PC A20 Developer Diary Discussions

Huh, you still feel compelled to check in from time to time. Fancy that.


Sometimes I just laugh at some statements regarding "videogame release". Minecraft is still in alpha as much as 7dtd. It's just that they deemed ok to call it DONE and get 1 big meaningful patch a year like 7dtd. While the main difference is that we are still short on bandits, but that is Gazz's fault for sure.

Empyrion: Galactic Survival just released 1.0 a while ago too. Guess what. Still in "alpha" in all but name.

RByOgMaO9uQ-QFRAhXw_6zRJMnXazb5jBFYhTma5m9U.png


Quoting Madmole: It's done when it's done.

Quoting Rick: Seems like my Twitch is desynchronized.

 
Yup sure is and it has been a great time.

I assume you are waiting for it to be done correct?
Nah, this is the game that finally made me realise that a game in alpha might change enough to no longer be the game I once enjoyed. I've no problem with that, it is what it is. You guys enjoy your games, I'll enjoy mine. No harm, no foul.

Stay safe survivor o/

 
Nah, this is the game that finally made me realise that a game in alpha might change enough to no longer be the game I once enjoyed. I've no problem with that, it is what it is. You guys enjoy your games, I'll enjoy mine. No harm, no foul.

Stay safe survivor o/
And that is cool, it has happened to me also.

You now know Early Access isn’t your thing and that is fine.

 
Imagine something like this. Not as full of goods/supplies. But a zombie spawn is inside and when you get near it wakes up and is able to smash through the side or something. It could have on one side a book/magazine loot or 2 and middle would have like 2 food loot shelves. And the other side have like more book/magazine loot spot. 

Someone please make this for this man. Newsstand to him is like you know what to snowdog. Isn't sayin much but sayin just enough ya know [SIZE=14.6px]😏[/SIZE]

View attachment 21049
From what I can see of the ratio of items this seems to be more a confectionery stand than a news stand. :D

It has made me hungry though...

 
Last edited by a moderator:
There is no question that preferences, play styles and wrong perception of the quality of a weapon all have an influence on the individual player whether he prefers specific weapons or how he sees the balance from his view.

But all of above is really beside the point, you were complaining before about not getting loot, and after I objected to this you now list lots of different ways to get at that loot! Instead of what you should be showing, that you can't get loot if zombies do not have it 😉. You have shown this only for the zombies outside of POIs.

Lets forget that you were specifically speaking about POIs in your initial post, you are correct that you will miss out some loot on those "wilderness" zombies. But this is probably just another reason why zombie loot was reduced so much. While zombie farming with forges was a practice lots of players simply didn't do, almost everyone felt the urge to kill every zombie in the wild for those loot bags. Again an incentive to regard zombies as merely loot bags, but on a smaller scale.

One could argue that that would be ok, the zombies just need to be a danger, but the problem is that zombies in wide open areas in this game will probably always be easier to handle for the player. There is no easy way to make outdoors zombies really dangerous and POIs still managable, at least not without a complete redesign of the game. So removing loot from zombies is on the whole the best option by far.

A sentiment some people on the forum including me have expressed from time to time. For me the "exactly one way" was the problem not that they are filled with obstacles. And it seems they listened to this because some of the newer POIs now have multiple ways or a more open structure (like the clothes shop for example)

7D2D is a genre mix. Most people playing it will slightly or even strongly prefer some genre in that mix more than others and hope for it to steer a bit more in that direction. Can't be avoided. With luck A20 will feel better for you and if not there are mods to make it conform more to your tastes.
I want to preface by saying: I hope you don't mind my replies.  I'm not attempting to be antagonistic, just hashing things as I see "X quoted you" and see your counters and considerations to what I have to say.  :)

On the weapons, I think we've both presented our cases at this point.  I will make ONE sidenote which is that the solution to axes making Strength builds OP would be to simply move that perk over to Fortitude, which would actually make a lot of sense (think woodsmen and that Fort already has arguably the most limited weapon selection outside of Int while having none of Int's crafting tree benefits...)  I do agree that some people value a slot differently than others, though.  I just dislike when my favorite weapon types in games - I was always a Dwarf/Axe fan in LotR, whether we're talking books, the Third Age videogame, or whatever - isn't actually a weapon.  :(

...though I did not know that Strength was supposed to be the "beginner's tree".  That's news to me.  Very interesting...

.

Stealth kills are a thing (high enough multipliers), and the playstyle I and my friends use the most.  We probably play the game "wrong", but regardless of tree, we try to sneak through POIs and use bows.  The only time we use guns is the "automatic wakeup" rooms, which are, imo, the most obnoxious mechanic in the game.  What's the point of providing players with a stealth tree if you're then going to say "oh, but it doesn't work on this entire thing"?  That'd be like if there were some zombies that were immune to blunt damage AND shotguns, thus rendering the Strength tree entirely meaningless against them.

So, to be honest, I DESPISE that mechanic.

This is also why I love finding the silencer, because when used on 9mms, it makes it where you can use it as a stealth weapon without waking nearby zombies.  Doesn't work so well on anything ELSE, mind you, but it works on those.  Though USUALLY by that point I have far better bows...

I do agree with you about all the (good) loot being in a in one place being kind of bleh.  For some of the smaller POIs this kind of makes sense.  But the big ones like Tier 4 and Tier 5s could honestly have "sub-loot" rooms like old shooters such as Doom having hidden rooms/caches here and there.  Having stuff like that would make the POIs more fun and interesting.  As it is, late-game, I'd just fly a Gyro to the top of the big Tier 5s, loot the loot, then fly away.  :)

.

I'm also not sure I understand your next argument (left in the quote above).  Field zombies are often of a different type (usually easier) than the later POI zombies.  I'm also not sure who was killing tons of cheerleaders for...coffee beans?  The main incentive is to get XP and so they'll leave you alone.  That's true under the present system.  the old system, you had the odd chance of loot, though generally just somewhat meh loot...but that's better than absolutely nothing at all.

The one problem I have with the "game was becoming too much of a shooter" argument is this:

7 Days To Die: Horde Nights.

The Horde Nights are a very shooter affair.  While later on you can have a lot of traps and such, early on you're limited to spikes and second tier guns like the 9mm and AK.  If Horde Nights weren't in the game, this would be a valid argument...but Horde Nights are in the game...  XD

.

I'm with you on some of the newer POIs having more paths through them.  An issue is that quests still require killing all zombies along all paths, though.  I like where it's heading, though.  My problem is, again, that it seems SOME buildings should be "normal".  EVERY building being a prepper fortress, especially some where it's highly unrealistic (like the apartment building) is a bit much.

I'm trying to think, but the only buildings I can think of that AREN'T prepper fortresses are the motels.  Largely because each hotel room is just a single room and bathroom, so there's not a lot of passages and chokepoints/defenses to really make a path through them without knocking out the walls between all the rooms to make a single path.

I just feel something about every structure in the world being a dungeon to be...unrealistic?

.

I think you mistake me on random.  What I meant is that you cannot bank on it, so you can look at an expectation value, but you could go 1 or 100 before getting one.  I'm not sure how different that is than other things in the game, but other things tend to always have loot in them.  Or used to.  I have noticed a lot more empty containers in A19, which is sort of annoying...

.

I like the game on the whole, just the loot bag thing is just...wrong to me somehow.  I'm not really sure a great solution since many people didn't like the old system (even if the old system feels more realistic and less...wrong).  But in the end, who knows.  I'm just looking forward to a 4 seater 4x4 right now.  :)

 
Psst Gobarg....you need to give this talk to @Renathras....
I like 7DTD > Arc because it's a more realistic scenario.  There are various diseases or candidates that could cause something like a zombie apocalypse, while in Arc, it's like...aliens, dinosaurs, and some crystal thing in your hand that gives you magic knowledge.  :)   (Though being able to build a mobile base is kind of cool...would be neat to see that in 7DTD someday.........)

This makes it a more interesting scenario to me.  It's kind of like I'd rather play The Legend of Zelda: Twilight Princess than Wind Waker because the artistic styles.

I just think "If X were to happen, what would I expect the logical consequences and effects of it to be or the scenario to play out like?"

.

But yes, I understand a game is different than reality is different than TV.  I do think one solution would be to make these toggles in the game.  E.g. "XP: None, Based on Game State, Normal", where Normal is...well, normal, Based on Game State would be based on how many days your character has been played, and none would be for people that don't want any at all.  Could probably throw some more options in there like "Custom" which would have check boxes for zombie kills, looting, harvesting, crafting, etc and you could set those to some range from 0% to 1,000% (10x) of normal.

...but now we're getting ambitious, I suppose.  :)

Could do the same with loot drops, by the way.  "Classic, A19+, etc"

.

I do think your gamestate XP basis mod is an interesting concept.  More interesting with permadeath, but I could see that being...less than desirable to some people.  :)

 
Sometimes I just laugh at some statements regarding "videogame release". Minecraft is still in alpha as much as 7dtd. It's just that they deemed ok to call it DONE and get 1 big meaningful patch a year like 7dtd. While the main difference is that we are still short on bandits, but that is Gazz's fault for sure.

Empyrion: Galactic Survival just released 1.0 a while ago too. Guess what. Still in "alpha" in all but name.


Yep also Space Engineers: "released" in name only while they sell the remaining early access updates as paid dlc.

TFP's are at least honest enough to continue early access development under the original terms.

Additionally: "Gazz's fault for sure" on bandits = funny 😄

 
The 4th Stream was nice. Those Props are amazing. We were promised Harry Potter and Tanks for the next one, so the bar is high.

BTW @faatal , since I'm the guy who can't watch streams at time due to planetary issues, are vehicle storage mods planned for a21?

 
I want to preface by saying: I hope you don't mind my replies.  I'm not attempting to be antagonistic, just hashing things as I see "X quoted you" and see your counters and considerations to what I have to say.  :)


I hope as well you don't mind my replies. As long as we avoid getting emotional and make an effort to understand the contrary position the argument can't really be antagonistic

On the weapons, I think we've both presented our cases at this point.  I will make ONE sidenote which is that the solution to axes making Strength builds OP would be to simply move that perk over to Fortitude, which would actually make a lot of sense (think woodsmen and that Fort already has arguably the most limited weapon selection outside of Int while having none of Int's crafting tree benefits...)  I do agree that some people value a slot differently than others, though.  I just dislike when my favorite weapon types in games - I was always a Dwarf/Axe fan in LotR, whether we're talking books, the Third Age videogame, or whatever - isn't actually a weapon.  :(


On that sidenote: That would be possible, but it would be only a partial fix. If you make the axe a weapon on par with other melee weapons you can't have it be the ultimate wood cutter as well. This would only be possible if you either remove the wood-cut ability or put it into an attribute that is otherwise severly underpowered. Fortitude may be slightly "boring" but it has the best guns in the game and is certainly not far behind strength.

...though I did not know that Strength was supposed to be the "beginner's tree".  That's news to me.  Very interesting...


I may be wrong, I have a hazy memory of people complaining about strength being to good and TFP saying that is supposed to be this way. But my memory has failed me often, so maybe I'm only imagining this!?

Stealth kills are a thing (high enough multipliers), and the playstyle I and my friends use the most.  We probably play the game "wrong", but regardless of tree, we try to sneak through POIs and use bows.  The only time we use guns is the "automatic wakeup" rooms, which are, imo, the most obnoxious mechanic in the game.  What's the point of providing players with a stealth tree if you're then going to say "oh, but it doesn't work on this entire thing"?  That'd be like if there were some zombies that were immune to blunt damage AND shotguns, thus rendering the Strength tree entirely meaningless against them.


I don't know against what argument you are arguing here or why you say it would be "wrong". Whether you kill zombies in POIs with gun, melee weapon or stealthed with bow or pistol does not matter and none of that is "wrong".  Neither is a fourth alternative "wrong" (which I used in my argument) where you try to stealth through a POI without killing. In all cases you "handle" the zombies somehow and get the loot in containers as reward.

And I disagree with the auto-wakeup rooms. A stealth player is not powerless against this:

1) he can run back and restealth (using speed, moving after stealthing because the zombies go to the last know position when you vanish from their radar, and throwing stones after stealthing to misdirect them).

2) he can use louder but stronger weapons as backup for such cases (the pistol, magnum or smg for example). If he does not want to wake up zombies he can first run back a bit and then shoot,

3) he can even use parkour to reach areas the zombies can't (whether made as precaucions or using whatever is there).

All of this is provided by perks in Agility.

There is a really long discussion about this in another thread a few months old. Essentially a part of the players think "bow user" should be an independant playstyle of its own and another part thinks AGILITY should be that playstyle. I.e. you should have to use all your abilities in AGI if you want to survive.

So, to be honest, I DESPISE that mechanic.

This is also why I love finding the silencer, because when used on 9mms, it makes it where you can use it as a stealth weapon without waking nearby zombies.  Doesn't work so well on anything ELSE, mind you, but it works on those.  Though USUALLY by that point I have far better bows...

I do agree with you about all the (good) loot being in a in one place being kind of bleh.  For some of the smaller POIs this kind of makes sense.  But the big ones like Tier 4 and Tier 5s could honestly have "sub-loot" rooms like old shooters such as Doom having hidden rooms/caches here and there.  Having stuff like that would make the POIs more fun and interesting.  As it is, late-game, I'd just fly a Gyro to the top of the big Tier 5s, loot the loot, then fly away.  :)

.

I'm also not sure I understand your next argument (left in the quote above).  Field zombies are often of a different type (usually easier) than the later POI zombies.  I'm also not sure who was killing tons of cheerleaders for...coffee beans?  The main incentive is to get XP and so they'll leave you alone.  That's true under the present system.  the old system, you had the odd chance of loot, though generally just somewhat meh loot...but that's better than absolutely nothing at all.


Even if XP may be the main incentive for most, the loot was on top of that, making zombie farming even more enticing. And while some here in the forum would like XP from zombies to be less as well, it works better than the loot bags. erIt was at least somewhat balanced with other methods to get XP and it doesn't lead to grind especially on horde nights. I hated it, my friends hated it, and one of them told me today all the streamers he watches hated it as well. 

The one problem I have with the "game was becoming too much of a shooter" argument is this:

7 Days To Die: Horde Nights.

The Horde Nights are a very shooter affair.  While later on you can have a lot of traps and such, early on you're limited to spikes and second tier guns like the 9mm and AK.  If Horde Nights weren't in the game, this would be a valid argument...but Horde Nights are in the game...  XD


No. First of all if horde nights were really strong shooter elements like you say they still would be offset by all the non-shooter elements (like survival and crafting) happening in 6 of 7 days of the week.

Also horde night is what you make out of it. Spikes are traps as well and against low-level zombies low level traps are quite effective. If you use POIs as makeshift bases and don't mind their destruction it is even possible to survive without a single shot or melee attack. 

I'm with you on some of the newer POIs having more paths through them.  An issue is that quests still require killing all zombies along all paths, though.  I like where it's heading, though.  My problem is, again, that it seems SOME buildings should be "normal".  EVERY building being a prepper fortress, especially some where it's highly unrealistic (like the apartment building) is a bit much.

I'm trying to think, but the only buildings I can think of that AREN'T prepper fortresses are the motels.  Largely because each hotel room is just a single room and bathroom, so there's not a lot of passages and chokepoints/defenses to really make a path through them without knocking out the walls between all the rooms to make a single path.

I just feel something about every structure in the world being a dungeon to be...unrealistic?


And you would be right, but a lot is unrealistic in this game (I don't care much about realism, but that is beside the point 😉). And bad news, the hotels are or were already redesigned. The developers don't think this would be more realistic, its no use telling them that. Gameplay trumps realism and the POIs are more useful if they double as proper dungeons for quests. Simple as that.

I would like POIs like the ostrich hotel to survive as well, for nostalgia's sake and because of variety, And I expect or hope that some modders will ultimately preserve the old buildings in a mod

I think you mistake me on random.  What I meant is that you cannot bank on it, so you can look at an expectation value, but you could go 1 or 100 before getting one.  I'm not sure how different that is than other things in the game, but other things tend to always have loot in them.  Or used to.  I have noticed a lot more empty containers in A19, which is sort of annoying...


Disagree strongly as a container with useless loot is as or even more annoying to me than an empty container. You have to evaluate if you still need that empty can, that coffee bean, etc. whenever you look into such a container. I like to find usefull stuff or nothing at all.

So when I see a yellow bag I know the chance is high to get something useful (I would guess better than 1 in 3 at the least, that is a good ratio). With the old system I could either auto-loot and later throw out anything I didn't want or tediously check every zombie loot bag for usefulness, and already in mid game 99 times out of 100 the answer was "no". 

I like the game on the whole, just the loot bag thing is just...wrong to me somehow.  I'm not really sure a great solution since many people didn't like the old system (even if the old system feels more realistic and less...wrong).  But in the end, who knows.  I'm just looking forward to a 4 seater 4x4 right now.  :)



 
Last edited by a moderator:
The one problem I have with the "game was becoming too much of a shooter" argument is this:

7 Days To Die: Horde Nights.

The Horde Nights are a very shooter affair.  While later on you can have a lot of traps and such, early on you're limited to spikes and second tier guns like the 9mm and AK.  If Horde Nights weren't in the game, this would be a valid argument...but Horde Nights are in the game...  XD


meganoth has an excellent reply to you, but I thought I would chime in at least on this part.

Horde nights can be shooter affairs only if you choose to make it so.  In one of my  last A19 playthrough (I been spending more time working on a mod and waiting for A20), I went intellect build (so perk points into that tree except for survival skills in the other trees).  I also made the conscious choice to build and design my horde base where I was relying on the traps to do most of the work and I was going to limit myself to bow and arrows to assist in the defense.  I believe I was up to Day 49 (7th horde) and was still using bow and arrows primarily.

I did occasionally use my other weapons like the hunting rifle and shotgun when they got too thick (I typically set my settings at max zombies and survivalist), but the majority of the work was being done by my dart traps and electric fences, along with supporting work done by my turrets.  I didn't have to mine coal and phosphate to craft gunpowder, I didn't have to run tons of quests to stock up on ammo; I found the normal amount of ammo I gained from looting was outpacing my use of it.

If I had kept playing, I am sure eventually I would have to use more and more ammo as the gamestages got harder and Demos started showing up, but it was a great feeling (and a personal accomplishment for me) to using the bow so late in the horde night stages.  I can't wait to try that again in Alpha 20.

 
There are several ways to gimmick the game so BM nights are little to no problem.

But as its a game, then doing what is pleasing/exciting to you is where the win is.

Someone basically said if your having fun in a game, you're winning if not, your whining.   🙂

Make changes if your not having fun.  Experiment.

 
...though I did not know that Strength was supposed to be the "beginner's tree".  That's news to me.  Very interesting...


It's not so much that it is supposed to be the beginner's tree but that the trees are supposed to be asynchronous in nature and are not meant to just be equal pathways of progression with different names. As such, they will have different challenges and drawbacks. As the primary tree, the strength tree is by far the most straightforward and easy to survive with-- especially in the early game while the intellect tree is quite a bit more difficult--especially early on.

The only time we use guns is the "automatic wakeup" rooms, which are, imo, the most obnoxious mechanic in the game.  What's the point of providing players with a stealth tree if you're then going to say "oh, but it doesn't work on this entire thing"?


There are several threads on this topic already so I will just say that I understand why you despise it and at the same time you are incorrect that you must use guns on the auto wake up rooms. There is definitely stealth gameplay possible in reaction to those rooms tested and proven. If the only stealth gameplay you enjoy is shooting at sleeping targets then I guess there really is no additional stealth gameplay to be had for you. But that doesn't negate the fact that hiding and re-emerging is a viable stealthy gameplay tactic and fully supported by the perks we have in the game. There is a reason that one of the perks vastly reduces the timer on zombie awareness of you. (Talk about a stealth perk that would get 0% use if all zombies always stayed asleep...)

Finally, I disagree that "stealth" is useless if it doesn't work the way you narrowly define the way it should 100% of the time. 90% of the time with a 10% variance is perfectly acceptable. Its doubtful that even 10% of the overall volumes are even auto-wake up since there is a lot of false assumptions since gamer ego prevents players from blaming themselves when a room wakes up. By the code, very few rooms are tagged to auto wake-up. But even if it were 80% nothing ever wakes up to 20% auto wake up that still would mean you are getting a lot of value for those spent perk points. That is still a lot of fun gameplay shooting immobile unconscious targets...

But I get it. You don't like it and you probably don't want to take the time necessary for the stealth required after a room wakes up but would rather keep charging through the POI. To each their own.

I'm with you on some of the newer POIs having more paths through them.  An issue is that quests still require killing all zombies along all paths, though.  I like where it's heading, though.  My problem is, again, that it seems SOME buildings should be "normal".  EVERY building being a prepper fortress, especially some where it's highly unrealistic (like the apartment building) is a bit much.

I'm trying to think, but the only buildings I can think of that AREN'T prepper fortresses are the motels.  Largely because each hotel room is just a single room and bathroom, so there's not a lot of passages and chokepoints/defenses to really make a path through them without knocking out the walls between all the rooms to make a single path.

I just feel something about every structure in the world being a dungeon to be...unrealistic?


I have a few disagreements here....if you don't mind :)

1) Quests do not require killing all zombies along all paths unless it is.... a Clear quest. Why would you take a clear quest if you don't intend to do the job of clearing the entire building? The fetch quest doesn't require a single kill. The new restore power quest won't require a single kill. Clear quests will always require killing everything because that is the definition of clearing a building and what you are being paid to do.

2) You can explore POI's without following the path. I do it all the time and you don't need to have a quest to go in and explore and scavenge and you don't have to kill everything if you don't want to. You can enter the building at ANY point using a chopping tool. You do not have to enter at the designated starting point. This is a voxel game and the devs have not nor will they landclaim the POI's to prevent you from making your own pathways through. Honestly, you are limiting  yourself by treating POIs as dungeons. I always have seen them as cluttered and barricaded buildings and never limit myself to one path. I break through doors and furniture and walls all the time.

3) I, personally, never considered the buildings barricaded by preppers. All the barricades and clutter were built up post apocalypse by other survivors and by bandits. Day One in the game is not day one after the outbreak. Life has been going on for some time since the initial outbreak and bombings. I think if the buildings were set up by preppers before the apocalypse happened they would look very different. Having played from alpha 5 through alpha 15 I can attest that the old open buildings were super boring compared to the current designed POIs.  There are plenty of remnants now that are open and clear and man it is just snooze-ville going into those.

I don't know your philosophy. maybe you feel like you must completely clear every building you enter and with so many now requiring an investment of time longer than 5-10 minutes maybe that is the hardship. I think a big part of the problem is that you are thinking "dungeon" whenever you go inside. Stop following paths and feeling like you have kill every zombie and break some piled up furniture and a few doors and maybe you won't see so many dungeons. :)

 
It's not so much that it is supposed to be the beginner's tree but that the trees are supposed to be asynchronous in nature and are not meant to just be equal pathways of progression with different names. As such, they will have different challenges and drawbacks. As the primary tree, the strength tree is by far the most straightforward and easy to survive with-- especially in the early game while the intellect tree is quite a bit more difficult--especially early on.

There are several threads on this topic already so I will just say that I understand why you despise it and at the same time you are incorrect that you must use guns on the auto wake up rooms. There is definitely stealth gameplay possible in reaction to those rooms tested and proven. If the only stealth gameplay you enjoy is shooting at sleeping targets then I guess there really is no additional stealth gameplay to be had for you. But that doesn't negate the fact that hiding and re-emerging is a viable stealthy gameplay tactic and fully supported by the perks we have in the game. There is a reason that one of the perks vastly reduces the timer on zombie awareness of you. (Talk about a stealth perk that would get 0% use if all zombies always stayed asleep...)

Finally, I disagree that "stealth" is useless if it doesn't work the way you narrowly define the way it should 100% of the time. 90% of the time with a 10% variance is perfectly acceptable. Its doubtful that even 10% of the overall volumes are even auto-wake up since there is a lot of false assumptions since gamer ego prevents players from blaming themselves when a room wakes up. By the code, very few rooms are tagged to auto wake-up. But even if it were 80% nothing ever wakes up to 20% auto wake up that still would mean you are getting a lot of value for those spent perk points. That is still a lot of fun gameplay shooting immobile unconscious targets...

But I get it. You don't like it and you probably don't want to take the time necessary for the stealth required after a room wakes up but would rather keep charging through the POI. To each their own.

I have a few disagreements here....if you don't mind :)

1) Quests do not require killing all zombies along all paths unless it is.... a Clear quest. Why would you take a clear quest if you don't intend to do the job of clearing the entire building? The fetch quest doesn't require a single kill. The new restore power quest won't require a single kill. Clear quests will always require killing everything because that is the definition of clearing a building and what you are being paid to do.

2) You can explore POI's without following the path. I do it all the time and you don't need to have a quest to go in and explore and scavenge and you don't have to kill everything if you don't want to. You can enter the building at ANY point using a chopping tool. You do not have to enter at the designated starting point. This is a voxel game and the devs have not nor will they landclaim the POI's to prevent you from making your own pathways through. Honestly, you are limiting  yourself by treating POIs as dungeons. I always have seen them as cluttered and barricaded buildings and never limit myself to one path. I break through doors and furniture and walls all the time.

3) I, personally, never considered the buildings barricaded by preppers. All the barricades and clutter were built up post apocalypse by other survivors and by bandits. Day One in the game is not day one after the outbreak. Life has been going on for some time since the initial outbreak and bombings. I think if the buildings were set up by preppers before the apocalypse happened they would look very different. Having played from alpha 5 through alpha 15 I can attest that the old open buildings were super boring compared to the current designed POIs.  There are plenty of remnants now that are open and clear and man it is just snooze-ville going into those.

I don't know your philosophy. maybe you feel like you must completely clear every building you enter and with so many now requiring an investment of time longer than 5-10 minutes maybe that is the hardship. I think a big part of the problem is that you are thinking "dungeon" whenever you go inside. Stop following paths and feeling like you have kill every zombie and break some piled up furniture and a few doors and maybe you won't see so many dungeons. :)


Some great points Roland and thanks.  Another great point is that you don't even have to do quests to enjoy the game.  Lots of people even choose to play with no traders since they prefer a more nomadic unguided experience.

I can empathize with those that truly don't like dungeon POIs because of their linear pathing.  However, keep in mind that linear path is what allows level design to deliver a paced experience with ups and downs much like how movies and books tell a story which is a fantastic thing. 

What other open world fully destructible voxel game on the market gives you such a mixed bag of levels/experiences (non questable, remnant, etc.) to choose from?

 
hiemfire said:
Okay, no big there. Do we still have access to the awning blocks? If so that'd work too. :)
If I understood this right, every shape can be every material now, including "cloth". So technically awning blocks are still available, no idea if players can build with cloth though since it's never mentioned in the upgrade path...

 
If I understood this right, every shape can be every material now, including "cloth". So technically awning blocks are still available, no idea if players can build with cloth though since it's never mentioned in the upgrade path...
I don't think that's in A20... we should only be able to build with Wood, Cobblestone, Concrete and Steel.

We're still using the standard, albeit shorter, upgrade path after all, don't we?

 
Mr. gnome said:
Is it possible that Bosses - Helicopters will appear in alpha 20 or later? (not a joke)


Possible yes. Probable? No

They've talked about bosses before, I'm not sure what they ever decided. I think they have said we will see The Duke, but any other bosses would probably just be stat buffed normal zombies / irradiated ones with triple stats and a size increase or something.  It's probably a 7 Days 2 Die thing like legendary / unique weapons and stuff where it would be cool, but requires too much work / balancing for first game. Not sure what you mean by boss helicopter, but they have said it would be neat to work on the Gyrocopter some more, but it's not really a high priority.

ATM they have said many times their goal on the first game is basically to get everything currently in the game to a good state, add bandits and get them to a good state, make sure everything is polished and feature complete, and then go gold. From there, they will start working on the next game or maybe expansions or DLC etc, but last I heard, they are trying to avoid adding a tremendous amount of new workload like bosses or sharks with lasers on their head, as it just delays them being able to wrap the game up and start work on the sequel.

I don't know that they've said no to DLC entirely, but a sequel is a good idea for them since basically everyone who is interested in this type of game already owns it, so it's hard to keep a good revenue stream when your customer base isn't generating any revenue at all and the ever shrinking untapped market just buys it for $7 on a Steam sale

 
Possible yes. Probable? No

They've talked about bosses before, I'm not sure what they ever decided. I think they have said we will see The Duke, but any other bosses would probably just be stat buffed normal zombies / irradiated ones with triple stats and a size increase or something.  It's probably a 7 Days 2 Die thing like legendary / unique weapons and stuff where it would be cool, but requires too much work / balancing for first game. Not sure what you mean by boss helicopter, but they have said it would be neat to work on the Gyrocopter some more, but it's not really a high priority.

ATM they have said many times their goal on the first game is basically to get everything currently in the game to a good state, add bandits and get them to a good state, make sure everything is polished and feature complete, and then go gold. From there, they will start working on the next game or maybe expansions or DLC etc, but last I heard, they are trying to avoid adding a tremendous amount of new workload like bosses or sharks with lasers on their head, as it just delays them being able to wrap the game up and start work on the sequel.

I don't know that they've said no to DLC entirely, but a sequel is a good idea for them since basically everyone who is interested in this type of game already owns it, so it's hard to keep a good revenue stream when your customer base isn't generating any revenue at all and the ever shrinking untapped market just buys it for $7 on a Steam sale
Well  they say no to dlc but i think dlc in they meaning is: "few guns and one zombie type". But it is more likely to seen big "expansion pack" ( like expansions pack to cod 1 or lotr battle of middleearth 2, fear or bioshock) that sequel.   Honestly add legendary items isn't so big deal but they need they own models and that is big problem.  So probably we will get first another type of game then spinoff ( 7dtd in medival for example ) and after that sequel

 
Well  they say no to dlc but i think dlc in they meaning is: "few guns and one zombie type". But it is more likely to seen big "expansion pack" ( like expansions pack to cod 1 or lotr battle of middleearth 2, fear or bioshock) that sequel.   Honestly add legendary items isn't so big deal but they need they own models and that is big problem.  So probably we will get first another type of game then spinoff ( 7dtd in medival for example ) and after that sequel


If you go the expansion route you can easily just call it 7D2D 2 and have a much cleaner separation of the two versions for modders

 
If you go the expansion route you can easily just call it 7D2D 2 and have a much cleaner separation of the two versions for modders
Nope. forces of corruption expansion pack to Star Wars empire at war was rly big but use a lot of this same units, systems maps etc

If TFP decided to add expansion it will add :new biom, maybe new faction ( army for example) , 15 more weapons, 20 more zombie type, unique POIs, quests etc. 

Not enough to be sequel but more that dlc.

What would be needed in sequel? - more zombies in this same place, a big change like big city similiar to city with gigantic skyscraper, advance gore system, a lot of more items. Well except the forest  (sons of the forest sequel) and stay of decay any sandbox game get sequel. Conan get tons of dlc , ark too. So expansion pack are more likly. And honestly- modders are maybe 0,1% players- more people know 7dtd because "endless alpha ". So sequel would be PR critical mistake if they decided it in short time after release of 1. so spinoff with diffrent setting will be just safer option

 
Back
Top