7 Days to Die Wiki
(removed the note about GS being effected by set difficulty, because patch notes for a19 say they are no longer tied together.)
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== Description ==
 
== Description ==
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Gamestage is a calculated value which represents your progression and survival skill. You can see your own Gamestage, as well as the Gamestages of other players, on the Players information screen. Gamestage is used by the game to adjust various game mechanics, including:
The gamestage is a mechanic of the game that affects a certain aspect of difficulty for a specific world. It determines what kind of zombies spawn in POIs and blood moons and is one of the factors of determining how many zombies show up at a blood moon as well.
 
   
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*The size and composition of sleeper, screamer/scout, and special-purpose hordes
The gamestage directly corresponds to what level you are (unless you die) and how well you are doing. If you die, your gamestage is reduced, making the game a little easier for a while until it raises back up.
 
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*The size and composition of each [[Blood Moon Horde]]
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*The probability of finding loot of particular tiers & quality levels
   
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== Calculation - Single Player==
In servers, blood moon spawn rates is based on an average of all the currently online players' gamestages. If there are very low gamestage players present nearby, the spawn rate will be reduced.
 
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Each player's Gamestage is calculated as follows: ('''[Player Level]''' + '''[Adjusted Days Alive]''') * '''[Difficulty Factor] (1.2)'''
   
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*'''[Player Level]''' = just what it says on the tin - your level, unadjusted
== Notes ==
 
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*'''[Adjusted Days Alive]''' = the total number of in-game days elapsed, adjusted by subtracting the value of 'daysAliveChangeWhenKilled' (in gamestages.xml) for each death the character has suffered, and then capped at [Player Level] if necessary.
* First, more feral zombies will spawn more often. Then later, radiated zombies begin to spawn in POIs and blood moons.
 
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*'''[Difficulty Factor]''' = as of Alpha 19, this is set to 1.2, with no change based on game [[Difficulty]] setting. Previously, higher difficulty settings had higher factors and therefore more rapidly-increasing Gamestages.
* Being in the Wasteland biome will temporarily raise your gamestage.
 
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*Fractional values are dropped (not rounded up)
* If you die, your gamestage is reduced.
 
   
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===Example 1===
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Player level 10, game day 8 (7 days survived), no deaths.
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([Player Level] '''10''' + [Adjusted Days Alive] '''7''') * '''1.2''' = Gamestage '''20'''
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===Example 2===
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Player level 10, game day 17 (16 days survived), 2 deaths. Using the default death adjustment of -2 days.
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[Adjusted Days Alive] = [Raw Days Alive] '''16''' - [Death Adjustment] (2 * 2) = '''12''', capped at [Player Level] = '''10'''
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([Player Level] '''10''' + [Adjusted Days Alive] '''10''') * '''1.2''' = Gamestage '''24'''
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==Calculation - Party==
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If you are in a party, then you will have a Party Gamestage which determines the types of zombies you will encounter (but not loot; see Loot Gamestage below). Party game stage is calculated as follows.
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#The highest individual Gamestage in the party is multiplied by startingWeight (gamestages.xml; default in A19 is 1.0)
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#The next highest Gamestage is multiplied by parameter diminishingReturns (gamestages.xml; default in A19 is 0.5) and added to the party total
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#The next highest Gamestage is multiplied by diminishingReturns<sup>2</sup> and added to the total
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#The next highest is multiplied by diminishingReturns<sup>3</sup> and added to the total
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...and so on...
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===Example===
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Player 1: Gamestage 100
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Player 2: Gamestage 80
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Player 3: Gamestage 60
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Party Gamestage = (100 * 1.0) + (80 * 0.5) + (60 * (0.5 * 0.5)) = 155
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== Calculation - Blood Moon Horde on Multiplayer Servers ==
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On multiplayer servers, when the Blood Moon Horde event triggers, the game considers "nearby players" (details are not specified; see gamestages.xml) as a party and calculates a party Gamestage for the purposes of the local Blood Moon Horde. If any nearby players log out or log in during the event, the local "party" Gamestage will not change
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== Loot Gamestage ==
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Loot Gamestage is the effective Gamestage used when you open a container (and the game checks against any Gamestage-controlled loot tables). In single-player it is simply your Gamestage as modified by perks and apparel (e.g. the [[Lucky Looter]] perk). In a party, the effective Loot Gamestage for all party members is '''the highest Gamestage in the party''' (see loot.xml); it does not use the Party Gamestage calculation shown above. (Using the players from the example above, the party's Loot Gamestage would be 100.) Additionally, any perks or items only affect the person having them, so you may want to allow the party member with the most invested in Lucky Looter, or owning [[Lucky Goggles]], to open the big loot chests, safes, weapon caches, etc.
 
[[Category:{{Gamename}}]]
 
[[Category:{{Gamename}}]]

Revision as of 22:21, 28 February 2021

Description[ | ]

Gamestage is a calculated value which represents your progression and survival skill. You can see your own Gamestage, as well as the Gamestages of other players, on the Players information screen. Gamestage is used by the game to adjust various game mechanics, including:

  • The size and composition of sleeper, screamer/scout, and special-purpose hordes
  • The size and composition of each Blood Moon Horde
  • The probability of finding loot of particular tiers & quality levels

Calculation - Single Player[ | ]

Each player's Gamestage is calculated as follows: ([Player Level] + [Adjusted Days Alive]) * [Difficulty Factor] (1.2)

  • [Player Level] = just what it says on the tin - your level, unadjusted
  • [Adjusted Days Alive] = the total number of in-game days elapsed, adjusted by subtracting the value of 'daysAliveChangeWhenKilled' (in gamestages.xml) for each death the character has suffered, and then capped at [Player Level] if necessary.
  • [Difficulty Factor] = as of Alpha 19, this is set to 1.2, with no change based on game Difficulty setting. Previously, higher difficulty settings had higher factors and therefore more rapidly-increasing Gamestages.
  • Fractional values are dropped (not rounded up)

Example 1[ | ]

Player level 10, game day 8 (7 days survived), no deaths.

([Player Level] 10 + [Adjusted Days Alive] 7) * 1.2 = Gamestage 20

Example 2[ | ]

Player level 10, game day 17 (16 days survived), 2 deaths. Using the default death adjustment of -2 days.

[Adjusted Days Alive] = [Raw Days Alive] 16 - [Death Adjustment] (2 * 2) = 12, capped at [Player Level] = 10

([Player Level] 10 + [Adjusted Days Alive] 10) * 1.2 = Gamestage 24

Calculation - Party[ | ]

If you are in a party, then you will have a Party Gamestage which determines the types of zombies you will encounter (but not loot; see Loot Gamestage below). Party game stage is calculated as follows.

  1. The highest individual Gamestage in the party is multiplied by startingWeight (gamestages.xml; default in A19 is 1.0)
  2. The next highest Gamestage is multiplied by parameter diminishingReturns (gamestages.xml; default in A19 is 0.5) and added to the party total
  3. The next highest Gamestage is multiplied by diminishingReturns2 and added to the total
  4. The next highest is multiplied by diminishingReturns3 and added to the total

...and so on...

Example[ | ]

Player 1: Gamestage 100

Player 2: Gamestage 80

Player 3: Gamestage 60

Party Gamestage = (100 * 1.0) + (80 * 0.5) + (60 * (0.5 * 0.5)) = 155

Calculation - Blood Moon Horde on Multiplayer Servers[ | ]

On multiplayer servers, when the Blood Moon Horde event triggers, the game considers "nearby players" (details are not specified; see gamestages.xml) as a party and calculates a party Gamestage for the purposes of the local Blood Moon Horde. If any nearby players log out or log in during the event, the local "party" Gamestage will not change

Loot Gamestage[ | ]

Loot Gamestage is the effective Gamestage used when you open a container (and the game checks against any Gamestage-controlled loot tables). In single-player it is simply your Gamestage as modified by perks and apparel (e.g. the Lucky Looter perk). In a party, the effective Loot Gamestage for all party members is the highest Gamestage in the party (see loot.xml); it does not use the Party Gamestage calculation shown above. (Using the players from the example above, the party's Loot Gamestage would be 100.) Additionally, any perks or items only affect the person having them, so you may want to allow the party member with the most invested in Lucky Looter, or owning Lucky Goggles, to open the big loot chests, safes, weapon caches, etc.