7 Days to Die

7 Days to Die

View Stats:
MrShadow Aug 1, 2024 @ 3:29pm
Inventory system
Why have Armor that give extra inventory slots if they wont actually give you the extra slots if you have already unlocked all available slots?

What I mean is I feel its easy to unlock the full inventory slots allowed with the pack mule skills. Just the way I do it. BUT the armor that grants more slots is a waste is you already have all the slots unlocked.

So why not give the armor the ability the carry 2X the amount of items in slots if not going to give more slots?
< >
Showing 1-15 of 55 comments
Chaoslink Aug 1, 2024 @ 4:29pm 
Pack mule is there so you don't need pocket mods and can slot other things into armor.
Last edited by Chaoslink; Aug 1, 2024 @ 4:29pm
Dreaming Prince Aug 1, 2024 @ 4:37pm 
Originally posted by Chaoslink:
Pack mule is there so you don't need pocket mods and can slot other things into armor.
im finding i have extra slots and theres not that many useful mods, so i just put in some crap like blankets, sound supressors and less fall damage even tho i have parkour. only my helmet is filled with useful things
Chaoslink Aug 1, 2024 @ 4:39pm 
True enough, there aren't that many good mods for armor except what you get in helmets. Its more a mid game thing when you only have level 1-4 armor and don't have more than 2 slots in each armor item.
BIT Bear Aug 1, 2024 @ 4:44pm 
Pack mule is kind of a noob trap and not worth the perk points.... you will shoot yourself in the foot with that one where you'll require an expensive potion to reskill later.


Edit:

I do wish that the default inventory would be bigger than it is on default. But there are mods to fix that. So if that is what you'd expected, then I advise to install those.
Last edited by BIT Bear; Aug 1, 2024 @ 4:46pm
IEATFETI Aug 2, 2024 @ 7:19am 
Originally posted by MrShadow:
Why have Armor that give extra inventory slots if they wont actually give you the extra slots if you have already unlocked all available slots?

What I mean is I feel its easy to unlock the full inventory slots allowed with the pack mule skills. Just the way I do it. BUT the armor that grants more slots is a waste is you already have all the slots unlocked.

So why not give the armor the ability the carry 2X the amount of items in slots if not going to give more slots?
bescause that alot of point? you gotta be what like leave 279? something like that to get all skills? i dont take pack mule ever im glad they gave more options other than the mods
OtterSwag Aug 2, 2024 @ 7:26am 
pack mule is garbo, should never be picked. And that is why the mods and +slots gear is good.
Chaoslink Aug 2, 2024 @ 7:27am 
I still take pack mule on occasion, speed can be a big factor in survival on harder settings so the encumberance speed penalty can be brutal. There’s usually skills I spec into early game with the intent to drop them later game when my resource situation has dramatically changed. For instance, when you have over 250 farm plots, a few weeks goes by and you’ll have three or more full stacks of every crop sitting around. At that point I don’t really need the farming skills anymore and am willing to dump them. The higher hunting reward perk as well stops mattering when I have 4 stacks of 1200 bones, 4 rows of full stacks of meat and over 1000 fat, so I drop that too. I also might’ve picked up iron gut to help with early game food and don’t need that anymore either, so I drop that too. Now that I have pocket mods I’m my tier 6 armor, I can drop pack mule if I took that too. By this stage of the game the cost of fergitin elixir is basically pocket change, so I’m much more willing to just drop these skills for others.
Reeva! Aug 2, 2024 @ 9:04am 
If memory serves, adding mods to armour increases some of the armour's stats, no matter what mod it is. Pocket mods indirectly make you tankier. Same for weapons, The Hunter mod deals 50% extra damage to animals, but also boosts your overall damage by a bit.

The only mods that don't do this are Silencers and Dyes, the silencer adds a damage penalty instead, until you read a specific Urban volume.
onanonehand8 Aug 2, 2024 @ 9:41am 
Originally posted by MrShadow:
Why have Armor that give extra inventory slots if they wont actually give you the extra slots if you have already unlocked all available slots?

What I mean is I feel its easy to unlock the full inventory slots allowed with the pack mule skills. Just the way I do it. BUT the armor that grants more slots is a waste is you already have all the slots unlocked.

So why not give the armor the ability the carry 2X the amount of items in slots if not going to give more slots?
It's the curse of playing vanilla 7D2D. For me, the biggest struggle is always inventory. I can't count the number of times I have tossed something, forgot I did and then spend a good amount of time looking for said item.

The solutions are a vehicle with extra storage, placing a storage chest outside the POI, and eventually getting a drone ( I hate the drone so there is that) or modding

Good luck with your choice.
The Met4l God Aug 2, 2024 @ 9:49am 
Originally posted by OtterSwag:
pack mule is garbo, should never be picked. And that is why the mods and +slots gear is good.
Pack mule isn't garbage if you have low tier armor and have to make a choice between being encumbered or having a meaningful benefit to the player with item mods.
OtterSwag Aug 2, 2024 @ 10:06am 
Originally posted by The Met4l God:
Originally posted by OtterSwag:
pack mule is garbo, should never be picked. And that is why the mods and +slots gear is good.
Pack mule isn't garbage if you have low tier armor and have to make a choice between being encumbered or having a meaningful benefit to the player with item mods.
It's garbo. But yes fine, it's viable for first 45min of gameplay. then spend 5000 on a reset drink. you got me! :P
The Met4l God Aug 2, 2024 @ 10:09am 
Originally posted by OtterSwag:
Originally posted by The Met4l God:
Pack mule isn't garbage if you have low tier armor and have to make a choice between being encumbered or having a meaningful benefit to the player with item mods.
It's garbo. But yes fine, it's viable for first 45min of gameplay. then spend 5000 on a reset drink. you got me! :P
It's viable for more than just the first day.....

But maybe it's because I carry around a lot of things as my bags are usually always half full. I carry around supplies and stuff to not die if out for extended periods of time.
Chaoslink Aug 2, 2024 @ 10:16am 
Originally posted by OtterSwag:
Originally posted by The Met4l God:
Pack mule isn't garbage if you have low tier armor and have to make a choice between being encumbered or having a meaningful benefit to the player with item mods.
It's garbo. But yes fine, it's viable for first 45min of gameplay. then spend 5000 on a reset drink. you got me! :P
I’d say it’s viable out to day 25-40 depending on how fast you progressed. Basically, until you have at least two mod slots for every armor item or three in multiple armor items, you may have a need for other mods besides pockets and pack mule offers a reason not to insert pockets in every slot.

It’s not a perk you want forever, but the respec elixir isn’t really that expensive once you’re crafting tier 5/6 armor anyway.
Axisbold3r Aug 2, 2024 @ 10:22am 
Why is pack mule bad? Doesn't it unlock slots to make it so you can carry more with out being encumbered?
The Met4l God Aug 2, 2024 @ 2:43pm 
Originally posted by Axisbold3r:
Why is pack mule bad? Doesn't it unlock slots to make it so you can carry more with out being encumbered?
It does. I think OtterSwag is just trolling. Yes Pack Mule is trivial when you get higher tier gear (or even vehicles), but you could kind of say that about a lot of things in this game. For example, the impact bracing boots mod is kind of pointless once you max out Parkour.

I don't know if this game is balanced for max level gameplay as some of the mods and perks overlap/become irrelevant.
Last edited by The Met4l God; Aug 2, 2024 @ 2:45pm
< >
Showing 1-15 of 55 comments
Per page: 1530 50

Date Posted: Aug 1, 2024 @ 3:29pm
Posts: 55