-Holo-
Refugee
This is a bit of a fuzzy topic, but boiling down to check what could be done to revert the game back to being fun (for me and the people I play MP with)
(Have not yet taken any look at A19 so can't tell whats changed there, so this is from A18 perspective)
Background and thoughts:
I have actively played since A14 (together with 7-8 friends in coop), but with A17 and the direction the game is taking we have more or less completely stopped playing. Which is sad because we had great fun up to A16. We get more systems by each Alpha, that is nice, but it's also been a downward spiral in the fun part of the game (for us). We have tried to return and play A15 and while it's great fun and challenging again, we just can't stop missing the new POI's and especially paint and electric systems.
It is weird to come back to A15 with no (few) running zombies but still they are a much greater threat somehow and manage to corner and box us in with sheer numbers, while outdoors! We can't really put the finger on why, if it's just that the zombies hit harder, or player gets debuffed more easy back then but I think it's just more zombies around and available to hear players. The game looks fancier and fancier each alpha at the expense of amount of zombies. (the distant terrain change in A18 totally tanked the performance for me, luckily there was a mod to fix it with https://community.7daystodie.com/topic/10628-sphereiis-dmt-mods/)
I'm not a good modder (just a noob) and I don't know the inns and outs of xpath and what can be done, but maybe it can be feasible to gather up modlets in this thread that could restore the game to (for us) it's fun days?
What we don't like:
*Increased Sci-fi theme with junkturrets (and now drones coming?)- Should probably be 'easy' to remove in lootlists and progression
*Removal of gun and motorparts, affects final product - Can this be modded back in?
*1-600 Quality levels. - Possible to mod back in?
*Random Stats - Not a big fan of the implementation of this, would have no need for it with many qualitylevels
*Sleeper zombies removed the feel of a zombie infested world. - Could they be removed or changed to woken state at a larger radius?
*Jumping zombies. looks ridicoulous - Awful looking with jumping zombies.
*No corpselooting - This is doable to some extent \o/ it brought back some more fun when looting
*Smell removed - Probably impossible to add back?
*Dungeonstyle POI's - Should be doable with skilled prefab modders to remove these weird lootmazes.
*Traders OP - It feels like the traders are a bit OP with offering quests and selling great stuffs. We Much more preferred that old style of finding a note with a quest, and having to manually find the zombies in question in the world.
*Leveled things - This is tricky one to balance. I think the best thing would be to have harder POI's just have a higher chance of good loot, (to a reason) while also (natually) having tougher and more zombies and restore the scavenger skill to determine bonuses for loot instead of Gamestage. An Nuclear silo in the wasteland should be a nightmare to try to attack (and with nice chance for military gear).
*Overall shift of being hunted to being a hunter. - Tuning of many stats, probably much more complex that I could imagine to try. We realised we had became the hunters when we played A18 and just went out to town in the middle of the night to shoot things (quite earlygame still think day 12 or so), while earlier we'd just hunkered down and mined/crafted/defended base during the nights. This is also something that's just not fun to have zombies have more HP or in th elikes of that. Bulletsponges are never fun.
*Awful RWG - Nitrogen. https://community.7daystodie.com/topic/12730-a19-nitrogen-a-random-world-generator-for-7dtd/
*No Hubcity. - This was always the endgame goal for us, to be well geared up and raid the hubcity for good gear. Not sure if it's possible with Nitrogen to bring this back, While also the massive reduction in playable mapsize surely hurt the game for us
*Learn by Doing. - Some parts of this system is doable from what I have seen with Darkness Falls
*Magic learning skills - This has been a pet peeve of ours a long time, I modded out all 'weird' items to learn from progression in A16, that forced us to actually find a skillbook to learn things like forge, (or use a working forge to gain skills enough that it unlocked) chemstation minibike etc. It took us, i think about 40 days before we had our own forge up, and this was great. Continued with this line of thinking in A17 and removed the car and motorcycle from the skilltree, forcing us to find parts in loot and also gave the bicycle a place where is was actually useful.
(Have not yet taken any look at A19 so can't tell whats changed there, so this is from A18 perspective)
Background and thoughts:
I have actively played since A14 (together with 7-8 friends in coop), but with A17 and the direction the game is taking we have more or less completely stopped playing. Which is sad because we had great fun up to A16. We get more systems by each Alpha, that is nice, but it's also been a downward spiral in the fun part of the game (for us). We have tried to return and play A15 and while it's great fun and challenging again, we just can't stop missing the new POI's and especially paint and electric systems.
It is weird to come back to A15 with no (few) running zombies but still they are a much greater threat somehow and manage to corner and box us in with sheer numbers, while outdoors! We can't really put the finger on why, if it's just that the zombies hit harder, or player gets debuffed more easy back then but I think it's just more zombies around and available to hear players. The game looks fancier and fancier each alpha at the expense of amount of zombies. (the distant terrain change in A18 totally tanked the performance for me, luckily there was a mod to fix it with https://community.7daystodie.com/topic/10628-sphereiis-dmt-mods/)
I'm not a good modder (just a noob) and I don't know the inns and outs of xpath and what can be done, but maybe it can be feasible to gather up modlets in this thread that could restore the game to (for us) it's fun days?
What we don't like:
*Increased Sci-fi theme with junkturrets (and now drones coming?)- Should probably be 'easy' to remove in lootlists and progression
*Removal of gun and motorparts, affects final product - Can this be modded back in?
*1-600 Quality levels. - Possible to mod back in?
*Random Stats - Not a big fan of the implementation of this, would have no need for it with many qualitylevels
*Sleeper zombies removed the feel of a zombie infested world. - Could they be removed or changed to woken state at a larger radius?
*Jumping zombies. looks ridicoulous - Awful looking with jumping zombies.
*No corpselooting - This is doable to some extent \o/ it brought back some more fun when looting
*Smell removed - Probably impossible to add back?
*Dungeonstyle POI's - Should be doable with skilled prefab modders to remove these weird lootmazes.
*Traders OP - It feels like the traders are a bit OP with offering quests and selling great stuffs. We Much more preferred that old style of finding a note with a quest, and having to manually find the zombies in question in the world.
*Leveled things - This is tricky one to balance. I think the best thing would be to have harder POI's just have a higher chance of good loot, (to a reason) while also (natually) having tougher and more zombies and restore the scavenger skill to determine bonuses for loot instead of Gamestage. An Nuclear silo in the wasteland should be a nightmare to try to attack (and with nice chance for military gear).
*Overall shift of being hunted to being a hunter. - Tuning of many stats, probably much more complex that I could imagine to try. We realised we had became the hunters when we played A18 and just went out to town in the middle of the night to shoot things (quite earlygame still think day 12 or so), while earlier we'd just hunkered down and mined/crafted/defended base during the nights. This is also something that's just not fun to have zombies have more HP or in th elikes of that. Bulletsponges are never fun.
*Awful RWG - Nitrogen. https://community.7daystodie.com/topic/12730-a19-nitrogen-a-random-world-generator-for-7dtd/
*No Hubcity. - This was always the endgame goal for us, to be well geared up and raid the hubcity for good gear. Not sure if it's possible with Nitrogen to bring this back, While also the massive reduction in playable mapsize surely hurt the game for us
*Learn by Doing. - Some parts of this system is doable from what I have seen with Darkness Falls
*Magic learning skills - This has been a pet peeve of ours a long time, I modded out all 'weird' items to learn from progression in A16, that forced us to actually find a skillbook to learn things like forge, (or use a working forge to gain skills enough that it unlocked) chemstation minibike etc. It took us, i think about 40 days before we had our own forge up, and this was great. Continued with this line of thinking in A17 and removed the car and motorcycle from the skilltree, forcing us to find parts in loot and also gave the bicycle a place where is was actually useful.