#7 Days to Die | Vanilla and Modded
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Hahaha the vanilla one is just vanilla, the only mods in that server is one that adds an info panel, one that makes trash piles/bird nests stick around and respawn loot, one that changes the loot distribution and a few other minor ones that fix dupe bugs, nerf zombie reach and add the cute little health bars from previous versions. They're all XML so no manual installation should be necessary for joining the vanilla server.
The modded one doesn't add too much bloat. It overhauls the skill/attribute system, it rebalances traders, it adds new human and mutant NPCs that can be hired or fought (usually guarding high tier POIs, impossible to fight early on), new creatures like deathclaws, new weapons, but otherwise the core gameplay loop and stuff is the same.
The map was also picked out for having a good distribution of dense cities in the Forest, where lots of new players will be getting on their feet, and the Wasteland, where many late-game players will be looking for the best loot and grinding the end-game.
Server settings definitely lean more towards a grindy/difficult experience, but it's not quite "insane" levels of difficulty. I'm open to feedback on this depending on what the community that develops on the vanilla server wants to see.
Just realized I misunderstood your question π edited my message to clarify
Thanks π
Thanks to feedback on the modded server, I updated both servers to include a starter kit, which includes a first aid kit and a placeable bicycle.
Both servers also now support a mod that allows you to "craft" a teleport back to your placed bedroll.
Finally, the Wasteland server now correctly has a difficulty rating of Survivalist (4) instead of Insane (5).
Various other balancing changes were made to the Wasteland server regarding NPCs, but the gist of it is: they had their health and damage resistances severely nerfed.
Given the name, does this get insanely hard leading up to the 7th day?
Every 7th day is a horde night, where waves of zombies will spawn and converge on players online.
The difficulty of the hordes depends on the level, days survived, gear, etc. of those players.
The settings for the server is Survivalist, the second highest setting.
But considering the fact nobody yhas played on the vanilla server yet, and only the modded server has been getting any attention, if people decide to play on the vanilla server, I'd happily adjust some settings to make it more enjoyable.
BOTH SERVERS
Server Settings Tweaks:
- You no longer drop anything on death.
- Note: My reasoning is that you can already teleport back to your bedroll with everything for basically free using the crafted teleport mod. This settings change means that you never have to worry about zombies (or NPCs in Wasteland) camping your body loot, or players taking your stuff, which you can't prevent since PvP is off.
- Claim size diameter increased from 41 to 61.
- Note: You only get one, so may as well make it larger.
VANILLA UPDATES
Server Settings Tweaks:
- XP multiplier increased from 75% to 100%.
- Note: Moving the vanilla server more towards a more standard progression experience since it doesn't have as much content to make a grind interesting.
Fixes:
- Made sure the server is using the correct map and loot abundance.
I'm so ashamed that I'm just now seeing this. 7d2d, Valheim, and rimworld are my favorite games from the past 10 years. I'll be checking out both servers very soon.
Thanks for the post π
Just a warning, the servers have sort of dropped in player base over the past few days (especially since some of the players, myself included, are now binging Eco π)
But you're welcome to try joining. I recall the vanilla server having some connection issues about a week ago, but I'm not sure the state of it now.
Though admittedly in a week I was going to pull the plug on both anyway, except maybe the modded server which I was considering rebooting with the Ravenhurst modpack.
Anyone have some feedback on the 2.0 update? I have so many hours in this game that if its only slightly different I'll get bored quickly
The storms, afaik from second-hand info, are terrible.
Terrible like difficult or terrible like poorly executed?
Terrible to play - they take forever and during the storm it seems you must be indoors.
The storms and weather system were a really backwards update, I agree.
Well, I shouldn't say weather system, I should say "biome locking" system.
The way they implemented it is so bad for so many reasons, and it gets worse in a large multiplayer server.
Biome Locking? Please explain?
Youβre not allowed to go to other biomes without Cub Scout badges afaict
Making them locked off
Yeah, exactly.
The challenges are very repetitive and most of them scale horribly with multiplayer.
For example, each biome has a challenge where you have to collect a number of a plant that grows wildly in that biome. For deserts, its aloe vera. For the burnt forest, it's mushrooms.
Far as I can tell, you must harvest them from INSIDE the biome- so if you're in a multiplayer server, and all of the most accessible wild crops of that type have already been harvested, you either have to set up a farm on the edge of that biome growing them (if you even can) OR you have to venture deeper to find them. Bear in mind that without a biome badge, you only have 5 minutes to explore a biome before you start taking damage. You can extend this with smoothies, but those smoothies take about 5 minutes to craft... and require the very same plants you're looking for, as ingredients. Those also only give you like, 10 or 15 minutes of extra time in the biome.
Another thing that scales horribly in multiplayer: you must harvest 500 of an ore that is common in that biome, while in that biome. So for the wasteland, that's lead. What happens if all the most accessible lead nodes are tapped out by other players who got there before you, not just to complete their badge challenges, but because lead is so dang important? Not like you can create a lead farm like with the plant hunting challenge.
You also need to spend at least 15-40 minutes or something in the biome as one of the challenges. So you either have to go in for 5 minutes, leave, let your protection recharge, then go back in MULTIPLE times, or craft a bunch of smoothies and chill in the biome to complete that challenge that way.
I could go on and on about each individual "challenge" and why they suck, but the end result is the same: they're badly designed and thought out, especially for multiplayer servers.
Honestly, I would've rather these "challenges" either didn't exist or were an optional way to extend your survival inside the next biome, and that the main/alternative way to gain access to a biome was by doing quests, unlocking them when you are given access to the next biome when you get the "opening trade routes" quest and discover the next trader (which is always going to be in the next biome, since traders are biome-specific now.)
Oh, and you have to do the previous biome's challenges to unlock the next one. You can't just skip ahead to the desert, you have to complete the burnt biome badge, then you can get the desert badge, even if you did all the other desert challenges.
OMGπ΅βπ« that almost completely breaks the game. I can understand wanting players to explore different biomes (I am a player that happily stays in the forestπ«£), but having a hard check like that is ridiculous.
Why not make more POI's biome specific? Im sure there are hundreds of ways they could have done this differently