7 Days to Die

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Armor bonuses slight rework, and a couple other topics
So, 1st of all, its really nice to have some AAA looking armors. It really brings the game into a more polished look.

That being said, I'm assuming the goal was to entice players into wearing full sets of gear. I'd have to say, respectfully, that that was a failure. So far, the piecemeal approach is the most efficient.

Here are my comments & suggestions to remedy this:

-Armor bonuses:
-Set bonuses are almost entirely *less* useful and less unique than what bonus a single armor part from a given set give. So far, I have never felt the need or the interest in wearing a single full set, despite having access to everything in the late game. A great example are the preacher gloves giving up to +60% (IIRC) to undead damage. This bonus is by FAR the best single bonus of this set of armor (maybe even the game). If anything, it should be the set bonus that gives you this, not the gloves. The set bonus NEEDS to be the best to entice people to wear full sets. Secondly, the set bonus needs to be entirely unique OR universally useful. Unique means it changes how you play the game (Nerd outfit magazine bonus as an example), while universally useful is something that every player wants more of as a priority (+ 60% damage to the undead). I *want* to wear full sets; the bonuses just don't lend themselves to it.

In short, take the single most unique and/or universally useful bonus from each individual armor set, make that the set bonus (or create a new one that fits this) and bobs your uncle. Things like increased durability of tools as a set bonus, such as the nerd set, are neither very unique (doesn't affect game play at all, only resources) nor universally useful (most people don't place a priority on gaining more durability on items throughout their playthroughs).

-An alternative to the above while still incentivizing wearing full sets would be a system where each armor set have 3 or 4 bonuses that all go up as you wear more of the set, with the bonus scaling as you add parts. Example : the assassin's set give sneak effec., sneak damage, zombies searching for you less, and another one. At 1 part, its 5% (+5) better in each. 15% (+10) at 2 parts. 30% (+15) at 3, 50% (+25) at 4, and maybe a unique set bonus on top of that, which again, really needs to be unique or universally useful rather then niche and QoL related. Just a thought for an alternative.

-I would standardise the bonus progression across all armor sets (in some cases, it goes 10, 20, 30, 40, 50, 60% from lvl 1 to 6, while others are 5, 10, 15, 20, 25, 50%. This should be standardised. Personally, I would lower the difference between lvl 1 and lvl 6 to around +50% better, not +100%. The incentive to just wait for lvl 6 and never craft much before then is too high.

-Weapons & tools:
There aren't enough differences between a lvl 5 weapon and a lvl 6 legendary weapon. On armors, the difference is usually quite dramatic. On weapons, you don't get your money's worth. IMHO, I would at least enable an extra mod slot by virtue of having a lvl 6 vs a lvl 5. Otherwise, using a legendary crafting kit for a lvl weapon that *isn't* the top tier of that weapon class (such as the Desert Vulture or Autoshotgun) really feels like a waste.

-Skill Books:
Finally, I think it would be nice if there were (finally) a set of books (the ones that gives unique skills, of which there are 7) for each weapon. Knives, Sledge hammers do not have a book series and I don't know why. It would make those weapons far more balanced (especially knives) with the rest. The increased likeliness of getting skill books of the weapon type in which you have skill points is a great addition; it would be even greater if it were applicable to each weapon category.
Last edited by F.D.Roosevelt; Jul 7, 2024 @ 9:48am
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Showing 1-5 of 5 comments
Ruffio Jul 7, 2024 @ 11:20am 
Imho every clothing piece should just have been a blank canvas. Then had a "skill slot" or something on the pieces where you could slot in skill/bonus as you wanted. That way you could used the set you wanted, and get the bonus you wanted.
F.D.Roosevelt Jul 7, 2024 @ 1:30pm 
Originally posted by Ruffio:
Imho every clothing piece should just have been a blank canvas. Then had a "skill slot" or something on the pieces where you could slot in skill/bonus as you wanted. That way you could used the set you wanted, and get the bonus you wanted.

Yeah, I'm refraining from giving my opinions about the change itself and keep it to what is the least amount of changes and effort needed to fix the system they already implemented.
Kryzx Jul 7, 2024 @ 2:02pm 
Honestly you gave some great suggestions with the new update. It's too bad TFP doesn't even bother listening to anything on the Steam discussions lol.

I would add they need to offer some different bonuses for the armor footwear too. They all do the same things (fall distance, run speed/run stamina regen) with only Assassin, Scavenger, and Farmer having unique abilities. Like you suggested, give those unique abilities when the player wears the full set.

Can't even keep the jars from drinking waters, so why not make it I can get a lower chance of dysentery if I strap on a pair of boots from an armor set. :steammocking:
Ruffio Jul 7, 2024 @ 9:17pm 
Originally posted by Kryzx:
Honestly you gave some great suggestions with the new update. It's too bad TFP doesn't even bother listening to anything on the Steam discussions lol.

I would add they need to offer some different bonuses for the armor footwear too. They all do the same things (fall distance, run speed/run stamina regen) with only Assassin, Scavenger, and Farmer having unique abilities. Like you suggested, give those unique abilities when the player wears the full set.

Can't even keep the jars from drinking waters, so why not make it I can get a lower chance of dysentery if I strap on a pair of boots from an armor set. :steammocking:

Complain about the water thing is just silly. My friend and me just had horde night at day 70. We have a box that is filled with several hundred water, red tea, yucca juice and whatever. Just from looting and playing the game. We set up a couple dew collectors but we forget to empty them all the time, because... honestly not been needed.
Ruffio Jul 7, 2024 @ 9:19pm 
Originally posted by F.D.Roosevelt:
Originally posted by Ruffio:
Imho every clothing piece should just have been a blank canvas. Then had a "skill slot" or something on the pieces where you could slot in skill/bonus as you wanted. That way you could used the set you wanted, and get the bonus you wanted.

Yeah, I'm refraining from giving my opinions about the change itself and keep it to what is the least amount of changes and effort needed to fix the system they already implemented.

Some sets look cool and you would like to use them, but then you end up with bonus's you don't want, which is a big issue.
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Date Posted: Jul 7, 2024 @ 9:23am
Posts: 5