7 Days to Die

7 Days to Die

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CaptainBeard 4 JUL 2024 a las 6:06 p. m.
World feels dead
My friend and I have played this game many Alphas. One thing I have really noticed this time, is that the world feels even more dead then normal. I have set Zombie spawn at 80, animal spawn at 80. We are on day 16 and still have not received a wandering horde. Our base has never been attacked once, and we are in the middle of a town, We can walk down the roads in the middle of the night and maybe see 2 zombies. During the day we can travel freely throughout the world and hardly come across any Zombies. The buildings have Zombies in them, but doesn't even seem like there is hardly any in them as well. I have difficulty set to warrior. Even animals seem like there isn't many roaming around.

Does anyone know if they have noticed this also in there worlds or if they know of any changes on the spawning of zombies? We just dont see any other then when we go into a building. It makes the game feel lonely and dead (considering its a zombie game) lol.
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Mostrando 61-75 de 79 comentarios
BigRowdy 28 SEP 2024 a las 12:53 p. m. 
Publicado originalmente por -=Mr. Griffin=-:
As a long-time fan of 7 Days to Die, I'm disappointed to say that version 1.0 has left me feeling underwhelmed. While I appreciate the effort to make the game more console-friendly, some of the changes have negatively impacted the overall experience. The limited draw distance for objects and zombies, as well as the limited zombie spawns in the forest and burnt forest biomes, make the world feel empty and lacking in action. While there is some increase in difficulty in the winter and wasteland biomes, it's still not enough to provide the level of action and challenge that experienced players are looking for. The game used to be known for its immersive and challenging gameplay, but the current state of the game leaves much to be desired. I hope that the developers will take these issues into consideration and make adjustments to bring back the excitement and challenge that made 7 Days to Die such a beloved game.

While version 1.0 of 7 Days to Die has brought some disappointing changes, there are also some improvements that deserve recognition. The world looks cooler and more clear, and the muddy look of the zombies adds to the atmosphere. The feral and irradiated screamer zombies provide a good challenge, especially when you're away from your base. The new vehicle handling feels and looks great, and the addition of zombie dire wolves is a welcome one, even if they die a bit too easily. The jump scares and significant damage they inflict make up for their quick demise. Overall, while there are still issues to be addressed, there are some positive changes that show the developers' continued effort to improve the game.

In conclusion, I would like to encourage the developers to continue listening to the PC community, as they have been the longest-standing and most dedicated part of the player base. While it is understandable that the game must evolve and cater to different markets, it is important to remember that the PC community has been instrumental in making 7 Days to Die the success that it is today. By addressing the concerns of this community and finding a balance between console and PC gameplay, the game can continue to thrive and provide an exciting and challenging experience for all players.
Thing is they really don't listen and never really have. At least not to everybody. The disappointment by most vets is overwhelming and I can almost promise they won't change a darned thing.
NHLreturns (Bloqueado) 28 SEP 2024 a las 2:03 p. m. 
they dont care, its unfortunate

contempt with just another dungeon crawler
Stg. Gorman 28 SEP 2024 a las 2:09 p. m. 
i have "walker-sim" MOD installed with a Population Density of 400, Some good group management and there are zombies everywhere. :) Its deadly, if you can get your ♥♥♥♥ together and dont get an infection within the first 15mins you are a lucky bastard.
Midas 28 SEP 2024 a las 2:59 p. m. 
It feels like they wanted the forest to be the ultimate casual snoozefest. Roaming hordes and ambient zombies are pretty much constant once i move on from there. Makes me wish we could pick our starting biome.
Warlock 28 SEP 2024 a las 3:17 p. m. 
In addition to the changes from earlier Alphas, maybe there is a bug in the Warrior setting.

My last game was on Nomad, solo, and I had two wandering hordes by day 14, sparse but regular wandering zombies, and one multi-screamer horde on night 13 that was difficult to deal with and not blow through my horde night ammo.
minisithe 28 SEP 2024 a las 4:49 p. m. 
Publicado originalmente por Midas:
It feels like they wanted the forest to be the ultimate casual snoozefest. Roaming hordes and ambient zombies are pretty much constant once i move on from there. Makes me wish we could pick our starting biome.
I can travel to a new biome at the start of the game.
Midas 28 SEP 2024 a las 4:52 p. m. 
Publicado originalmente por minisithe:
Publicado originalmente por Midas:
It feels like they wanted the forest to be the ultimate casual snoozefest. Roaming hordes and ambient zombies are pretty much constant once i move on from there. Makes me wish we could pick our starting biome.
I can travel to a new biome at the start of the game.

So can anyone, but depending on mapgen, some biomes might be 3km+ away in a specific direction. Would still rather be able to just start there. That used to be an option.
Dosboy 28 SEP 2024 a las 6:06 p. m. 
Publicado originalmente por Cemuvi:
I understand that I can edit the spawning.xml file, but my problem is that every time I load the game, the file gets overwritten and resets back to the default settings. Is there a way to stop the game from doing that and keep my custom spawn rate changes?
(I miss Steam workshop ifor this Game...)


Publicado originalmente por dragonsphotoworks:
im afraid to post link but here is what to lok for on nexus.
Stallionsdens More Animals V1.0

Thanks for the recommendation! The mod actually works fine.

My only question is whether just the host needs to install the mod, or if everyone who joins also has to install it. Since it's only a server setting change and not adding new assets or other stuff, does it still need to be installed on all clients?

Yes. I think it was mentioned above about making/copying a mod for this. Kaine made a mod called Dangerous cities that increases the zombie spawns. You can install that and find the lines in the spawning.xml that increase the spawn's for each biome and tweak them for your liking. If you do some research you should be able to find how to do this. It's pretty easy. I'll try to post my version below if it will let me. So, you'll want to install the dangerous cities mod and open the spawning.xml file in the mod not the base game. These numbers I have are pretty good.
Dosboy 28 SEP 2024 a las 6:06 p. m. 
I have mine tweaked up pretty good. The lower "maxcount" less zombies, higher the more. Pretty obvious. :) "Respawndelay" is pretty obvious what it is. Have to be careful to not put too many zombies or your game will seriously lag.
<config>
<set xpath="/spawning/biome[@name='pine_forest']">
<spawn maxcount="3" respawndelay="0.5" time="Day" entitygroup="ZombiesAll" tags="wilderness"/>
<spawn maxcount="4" respawndelay="0.3" time="Night" entitygroup="ZombiesNight" tags="wilderness"/>

<spawn maxcount="8" respawndelay="0.3" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown"/>
<spawn maxcount="8" respawndelay="0.15" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown"/>

<spawn maxcount="4" respawndelay="2" time="Day" entitygroup="ZombiesAll" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
<spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

<spawn maxcount="8" respawndelay="0.3" time="Day" entitygroup="ZombiesForestDowntown" tags="downtown"/>
<spawn maxcount="8" respawndelay="0.1" time="Night" entitygroup="ZombiesForestDowntownNight" tags="downtown"/>

<spawn maxcount="2" respawndelay=".25" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<spawn maxcount="1" respawndelay=".5" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
</set>

<set xpath="/spawning/biome[@name='burnt_forest']">
<spawn maxcount="3" respawndelay="0.5" time="Day" entitygroup="ZombiesBurntForest" tags="wilderness"/>
<spawn maxcount="4" respawndelay="0.3" time="Night" entitygroup="ZombiesNight" tags="wilderness"/>

<spawn maxcount="8" respawndelay="0.25" time="Day" entitygroup="ZombiesBurntForest" tags="commercial,industrial" notags="downtown"/>
<spawn maxcount="8" respawndelay="0.15" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown"/>

<spawn maxcount="4" respawndelay="2" time="Day" entitygroup="ZombiesAll" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
<spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

<spawn maxcount="8" respawndelay="0.15" time="Day" entitygroup="ZombiesDowntown" tags="downtown"/>
<spawn maxcount="8" respawndelay="0.1" time="Night" entitygroup="ZombiesDowntown" tags="downtown"/>

<spawn maxcount="2" respawndelay=".25" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<spawn maxcount="1" respawndelay=".5" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
</set>

<set xpath="/spawning/biome[@name='desert']">
<spawn maxcount="3" respawndelay="0.5" time="Day" entitygroup="ZombiesAll" tags="wilderness"/>
<spawn maxcount="4" respawndelay="0.3" time="Night" entitygroup="ZombiesNight" tags="wilderness"/>

<spawn maxcount="8" respawndelay="0.2" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown"/>
<spawn maxcount="8" respawndelay="0.1" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown"/>

<spawn maxcount="4" respawndelay="2" time="Day" entitygroup="ZombiesAll" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
<spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

<spawn maxcount="8" respawndelay="0.2" time="Day" entitygroup="ZombiesDowntown" tags="downtown"/>
<spawn maxcount="8" respawndelay="0.09" time="Night" entitygroup="ZombiesDowntown" tags="downtown"/>

<spawn maxcount="3" respawndelay=".25" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
</set>

<set xpath="/spawning/biome[@name='snow']">
<spawn maxcount="3" respawndelay="0.5" time="Day" entitygroup="SnowZombies" tags="wilderness"/>
<spawn maxcount="4" respawndelay="0.3" time="Night" entitygroup="ZombiesNight" tags="wilderness"/>

<spawn maxcount="8" respawndelay="0.09" time="Day" entitygroup="SnowZombies" tags="commercial,industrial" notags="downtown"/>
<spawn maxcount="8" respawndelay="0.06" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown"/>

<spawn maxcount="4" respawndelay="2" time="Day" entitygroup="ZombiesAll" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
<spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

<spawn maxcount="8" respawndelay="0.07" time="Day" entitygroup="ZombiesDowntown" tags="downtown"/>
<spawn maxcount="8" respawndelay="0.04" time="Night" entitygroup="ZombiesDowntown" tags="downtown"/>

<spawn maxcount="4" respawndelay=".25" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<spawn maxcount="4" respawndelay=".45" time="Night" entitygroup="EnemyAnimalsSnow" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
</set>

<set xpath="/spawning/biome[@name='wasteland']">
<spawn maxcount="3" respawndelay="0.25" time="Day" entitygroup="ZombiesWasteland" tags="wilderness"/>
<spawn maxcount="4" respawndelay="0.25" time="Night" entitygroup="ZombiesWastelandNight" tags="wilderness"/>

<spawn maxcount="10" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown"/>
<spawn maxcount="10" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown"/>

<spawn maxcount="6" respawndelay="0.05" time="Day" entitygroup="ZombiesWasteland" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
<spawn maxcount="6" respawndelay="0.025" time="Night" entitygroup="ZombiesWastelandNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

<spawn maxcount="10" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown"/>
<spawn maxcount="10" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown"/>

<spawn maxcount="3" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />
</set>
</config>
Última edición por Dosboy; 28 SEP 2024 a las 6:09 p. m.
minisithe 28 SEP 2024 a las 7:48 p. m. 
Publicado originalmente por Midas:
Publicado originalmente por minisithe:
I can travel to a new biome at the start of the game.

So can anyone, but depending on mapgen, some biomes might be 3km+ away in a specific direction. Would still rather be able to just start there. That used to be an option.
Yea more options are better in my opinion. It might confuse a lot of players having too many options but if there was an advance options that opens up it would make things more simple for most players.
Ivan 28 SEP 2024 a las 7:54 p. m. 
Publicado originalmente por ShatteredPumpkin:
yeah the game is becoming more and more boring especially cause the AI is getting dumber and dumber either they take a straight path where the easiest passage is or just go completely braindead xD but yeah the world feels hella dead i remember when the game was pretty new it felt like an actualy zombie apocalypse game zombies here and there now the worlds are hella empty but all that aswell because of the horrible optimization of the game more zombies = tons of fps drops
Id rather the AI be braindead because I remember last alpha I was literally losing 10-20 frames just having zombies exist in my vicinity and im betting it was entirely the pathfinding taking up all the resources.
Dosboy 28 SEP 2024 a las 9:25 p. m. 
Publicado originalmente por Ivan:
Publicado originalmente por ShatteredPumpkin:
yeah the game is becoming more and more boring especially cause the AI is getting dumber and dumber either they take a straight path where the easiest passage is or just go completely braindead xD but yeah the world feels hella dead i remember when the game was pretty new it felt like an actualy zombie apocalypse game zombies here and there now the worlds are hella empty but all that aswell because of the horrible optimization of the game more zombies = tons of fps drops
Id rather the AI be braindead because I remember last alpha I was literally losing 10-20 frames just having zombies exist in my vicinity and im betting it was entirely the pathfinding taking up all the resources.

What I hate now is you can cheese the AI just by jumping up and down. If they are near a tree or pole they will just run to attack that. For me that's a game-breaker. I have 7k hours into the game and don't think it was like that before. It's like being in Dev mode and being able to turn the zombies off. Not fun.
Enzime_UK 29 SEP 2024 a las 6:19 a. m. 
i just passed day 72, my base is in the wasteland on the edge of city (large town?)
i would LOVE to see the streets constantly crawling with the undead, i want that place to be a Code RED zone, but you can stand anywhere in that place and go AFK to make tea and biscuits, its a ghost town allll the time :(
FandangoChristmas 29 SEP 2024 a las 6:29 a. m. 
The game really started to die off after Alpha16. Game needs a re-roll for sure in design. Its definitely a good game for a noob survival player, or casual gamer right now.
SGT. D 29 SEP 2024 a las 8:15 a. m. 
Publicado originalmente por FandangoChristmas:
The game really started to die off after Alpha16. Game needs a re-roll for sure in design. Its definitely a good game for a noob survival player, or casual gamer right now.

This is exactly why I downgraded to A16. Game has suffered massive dumbing down since that version, and I'm not really interested in having to mod the hell out of my game to fix or put back what they removed. A16 is where I started and I think I'll keep mine there, I like the challenge the game had back then.
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Publicado el: 4 JUL 2024 a las 6:06 p. m.
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