History VideoGame / SevenDaysToDie

25th Jan '17 4:35:37 AM REV6Pilot
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** Bow and arrows. You can craft them at the beginning of the game out of nothing more than wood, fiber, stones, and feathers. They provide you with the ability to silently kill things at a distance and as such, will be your go-to weapon for killing most zombies, as well as hunting animals. While the crossbow is an upgrade in most respects, it cannot be created without the appropriate recipe (which is a random drop), a forge (to provide iron ingots and arrowheads), and leather (which has to be salvaged from furniture or created from animal furs and clothing using a perk).
** The pistol. Simple to use, simple to aim, simple to shoot. A headshot from a pistol will take down most zombies, and it is better at dealing with fast-moving targets (such as dogs and hornets) than any other basic weapon. Complete examples of pistols are also easier to find than most firearms, as they can be found in toilets, which are ''everywhere'' in the game. Ammo is also relatively plentiful and can be crafted relatively early on, provided that you find calipers for the casings.
** Trunk tips. Very resistant and deadly if you fall on them from high enough. Digging a moat as deep as you can[[note]]About 15 blocks deep before hitting the indestructible bedrock[[/note]] and filling it with trunk tips makes for a very efficient zombie defense.
** An underground base (be it a simple basement or a player-built/pre-existing bunker) is an excellent hideout for survivors, as digging down a sufficient distance will usually keep spawns from triggering outside of horde nights. However, it requires proper planning as the game physics will make it crumble on you without proper support.

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** Bow and arrows. You can craft them at the beginning of the game out of nothing more than wood, fiber, stones, and feathers. They provide you with the ability to silently kill things at a distance and as such, will be your go-to weapon for killing most zombies, as well as hunting animals. While the crossbow is an upgrade in most respects, it cannot be created without the appropriate recipe (which is a random drop), a forge (to provide the forged iron ingots and arrowheads), necessary to craft it) and leather (which has to be salvaged from furniture or created from animal furs and clothing using a perk).
** The pistol. Simple to use, simple to aim, simple to shoot. A headshot from a pistol will take down most zombies, and it is better at dealing with fast-moving targets (such as dogs dogs, hornets, chickens and hornets) rabbits) than any other basic weapon. Complete examples of pistols are also easier to find than most firearms, as they can be found in toilets, which are ''everywhere'' in the game. Ammo is also relatively plentiful and can be crafted relatively early on, provided that you find calipers for the casings.
** Trunk tips.Wood log spikes. Very resistant and deadly if you fall on them from high enough. Digging a moat as deep as you can[[note]]About can[[note]]about 15 blocks deep before hitting the indestructible bedrock[[/note]] deep[[/note]] and filling it with trunk tips makes for a very efficient zombie defense.
** An underground base (be it a simple basement or a player-built/pre-existing bunker) is an excellent hideout for survivors, as digging down a sufficient distance will usually keep spawns from triggering outside of horde nights. However, it requires proper planning planning, as without proper support, the game physics will make it crumble on you without proper support.you.



* ContinuingIsPainful: Invoked. You lose everything upon death, depending on your settings.
** Recent Alpha versions have introduced a Wellness stat which increases gradually (with the consumption of clean water, good food, and meds) and increases your overall Health and Stamina bars. When a player dies, they lose a substantial amount 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.

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* ContinuingIsPainful: Invoked. You lose everything upon death, depending on your settings.
Zig-zagged, and possibly invoked.
** Recent Alpha versions have 12 has introduced a Wellness wellness stat which that rules both the LifeMeter and the SprintMeter, and increases gradually (with with the consumption of clean water, good food, and meds) and increases your overall Health and Stamina bars. meds. When a player dies, they lose a substantial amount 10 points of Wellness, 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.again. As a small mercy, wellness can never drop below 50, and a few perks increase that minimum value.
** That also can fo for the items. Depending on your settings, you can lose everything in your inventory upon death, what's on your toolbar, or nothing at all.



* CriticalExistenceFailure: Varies.
** The only difference between a fully healthy player and one on death's door is a discoloration of the screen. Status effects come into play regardless of health.
** Zombies can be knocked down more easily at lower health levels.
** Zombie dogs and wild animals play it straight. These guys are either alive or dead.



** Also, the more activity performed in one area, the "hotter" it gets for zombie spawns. So if you have a centralized base where you do most of your crafting, be prepared to fight off hordes constantly.
* DumpStat: With the introduction of skills in Alpha 13, Science[[note]]Affects the effectiveness and crafting speed of chemical and medical items[[/note]] is definitely this. Compared to other skills, Science levels quite slowly, and has limited impact on the game.

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** Also, the more activity performed in one area, the "hotter" it gets for zombie spawns. So if you have a centralized base where you do most of your crafting, crafting and don't make the effort to hide from Screamers, be prepared to fight off hordes constantly.
* DumpStat: DumpStat:
**
With the introduction of skills in Alpha 13, Science[[note]]Affects the effectiveness and crafting speed of chemical and medical items[[/note]] is definitely this. Compared to other skills, Science levels quite slowly, and has limited impact on the game.



* EarlyGameHell: You start off with just a can of chili, a bottle of water, a first aid bandage and a torch, there isn't anything that actually leads you to anything, and zombies are breathing down your neck as soon as you get into the game. [[ArsonMurderAndJaywalking And you're wearing nothing but your underwear]]. [[ThisIsGonnaSuck Good luck]].

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* EarlyGameHell: You start off with just a can of chili, a bottle of water, a first aid bandage and a torch, and there isn't anything that actually leads you to anything, and zombies are breathing down your neck as soon as you get into the game.anything. [[ArsonMurderAndJaywalking And you're wearing nothing but your underwear]]. [[ThisIsGonnaSuck Good luck]].



** Spider Zombies can climb walls and their screams can attract the attention of nearby zombies.

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** Spider Zombies can climb walls walls. Before screamers were introduced, a special variant of them investigated areas with high "heat" and their screams can attract called in hordes if they saw the attention of nearby zombies.player.



** Though rare, Feral Walkers are not only hard to take down, but are always set to run, as of Alpha 15.
** The king of those is the Infected Police Officer. More health than the Bloated Walker, inflicts more block damage (meaning he destroys walls and blocks around him faster than most zombies), with a ''very'' long-ranged puking attack that inflicts high damage on both blocks and players... And last but not least: when he's low on health, he'll sprint towards the nearest survivor and blow himself up, which is a OneHitKill except with zombie damage set to the minimum (or with full health and a good armor). The kicker? He does it even if you put the zombies on the "Never run" setting.
* EverythingIsTryingToKillYou: Including the game's physics! Chopping down a tree? Better not walk under it as the trunks fall to the ground![[labelnote:*]]A block stays as a physical object until it "breaks". A tree trunk stays physical until it's broken, but that doesn't mean that breaking them by hitting it with a tool will break it. Having it fall and hit the ground will break it, turning it from a physical object into a collectible object. This is why building houses or placing blocks without proper support can be dangerous.[[/labelnote]]
* ExposedToTheElements: As of Alpha 13, with the introduction of weather, wetness, and temperature, averting this is a ''must'' for survival. No longer can you trudge through cold biomes in the nude, or sport big, bulky clothing in the deserts.

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** Though rare, Feral Walkers are not only hard to take down, but are always set to run, run as of Alpha 15.
** The king of those is the Infected Police Officer. More health than the Bloated Walker, inflicts more block damage (meaning he destroys walls and blocks around him faster than most zombies), with a ''very'' long-ranged puking attack that inflicts high damage on both blocks and players... And and last but not least: when he's low on health, he'll sprint towards the nearest survivor and blow himself up, which is a OneHitKill except with zombie damage set to the minimum (or with full health and a health, good armor). metal armor and high Heavy Armor skill). The kicker? He does it even if you put the zombies on the "Never "never run" setting.
* EverythingIsTryingToKillYou: EverythingTryingToKillYou: Including the game's physics! Chopping down a tree? Better not walk under it as the trunks fall to the ground![[labelnote:*]]A ground![[labelnote:*]]a block stays as a physical object until it "breaks". A tree trunk stays physical until it's broken, but that doesn't mean that breaking them by hitting it with a tool will break it. Having it fall and hit the ground will break it, turning it from a physical object into a collectible object. This is why building houses or placing blocks without proper support can be dangerous.[[/labelnote]]
* ExposedToTheElements: As of Alpha 13, with the introduction of weather, wetness, and temperature, averting this is a ''must'' for survival. No longer can you trudge through cold biomes in the nude, your underwear alone, or sport big, big bulky clothing in the deserts.



* FindTheCure: Can result in this if you get [[TheVirus infected]].

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* FindTheCure: Can result in this if you get [[TheVirus infected]]. For the first stage, honey helps, but starting from stage II, only antibiotics cure it, and those are hard to both come by and craft.



* 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. The harvesting, crafting, and base construction aspects are also clearly inspired by ''{{VideoGame/Minecraft}}'s'' survival mode, as well.

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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. The In early stages the harvesting, crafting, and base construction aspects are were also clearly inspired by ''{{VideoGame/Minecraft}}'s'' survival mode, as well.mode. With the overhaul introduced in Alpha 13, the interface and mechanics are close to those of ''VideoGame/{{Rust}}''.



* InexplicableTreasureChests: Downplayed. Trash cans can sometimes provide valuable loot, but they're nowhere near as likely to do so as, say, a Shotgun Messiah crate.
* InfiniteFlashlight: Currently, this applies to practically all light sources in the game, excepting campfires, forges, and minibike headlamps.

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* InexplicableTreasureChests: Downplayed.
**
Trash cans can sometimes provide valuable loot, but they're nowhere near as likely to do so as, say, a Shotgun Messiah crate.
** Treasure chests are part of quests, but you have to read the map and note of the survivor that buried them first.
* InfiniteFlashlight: Currently, this applies to practically all light sources in the game, excepting campfires, forges, campfires and minibike headlamps.forges. Torches, electric lamps, flashlights, the minibike's and mining helmet's headlamp, all of these stay lit indefinitely, in the lights' case without a power source. According to the devs, electricity as a resource is in the works, so aversions are expected in the future.



* ItemCrafting: It used to be very basic and very Minecraft-like, until the Alpha 6 update that added the forge. More recent versions have introduced various "tech gates", requiring specific knowledge (in the form of books) before unlocking crafting recipes (e.g., leather armor, various weapons and firearms, tools, etc.). This forces the player to create low end starter gear just to survive and provides enormous incentive to explore and loot.
** You can craft your own guns from gun-parts or break down pre-existing looted guns into their component gun-parts (and any loaded ammo), which can be retained (if high quality) or scrapped for metal (if poor quality).
* JustAddWater: Played straight prior to Alpha 6. Campfires needed just a log of wood and paper. [[SubvertedTrope Now it requires more than that.]] This syndrome seemed to be the same with a few old recipes, before they were revamped into requiring more advanced recipes.
* LandMineGoesClick: An Air Filter Landmine can be crafted for defensive purposes or offensive. The area surrounding a military camp will most likely be stuffed with them. Not that it helped against the zombies, but they're still dumb enough to walk into them.
** A previous version of the game set them as friendly entities, making them not damage the player if the game had no friendly fire. This was changed in Alpha 7.9.
* LawOfCartographicalElegance: Everything outside of the map of Navezgane is a nuclear wasteland.
* LightningBruiser: The Feral Zombie, a tier stronger than the police zombie. It may take the idea of the final tier zombie to BoringButPractical with its sheer running speed, but this monster can take quite the punishment and deals just as much punishment as the player would do. [[BearsAreBadNews Bears]] also count to this, but these are "[[BlatantLies less]]" aggressive to the player.

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* ItemCrafting: ItemCrafting:
**
It used to be very basic and very Minecraft-like, ''Minecraft''-like until the Alpha 6 update that added the forge. More recent versions have introduced various "tech gates", requiring specific knowledge (in the form of books) schematics or perks) before unlocking crafting recipes (e.g., leather armor, various weapons and firearms, tools, etc.). This forces the player to create low end starter gear just to survive and provides enormous incentive to explore and loot.
** You can craft your own guns from gun-parts or break down pre-existing looted guns into their component gun-parts (and any loaded ammo), which can be retained (if high quality) quality), recycled or scrapped kept for metal repairing better ones at the workbench (if poor quality).
* JustAddWater: Played straight prior to Alpha 6. Campfires needed just a log of wood and paper. [[SubvertedTrope Now it requires more than that.]] that]]. This syndrome seemed to be the same with a few old recipes, before they were revamped into requiring more advanced recipes.
* LandMineGoesClick: An Air Filter Landmine and Hub Cap Landmines can be crafted for defensive purposes or offensive.offensive purposes. The area surrounding a military camp will most likely be stuffed with them. Not that it helped against the zombies, but they're still dumb enough to walk into them.
**
them. A previous version of the game set them as friendly entities, making them not damage the player if the game had no friendly fire. This was changed in Alpha 7.9.
* LawOfCartographicalElegance: Everything outside of the map of Navezgane (or randomly-generated map) is a nuclear wasteland.
* LightningBruiser: LightningBruiser:
**
The Feral Zombie, a Zombie used to be this. A tier stronger than the police zombie. It may take the idea of the final tier zombie to BoringButPractical with its sheer running speed, but this monster can zombie, a fast runner, could take quite the punishment and deals dealt just as much punishment as the player would do. do; they were often accused of being boring damage sponges until their HP was dropped to more manageable levels in Alpha 15, in exchange for them being on "always run".
**
[[BearsAreBadNews Bears]] also count to this, but these are "[[BlatantLies less]]" "less" aggressive to the player.



* MisaimedRealism: The body temperature system. If you get too hot, wearing heavy clothes, you get heatstroke, which can kill you. If you get too cold, such as being bare in the arctic, you will freeze and die. Great concept, right? Only problem is that the system is ludicrously spontaneous and uneven... you can find yourself somehow getting heatstroke while swimming naked in an arctic pool... or find yourself sweltering at 110 degrees wearing only a shirt and pants in a temperate zone rainstorm.

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* MisaimedRealism: The body temperature system.system used to be this. If you get too hot, wearing heavy clothes, you get heatstroke, which can kill you. If you get too cold, such as being bare in the arctic, you will freeze and die. Great concept, right? Only problem is that in alphas before 15, the system is was ludicrously spontaneous and uneven... uneven: you can could find yourself somehow getting heatstroke while swimming naked in an arctic pool... pool, or find yourself sweltering at 110 degrees wearing only a shirt and pants in a temperate zone rainstorm.rainstorm. The algorithm was later completely reworked so that temperature management is more plausible.



* MundaneUtility: The rocket launcher, as previously mentioned,



* NiceHat: The armor system contains quite a lot of them, such as a mining helmet (complete with headlamp), a cowboy hat and more. Craftables include a hood, a leather mask giving a nice ''Franchise/MadMax'' vibe and several helmets.
* NoPlotNoProblem: As of now, there's no story in the game, since it's in Alpha. This haven't prevented people from playing it and enjoying it. Trying to survive day after day, scavenging for supplies with enemies around every corner, [[RuleOfFun is really fun, even when there's no purpose to it]]. Of course, this is a zombie apocalypse game, so you don't really NEED a plot. Your objective is clear: survive.
* OhCrap: Many players when they realise that a horde is walking (or much worse, ''running'') straight towards their base.
* OneBulletClips: Previously averted. Prior to Alpha 6, ammo was counted as clips. This meant that ammo for the shotgun was plentiful, with one shell being enough to reload a whole shotgun. After an update in Alpha 6, ammo was counted in bullets as opposed to the old clip count. This means that some ammo types are rarer than others. Shotgun ammo for a while still seemed to avert this, using the old clip-mechanic for a while, until it was finally changed to the One Bullet Clip rule, making shotgun ammo just as rare as [=SMG=] ammo.
* OneStatToRuleThemAll: Two words: '''[[FluffyTheTerrible Miscellaneous]]''' '''[[FluffyTheTerrible Crafting]]'''. Introduced with skills in Alpha 13, this is the skill that essentially covers everything outside of medicine, armor, weapons, guns, etc. In other words, all things that you're going to be dealing with ''far, far,'' '''FAR''' more frequently than medicine, clothes, or armor. The best part? It also includes [[LightningBruiser Minibikes]]. Once maxed out, you can easily craft purple-rated minibike parts with ease. Once you have a maxed-out Misc. Crafting skill, half of your minibike's parts will be Purple-rated, all the better for ramming zombies with.
* PowerEqualsRarity: Pistols, Shotguns (short and long), and [=SMGs=]. The only weapon to be a bit uncommon is the Hunting Rifle, whereas the Sniper Rifle and Rocket Launcher are pretty rare. They're both rare to the point that you may not see them at all.

to:

* NiceHat: The armor system contains quite a lot of them, such as a mining helmet (complete with headlamp), a cowboy hat and more. Craftables include a hood, a leather mask giving a nice ''Franchise/MadMax'' vibe vibe, and several helmets.
* NoPlotNoProblem: As of now, there's no story in the game, since it's in Alpha. This haven't prevented people from playing it and enjoying it. Trying to survive day after day, scavenging for supplies with enemies around every corner, corner and constructing your own base of operations [[RuleOfFun is really fun, even when there's no purpose to it]]. Of course, this is a zombie apocalypse game, so you don't really NEED a plot. Your objective is clear: survive.
* OhCrap: Many players when they realise that a horde is walking (or much worse, ''running'') straight towards their base.
* OneBulletClips: Previously averted. Prior to Alpha 6, ammo was counted as clips. full reloads. This meant that ammo for the shotgun was plentiful, with one shell "shell" being enough to reload a whole shotgun. After an update in Alpha 6, ammo was is counted in individual bullets as opposed to the old clip count."full reload" unit. This means that some ammo types are rarer than others. Shotgun ammo for a while still seemed to avert this, using the old clip-mechanic "full reload" mechanic for a while, until it was finally changed to the One Bullet Clip Clips rule, making shotgun ammo just as rare as [=SMG=] ammo.
* OneStatToRuleThemAll: Two words: '''[[FluffyTheTerrible Miscellaneous]]''' '''[[FluffyTheTerrible Miscellaneous Crafting]]'''. Introduced with skills in Alpha 13, this is the skill that essentially covers everything outside of medicine, armor, weapons, guns, etc. In other words, all things that you're going to be dealing with ''far, far,'' '''FAR''' more frequently than medicine, clothes, or armor. The best part? It also includes [[LightningBruiser [[CoolBike Minibikes]]. Once maxed out, you can easily craft purple-rated minibike parts with ease. Once you have a maxed-out Misc. Crafting skill, half of your minibike's parts will be Purple-rated, rated 500+, all the better for ramming zombies or speeding off with.
* PowerEqualsRarity: PowerEqualsRarity:
**
Pistols, Shotguns (short and long), and [=SMGs=]. The only weapon to be a bit uncommon is the Hunting Rifle, whereas the Sniper Rifle and Rocket Launcher are pretty rare. They're both rare to the point that you may not see them at all.


Added DiffLines:

** The weapon with the highest DPS in the game, an AK-47 that fires full-sized 7.62mm NATO rounds, is without question the hardest to obtain. Parts for it are only rarely found on Fallen Soldiers, Feral Walkers, airdrop crates and ''extremely'' rarely on Shotgun Messiah gun crates. To compensate, it works more like a general-purpose machinegun than the assault rifle it's supposed to be, and even single shots are still devastating.
11th Nov '16 4:05:00 AM Alceister
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* EndlessGame: The current state of the game. Previously items and supplies were finite, but you can customize loot respawn frequency or if they happen at all. With the introduction of trader NPCs, it is now possible for a game to go on indefinitely, no matter what settings you choose.

to:

* EndlessGame: The current state of the game. Previously items and supplies were finite, but you can customize loot respawn frequency or if they happen at all. With the introduction of trader NPCs, [=NPC=]s, it is now possible for a game to go on indefinitely, no matter what settings you choose.
10th Nov '16 9:12:58 PM Alceister
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** Coming in second for this are the Tailoring[[note]][[ExactlyWhatItSaysOnTheTin How fast and well you can craft clothes]][[/note]], Leatherworking[[note]]Like Tailoring, but for Leather armor[[/note]], and Armor Smithing[[note]]Affects how fast and high-quality your iron/scrap iron armor can be crafted[[/note]]. There's a plethora of reasons why these three skills are too difficult to be worth levelling up, and you'll most likely spend the entire game going without getting to level 10[[note]] out of [[Cap 100]][[/note]] with these skills.

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** Coming in second for this are the Tailoring[[note]][[ExactlyWhatItSaysOnTheTin How fast and well you can craft clothes]][[/note]], Leatherworking[[note]]Like Tailoring, but for Leather armor[[/note]], and Armor Smithing[[note]]Affects how fast and high-quality your iron/scrap iron armor can be crafted[[/note]]. There's a plethora of reasons why these three skills are too difficult to be worth levelling up, and you'll most likely spend the entire game going without getting to level 10[[note]] out of [[Cap [[{{Cap}} 100]][[/note]] with these skills.
5th Nov '16 3:05:29 PM Alceister
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** Bow and arrow. You can craft it at the beginning of the game out of nothing more than wood, fiber, stones, and feathers. It provides you with the ability to silently kill things at a distance and as such, it will be your go-to weapon for killing most zombies, as well as hunting animals. While the crossbow is an upgrade in most respects, it cannot be created without the appropriate recipe (which is entirely a random drop), a forge (to provide iron ingots and arrowheads), and leather (which has to be salvaged from furniture or created from animal furs using a perk).

to:

** Bow and arrow. arrows. You can craft it them at the beginning of the game out of nothing more than wood, fiber, stones, and feathers. It provides They provide you with the ability to silently kill things at a distance and as such, it will be your go-to weapon for killing most zombies, as well as hunting animals. While the crossbow is an upgrade in most respects, it cannot be created without the appropriate recipe (which is entirely a random drop), a forge (to provide iron ingots and arrowheads), and leather (which has to be salvaged from furniture or created from animal furs and clothing using a perk).
4th Nov '16 4:37:02 AM Alceister
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** Bow and arrow. You can craft it at the beginning of the game out of nothing more than wood, fiber, stones, and arrows. It will be your go-to weapon for killing most zombies, as well as hunting animals.
** The pistol. Simple to use, simple to aim, simple to shoot. A headshot from a pistol will take down most zombies, and it is better at dealing with fast-moving targets (such as dogs and hornets) than any other basic weapon. Complete examples of pistols are also easier to find than most firearms, as they can be found in toilets, which are ''everywhere'' in the game. Ammo is also relatively plentiful and can be crafted early on, provided that you find calipers for the casings.

to:

** Bow and arrow. You can craft it at the beginning of the game out of nothing more than wood, fiber, stones, and arrows. feathers. It provides you with the ability to silently kill things at a distance and as such, it will be your go-to weapon for killing most zombies, as well as hunting animals.
animals. While the crossbow is an upgrade in most respects, it cannot be created without the appropriate recipe (which is entirely a random drop), a forge (to provide iron ingots and arrowheads), and leather (which has to be salvaged from furniture or created from animal furs using a perk).
** The pistol. Simple to use, simple to aim, simple to shoot. A headshot from a pistol will take down most zombies, and it is better at dealing with fast-moving targets (such as dogs and hornets) than any other basic weapon. Complete examples of pistols are also easier to find than most firearms, as they can be found in toilets, which are ''everywhere'' in the game. Ammo is also relatively plentiful and can be crafted relatively early on, provided that you find calipers for the casings.
3rd Nov '16 9:27:09 PM Alceister
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* EndlessGame: The current state of the game. Previously items and supplies were finite, but you can customize loot respawn frequency or if they happen at all.

to:

* EndlessGame: The current state of the game. Previously items and supplies were finite, but you can customize loot respawn frequency or if they happen at all. With the introduction of trader NPCs, it is now possible for a game to go on indefinitely, no matter what settings you choose.
3rd Nov '16 9:00:26 PM Alceister
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* {{Stripperiffic}}: It is highly doubtful that some of the zombie nurses used to actually be nurses.

to:

* {{Stripperiffic}}: It is highly doubtful that some of the zombie nurses used to actually be nurses.nurses, and now there are actual stripper zombies.
31st Oct '16 2:33:06 AM Alceister
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* {{Stripperiffic}}: It is highly doubtful that at least some of the zombie nurses used to actually be nurses.

to:

* {{Stripperiffic}}: It is highly doubtful that at least some of the zombie nurses used to actually be nurses.
31st Oct '16 2:31:21 AM Alceister
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* ArtificialStupidity: The pathing for the zombies is currently rather basic. Zombies will go through mines (and blow up), smash through fences, possibly even house walls, just to reach you, when they could walk around. Their pathing isn't that bad, but it's frequent to see a pile of zombies only appear near one house wall, instead of around the house. This has been somewhat alleviated by the implementation of a "breadcrumbs" system, whereby zombies follow the player's trail, although this could be exploited as well.

to:

* ArtificialStupidity: The pathing for the zombies is currently rather basic. Zombies will go through mines (and blow up), smash through fences, possibly even house walls, just to reach you, when they could walk around. Their pathing isn't that bad, but it's frequent to see a pile of zombies only appear near one house wall, instead of around the house. This has been somewhat alleviated by the implementation of a "breadcrumbs" system, whereby zombies will try follow the player's trail, although this could be exploited as well.



** The Rocket Launcher. Its parts are rare, and to even ''make'' one, you have to get the schematics for them first. Even after finally getting ahold of one, they're still more liable to do more bad than good. One of the more practical uses for it is purely for demolition.
** The [=SMG=]. It has a high fire rate which is good to mow down zombies, but that's where the positive points end. The silencer modelled on it does not work and its ammo is rather scarce, so, if you choose to use it on a group of zombies, you better have enough ammo to mow them all down.
** The chainsaw turns lumber-gathering into an easy-peasy task and can mess up zombies like there's no tomorrow. However, it is completely useless when it runs out of gas and it generates '''a lot''' of noise. You can acquire more gas through various means, but it is generally a lot more efficient to chop down trees with a regular axe.
** [[DropTheHammer Sledgehammer]]. Big, powerful and exceedingly efficient melee weapon with a high probability of a OneHitKill when swung at a zombie's head. Problem is, it swings very slowly and uses up a lot more stamina than most other melee weapons.

to:

** The Rocket Launcher. Its parts are rare, Parts and to even ''make'' one, you have to get the schematics for them first. are very rare -- rockets in particular are not only equally as scarce, but also very difficult to manufacture. Even after finally getting ahold of one, they're if you somehow manage to find or put together a working Rocket Launcher, you'll still more liable have to do more bad than good. One contend with the fact that each shot you fire is likely to attract as many zombies as you kill, if not more.
** The [=AK47=] and [=SMG=] are great at mowing down hordes of zombies, particularly some
of the more practical uses for it is purely for demolition.
** The [=SMG=]. It has a high fire rate which is good to mow down
challenging zombies, but that's where otherwise amount to overkill in any other situation. As with the positive points end. The silencer modelled on it does above, parts and schematics are hard-to-find, though ammunition is at least not work and its ammo is rather scarce, so, if you choose as challenging to use it on a group of zombies, you better have enough ammo to mow them all down.
make.
** The chainsaw turns lumber-gathering into an easy-peasy task and can mess up zombies like there's no tomorrow. However, it is completely useless when it runs out of gas and it generates '''a lot''' of noise. You can acquire more gas quite a bit of gasoline through various means, but it is generally a lot more efficient to chop down trees with a regular axe.
** [[DropTheHammer Sledgehammer]]. Big, powerful and exceedingly efficient melee weapon with a high probability of a OneHitKill when swung at a zombie's head.head, and good at smashing blocks to boot. Problem is, it swings very slowly and uses up a lot more stamina than most other melee weapons. Unless you have sufficient skills or the right items to offset the stamina loss, extensive use of the sledgehammer can leave you in a vulnerable position when you're faced with a group of zombies.
25th Oct '16 6:28:55 PM Alceister
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** [[DropTheHammer Sledgehammer]]. Big, powerful and exceedingly efficient melee weapon that takes a OneHitKill for granted. Problem is, it swings very slowly and uses up a lot more stamina than most other melee weapons.

to:

** [[DropTheHammer Sledgehammer]]. Big, powerful and exceedingly efficient melee weapon that takes with a high probability of a OneHitKill for granted.when swung at a zombie's head. Problem is, it swings very slowly and uses up a lot more stamina than most other melee weapons.
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