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https://7daystodie.com/wp-content/uploads/2024/04/7days_to_die_roadmap_v1-768x432.png
https://steamcommunity.com/sharedfiles/filedetails/?id=3451969930
I find stories in games to be anyoying
i might be wrong, but i think they said the story will only be available on the Navezgane map. Probably because it needs certain POI´s and locations that aren´t guaranteed to spawn on random maps in the right biome. And yes, the pre-gen maps are also randomly generated maps.
Edit : Nah, I'll just bookmark yours until I find a better one. :)
ahahhahaha as if.
I always try to make a library of knowledge. Collect extra copies of blueprints, like I'm rebuilding the knowledge base to kickstart civilization again from scratch.
I played the District Zero overhaul mod a few months ago, and in that mod all the zombies are replaced with robots. All the animals are dead, killed off by the robots. Some of the info in the mod implies that humanity expanded off of the earth before the robots wiped out humanity on earth. So I made a backstory. My character is from one of the offworld colonies. I've returned to earth to hunt for seeds and plants. The basic plants they grow in hydroponic farms are being hit by some kind of blight that they have no cure for. My character is back to harvest genetic diversity from the homeworld in hopes of finding blight resistant crops, so they don't starve.
fair enough, that said I am willing to bet that for games like this 'story mode' is a mode that 'effort' to 'people play that mode' the ROI is likely very low.
Notwithstanding, "Dynamic Story Generation" was part of the kickstarter goals. There are many players who prefer procedural progression to a sandbox/RNG based progression.
The ROI may be low but TFPs seem to remain committed to the kickstarter and stretch goals.
I have no idea what that means as it relates to story based content.
what is ' procedural progression ' specifically when it comes to a story?
Procedural Progression. Follow the story, do "task A", then do "task B", then do "task c" until you are done with the story. Its often RPG based, talk to this NPC, find widget, rescue NPC, defend POI, etc. The current implementation of Trader quests is a good example of procedural play. A player does not advance to questing T5/T6 POIs without completing the interim steps in order.
Sandbox play is do whatever POIs you see fit, when you want, to the degree you want. Day 1 go to wasteland, get OP gear, profit.
Many players like the comfort and direction of following the breadcrumb path to the end of the story. Completionists like story modes because there is an "end state" to tell them they are done.
Many players enjoy the opposite, doing whatever, when and how much to their whim. They are comfortable setting their own goals and restrictions.
Many players will enjoy both approaches when the mood hits them.
ah yeah gotcha.
Fair enough.
I was more refering to the actual story but your point I agree with.
The story as in the "game lore" is one thing, and "story mode" is hopefully integrated but separate.