Posted in 7 Days to Die, Gaming

7D2D: Welcome to 1313 Elm Street, Milton

The Posse has been back at playing a new 7D2D map, using a fantastic seed we found named “Milton.” Try it. You’ll like it.

Just like any game with building and housing, that’s where I spend most of my time during the zombie apocalypse. I get made (gentle) fun of for being addicted to painting and decorating our house-base. But, hey, if we have to live in a place, I want it to look nice!

It doesn’t help that painting is quite audible to everyone nearby, often compared by other players as the sound of a cat lapping up milk.

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We named the new place “Elm Street” due to the fact that Xaa had fun lining the approaching road with huge trees on either side.

This play through, we tried something a little different. Instead of swiping a forgehouse somewhere outside a town, we snagged the outtermost house on the edge of a suburb. I usually don’t like to build so close to a town since it might cause more zombie spawns, but I haven’t really seen a difference.

I put up the normal fortifications outside, and built a roof-garden by modifying a garage across the street. This has served us well.

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We managed to find a working chemistry station in a nearby Poppin’ Pills, and I’ve taken advantage of that to paint the base. Sadly, many of the paint textures are dirty and grimy, but I’ve done the best I could to make it look nice.

The living room / work room:

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The kitchen:

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Landing at the top of the stairs:

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An office space:

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Later, I dumped the old chair pictured up there, and put nicer wood chairs instead. I don’t dare put a swivel chair in there, though, cuz it’d be immediately raided and broken down for parts. 😀

But, just because things look nice on the inside doesn’t mean everything is safe. Oh, no!

Our base is fortified outside with concrete and steel!

This zombie dog looked particularly vicious in the position it died on the spikes:

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Our night 21 horde was quite a ride, too!

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A couple days later, Xaa had this fellow follow him all the way home. Props to Xaa for sending me this cool shot:

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Feral Radiated Spider Zombie: Not something you see every day!

I don’t know what it is about 7D2D that has made it one of the longest-played games in my Steam library. It’s got a similar appeal to something like Minecraft (which inspired it), but only more gritty, with FPS and tower defense elements mixed in.

Maybe it’s the fact that there is so many things to do, and that playing it as a group, everyone can find something they enjoy. I love to build, some people love to mine, some love to explore and loot. Some like fighting zombies.

The game keeps getting better, too. We’re all really looking forward to the new vehicles releasing with the next big patch!

Granted, releases take their time to reach us. But we can be patient for the good things to come.

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Posted in 7 Days to Die, Gaming

7D2D: When Radioactive Zombies Attack

Over the past few weeks, the Posse has started a new game in 7D2D, since the stable version of the patch was released. We still faced some pretty game breaking issues, which pushed us to host from the dedicate server module rather that through Steam. But once Syn got all that set up, everything was running well again.

Almost every time we start a new game in 7D2D, we experience something we’ve never seen before. This game is the longest running we’ve had in a long time. I think we were pushing up on day 40 pretty soon.

The last couple hordes we fought brought something new… radioactive zombies.

Apparently, the fat cop zombie is always glowy and green now. They were always a bit intimidating before since they could puke long distance projectiles and would rush and try to explode to take you out. But now they also glow green.

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They’re not the only type of glowing zombies… I’ve seen glowing spiders and ferals as well. And the ferals have seriously increased in size.

It’s something else to look over the hill on a blood moon night and see something like this coming your way…

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There’s five of us, and we’ve had no problem holding our own against them. The concrete fort reinforced with steel spikes has also done its job well. So you get a pile of radioactive zombie bodies burning with flame from the Molotov cocktails that Vix likes to set herself on fire with.

Oh, and sometimes the zombies catch fire, too…

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Skyscraper Fun

The other thing we’ve discovered for the first time are the new skyscraper POIs. The patch notes said these were meant to be like vertical dungeons that your team could explore. And explore, we did!

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Lots of loot. Lots of sleeper zombies. Lots of floors to explore. Good fun.

Also, trap rooms!

The “Beware” sign on the screenshot at the top of this post indicated that the floor in that area would fall out under you! We also found this little spike trap room…

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Someone was angry…

The skyscraper is interesting because you really did feel like you were exploring a place that survivors had holed up into — from the top level penthouse to floors of offices where you found working cubicles and mostly businessman zombies.

And then, you find strange things like toilets hanging out on unfinished ledges.

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I have no idea. Random generation at its finest, I guess.

Our game is currently on hold for a little while since Syn won’t be able to host until she gets back from a trip. But I did want to post about all our newest discoveries. I swear just when you think you’re familiar with 7D2D, it throws a curve ball at you.

Posted in 7 Days to Die, Gaming

7D2D: Alpha 16 Release

So, while the Posse is fidgeting and waiting for Stormblood to drop, 7D2D released Alpha 16 last weekend… just in time to give us a little taste of it before FFXIV whisks us away. This update upped the stakes and increased the difficulty of the game, which was something we could tell instantly (even though we play on lower settings).

I say this as a positive thing. A16 keeps you on your toes, even if you’ve been playing the game for years, like we have. Sleeper zombies are a new thing — they lay there until you get close and just wake up out of nowhere. You can put them down if you sneak up on them before they wake, but man, do these things make exploring new locations a startle-fest.

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I tried to place these chests on the floor, but they attached to the fridge instead. They are our new “fridge magnets.” (We actually call them that in game, too: “I put the food in the bottom fridge magnet.”)

Also, new wildlife, such as wolves and buzzards are in. Wolves (and dire wolves) are almost everywhere, and attack much the same as the zombie dogs used to. At first, I thought this would be annoying, but then, when I realized you could harvest them for meat, fat and hide, they’ve become more of a good thing. Instead of running after pigs and deer, you can let dinner come to you!

It looks like the old roaming zombie hoards are back. I missed hearing the frightening sounds of running zombies at night. And these hordes are pretty sizable, giving a good challenge no matter the time of day.

Despite all these things, we were able to reinforce a starting location in time for the first blood moon. The 7 day hordes are now adjustable in size — we left ours at 8 zombies (per person, I believe), but you can make them bigger. With five of us playing, we had quite a lot of zombies rushing our base.

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We found a few bugs (zombies and wolves running in circles but hardly doing damage, short weapon range, falling through the world, way too many screamers), and a few changes… but overall, we had a good time with the new build. I’m looking forward to exploring the new painting tools and making our base look faaaabulous!

But, first… who’s going to clean this all up??

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Posted in 7 Days to Die, Gaming

7D2D: Minibikes, Drawbridges and Greenhouses

While I’ve mostly been writing about adventures in FFXIV, the Posse has also spent a good deal of time in 7D2D over the past few weeks. We’ve gotten further than we have in a while — we survived the Night 36 horde last time we played.

Tales of a Greenhouse

Now that we’ve put this much time into one location, we’ve been able to experiment with building things we don’t normally get to in a shorter game. Much of this is trial and error based on how zombies respond to things that I build.

For example, I noticed that zombies could trash our garden if they got caught on the plants during a horde. So, I started fencing it in. But that hardly did anything to stop them. So I built a wood wall around the garden.

Well, for some reason, that prompted zombies to spawn on top of my garden wall! And because I connected the garden wall to the base wall with a catwalk, they were strolling right on in. Sometimes they fell down inside of the garden instead. Not good.

I decided to put a roof on the garden. But this has to still let light through, so it became a greenhouse.

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Inside the greenhouse

To stop zombies from strolling along the catwalk into our base, I destroyed its connection to our walls. I decided to experiment with the fancy new metal hatch. It looks really awesome!

So I put one hatch in the garden…

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Then I dug an underground tunnel to the base and put another hatch inside. We now have a secret passage from the base to the garden, and no more zombies seem to have spawned on top of the greenhouse.

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Minibike Chronicles

Another thing that the Posse wanted to experiment with that we never have before was building minibikes. Until this game, we never had the books and the resources, and just didn’t play the game long enough on one map to build a minibike. So, we made it a goal to make them, and we were successful!

But the thing about minibikes is that you have to store them somewhere safe. Since we use ladders to get in and out of our base, I had to devise a sort of protected garage for our new bikes.

I decided to be flamboyant and learn about drawbridges. That’s right. I built a garage with a drawbridge that spans over a pit of spikes for the curious zombies that come our way.

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Garage with a drawbridge

If you look, you can see the cement ramp located just under the hammer there. The drawbridge’s footprint is such that you can stand on the ramp and still open and close it. So you just drive your bike up, open the door, and ride inside the little garage to park!

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Minibikes inside the garage

The minibikes are a bit buggy and difficult to learn to drive at first, but they sure do speed up travel time. Of course, to ride the bikes, you have to have gas. So, Syn did her research and learned how to mine oil shale. She also learned how to make the chemistry station, which in turn, creates the gas.

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Chemistry Station

From there, we started getting gas production going. I think we’re pretty set on this…

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Against the Horde

Our base is slowly being upgraded to the first level of steel. But with the hordes we’ve been getting lately, we need everything we can get!

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Steel walls around the base

Even the screamer zombie hordes are getting harder. The last one spawned a zombie bear, which is the first we’ve ever seen. Syn discovered quickly that going 1v1 with a zombie bear with just a crossbow was not a good idea.

The bear then learned the superior power of our spikes and firearms.

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Dead zombie bear

The night 36 horde was massive. We had zombie corpses littering everywhere when it was done.

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Next to the garage…
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Along the wall…
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Syn gets restless and runs out to attack stragglers as we snipe them from the walls…

The base held up just fine under all this. A major success!

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PSA: It’s not polite to rob the only trader in your area… (Unless it’s Trader Rekt. He’s a jerk.)
Posted in 7 Days to Die, Gaming

7D2D: Zombies are Testing My New Video Card

As I noted, over the weekend, I installed a pretty significant upgrade to my video card. So far, it’s been pretty painless – just needed to get an display port adapter for one of my monitors and had to fight with my Cintiq tablet’s drivers as it’s adjusting to the new setup. But as far as playing games are concerned, it’s taken to everything wonderfully.

The Posse has gotten back into 7D2D over the holidays, and we’ve been playing it almost nightly now. On our current game, we’ve worked up to night 19 again. This was after restarting the game a few times due to the desire for a better seed.

We discovered that there’s a way to view the randomly generated maps based on the seed name, and we’ve used it to glance at maps to determine which ones are best . In a few of the games we rolled, we had a hard time finding a viable city near our base.

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We even have a deck with a couple chairs up there!

While I can be content sitting at home building all day, a few in our party are explorers. They need cool points of interest to explore, and the newest build of this game really places a lot of emphasis on scavenging for parts and recipes. I think our newest map has a pretty good balance of what we need, and our base sits on the merger of three or more biomes, and quite near to the trader, which is always a fun thing.

Testing the Video Card

Seeing that 7D2D is a voxel sandbox game with fairly realistic graphics and a randomly generated world that often throws hordes of zombies at you, I figured it was a good game to test out my new video card. I’ve always played this game for function rather than graphics, so I never even took notice of all the higher settings I could choose. I thought the game looked good even on the lower settings.

So I turned on all the fancy shadows, reflections, better trees, higher grass and even god rays. Gosh… I had no idea all that was there! I pushed all the textures up, and man, what a difference. I didn’t realize that all this time I was playing with anti-aliasing turned off! Oops.

The result? My team had to hear me squee about how “fluffy” the world had become.

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I don’t know! Maybe it’s because the grass is fuller and the graphics have taken on a softer tone, but “fluffy” is the best word I could find for it!

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And it all runs just fine. I’ve slowly adjusted the settings higher and higher to continue testing it. I’ve had no problem no matter what I’ve done with it so far, aside from some wonky water reflections (it’s alpha).

But anyhow, I don’t have any new pictures of the updated base, but we’re starting to upgrade to cement walls. I also have built some fortification around our garden after a sad setback that took out most of our seedling potatoes. Apparently, zombies can and still will destroy crops. We haven’t had that happen in a while, so I didn’t know it was a risk. Bummer.

We are way ahead of the blood-moon hordes in terms of fortifications, so I’m feeling pretty confident in starting to explore other builds and add-ons to our base. I’m thinking about some catwalks, towers and other interesting additions. Our ultimate goal of this game is to finally make a mini-bike, though!

I have no idea why, but as many times as we’ve started a new game in 7D2D over the past years, we always have fun. Clocking in at 570+ hours,  the most of any game I’ve played on Steam, this is one game I absolutely got my money’s worth from.