7 Days to Die

7 Days to Die

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Jolly Jul 1, 2024 @ 10:12am
7th Blood Moon (day 49) done on 1.0
imo, now i can legitimately judge this update.
For the most part, it seems worth it, imo tho this doesn't seem like the update to call it "1.0 done"
After the Story update, it'll be actually done, god knows how many years that'll take, hopefully with the new revenue from the console it'll be enough to get it done soonish :smug:. I'm getting old, hopefully I can live long enough to see this game actually finished LOL.
There were some odd bugs here and there in 1.0 and there are still bugs I was hoping they would fix from last A21. Like when I leave my home chunk and return later, all my lights that are powered by generators they now have random effects, like blinking, appear damaged, dimmed, or caution yellow brightness and most of the time my lights are useless when they do this but also as you can see on my pics for reporting a bug Zs can't use doorway if it's 4 wedge blocks on both sides of doorway, they have to be regular blocks and idk why.
The armor being the biggest update in 1.0 (already doesn't sound like an update to finish a game but w/e) before I go ham on this subject my biggest fear when I first heard they were going to make Armor Sets was the problem with needing to carry with you entire armor sets just to do particular jobs just like having a pair of Looting Goggles for the job of when you open loot but then I thought maybe they know a way to prevent players from carrying 8 or 12 different armor sets or pieces... nope they have not...

That said the armor system is almost identical to Grounded which I actually like but I don't min/max that well in that game so idk if it's the same problems. 4 armor pieces, each piece has it's own ability (i would say "unique" ability but that's partially not true with several having the same ability as another armor piece) but if you have the whole set of 4 items of that particular armor type like the Nerd Armor Set, you get a bonus passive ability but those Set abilities imo aren't that great cuz it's better to mix and match abilities from different sets like the Nerd Helmet gives additional XP while the Nerd Shoes only prevents fall damage, yet the Atheletic Shoes is Light Armor with Increased Running Speed, so yeah, im gonna wear a mix of different clothe items and almost never get the Set Bonus, my car has about 2 set armors, about 7 armor pieces, with my Mining armor and my Salvage Armor at home waiting for me to leave from home specifically for mining or salvaging and not on the road doing other things and take advantage of being in that area for other reasons but the 7 pieces i need with me at all times for looting/lockpicking/sneaking (assassin's armor is great at sneaking at night time without any skills in From The Shadows) so I can stay outside even in Wasteland doing missions and get out of sight, anyways that's just a strategy but I knew this problems was gonna be a future issue for min/maxers like myself. So I carry all 3 main vehicles which I didn't before but must have 4x4 for the added room instead of just speed to unload loot after a job cuz now i need to bring supplies (food/candies/gas/ and now a bunch of armor pieces) with me.
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Showing 1-9 of 9 comments
PinkPanther Jul 1, 2024 @ 11:29am 
People actually do that? Swap gear everytime they do something?
For me it's just not worth it... for lockpicking I can just smash the boxes. Takes a bit longer but hell, my inventory is full anyway.. no room for more clothing options.

Also I miss core gameplay elements of a survival game:
cold
heat
managing clothes
PROGRESSION with armor

As it is now you just do the following:
get skillbook armor
have every armor available to you by using GENERIC ARMOR PARTS (lazy) and GENERIC ARMOR CRAFTING KIT (HAHAHAHAHA) and leather/cloth. xD

Don't tell me it's a placeholder for future updates.
Lockpicking is a placeholder. For >2 years now I think.
Last edited by PinkPanther; Jul 1, 2024 @ 11:30am
Jolly Jul 1, 2024 @ 12:39pm 
Originally posted by PinkPanther:
People actually do that? Swap gear everytime they do something?
For me it's just not worth it... for lockpicking I can just smash the boxes. Takes a bit longer but hell, my inventory is full anyway.. no room for more clothing options.

Also I miss core gameplay elements of a survival game:
cold
heat
managing clothes
PROGRESSION with armor

As it is now you just do the following:
get skillbook armor
have every armor available to you by using GENERIC ARMOR PARTS (lazy) and GENERIC ARMOR CRAFTING KIT (HAHAHAHAHA) and leather/cloth. xD

Don't tell me it's a placeholder for future updates.
Lockpicking is a placeholder. For >2 years now I think.
Yeah I do miss the clothes but the heat/cold is gotta be something they put on the back burner cuz of lack of clothes
so yeah the whole lock picking thing is mostly due to respecing away from strength and playing Insane Nightmare in Wasteland and i dont want to aggro at night time, it's just faster to pick locks with Rogue gloves, including Cop Cars, im not gonna smash open cop cars on Insane Nightmare.

Can level up fast as long as you have the arrows/bolts > night time > wasteland > city biome but open area > zombies spawn faster than you can reload your bow and you just shoot non-stop, each shot kills even rads, pop in everything you need for XP gain and works great, not the fastest XP but consistent, when it becomes daylight, switch armor for more melee oriented etc
thestile Jul 1, 2024 @ 12:52pm 
I won't be swapping armors at all for activities. Farming is the exception though, because the bonuses are pretty important to farming.
Jolly Jul 1, 2024 @ 1:43pm 
Originally posted by thestile:
I won't be swapping armors at all for activities. Farming is the exception though, because the bonuses are pretty important to farming.
not even Mining or Salvaging? ballsy
Dester Jul 1, 2024 @ 1:47pm 
Originally posted by thestile:
I won't be swapping armors at all for activities. Farming is the exception though, because the bonuses are pretty important to farming.
Farming is mostly not needed... the bonuses to mining and salvaging are way way way more important than farming.
GR4V3 MIST4K3 Jul 1, 2024 @ 3:14pm 
Nice flex on the bloodmoons. Congrats. I am starting to hit a wall at Nomad with my reinforced POI and I barely finished BM3 tonight. I can't find a cement mixer and all ammo except for arrows ran out so fast. I'm having fun and I'll be looking to get some horde base going for the next one.
Coakie Jul 1, 2024 @ 3:54pm 
Originally posted by GR4V3 MIST4K3:
Nice flex on the bloodmoons. Congrats. I am starting to hit a wall at Nomad with my reinforced POI and I barely finished BM3 tonight. I can't find a cement mixer and all ammo except for arrows ran out so fast. I'm having fun and I'll be looking to get some horde base going for the next one.

Take daring adventure level 3. It's still very overpowered on top of getting 2 rewards for quests and quest tier upgrades. Also infestation quests are meta because they give way more cash and the rewards and time are way more efficient, not to mention the infested cache gives loads of ammo and at level 5 infestation it gives 10 blade traps in the bundle. I have a cement mixer, chemistry station, motorcycle, level 5 steel club, and level 3 ak-47 on day 14 with default settings, and I don't even need to mine for oil shale because the quests rewards are giving me tons of gas and food. For horde bases, you can use the standard hatch base because that's still op, but I like to build a walkway with blocks and blade traps for the zombies to hop on and spend more time getting to me, with electric fences and sledge turrets in the way to stall them even more. I play on default settings except for nightmare speed zombies at night and 64 max alive during blood moons. And if you want to break the leveling system, just use the learning elixir and the other xp mods, especially when you are about to claim rewards or challenges.
Shi-an Jul 1, 2024 @ 4:09pm 
You don't really lose much by not having multiple armour sets on you at all times, except for headsets: enforcer for buy/selling, nerdy for exp, rogue for loot bonus. The rest you can keep at your base and just bring them when you're going to undertake the specific activity.
Jolly Jul 1, 2024 @ 4:43pm 
Originally posted by Shi-an:
You don't really lose much by not having multiple armour sets on you at all times, except for headsets: enforcer for buy/selling, nerdy for exp, rogue for loot bonus. The rest you can keep at your base and just bring them when you're going to undertake the specific activity.
that's still at least 3 times more than all previous alphas tho... just keeping looting goggles in your inventory was slightly annoying as well and remember to put it on before looting and that was just 1 item but even worse when you're trying to min/max and even worse still when you have conflicting attribute mods vs the XP and Loot mod depending on what you're doing, especially not having all items. sometimes gotta put a mod from one helmet into another helmet cuz you need 2 of that type of mod.

When you're still learning crafting books you need to hold onto all those crafting books just to temporarily put on Nerd chest to get through the crafting books faster cuz Nerd chest piece gives more crafting books chance...

Regardless, you're agreeing with me, I could say exactly what you're saying as an argument to why it's more tedious now than before. If they include a hotkey, lets say press a UI button to assigns an armor loadout if you have those armor pieces in inventory it'll attempt to switch your armor with the armor you assigned to Ctrl 1 so you could switch over with ease (doesn't have to be instant either, could give a 3 second cooldown/delay or w/e and that would be fine) or at the very least do what Grounded did and have an Armor stand and you hold down E while looking at it for 3 seconds and it'll automatically trade your armor with the stand's armor, viola!:steamhappy:
Last edited by Jolly; Jul 1, 2024 @ 4:50pm
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Date Posted: Jul 1, 2024 @ 10:12am
Posts: 9