Game Mechanics

From 7 Days to Die Wiki
Jump to: navigation, search

Pen icon.png This article may require cleanup.
This page contains outdated information and should be edited to provide relevant and useful information.
Please help improve this article if you can. The Discussion page may contain suggestions.

Proposed since November 22, 2018.

There are a lot of different game mechanics which are briefly summarized here. This is not intended as a tutorial or guide, but an overview of information about game mechanics with links to pages on each subject. More detailed information and guides may be found in articles linked here.

Survival[edit | edit source]

Day and Night[edit | edit source]

  • Day and night settings can be defined by the player on the menu before starting a game.
  • You can change how many in-game hours there are in each day (12, 14, 16, or 18 hours in each in-game day). The sun will always set at 22:00 and rise at either 4:00, 6:00, 8:00, or 10:00.
  • You can change how long a 24-hour cycle lasts (10, 20, 30, 40, 50, 60, 90, or 120 minutes in real-time). The duration of a 24-hour cycle not only affects how long a day lasts but how long a night lasts too.
  • Both day and night time have an effect on zombies. During the day almost every zombie type cannot run (some exceptions include Feral Wight and the Zombie Dog). During the nighttime, every zombie can run. This can be modified (plus the run speeds) on the menu.
  • Time of day or night does not affect how the player obtains experience, loot, or any other variable besides how bright or dark the world is and if the zombies are allowed to run or not.

Temperature[edit | edit source]

  • Every player has their own temperature and it can be affected by clothing, their surroundings, the weather, and more.
  • Temperature cannot give the player any positive effects, it can only give neutral and negative effects.
  • If the player does not stay between 31°F and 99°F (-0.5°C to 37°C) and goes below or beyond these temperatures they will start to be affected with Status Effects that will negatively affect the player's fullness (hunger), hydration (thirst), health, stamina, and Speed. If the temperature is not kept to a suitable level the player will die.
  • Biome has an effect on temperature. The burnt forest is generally hot and the snowy forest is generally cold. The forest defaults to a suitable temperature.
  • Standing near other players will not increase your temperature.

Wet[edit | edit source]

  • Swimming in water, being outside in the rain (or snow), or against an open window inside a building while it is raining or snowing can cause the player to get wet.
  • Your temperature will always decrease while you are wet.
  • A Campfire will not dry you but will keep your temperature up.
  • To lose wetness the player must stay out of water for a period of time.
  • Wearing clothing reduces this effect.

Combat/Damage System[edit | edit source]

Block Damage[edit | edit source]

  • Block Damage determines how much damage a weapon or tool will do to a block.
  • Every weapon and tool lists how much damage it can do to blocks.
  • The damage inflicted to blocks is also determined by the quality and durability of the tool/weapon, the players skill levels, the player's stamina, and whether or not it is the appropriate tool for the block.

Entity Damage[edit | edit source]

  • Entity Damage determines how much damage a weapon or tool will do to a player, zombie, or Animal.
  • Every weapon and tool lists how much damage it can do to entities.
  • The damage inflicted to entities is also determined by the players skill levels. (As of right now I am not sure if quality, durability, or stamina affects a tool's and weapon's entity damage the same way it affects block damage).

Enemy Damage[edit | edit source]

  • Enemy Damage determines how much damage a zombie will deal to a player or block.
  • The damage to a player will almost always be much higher than the damage dealt to a block.

Stealth System[edit | edit source]

  • Stealth allows the player to be quieter, making it harder for zombies to hear the player's movements and actions.
  • When in stealth, actions like mining or looting are quieter. Some actions (notably looting) are done slower as well.
  • The first attack done to a zombie while in stealth does extra damage. Any further attacks, even if the zombie did not detect the player attacking, will not take more than the first instance of increased damage.
  • Stealth cannot be used when creatures are already aware of you. This includes special events like the blood moon where a horde of zombies is triggered to attack you.

Heatmap[edit | edit source]

  • The heatmap is an invisible mechanic that controls zombie spawns around areas the players are most active.
  • There are a lot of things that can increase the heatmap: using firearms, explosives, or buildings like a forge or torch.
  • When the heatmap becomes very high, random screamers will start spawning and attempt to find the character. Usually, this results in a small horde once the screamer detects the player and screams.
  • Chopping trees, mining rocks, or digging up the ground also increases the heat map.
  • Small things like opening doors, jumping, falling more than one block, or standing in an area for a period of time can also increase the heat map.

Leveling Systems[edit | edit source]

Character Level[edit | edit source]

  • Every player has their own level, which is increased by gaining experience points (XP).
  • Most activities give XP. Killing zombies, crafting, looting, and mining all provide XP.
  • Tools, weapons, and clothing do not have a minimum character level to use.
  • Every level gives the character one point to spend on Skills. Five points are received from finishing the starting quest.
  • Some perks you can’t get until a certain level and/or by being at a high enough trait. You can check this by hovering over the lock on a perk if you have not previously obtained it.

Perks[edit | edit source]

  • Perks can be leveled by use of the skill points.
  • Each perk has 5 levels, each requiring either a certain character level or a certain level of the parent Attribute Skill.
  • Players can level certain perks to increase damage with weapons, or increase effectiveness with tools.
  • Crafting of a lot of 'higher-tier' items require a Perk from the intellect Attribute to craft.
  • The player's Intellect attribute determines the tier of the items they craft; this controls the item's durability.