Gaming Quest End Death Room | 7 Days to Die 1.0 Gameplay | Part 33



7 Days to Die 1.0 Full Release Gameplay Let’s Play – 7 Days to Die is an open-world game that is a unique combination of first person shooter, survival horror, & tower defense

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Download 7 Days to Die from the Steam store here: https://store.steampowered.com/app/251570/7_Days_to_Die/
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What’s up guys and gals, I’m Kage848. I love to make videos for Youtube, mostly early access survival games like 7 Days to Die, Empyrion, Raft, Mist Survival, The Forest, and more! I also dabble in City Builders and strategy games like Civilization 5, Civilization 6, Dawn of Man, Stonehearth, Factorio and Rim World. I do at least two videos everyday of mainly tutorials, let’s plays and general gameplay footage. Thanks for watching my videos.
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This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development.
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Outro Song:
Shaving Mirror Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
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24 thoughts on “Gaming Quest End Death Room | 7 Days to Die 1.0 Gameplay | Part 33”

  1. 8:00 :: I usually go strength/agility and spec strongly into shotgun, heavy armor, and parkour as fast as I can. Become a walking tank with surprising mobility. I've also done sneaky-shotty builds (strength/stealth) and an auto-shotty with a silencer and drum mag on it (and at the top tier, rad remover, retracting stock, and crippler) when you're perked out is incredibly powerful for close-quarters combat such as sneak builds. Add slugs, and you can take on and take down almost anything. Also, a shotgun with a choke mod on it can actually snipe zeds out to moderate distances when you're perked out enough, which is hilarious.

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  2. And you’d be right Kage, you passed the wall safe multiple times. You worry about boring your viewers but rushing and knowing people are going to point out that you missed stuff is equally frustrating. xD

    Its alright to take your time and give everything a good thrice over before throwing up your hands.

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  3. I have seen a bowling ally a few times, but have never seen what they are like inside. I wonder if they have a lot of polymer. I do not think you can put a silencer on a shotgun. I love the Dulture with the extended mag, silencer, brutal rounds, and rad remover. The crossbow will always do more sneak damage as it maxes out at something like x7. It is still a strong gun. I would rather take 2 Dultures than have a SMG backup. Plus you get a +5% bargaining when holding it if you have the book already. I usually take legendary Enforcer glasses, a cigar, a .44 magnum/Dulture, and bartering level 1. That is something like +40% total. I NEVER take more than level 1 in any skill outside my specialty and never put points into any other stat until I have maxed out my specialty completely.

    See you dump points all over the place and this actually makes things harder for you. Things like farming are more later game anyways as you need high tier farming gear to get enough seeds and that is usually more important that upping your skill past level 1. Same with bartering and any of the toughness and healing and medium armor is in your specialty anyways. You also have to spend more time mining and looting because you overbuild your base. I rarely make more than one of any station as I can set up a bunch of builds and go do a POI. I never have had to make ammo, and I rarely run out of glue, cloth, and polymer. Heck I usually do one small mining run later game for iron and shale.

    A hoard base can be just a doorway that is built into a 3×3 box with a double hatch, an electric fence, and some spikes above the door. Just pick a building with concrete walls, put you base in the upstairs/attic with a ladder you need to jump to reach, and close off all the other doors. The vultures will try and attack you through the doorway and hit the spikes above the door every time. If you are worried then have a fallback location at the next doorway with a double hatch and another electric fence on a switch. Also have a way out through the roof if you have to abandon the base for some reason. The POI (and biome) will also up the difficulty so you get nastier enemies and better loot. Literally an end game horde base can be 26 concrete blocks, a generator, 2 electric fence posts, a 2 steel hatches, a steel door, wooden crate (for extra supplies and for dumping loot), and 3 iron spikes. Double it if you are really worried and anything beyond that is just to make things easier.

    I'm running this setup in the dessert right now (I have my motorcycle but no legendary gear yet) and have the hordes set to 12 instead of 8. I have just iron hatches too and my backup is just 2 iron hatches in a doorway. A minimalist base saves on resources like crazy. You need 3x the loot I do and spend so much more time working on you base. I can use almost ANY building as a base this way so I usually just use the closes building to the vender. My big problem in this playthrough has been the cigar and pocket mods. I have not seen a single bear… every… even at night and not one vender has had a cigar or testosterone. I also have only seen 2 pocket mods (a single and a double) and no schematics… and no fuel saver mod or supercharger. These things have been bugging me like crazy. I have found a lot of gas, so the fuel saver mod is not crazy important yet, but still it bugs me that I have been struggling to get these mods. I have 5 venders and by shear luck they are pretty close together, but I hit them all before and after a restock and found none of them… and I went out hunting in the snow biome 2 nights now and saw no bears. I have seen a lot of hogs though for some reason, more than deer so far. It has been a strange playthrough so far.

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  4. oh those road cones are worth about 6-8 polymer each. Usually take only one hit with a good axe and skill perks. Another trick is to open trash, leave stuff in it and then hit it. Sometimes gives polymer too

    I've found there are a ton of things that now give polymer when broken down. And while small amounts add up.

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