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Website:http://7daystodie.com/
Wiki:http://7daystodie.gamepedia.com/7_Days_to_Die_Wiki
Buy:http://7daystodie.com/buy
Developers: The Fun Pimps Entertainment
Website: http://thefunpimps.com/
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Version: Alpha 16.4/17 Experimental
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Depending on how many people would be up for it, I'd be down to host a fp server. Rate baby to give a show of hands, want to get an idea of how many people would actually play it
I've already got a server up
Name:Supreme Death Hell
IP: 108.61.100.178
Port: 25010
Password: no
It's only got 10 slots right now, but I can raise it if need be and if people don't mind footing the bill (it's $1 a player).
I imagine an A17 server would be neat.
Hopped in and had a look. Is it me or is the world-generation on this server completely whack?
Any idea how to put actual quotes (so I can place the description in there) in the OP?
Can't wait for the build to hit stable, I've been waiting for this a long time but I don't wanna start a new game just to get my save corrupted
Is it true that things are level-locked now? I'm worried cause that sounds very anti-fun
The only broken thing are the map borders (which sometimes break over 4096 map size). Otherwise, it's just how the RWG works right now. They said the RWG is not complete in this build, but will be some time in A17.
http://i.imgur.com/IHfYozB.jpg
this game sure came a long way lol
https://files.facepunch.com/forum/upload/240234/52caaf1e-67ca-47fb-92a0-9b52927cf4c9/20181125174756_1.jpg
I'm glad someone made this thread. I was going to post something after the experimental was released, but didn't want to do it wrong. Haha.
I'll try to join in again sometime, and may eventually have something more going when the stable build comes out.
Time for the yearly 7DTD fp server shenanigans
I'm disappointed to hear the zombies are still damage sponges. It's so annoying how you need like 6 headshots to kill some zombies with a bow in the beginning of the game. Even more melee whacks.
Yeah, the game doesn't strive for realism. Would be my favorite game if it wasn't a janky mess, and it damn near is regardless.
I mean, I don't mind unrealistic games. Whether it's realistic or not really isn't that relevant to me as long as it's fun. And the devs of this game developed some anti-fun sentiments over the years, I feel.
Luckily though It's really easy to remedy that with mods/edit some xml files.
I haven’t played this game in a while as I wasn’t a fan of the building changes from A16. I liked it when blocks were more abundant to craft.
That being said, it’s still good to see the game coming along well. Maybe I’ll check out A17.
I also wish they'd change the difficulty setting descriptions, they're like written by a 12 year old
Honestly they should do away with difficulty settings in general to have more focus as far as the balance goes, and then re-work an easier and harder setting into the game in a smarter way instead of just changing damage values.
A17 no longer has the difficulty setting descriptions.
THere's a lot of level locking and the EXP curve is rather harsh. Steel requires level 50, which unmodded takes over a thousand zombie kills to reach. So on my server we modded EXP to have a flat curve and be gained faster. It'll still take a while to reach those higher levels, but it won't take 30+ hours anymore. Right now the default level curve is too harsh.
Combat is also slowed by the fact much of it is tied to perks now. Headshots don't have a multiplier until you buy the headshot perk for example.
As for the world, the only way I'll wipe my server is if they change the world gen (which is coming in a later A17 build). Right now, there should be no risk of it. The future improvements on RWG is going to be terrain height fixes and fixing the map boundry on maps larger than 4k. My server is running a 6k map because the 8k was crashing the server, but the only negative effect I've seen there is the radiation zone is missing the highlight.
It would be nice if they would give more EXP for other things than combat, they do give some XP, but it's low compared to killing zombies. Hope the balance in Stable will be good.
Headshots do boost the damage, but not as much as if you bought a perk.
New A17 build incoming tonight.
Is the zombie AI any more interesting/smarter/better than a year ago?
They don't just straight line path at you now, will actively avoid some traps, sometimes try and knock props over on you (like trees), and will target structual weak points instead of just banging on the nearest block. So they're a lot less dumb now.
I just go to Latest_experimental for A17 ye?
Yes, that will automatically keep you at the current experimental build.
Where do they post the changelogs? Their forums are a bit messy
Oh man I've been waiting for this for a while. Time for the yearly 7DTD marathon!
Best place to see them, including the experimental patches: https://steamcommunity.com/app/251570/allnews/#scrollTop=0
That's true, but this has been the case for experimental builds since A14 or so. It seems the devs work on optimization after having finished the core changes and bugfixing.
I've heard a lot of odd things on performance. My game runs better on A17 than A16 did, but for other people it runs worse. Some people have the same. It seems what ever the issue is is highly hardware dependant, and I suspect it's CPU or RAM related. 7 Days still uses up a ton of ram regardless of graphic settings. THe good news is, after A17, optimization will start to become a focus.
we all hopping on to do some fp 7dtd?
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