History VideoGame / SevenDaysToDie

19th May '17 9:29:15 AM The_Last_Brickman
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** That said, Painkillers can sell for quite the pretty penny when fully stacked, and while extremely common on zombies, is nowhere near as potent as the more advanced methods of healing you acquire later on.
* ViolationOfCommonSense: Using a wrench to dismantle a filled shopping basket (as in, the kind that's made from ''plastic'') will allow you to loot a fully-usable shopping basket for your [[spoiler:Minibike]].
13th May '17 3:31:34 PM The_Last_Brickman
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* NorthIsColdSouthIsHot: Zigzagged with Navezgane. The only snow biome on the map covers the entire northeast corner of it, while deserts and burned forests claim the southern half. However, at the same time, there's a moderately hot plains biome covering the northwest of the map, and a cooler Wasteland biome south of it.
7th May '17 6:38:43 PM The_Last_Brickman
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* AcceptableBreaksFromReality: A few, some of which are under AntiFrustrationFeatures.
** Raw Meat and foods that require it all emit a smell that notifies zombies to your presence. That said, nothing's stopping you from storing those items in containers such as your [[CoolBike Minibike's]] shopping basket.
28th Apr '17 4:22:34 AM I_love_dragons
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* FollowTheLeader: ''7 Days'' came up around the time ''VideoGame/DayZ'' became widely popular. Whether or not they took inspiration from it is up for debate. In early stages the harvesting, crafting, and base construction aspects were also clearly inspired by ''{{VideoGame/Minecraft}}'s'' survival mode. With the overhaul introduced in Alpha 13, the interface and mechanics are close to those of ''VideoGame/{{Rust}}''.
28th Apr '17 4:16:19 AM I_love_dragons
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** Alpha 12 has introduced a wellness stat that rules both the LifeMeter and the SprintMeter, and increases gradually with the consumption of clean water, good food, and meds. When a player dies, they lose 10 points of wellness, and if they die repeatedly, their max health and stamina can shrink to dangerously low levels, making it that much easier for die yet again. As a small mercy, wellness can never drop below 50, and a few perks increase that minimum value.

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** Alpha 12 has introduced a wellness stat that rules both the LifeMeter and the SprintMeter, and increases gradually with the consumption of clean water, good food, and meds. When a player dies, they lose 10 points of wellness, and if they die repeatedly, their max health and stamina can shrink to dangerously low levels, making it that much easier for to die yet again. As a small mercy, wellness can never drop below 50, and a few perks increase that minimum value.
12th Apr '17 6:34:23 PM The_Last_Brickman
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** When skills were first introduced in 1.3, the cost of upgrading a skill by one level was a number equal to said skill's current given level. This meant you had to rely on using said skill to level it up frequently. As a result, skills with uncommon or rare items attached to them such as Medicine and Science were too much trouble to use effectively. As of Alpha 15, the cost of upgrading a skill manually is only one skill point per level.

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** When skills were first introduced in 1.3, Alpha 13, the cost of upgrading a skill by one level was a number equal to said skill's current given level. This meant you had to rely on using said skill to level it up frequently. As a result, skills with uncommon or rare items attached to them such as Medicine and Science were too much trouble to use effectively. As of Alpha 15, the cost of upgrading a skill manually is only one skill point per level.


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* FriendlyFireproof: Averted for players. Played painfully straight [[TheComputerIsACheatingBastard for the zombies and bloated police officers' acid spit attack]].
12th Apr '17 5:29:09 AM The_Last_Brickman
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** When skills were first introduced in 1.3, the cost of upgrading a skill by one level was a number equal to said skill's current given level. This meant you had to rely on using said skill to level it up frequently. As a result, skills with uncommon or rare items attached to them such as Medicine and Science were too much trouble to use effectively. As of Alpha 15, the cost of upgrading a skill manually is only one skill point per level.
12th Apr '17 5:09:49 AM The_Last_Brickman
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*** That said, as of Alpha 15, the way you can level skills was made easier, allowing for you to put skill points into these stats to mitigate the leveling difficulties.
12th Apr '17 5:06:07 AM The_Last_Brickman
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** Boiled Meat is one of the simplest cooked meals you can make with no real negative side-effects. It has the weakest smell out of all meat-based meals and replenishes the same amount of hunger and wellness as grilled meat, without the dehydration effect. It's even ''lampshaded'' by the crafting menu!
--> While not as yummy as grilled meat, boiling the meat makes it the least noticeable for zombies.
9th Apr '17 10:52:33 AM The_Last_Brickman
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** Wearing a Leather Duster because it looks cool? Unless you're in a cold biome or it's raining outside, it will likely lead to overheating.

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** Wearing a Leather Duster because it looks cool? Unless you're in a cold biome or it's raining outside, it will likely lead to overheating. It should be noted though, that leather dusters were worn commonly in deserts out west largely to keep people ''cool'' during the day by helping one sweat, and insulated and warm at night.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.SevenDaysToDie