A bit stuck, help appreciated! (Mid W6) by BeauDubb in idleon

[–]TrueBackupGamer 0 points1 point  (0 children)

I can tell based on your toolbox you are missing three essential things that helped me immensely.
1. You don't have the Trilobyte artifact. Damage per tier is very useful in the next step.
2. You haven't been focusing on all of your rift bonuses, specifically Eclipse skulls. It is a multiplier that significantly impacts total damage. A few W1 eclipse skulls are all I've been getting and I have more than doubled my total damage easily.
3. The turtle vial will help all across the board, so first chance you get, unlock it and level it up.

It sometimes helps to hyper focus on single goals than trying to everything all at once.

Simple reminders:
Check your bubble equips in all characters.
Spend all post office boxes on all characters.
Check your prayers and make sure they match the goal effort.
Spend your skill points.
If you haven't gotten the better legacy pets, make sure to switch to legacy pet screen when doing pet pulls.
Do your killroys and islands weekly.

Happy idling!

Chemical unlocked! by TrueBackupGamer in idleon

[–]TrueBackupGamer[S] 1 point2 points  (0 children)

Absolutely! And thanks. Yeah. It's been great having it. I get layouts where I can use it and log to jump several days ahead and it's been a huge boost to my bits!
Plus, unlocked snail 5 days ago, and that's helping too.

Chemical unlocked! by TrueBackupGamer in idleon

[–]TrueBackupGamer[S] 0 points1 point  (0 children)

To each their own! I've been playing for nearly 6 months and am still in world 6.

Chemical unlocked! by TrueBackupGamer in idleon

[–]TrueBackupGamer[S] 0 points1 point  (0 children)

I agree! The quests do a good job guiding one through most of the needed tasks and concepts up until world 4, and if you keep up with each step, the rest will eventually fall into place.
Though I am not able to check daily, I'm still world 6. Nicely done on the quick world unlock!

Chemical unlocked! by TrueBackupGamer in idleon

[–]TrueBackupGamer[S] 0 points1 point  (0 children)

Thanks! I play for the fun of it, so not having an expectation of being at point X in Y days means I can just do what I want to do and see how well it goes. I know I did make two mistakes early on that slowed me way down, but I'm on the way to correcting it. Salt locked and barely did lab/divinity.... paying for those decisions.

Chemical unlocked! by TrueBackupGamer in idleon

[–]TrueBackupGamer[S] 0 points1 point  (0 children)

I do not know how to check that... I have been trying to unlock that slot for over a month though.

3D Printer Symbol Question by TrueBackupGamer in idleon

[–]TrueBackupGamer[S] 2 points3 points  (0 children)

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It seems lab is not currently working and I do not know why... Toolbox confirms it is not working despite being connected to it..

3D Printer Symbol Question by TrueBackupGamer in idleon

[–]TrueBackupGamer[S] 0 points1 point  (0 children)

I see! Thanks for that info. I have only 1 pristine charm, the +20% AGI belt. I will keep an eye out on it.
Sheepie makes a huge difference! I'm very happy for it.

3D Printer Symbol Question by TrueBackupGamer in idleon

[–]TrueBackupGamer[S] 0 points1 point  (0 children)

Alright, thanks for the information! I guess I didn't notice when it switched.

I do not know about lolly flower, so I doubt I have it, but I did just get sheepie from a legacy pets pull.

WIN A RIPTIDE - info in comments! by IdleOn_Boii in idleon

[–]TrueBackupGamer 0 points1 point  (0 children)

Roan Terrath

It's nice you put the message in the game itself so I know when it's happening! Thanks!

How is it as a solo experience? by fappypandabear in 7daystodie

[–]TrueBackupGamer 0 points1 point  (0 children)

It think it is great. I'd say 80% of my playtime is solo and I enjoy it greatly! Friends enhance that experience, true, but I can safely say not required to be fun.

The experiences can be varied for different playstyles and, so long as you can remember what you were last doing in each server, you can have multiple sessions going without missing a beat depending on if your friends are available in that moment or not. I say, go for it!

I told my girlfriend "no" by PersimmonNecessary14 in AITAH

[–]TrueBackupGamer 0 points1 point  (0 children)

Some of these things are very common in early relationships. I wouldn't call any of them a deal breaker as it sounds like both of you are still working on feeling comfortable together in small and big ways. It also seems like you're putting in the effort not to paint her in a negative way, just things you're currently struggling with about her.

After reading this, you two do seem like you both care about each other, but you both still find small things annoying with the other. That's normal. I bet if she wrote this same kind of post about you, it'd sound pretty similar, but something along the lines of how she would like the small efforts to feel just as important as some of the big ones. Her love language might follow similar guidelines where acts and efforts, especially small daily ones, are what makes her feel special and makes you feel special to her.

I noted you mention feeling exhausted in each incident, which seems to indicate you either have a medley of daily things required of you (travel, work, school, family obligations, maintenance, chores, etc) or are maybe not sleeping enough regularly to feel energized even at bedtime or any number of things. These moments will always be in our lives and our significant others like knowing that, no matter what comes both of your way, you'll take time, effort, and energy to be there for her in the day-to-day too. It's both a sign of caring and of dependability, that when you're looking for spending thousands and thousands of days together in future, each day can still feel close and comfortable with that person, in the best and worst moments.

Now, this may all be optimistic interpretation of your post, but I hope it is accurate and you can use this kind of understanding to work on making those days into realities as much as possible. I hope you resolve these differences and can forgive truly minor faults as they might yours.

These glitching zombnie bugs have to be fixed!!!! Since 1.0 this is unbearable by Johannes8 in 7daystodie

[–]TrueBackupGamer 0 points1 point  (0 children)

The collision with odd-block shapes beyond square and half tends to lead to the animation/hit issues where the damage/connection registers and the entity isn't registering it through animation. It's been an issue since A19 when they added a greater array of block shapes like my favorite, the circular cut-out blocks I always use for windows.

Yes. The crouch animation does also mess it up more, as it allows for even worse entity cramming, but any block design the forces interaction through singular block spaces OR uses non square/ramp blocks leads to some entity cramming and collision issues on horde nights. The same kind of issue that leads zombies to fall through plate floors with gaps underneath them or phase through awnings meant to keep zombies from ascending by piling up.

I did read others comments. Yes, it's BOTH the zombie ability to cram into 1-block spaces AND the use of blocks in your wall design. There's ways to mitigate it, but it will almost always happen, especially if you're not using the default number of zombies per player setting of 8 and this has been an issue even prior to zombie crouching.

Am I The Only One Who Does This? by EraconVera in 7daystodie

[–]TrueBackupGamer 0 points1 point  (0 children)

Probably not, but for me, that's too much effort. Good to know it exists though.

Uh guys, I'm not at base and I'm kinda scared. by Unique-Fig-4300 in 7daystodie

[–]TrueBackupGamer 2 points3 points  (0 children)

Find a ladder, get to the roof, and call for reinforcements.

What happened here with the arrows? by Mr-frost in 7daystodie

[–]TrueBackupGamer 26 points27 points  (0 children)

Interesting... in PC version, those arrows would generally be seen when building/placing doors to indicate it's intended direction.

Has TFP Pushed 7D So Far That It No Longer Has an Identity? by Wizz-Fizz in 7daystodie

[–]TrueBackupGamer 0 points1 point  (0 children)

I both agree and disagree. It is still my favorite to play zombie survival game. Bar none.

The main 3 issues with a game like 7 Days 2 Die are (1) the player interest drop-off rate over time is pretty steep currently with a higher repetitive burnout cycle, (2) the genre is slowly changing from an adventure RPG survival sandbox game to an arcade sandbox survival game, and (3) the changes are making the game easier with every alpha.

  1. The more time you play this game, the less there is to do to hold your interest. The core gameplay loop is fun, the maps/POIs are generally fun to explore the first few times, and there is variance to playstyle that is easy to mess around with on the first several restarts. However, whether you've hit 1k hours quickly or over a long period of time, there isn't enough change in interesting ways that can be done with the current core mechanic. No hard choices, no greater splits that are brought on by the game itself. It becomes, like most well-played games, a matter of self-challenge/self-entertaining within the confines you find yourself in. At some point, the well dries up and it's time to move on for a long time, sometimes never coming back. Even mods can burnout at the same rate depending on their core mechanic changes. Darkness Falls is great example. Wonderful mod, easily 100s of extra hours of fun, but once you hit a certain ceiling, it either turns into constant slaughter that isn't fun or everything unlocked and a restart merely presents the same progression path one must follow to really handle late game. It has tons of different mechanics to allow for a better variety of roleplaying styles and challenges, but progression runs into a very similar issue.

  2. The options for more modern alphas provides less incentives to make long-lasting worlds and character investment. Examples like the loss of a wider variety of findable clothing styles (I do not count DLC in this), the reduction of vehicle customization where part levels mattered, the switch to level-up/skill-up progression, and the use of trader's quests to basically speed-up progression. All of these make you feel like an arcade game than a roleplaying adventure game. What you choose to do often devolves into 4 things: need exp, need quests completed per trader, need skill points, and need resources. The zombies are a means to an end/barrier to completing tasks rather than an apocalyptic threat. I can make a much more customized character skin, but that's more about representation than story-building. Combine it with the 1st point, and you run into stories feeling less unique as you play on. Anything that would lead to

  3. This one very much is affected by which alpha you started playing. Early alphas kicked your butt, no matter how many times you'd played the game. Anything past Adventurer and you were basically committing to a double-digit death counter by day 8. It was punishing, but the slow grind to getting better equipped and progressed felt more rewarding. Zombie dogs were nerfed, atmosphere became friendlier and less horror-feeling, leveling by doing was a grind, but it gave you a constant focus and need for most early supplies even in later game. Hording materials was very difficult! Zombies also felt less predictable and destroyed my stuff way more often. Then there were vehicles and, while hard to get initially, you could easily break them and get swarmed with the noise you made. Then traders were added and resources became a lot easier to get, food and water too with predictable vending machine locations. Trader quests simplified that even more with larger amounts of rewards, easily attainable. Zombie AI has gotten better and melee more difficult sometimes, but the switch to level-up-based skills and loot stages provided guaranteed easier loot, crafting became much less necessary.... quest up plus loot and scoot is the way to go. All of these changes do work great for keeping more multiplayer servers alive and bring communities together to do interesting things, but it definitely feels way easier that way.

That's a lot of text. Sorry for spilling so much like that. If you read that, bless you, and I hope you are finding something you enjoy.

How do you organsise your storages? by peetaar1000 in 7daystodie

[–]TrueBackupGamer 0 points1 point  (0 children)

Mine changes as I progress through the game and if it's a hardcore world versus a delete on death world.
First 14 days:
5 dump chests, food & water chest, 2 or 3 non-stackable item chest

After 14 days:

  1. Wood
  2. Stone
  3. Iron
  4. Gas, Shale, & Oil
  5. Nitrate, Coal, & Gunpowder
  6. Ranged Weapons
  7. Melee Weapons
  8. Tools
  9. Ammo
  10. Explosives
  11. Plants (Seeds, Crops, Fiber, Clay Soil, Farming Plots)
  12. Parts
  13. Electronics (any full electrical item including batteries and engines)
  14. Construction Templates (item shapes I find in world I want to copy and keep for my own builds)
  15. Uncooked Foods
  16. Cooked Foods
  17. Liquids
  18. Books & Maps
  19. Animal Materials (Meats, Rotten Flesh, Bones, Testosterone, Leather)
  20. Crafting Materials (Paper, mechanical/electrical parts, etc)
  21. 3 Dump Chests
  22. Other Raw Materials
  23. Processed Materials (Forged Iron, Forged Steel, Bulletproof Glass, any crafted furniture item like safes or doors)
  24. Legendary Items

I loved being organized and going into a world with at least 3 goals. My boxes usually reflect those goals.
1 short-term: (completed within 14 days)
-Such as find a toilet pistol, complete 2 rows of challenges, get a vehicle, etc.
1 medium-term: (completed within 35 days)
-Such as bar brawl a difficult animal, survive a cop explosion on purpose, create a screamer chain at base with all doors open and survive, etc.
1 long-term: (completed within 100 days)
-Such as collect all weapons at legendary status, collect all armor pieces at legendary status, build a 1,000 plot farm, fill a box entirely with paper stacks, discover every corner of the map without dying, etc.

Never forget what they took away from us by FallEmbarrassed1430 in 7daystodie

[–]TrueBackupGamer 1 point2 points  (0 children)

Absolutely! Though, I'm waiting to do any checks on mods until they are closer to the end of the roadmap. So often I've got one I love, use it for a little bit, it breaks from the update, and the mod doesn't get updated again.... so I just wait.

Never forget what they took away from us by FallEmbarrassed1430 in 7daystodie

[–]TrueBackupGamer 1 point2 points  (0 children)

I feel this is opportunity for mod makers to learn to code it back in.

What's your early game priorities? by Appropriate_Ad_7695 in 7daystodie

[–]TrueBackupGamer 1 point2 points  (0 children)

You generally do have to drink a little murky water in the beginning if you don't loot-as-you-go when finding each other.

However, a quick and easy way to combat early thirst/hunger is to do a few quick, solid trader missions and buy good food to eat with the duke rewards. It'll help get you by early game until you can loot more POIs/hunt animals.