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[[7DTD]] - Server Map Size And Setting changes  

 
(@de_anglis_deus_imperatoris)
New Member

Greetings, I and a few others on the 7 days to de server discussed a server map change and some of the settings being changed for more exploration and playability as well as a recognition of its being either PVE or PVP/PVEVP.
 Map
- The map is to small at its current state as it has been picked clean despite it being only 48hrs or so of high player activity, the random gen is harsh on us the spawn we got was very poor that's not anyone's fault of course as its a random generation this is just unavoidable as of course we are busy people and try to get as much done before those Z's start sprinting as well as the game isn't finished and has many flaws, yet its random gen can be godsent but sadly we having received a godsend one. 
-I present Navezgane! The pre-set map with all the buildings of 7DTD has to offer, DEV built structures with some visual story (The infection story via structures) 6144 X 6144 World space with all the biomes and types of structures as stated, diverse Zombie types native to the select regions, A Increased incentive for military and medical facility, spaced out so players wouldn't run into to each other immediately and would have fair amount of loot for each person which brings me to the next part.
Settings
- Loot Respawn, The respawn for loot was to spread out and ended up starving players as we couldn't sustain ourselves as everything was already looted, this wasn't a logistic issue it was down to there literally being more demand than it could possibly supple, thus changing the respawn day to maybe 5 days? would be much better this is all changeable im simply raising the ideas.
-Zombies and the difficulty. I mentioned as well as a few others that the zombies aren't much of a fight in the blood moon. and that night only lasts two hours I would imagine 4hours would be good enough for everyone to enjoy, as well as an increase of the speed of zombies on Blood moon, also the amount of zombies that can be on at a single time is 50 yet when working in a group of 5 we simply wipe them out in seconds leaving our area completely barren thus making it harder to level up and progress.
-Increasing the XP gain to 200%? 
This concludes this little suggestion lost track of thought near the end so apologies for the low quality suggestion but I would love to see everyones responses. 

Quote
Posted : 25/10/2019 7:38 pm
Topic Tags
(@mcnutter)
Active Member

Just make it the biggest map and pvpve. some sort of opt out system if required.

ReplyQuote
Posted : 26/10/2019 9:59 am
(@famousraptor)
Active Member

Most of the veterans know Navezgane. It’s more fun to explorer the unknown. I recommend using one of the pregen maps that came with alpha 18. Pregen01, pregen02 or pregen03. They are 8k size maps though and might be called funpimps certified randomgen. 

with a map that big, loot respawn is less an issue. But I do suggest lowering it to 3 days. 

I don’t mind doing the vanilla times. I usually mine or craft during the nights. It might be a waste of time early game, but later in the early stages you noticed that crafting certain items take a few minutes. And if you raise the amount of zombies during a horde night, you also need more time. Turning day at midnight is just to short. I would prefer 04:00, but wouldn’t mind going for 02:00. 

ReplyQuote
Posted : 26/10/2019 12:27 pm
 Fisk
(@fisk)
Active Member
Posted by: @de_anglis_deus_imperatoris

Greetings, I and a few others on the 7 days to de server discussed a server map change and some of the settings being changed for more exploration and playability as well as a recognition of its being either PVE or PVP/PVEVP.
 Map
- The map is to small at its current state as it has been picked clean despite it being only 48hrs or so of high player activity, the random gen is harsh on us the spawn we got was very poor that's not anyone's fault of course as its a random generation this is just unavoidable as of course we are busy people and try to get as much done before those Z's start sprinting as well as the game isn't finished and has many flaws, yet its random gen can be godsent but sadly we having received a godsend one. 
-I present Navezgane! The pre-set map with all the buildings of 7DTD has to offer, DEV built structures with some visual story (The infection story via structures) 6144 X 6144 World space with all the biomes and types of structures as stated, diverse Zombie types native to the select regions, A Increased incentive for military and medical facility, spaced out so players wouldn't run into to each other immediately and would have fair amount of loot for each person which brings me to the next part.
Settings
- Loot Respawn, The respawn for loot was to spread out and ended up starving players as we couldn't sustain ourselves as everything was already looted, this wasn't a logistic issue it was down to there literally being more demand than it could possibly supple, thus changing the respawn day to maybe 5 days? would be much better this is all changeable im simply raising the ideas.
-Zombies and the difficulty. I mentioned as well as a few others that the zombies aren't much of a fight in the blood moon. and that night only lasts two hours I would imagine 4hours would be good enough for everyone to enjoy, as well as an increase of the speed of zombies on Blood moon, also the amount of zombies that can be on at a single time is 50 yet when working in a group of 5 we simply wipe them out in seconds leaving our area completely barren thus making it harder to level up and progress.
-Increasing the XP gain to 200%? 
This concludes this little suggestion lost track of thought near the end so apologies for the low quality suggestion but I would love to see everyones responses. 

So, I've played 7 Days to Die for over 400 hours, as of which has been spent 90% on PVE servers. Anglis brings up a few good points, points of which I'm going to be picking apart and giving my own opinion about. Take into account that I'll be doing so with the server as a whole in mind, and not just my personal self and what I would want to see.

Settings
- Loot Respawn, The respawn for loot was to spread out and ended up starving players as we couldn't sustain ourselves as everything was already looted, this wasn't a logistic issue it was down to there literally being more demand than it could possibly supple, thus changing the respawn day to maybe 5 days? would be much better this is all changeable im simply raising the ideas.

I joined the server yesterday and was immediately brought into the wasteland in a pretty bad position. You're right on the basis that loot (around me) had been picked apart with very little to spare. Changing the respawn day to 3-5 days would be a positive improvement.

-Zombies and the difficulty. I mentioned as well as a few others that the zombies aren't much of a fight in the blood moon. and that night only lasts two hours I would imagine 4hours would be good enough for everyone to enjoy, as well as an increase of the speed of zombies on Blood moon, also the amount of zombies that can be on at a single time is 50 yet when working in a group of 5 we simply wipe them out in seconds leaving our area completely barren thus making it harder to level up and progress.

I agree that the nights should be longer, but much longer. This is a PVE server after all. I've found that 10-4 usually does well, or 10-6. 4 hours goes by in a flash, and if the server is primarily focused on PVE action, you have to press that to its users. The extra added time (10-4/6) could be beneficial in a few ways:

1. I've found that it ironically ends up bringing the community together, rather than pull them apart. Don't think you're going to survive the blood moon but know a friend online that might be able to shelter you for the night? Go and ask if you can stay! Help them defend their base.

2. I believe zombies spawn based on the current level of the player(s). The higher level you get, the more frequent higher-level zombies are going to appear. Once you get over 75+ mutants start to be a regular occurrence and could really put your base defences to the test.

3. Speed of the zombies is fine. Spawn rate (perhaps) could do with some minor adjustments. Though I'm not entirely sure what the current spawn rate per player is. Again, this would put strain on your base. Blood moons are meant to be difficult. The extra time would put allow players to think carefully when putting down defences.

-Increasing the XP gain to 200%? 

I agree with this. I've found levelling to be really slow. Upping it to 200% wouldn't be a bad idea.

Map
- The map is to small at its current state as it has been picked clean despite it being only 48hrs or so of high player activity, the random gen is harsh on us the spawn we got was very poor that's not anyone's fault of course as its a random generation this is just unavoidable as of course we are busy people and try to get as much done before those Z's start sprinting as well as the game isn't finished and has many flaws, yet its random gen can be godsent but sadly we having received a godsend one. 

-I present Navezgane! The pre-set map with all the buildings of 7DTD has to offer, DEV built structures with some visual story (The infection story via structures) 6144 X 6144 World space with all the biomes and types of structures as stated, diverse Zombie types native to the select regions, A Increased incentive for military and medical facility, spaced out so players wouldn't run into to each other immediately and would have fair amount of loot for each person which brings me to the next part.

Now I agree and disagree with this for a number of reasons:

1. Navezgane, essentially, is the "PERFECT" map. But its advantage is also its disadvantage. Hear me out for a second.

The problem with Navezgane is that anyone somewhat familiar with the map will know where everything is. You're right, everything is spread out accordingly and you have all of the biomes in one map, but the problem arises when people know where all of the good loot is. Not only that, but people will immediately run to hog the more valuable spots. The map becomes tiresome, boring and bland - there's no flavour to it.

With a random generated map, knowing where the good loot is becomes an advantage in itself. It pushes the player to go explore beyond where they would normally go. Let's do an example:

Navezgane Map: So Jimmy has just started a fresh new character on the Merric 7DTD server. He manages to survive a few nights, even ends up building himself a nice little shack in the middle of nowhere. Suddenly, he gets infected. Oh no, what will Jimmy ever do!? Well, luckily, Jimmy is quite familiar with the 7DTD Navezgane Map! So instead of panicking, perhaps fighting to his last breath, Jimmy instead goes over to the nearest town where there's a hospital located. He searches the hospital, finds himself some antibiotics and goes about his business. 

Random-gen: Jimmy on the other hand has no idea where he is. He doesn't know the map layout, he has no idea where the best loot is, hell, he's managed to explore and find one town in the few days that he's been on. Jimmy is quite frankly LOST. But the thing is, Jimmy wants to find good loot. Jimmy also wants to find a good place to build. Jimmy can tell that there are other players on the server that are doing just fine. He wonders where they are. In fact, Jimmy is so curious, that he leaves his little wooden shack and goes explore. Across his adventure he finds many towns, many cities, all with different kinds of loot. Jimmy mentally notes down where and what loot came from those cities, so when he needs to farm specific resources, he'll know to go back there. Jimmy also thinks that keeping this information to himself may benefit him in the long run, or if he manages to make friends along the way, share it with them.

Having a template map can be a con, as well as a pro. Players will happily look the map up online and find the best loot in that location. There's no "need" to explore, and that's a bad thing, especially on a PVE server.

I would suggest (if we were going to map reset) to create another RGW (random generated world) but to keep the characters and skills we have now. If keeping our characters is not possible, then whack the EXP gained to 200-250%, put loot on a 3-5 reset, and increase the Blood Moon zombie spawns/difficulty. If it's possible to edit or at least manipulate the RGW then perhaps adding more cities would probably do no harm? 

Thanks.

 

This post was modified 11 months ago 2 times by Fisk
ReplyQuote
Posted : 26/10/2019 2:12 pm
(@west-clintwood)
Active Member

Yea to change the 2 hr ingame night cycle, we just need to have the day cycle increased from 60mins to maybe 3-4hrs.

ReplyQuote
Posted : 26/10/2019 3:36 pm
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