PC What makes A20 differ from (very) early versions or "Why doesnt the game have the 'it' factor anymore"

Agility has sneaking and jumping (parkour). And parkour saved me a lot of times already. Sneaking does still work, not as it used to be, but still works. There is just a lot more trigger rooms than before but you can still sneak up on a lot of Z´s. Also usefull if you hunt in the snow. That extra sneakdamage comes in handy if you are hunting bears or cougars for meat.

I for myself find perception tree the one where i rarely ever put points into. Really don´t need any looting perks. The lack of endgame and not having any challenge after day 35 makes loot perks really useless for me as lucky looter doesn´t pay off in early game. 

Meganoth is right, it´s the invisible barriers that are breaking the immersion big time. It´s a complex problem i know, but the current solution just sucks. From an immersion standpoint they should break out of the houses and leave a mess everywhere once they wake up tbh. For quests the buildings do reset anyways. Really wouldn´t mind them coming out of every hole if you make noise on the streets. At least that would help with the empty world we have outside of downtown.
Well this is connected with sounds like dunno wooden floors in "quiet place" or random trash in " girl with all gifts" . So this have sens in my opinion. Yep this would looks cool on paper but....  but block can be destroy and turn POI into mess. And world will be still empty- why? because zombie will destroing walls with diffrent speed. Btw some pois are like maze with closed doors which you can find loot. sleepers would make you easy shortcuts by destroing walls , 7000 points doors etc

1. no stealth does not work because of a lot of issues I highlighed before.

Lighting makes sneaking near useless. Oftentimes you don't even know the game thinks you are lit.
Sleeper volumes are atrocious and your 1-8 stealthmeter feels like it is more a 50/50.
Even silent weapons now make so much sound that most zombies just wake up. Full perk bow and they wake up every 3rd shot or so.
Nearly every sleeper is behind a wall or around a corner. So you have to enter the sleepervolume to kill them.
OR as was said: just destroy the walls. No sneaking required. They won't wake up until you are in a certain position.

Tell me again how sneaking is not completely broken.


Also yes I meant agility, OBVIOUSLY. Sorry.

That is why I said core mechanic.
Every path has something to fight with.

Why would you use bow&arrow, if you could just have a shotgun AND be great at mining as well as have some food?
Why would you want to jump away if you could simply mow everything down with an M60, since the other perks make you nearly invincible (even on higher difficulties) then go home and have a running farm.
Why would you...

Every other perk has something other than fighting to offer.
Just agility is useless.
It had stealth, but since that is useless (yes useless. Because you don't need the perks to be stealthy anymore)
Well... it is not possible to make good sneaking in voxel game xd

 
Wow.  That block really sums up the feel of the game when I started playing around alpha 15 or so.  I remember crouching at night in a house, watching that eyeball to see if I was detected, double checking to see if I stowed my rotten meat away.  Those were the days...


Funny I still do that, but I am new and level 8 day 21.  I clear one PoI a day.  No quests, only sell to the trader never have enough s dukes to buy.

 
TL:DR;

I agree, and I think the vanilla settings are purposeful for an easy game. You can change the vanilla settings a bit to get "back into hard survival" but I think you're gonna have to use mods (minimally: ones that let you turn down vanilla settings even further) to get back that feeling.  Hopefully once the Pimps work out all the "issues they see" and go gold we'll have the ability to have close to the original experience ( via many more vanilla settings change options... I cross my fingers!) and without mods, but I feel they are looking towards mods for adding a lot of new content, and they want to get in "all the mechanics" for mods to build on.

Thoughts:

I have a similar feeling with the "vanilla game" (all vanilla settings).  I literally cannot play vanilla+settings anymore as its such a cakewalk (and I have 1000+ hours, prob closer to 2000+ with console time). So far the best "strategy" to bring it back (for me) is to change the vanilla settings and add mods (all of which add a lot of content, or make the game harder). I know "mods" is not the point of this, but let me throw in some thoughts:

- I do believe they are making the vanilla game a bit too easy... but it does seem to be to "get new players", and that's how they get paid to keep making improvements to the game. The vanilla experience likely is going to be like this from now on (IMHO) as I feel this is paying off for them (having a fun game that's kinda hard for new players).

- Even if you argue 'but all this time... no real improvements", I do hear and feel a little similar ( I mean, I too want a lot of new content, endgame stuff, etc) BUT they have been incrementally making improvements, its just nothing "amazing wow groundbreaking" from a long time players perspective (my opinion, and what I hear people complain about) but seems to be more fixing underlying issues (water, RWG stuff, etc) and adding "cool new mechanics" that can be built upon or tested out before they commit to building a lot on top of it.  I can elaborate a lot more if anyone wants but some simple examples would be feral sense (sorta like the old smell mechanic, in terms of danger), or the "exit keys' to get out of a POI, or zed "dismemberment" (this may turn out to be visually awesome), or zed "stumbling", zed "crawl through a hole" (my favirote new mechanic).  I feel, from the Pimps perspective, they have a laundry list of things they want to fix/revamp and its just a lot, so until those get "done" they're not interested in making a lot of stuff related to "new zombies" or "massive end game content".  If I were them ( and I am definitely not), I would be in a constant state of "make it so the game is functional and looks decent so if everything goes to crap, company wise (we get hit by a bus), we can just stop developing this and the game will be good enough to go" vs "we just added 100 new cheap zeds and all of them are bad, and that's what we're left with after we got hit by the bus".  and its still in alpha! (yeah, for almost a decade... still nice to have it constantly getting better during this time, even if its visual improvements)

- For "all the great stuff they removed": I feel this pain too. I really miss weapon parts (and upgrading my minibike!) and the "dark and scariness" of the game (on default vanilla settings) and the slow progression. Hell, I miss "spawning day 1 in the snow, in the middle of nowhere while its raining, and dying in 5 minutes to 1 zombie because I had nothing and no stamina to fight". in fact, the "putting spikes everywhere and hiding out in the dark as quiet as you could because of the noise and "smell" and light bringing in the zeds is *exactly* why I fell in love with this game, and is literally may of my first games and fond memories.

I feel (and its my hope, based on how they are building the game out) that the "vanilla game" will be a fun "slightly bare bones" game (somewhat) and rely on mods for "major content" additions (because the games modding interface is so accessible). For a moderately experienced player, I feel vanilla is likely going to be a bit too easy, and likely "endgame" around day 50-70? I feel the pimps are trying to make the vanilla game fun and "keeps moving" not a tedious grind, but not something you play (with evolving new content/items, unless you want to just keep playing) past day 100.  And I say this because most of what I see (twitch/youtube/public servers/mods) people are playing this game on "easy mode" a lot and "easier than vanilla settings" (mega backpacks, QOL mods, loot % turned up).  People don't seem to want a hard survival game (I know, right?) they DO want to play Rambo like. And when i play on public servers I get why that's fun (sometimes... its a bit boring for me).

Anyway:

1. The games "main settings" can be tweaked a lot to make it feel a bit like the early days.  Specifically "turn loot % way down" and "turn zed damage way up". For "its too easy to build", you have to turn player damage "way down". Now its hard to get a lot of stuff from looting ( many empty containers), zeds can tear through structures like its cold butter, and you can't easily harvest resources to build.  After this, there are a lot of (obvious) things like turning daylight hours "way down" and feral sense on.

2. On top of #1: there are mods to allow turning these main settings even farther down. I made one ( and others have too) that lets you turn it down to 0% daylight, all day long, as well as  turn down loot to 2%. I tried 2%.. its waaaaay to low for me (10% seems similar but nice) but it makes looting any POI (even loot rooms) kinda pointless until you perk into looting and get a high lootstage.  On 10% loot, simgle player, I was in my 3rd bloodmoon and still was using bow/club/bone knife/pipe weapon with few bullets. I really wish the Pimps just made a lot of these vanilla settings go "all the way down" like these mods do as it starts to feel like the old days when you do.

2.1: Having vanilla "surface ore markers" is something I wish there was an "on/off" or slider for in the settings. This is how it used to be and I now play like this (with a mod) and man, its tough and easy to forget what it was like before them. It made mining a real job/chore and restricted things like gunpowder/bullets until you could get your mines set up.  Now you just find nitrate/coal by accident and mine it easily.  Having a slider to do this would go a long way in adding difficulty back.

2.2: Having vanilla turning traders "on/off" is another thing I wish there was an "on/off" or slider for in the settings that was like it was before traders. I've tried this and yeah, its nice to not have them in a hardcore game. Having a slider (% trader possibility) to do this would go a long way in adding difficulty back.

2.3 having vanilla options to turn "markers" on/off would help. I've used mods to turn off all markers ( your bedroll, base, traders, backpack, vehicles, etc)  and it really feels like the old game much more, especially with the new "cities" and world generation its easy to get lots and "lose your base"

2.4 having vanilla options to "turn off player spawn points" like the beds/bedroll. I've played this with a mod and it puts a damper on dying quite a bit as you end up "somewhere randomish nearby" and if you die, you generally spawn farther away. Combine this with "no player markers" and you will have a hard time finding your backpack and home.

3. For "mods", I've added a lot of mods to just "add content" (not make game easier) and it starts to feel like ye olden days, mostly because there's so much more "stuff" you don't know how it all works anymore (I looted a can opener?  is this useful? etc).  of course, this newness will wear off too, but the "loads of content" does thin out the vanilla "items" a bit so every time you open a cupboard you don't always get anything useful so its harder to just loot-"grab all"-loot-"grab all" real fast as you fill up your backpack with useless junk

 
You said stealth is useless at least twice without any highlighting at all. Until this post here the only reason you gave was that you agreed to what pApA did NOT say.

But nevermind, with soo much to complain about it would be difficult for you to not loose track what you said and what you forgot to say. 😉
oh sorry... I didn't want to go into it AGAIN since I already made two posts about it (and I know you read at least one of them back then :D):
1:





Well... it is not possible to make good sneaking in voxel game xd
??? But it was basicially perfect before they introduced sleeper volumes.
It still is great in the outdoors at night.
Zombies reacht to impact, they react to sounds and all that. It really was incredible.
 

 
TL:DR;

I agree, and I think the vanilla settings are purposeful for an easy game. You can change the vanilla settings a bit to get "back into hard survival" but I think you're gonna have to use mods (minimally: ones that let you turn down vanilla settings even further) to get back that feeling.  Hopefully once the Pimps work out all the "issues they see" and go gold we'll have the ability to have close to the original experience ( via many more vanilla settings change options... I cross my fingers!) and without mods, but I feel they are looking towards mods for adding a lot of new content, and they want to get in "all the mechanics" for mods to build on.

Thoughts:

I have a similar feeling with the "vanilla game" (all vanilla settings).  I literally cannot play vanilla+settings anymore as its such a cakewalk (and I have 1000+ hours, prob closer to 2000+ with console time). So far the best "strategy" to bring it back (for me) is to change the vanilla settings and add mods (all of which add a lot of content, or make the game harder). I know "mods" is not the point of this, but let me throw in some thoughts:

- I do believe they are making the vanilla game a bit too easy... but it does seem to be to "get new players", and that's how they get paid to keep making improvements to the game. The vanilla experience likely is going to be like this from now on (IMHO) as I feel this is paying off for them (having a fun game that's kinda hard for new players).

- Even if you argue 'but all this time... no real improvements", I do hear and feel a little similar ( I mean, I too want a lot of new content, endgame stuff, etc) BUT they have been incrementally making improvements, its just nothing "amazing wow groundbreaking" from a long time players perspective (my opinion, and what I hear people complain about) but seems to be more fixing underlying issues (water, RWG stuff, etc) and adding "cool new mechanics" that can be built upon or tested out before they commit to building a lot on top of it.  I can elaborate a lot more if anyone wants but some simple examples would be feral sense (sorta like the old smell mechanic, in terms of danger), or the "exit keys' to get out of a POI, or zed "dismemberment" (this may turn out to be visually awesome), or zed "stumbling", zed "crawl through a hole" (my favirote new mechanic).  I feel, from the Pimps perspective, they have a laundry list of things they want to fix/revamp and its just a lot, so until those get "done" they're not interested in making a lot of stuff related to "new zombies" or "massive end game content".  If I were them ( and I am definitely not), I would be in a constant state of "make it so the game is functional and looks decent so if everything goes to crap, company wise (we get hit by a bus), we can just stop developing this and the game will be good enough to go" vs "we just added 100 new cheap zeds and all of them are bad, and that's what we're left with after we got hit by the bus".  and its still in alpha! (yeah, for almost a decade... still nice to have it constantly getting better during this time, even if its visual improvements)

- For "all the great stuff they removed": I feel this pain too. I really miss weapon parts (and upgrading my minibike!) and the "dark and scariness" of the game (on default vanilla settings) and the slow progression. Hell, I miss "spawning day 1 in the snow, in the middle of nowhere while its raining, and dying in 5 minutes to 1 zombie because I had nothing and no stamina to fight". in fact, the "putting spikes everywhere and hiding out in the dark as quiet as you could because of the noise and "smell" and light bringing in the zeds is *exactly* why I fell in love with this game, and is literally may of my first games and fond memories.

I feel (and its my hope, based on how they are building the game out) that the "vanilla game" will be a fun "slightly bare bones" game (somewhat) and rely on mods for "major content" additions (because the games modding interface is so accessible). For a moderately experienced player, I feel vanilla is likely going to be a bit too easy, and likely "endgame" around day 50-70? I feel the pimps are trying to make the vanilla game fun and "keeps moving" not a tedious grind, but not something you play (with evolving new content/items, unless you want to just keep playing) past day 100.  And I say this because most of what I see (twitch/youtube/public servers/mods) people are playing this game on "easy mode" a lot and "easier than vanilla settings" (mega backpacks, QOL mods, loot % turned up).  People don't seem to want a hard survival game (I know, right?) they DO want to play Rambo like. And when i play on public servers I get why that's fun (sometimes... its a bit boring for me).

Anyway:

1. The games "main settings" can be tweaked a lot to make it feel a bit like the early days.  Specifically "turn loot % way down" and "turn zed damage way up". For "its too easy to build", you have to turn player damage "way down". Now its hard to get a lot of stuff from looting ( many empty containers), zeds can tear through structures like its cold butter, and you can't easily harvest resources to build.  After this, there are a lot of (obvious) things like turning daylight hours "way down" and feral sense on.

2. On top of #1: there are mods to allow turning these main settings even farther down. I made one ( and others have too) that lets you turn it down to 0% daylight, all day long, as well as  turn down loot to 2%. I tried 2%.. its waaaaay to low for me (10% seems similar but nice) but it makes looting any POI (even loot rooms) kinda pointless until you perk into looting and get a high lootstage.  On 10% loot, simgle player, I was in my 3rd bloodmoon and still was using bow/club/bone knife/pipe weapon with few bullets. I really wish the Pimps just made a lot of these vanilla settings go "all the way down" like these mods do as it starts to feel like the old days when you do.

2.1: Having vanilla "surface ore markers" is something I wish there was an "on/off" or slider for in the settings. This is how it used to be and I now play like this (with a mod) and man, its tough and easy to forget what it was like before them. It made mining a real job/chore and restricted things like gunpowder/bullets until you could get your mines set up.  Now you just find nitrate/coal by accident and mine it easily.  Having a slider to do this would go a long way in adding difficulty back.

2.2: Having vanilla turning traders "on/off" is another thing I wish there was an "on/off" or slider for in the settings that was like it was before traders. I've tried this and yeah, its nice to not have them in a hardcore game. Having a slider (% trader possibility) to do this would go a long way in adding difficulty back.

2.3 having vanilla options to turn "markers" on/off would help. I've used mods to turn off all markers ( your bedroll, base, traders, backpack, vehicles, etc)  and it really feels like the old game much more, especially with the new "cities" and world generation its easy to get lots and "lose your base"

2.4 having vanilla options to "turn off player spawn points" like the beds/bedroll. I've played this with a mod and it puts a damper on dying quite a bit as you end up "somewhere randomish nearby" and if you die, you generally spawn farther away. Combine this with "no player markers" and you will have a hard time finding your backpack and home.

3. For "mods", I've added a lot of mods to just "add content" (not make game easier) and it starts to feel like ye olden days, mostly because there's so much more "stuff" you don't know how it all works anymore (I looted a can opener?  is this useful? etc).  of course, this newness will wear off too, but the "loads of content" does thin out the vanilla "items" a bit so every time you open a cupboard you don't always get anything useful so its harder to just loot-"grab all"-loot-"grab all" real fast as you fill up your backpack with useless junk
Rly rly long ang good post.

I will write what i think about that: they had two chooises : make this game hard with darker setting but with smaller playbase or make this game easier with lighter tones to make playbase bigger. They choose 2 way. Well this was logical choose right?  But about mechanic - game can be simple and you woudn't feel that- if  keys, zombie crawls etc. because... it change less that add 10 more zombie variants. why? because seeing "clone army" feels strange in 2022. even old L4D2 had a lot of zombie variants - and that's is more imporant  that vehicle mods or drones. Because it is the most basic thing - kiling zombies. Well mods into 7dtd in my opinion are still hmm too much cartoonish. i hope we will see more "lore friendly" mods

oh sorry... I didn't want to go into it AGAIN since I already made two posts about it (and I know you read at least one of them back then :D):
1:





??? But it was basicially perfect before they introduced sleeper volumes.
It still is great in the outdoors at night.
Zombies reacht to impact, they react to sounds and all that. It really was incredible.
 
It is not. Some poi it's almost not possible to make on stealth because you have to jump in hole or kiling zombie bears.  Sleeper volumes was important change because this allow to make POI's harder and avoid fast cleaning

 
If 7DTD had the It factor then they'd have clown zombies.

iu


 
Another stealth problem is that the z's wont even spawn until you drop into the volume. I was a primarily stealth build since 12.5. Now I just run and gun, easier faster and honestly safer. 

 
TL:DR;

On 10% loot, simgle player, I was in my 3rd bloodmoon and still was using bow/club/bone knife/pipe weapon with few bullets.


I am only giving my perspective as a new guy.  Any game I am usually slow, but I just wanted tomention that the above is me currently on my latest playthrough (add) with vanilla settings.  All I am saying is a new guys like me is where you wish you were heh.  Not sure if that makes it right or wrong, but it seems the game is not that far from where you want it without modding.  Unless you know all there is to  know, then tbh the game is no longer for you ( the proverbial you, maybe not you) unless you mod it.

 
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We need a blend of level up by doing with some points for perks only. So for example, level up by doing for stuff like ranged weapons, running, jumping, crafting, repairing. But then points can go towards healing faster, staying under water longer, unlocking things etc.. This will make the perfect balance. 

But yeah, I know I am beating a dead horse and the game is too far along for a changed like this to be made... The current point system works, but is artificial....

 
I am and always will be on the team "immersive progression and leveling" as well as the survival part of the game, so this dumbing down and turning the game into the looter shooter is never going to sit well with me... though it's visually stunning and cites are head and shoulders above previous iterations I must say.

I feel the feral sense was a step in the right direction, one of the few and far between ones, but a welcome one nonetheless. Now just throw in one or two like this one in every new alpha and you'll be golden 🙂

Off topic - I need to ask this. Were light and sound you make ever a separate thing for detection, or am I tripping balls? I mean, if I'm in a brightly lit windowless room, but quiet, I should be undetected.

Oh, one more - if I wanted to do some cooking recipe and food buff tweaking, which files govern that?

 
I am and always will be on the team "immersive progression and leveling" as well as the survival part of the game, so this dumbing down and turning the game into the looter shooter is never going to sit well with me... though it's visually stunning and cites are head and shoulders above previous iterations I must say.

I feel the feral sense was a step in the right direction, one of the few and far between ones, but a welcome one nonetheless. Now just throw in one or two like this one in every new alpha and you'll be golden 🙂

Off topic - I need to ask this. Were light and sound you make ever a separate thing for detection, or am I tripping balls? I mean, if I'm in a brightly lit windowless room, but quiet, I should be undetected.


AFAIK light was practically ignored for some alphas, at least ambient light. In A20 it gets added to sound. And this total then diminished by distance to the zombie as usual. So for example if you are near a zombie and totally silent but in the light he might not yet see you but even the sound of shooting a crossbow can wake him up.

That means that on a sunny day you have a harder time to stay in stealth in POIs as you are quite close to zombies in a room. And there the first shot or even trying to get closer to zombies so you can see them will often wake some up. But in the night (or less so in bad weather or in the wasteland or in shadowy corners) with some stealth perk points you are as totally invisible as in A19.

Oh, one more - if I wanted to do some cooking recipe and food buff tweaking, which files govern that?


Recipes, even cooking recipes, are all in recipes.xml

 
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Were light and sound you make ever a separate thing for detection, or am I tripping balls?
I guess that depends on what you mean by detection; they seem somewhat separate for agro; I've ended up in plenty of slow-speed chases in the night, where a zed can hear me right next to it, but can't see me to attack. I take a step away, which makes a sound - they walk in to investigate the spot I practically still stand in, but they never agro me.

Sleepers for their normal check obey a line-of-sight for visibility checks while sound checks cause the investigative mode. For the attack-type sleeper volume check, I think it's a combination; but with those, it feels more dependent on your skill points than your actual stealth.

 
I think all the ambush volumes are sort of a stopgap till wandering sleepers are put in, I'd assume these would wake up when they spawn, and walk around aimlessly like zombies outside in the world do, you can get a sneak attack on them if they don't notice you. Good luck though when the zombies have the best hearing i've ever seen them have, i've had zombies from 20 blocks outside a poi aggro from me crouching and just walking. Sound really needs to stop traveling outside the poi your in if its under a certain volume. For example any gunshot without a silencer? anything outside is gonna hear that, but with a silencer? prevents it from traveling outside the poi. Its really annoying when I am crouched just walking around and then something from 10-20 blocks outside the poi somehow heard me walking.

 
For me, the "it" was lost once I felt dependent on the trader.
The trader's importance has kept increasing since A16 and now a playthrough can basically be a set of interactions and transactions.

 
For me, the "it" was lost once I felt dependent on the trader.
The trader's importance has kept increasing since A16 and now a playthrough can basically be a set of interactions and transactions.
I think it is good and realistic.  Because after let say 10 years after zombie outbreake people would be depend so much on settlements.

I hope we will get "horizon zero dawn but 200 years after zombie outbreak " someday

 
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I think it is good and realistic.  Because after let say 10 years after zombie outbreake people would be depend so much on settlements
 
I can see that, but an apoc mogul game isn't my thing and it doesn't qualify as survival in my mind. It's like if Les Stroud showed us how to step out of the woods to go the nearest gas station for food. 
 I think what would really happen in my realistic game is the trader would get their head blown off and all their stuff taken.

 
 
I can see that, but an apoc mogul game isn't my thing and it doesn't qualify as survival in my mind. It's like if Les Stroud showed us how to step out of the woods to go the nearest gas station for food. 
 I think what would really happen in my realistic game is the trader would get their head blown off and all their stuff taken.
nope. traders post are settlement just there is no diffrent  npc that trader unfortunatly. Food spoils quick right? so "freelancers " would be forced to work for settlements because food everyone else would be spoiled. So survivors would create small village in medival style. So huting animals and harvesting would just "additional" source of food because even raiding settlemts  would be pointless in long term. Why? because you would get food only for short period and numbe of settlements are not infinity. 

So in theory the most realistic get would be if you mixed 7DTD with medival dynasty

 
nope. traders post are settlement just there is no diffrent  npc that trader unfortunatly. Food spoils quick right? so "freelancers " would be forced to work for settlements because food everyone else would be spoiled. So survivors would create small village in medival style. So huting animals and harvesting would just "additional" source of food because even raiding settlemts  would be pointless in long term. Why? because you would get food only for short period and numbe of settlements are not infinity. 

So in theory the most realistic get would be if you mixed 7DTD with medival dynasty
 
lol, yeah it would after a short time. I'm all for it. No more trader. 
Really though, it's not the existence of the trader that gets to me. It's just that it's become too important and has taken away from every aspect of survival. You don't have to mine, you don't have to cut down trees, you don't have to farm, you don't have to hunt. You just need to find stuff and trade and if you can do that good enough, you can even skimp out on crafting anything. Sure, you could still do that stuff, but now it's just an optional hobby.

 
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