me far better than a magic tower defence scenario, which appeals to me about as little as it seems to appeal to you.

Can you tell me what mods you use and show any link to modding guide? I dont know how to mod a game in steam.
HardRock 2023년 5월 28일 오후 6시 30분 
Tahnval님이 먼저 게시:
If you want 7DTD to switch from a voxel game to polygon game, well, that would be a different game. So we're back to the remake situation again. What's the point?

7DTD is not rendered as a voxel game, while it uses blocks for building. There are few voxel games actually and all of them were made using some custom voxel engine (like Teardown, Vangers). Most games like minecraft, rust or 7DTD use polygons to render their blocks. The difference is in these games 3D models are made dynamically, by merging together multiple blocks in a chunk and deleting invisible polygons between them. You can also notice that objects like doors, crafting stations and NPCs are rendered as polygonal 3D models too, if they were made of voxels they would look blocky.

But switching to UE5 is still dumb idea. There is no guarantee that it will run better or have better graphics. And the game will have to be totally remade from scratch. Unity and UE5 have different features, resource formats, project structure.
James 2023년 5월 28일 오후 8시 49분 
HardRock님이 먼저 게시:

Can you tell me what mods you use and show any link to modding guide? I dont know how to mod a game in steam.
There a ton of videos on youtube that will show you how to install mods. It's very simple. If there's one thing TFP has done right (and better than most), it's making the game as easy as possible for mod creators and users alike.

https://www.youtube.com/results?search_query=how+to+mod+7+days+to+die+alpha+20

Keep in mind though. In A20 you have a choice of creating a "Mods" folder in the game directory and placing your mods there. Or you can create a "Mods" folder in appdata/roaming/7daystodie folder and put your downloaded mods in that folder. Both will work.

However, starting in A21, installing mods in the game directory won't work anymore. You will have to use the appdata/roaming/7daystodie location. So I suggest getting used to this now.
James 님이 마지막으로 수정; 2023년 5월 28일 오후 8시 50분
Kamashii 2023년 5월 28일 오후 9시 00분 
That's why I just built my base under my horde base. Runs fine. No idea why people don't just do that
Tahnval 2023년 5월 29일 오전 9시 08분 
HardRock님이 먼저 게시:
[..]Can you tell me what mods you use and show any link to modding guide? I dont know how to mod a game in steam.

Neither do I. I've never seen any reason to do that. I either use a mod manager (7DTD modlauncher for 7DTD) or do it manually through file explorer. 7DTD is very easy to mod (probably because it was designed to be). You can just copy the whole game and pop mods into the mods folder in the copy. You can do that in your main copy of the game too, but that makes it harder to switch between sets of mods.

If you just want to install mods straight into your normal installation of 7DTD (or into a copy you made yourself), here's a straightforward video guide on doing it for Alpha 20 within Windows. No additional software needed. It'll be a bit different if you're running a Linux distro, but I'm guessing you're running Windows:

https://www.youtube.com/watch?v=TjkX7d_K6pw

The video is just 94 seconds long and only 80 seconds of it is about modding 7DTD. That's plenty of time to do a thorough job of showing and telling how to install mods into 7DTD. It really is that simple.

For sources of mods for 7DTD, here's two big ones:

https://7daystodiemods.com/
https://www.nexusmods.com/7daystodie

7DTD modlauncher is probably the easiest way to handle multiple 7DTD mod installations if you're not familiar with using a PC in any way other than running apps because it's modding by using an app. It will handle swapping sets of mods for you. It will handle the copying of the whole game for you if you want. At the moment, for example, I have 3 copies of 7DTD installed. One vanilla, one with the Wild West overhaul mod installed, one with the War3zuk overhaul mod installed. The reason for multiple installations is (i) to preserve a vanilla installation and (ii) to prevent mod conflicts between different overhaul mods. You can also download mods from other sources and manually add them to the list of mods that can be handled through the modlauncher, although many are already included.

Nowadays I don't play vanilla 7DTD so my use of individual mods is limited. I almost always play overhaul mods, which essentially install as if they were a single mod. I also install the craft from containers mod if it's compatible with the overhaul mod I'm using and if the overhaul mod doesn't already include it. Same goes for the Stop Fuel Waste mod, although that's much less important to me. That's it for extra mods on top of overhaul mods and some overhauls mods I play without any extra mods. Wild West, for example. Craft from containers mod isn't compatible with it, so I just played it as is.
Tahnval 님이 마지막으로 수정; 2023년 5월 29일 오전 9시 09분
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