PC Alpha 21 Discussion Overflow

For me, the problem with realism and games is you have to draw the line somewhere before it just stops being fun (subjective)

I can be completely off here but I feel 7 days to die is somewhere in the middle as far as realism is concerned.  It's not a hardcore realism simulation like project zomboid and it's not a slapstick cartoony arcade game like Orcs Must Die.  (Although twitch integration 😅)

 
It could have been but as @schwanz9000 stated, this change does bring consistency to the universe. No other substance in a container returns the empty container. Only canned food and drink did. Now those two exceptions work the same way as the rest and are no longer exceptions. 
 

Use oil —> no empty oil can returns and you can’t craft an empty oil can. 

Use gas —> no empty gas can returns and you can’t craft an empty gas can. 

Use stew —> no empty bowl returns and you can’t craft an empty bowl. 
Use acid —> no empty bottle returns and you can’t craft an empty acid bottle

Oh the difference here is two fold.  One, jars served other game purposes, and two, there coulda been cooler methods to accomplish the goal.

 
Ive already broken down why the empty jars were removed and how it changes the game and why having an infinitely refillable container is a bad idea—several times. Go back and read so you can understand why the change was made. No change is made simply to make a change. That isn’t how game design works. These changes were made after team meetings in which the ramifications were discussed and then tested. When it comes out in experimental it will be further tested by the overall community. I know some people won’t like it but I’m pretty confident most will enjoy the change and appreciate having a new type of workstation to craft and a new type of farm to create—all while making the game more consistent with itself. 


Is it more consistent with the rest of the game though?

Let's consider the needs of the player and how most of those are solved in the first few days; shelter, food, weapons, vehicles, and healing. 

Shelter can be sorted out within 5 minutes of spawning in. Grab a POI and break the stairs and you're done. Shelter solved within 5~10 minutes of spawning into a new random world gen. Isn't this too easy? Even for horde night a huge number of industrial buildings can just have their stairs broken and the player is completely safe even on a day 70+ horde. Why does water need to be more complicated than shelter? 

Food can be sorted out on the first day for more than half of random world gens and by day 3 for the other other half. A utility point in living off the land and a quick stroll down the new and massive farming section of a city which puts 10s of farm POIs right next to each other and you'll have 3~5 stacks of corn plus some potatoes. Just eating those raw is days of food by itself. If you didn't spawn at a city, just follow the road and it'll connect to one thanks to a20s better world gen. With said food now in your pocket, you can stroll down the road collecting 100s of roadkill and use the rotten flesh to easily make farms before day 7, thereby making food infinitely renewable in base before the first horde even comes regardless of random world gen or RNG. Why are farms providing infinitely renewable food sources ok but jars providing infinite access to water not ok? I'd argue this is inconsistent. It's not like farms don't need a huge amount of tending to keep them running in the real world. 

Aside from the farms issue, a day in the snow biome provides such a ridiculous amount of meat that you can just live off of that for several bloodmoons and skip the veggies. Wolves get 1 shot by a primitive bow with stone arrow and provide 25 meat/hunger each. They don't hunt in packs or provide any actual danger to the player. We can also just stand on boxes and pelt a bear with stone arrows until it dies for an even bigger boon of meat. And if we ever run out, next time we come back with a vehicle and a gun it's like shooting fish in a barrel. Why is the existence of the snow biome ok but jars being refillable isn't? 

Weapons are getting rebalanced by virtue of the trader changes in a21 so not much we can say on this. Hopefully it gets rid of the buying an autoshotgun on day 2~4 though. 

Vehicles are sorted by day 6 reliably. I haven't had a world (even nightmare, insane, feral sense always on, 1 hour days challenge worlds) where I haven't had a motorcycle by or before day 6. It's dirt cheap to buy from traders and even cheaper to craft if you're willing to commit to INT. It's definitely subjective, but I'd argue that the motorcycle is the best vehicle in the game 90% of the time. Even if you don't agree with it being the best, it is a high tier late game vehicle that can be reliably gotten before the first horde night and can comfortably travel to 8-10 traders in a single 1 hour day on 8k maps thus trivializing distance in the game. Once you get your motorcycle, you never need to replace it, it just works infinitely. Why is it ok to get a motorcycle and have that last forever but it's not ok for jars to be refilled? 

Gas is a joke no matter which way you slice it. With a point or 2 in salvage operations tearing down a single parking lot of cars gives about a full 10k stack of gas so if you spend 1 night traveling around and dismantling stuff you'll get enough gas for the next several bloodmoons. Once you have a chem station it's even easier, 10 minutes on an oil shale vein and you'll have enough gas for the rest of the playthrough.

Almost forgot healing. A trip to the desert with 1 point in living off the land will give you enough aloe to outheal anything. A single point in physician unlocks bandages to multiply their healing 6x over. 2 perks in game multiply your healing 12 times over, think about that. Just 2 levels by themselves makes healing mathematically 12 times easier (double the aloe then 6x the healing). 

Why is water being more tedious to both secure in the early game and set up for the long game when compared to other things which should be harder like shelter, food, and vehicles? Are we going to make all those things more difficult too so that it's consistent? 

Pre-counter argument: "But you can do those things that early because you know what you're doing and are experienced in the game." The exact same point can be made about water. New players aren't going to know to live near a water source, they'll be too panicked while out or focused on other goals to remember to fill up their jars. New players already struggle with the basics, it's just vets who trivialize water on the first or second day reliably. 

No other substance in a container returns the empty container. Only canned food and drink did. Now those two exceptions work the same way as the rest and are no longer exceptions. 


But why was it decided to remove jars instead of... adding containers for those? The way gas works in 7 days has always felt like a placeholder. Why not add in a jerrycan which would make gas management harder and also more space inefficient (which would make a vehicle like the 4x4 more valuable as it can holder more gas in it and more space for extra gas if needed)? This would also be more tense as it'd take more time to syphon gas from a car rather than magically get it while we wrench it. It also adds to tense situations of searching for cars that actually have fuel and weren't drain by other survivors already (as opposed to literally any car you see now giving you gas 100% of the time). Adding in content actually improves the game as opposed to just removing stuff.

Oil could also just give a can after use? Like to harvest oil from a car require us to have an empty can and properly drain it. Again, increasing the time for us to get the resource we want out of a car leading to tense moments where zombies sneak up on us. 

Stew could just give a jar? Not like you can't just drink soup plus the recipe already takes a jar in the form of the water needed for it so literally nothing would have to change. The code is already there too, sham chowder gives you back a can so making stews give back a jar wouldn't even be extra work. 

Same deal for acid, either add in a plastic bottle or let them use jars too. Or we just hand wave acid because maybe it's too dangerous to try to clean the container it was in so we just say it's junk now. 

There was never four pages devoted to the weirdness of those things and people have always just accepted it.


There may not have been pages devoted to it, but clearly it's been noticed. Check out the Undead Legacy mod which does add in a jerrycan because of the weirdness of gas in 7 Days. 7 Days is in alpha so a lot of people likely just expected the current implementation of gas is a placeholder to be fixed later and the current implementation is not meant to be permanent. If this is intended to be the 1.0 design of gas maybe we should start devoting pages to that? Why does wrenching the door of a car magically give me cans of gas whose cans magically vanish once the gas is used?? 

End of the day though, the devs don't tell us something like this until it's decided so there's no point really commenting on it like I have. Similar to the farm change last alpha that nearly everyone was against (and I ended up actually liking). Most people just quit farming this alpha and live off meat and traders. Even I, who like farming and weirdly liked the changes, found myself not doing farming because it's now too time consuming. They just aren't worth the time in 90% of playthroughs where you've beaten the game by day 35 (all books discovered and max rank gear). Maybe the new water change and farming change will be useful when we get late game content so there's a reason to keep going after day 35, but until then we just have to live with them or ignore them and find a better way to play than the devs anticipated. Cause remember, they said food was actually hard for a20 lol, but foods never been easier. Dozens of farms being neighbors makes it trivial to collect corn and potatoes out the wazoo and the snow biome still exists as an all you can eat buffet. Water actually being more difficult is unlikely (though it does seem like glue will be harder/more tedious). 

 
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Is it more consistent with the rest of the game though?
Yes. I just demonstrated how as containers, jars act like all other containers. 
 

Now, if you’d like to talk about the separate issue of water survival va other aspects of survival that’s fair. 
 

Agreed that shelter is super easy to come by and definitely easier in A21 than hydration maintenance. 
 

Agree that hunting is too easy but disagree that farming is the stroll in the park you claim. You are glossing over having to spend points in LOTL and creating the farm plots. I’d say that building a water farm is comparable to building a crop farm. If setting up a crop farm is simple to you then so will water be about as easy. 

Again you are just glossing over the perk points needed and the material gathering needed. You could also just say that after reading a couple forge ahead magazines and placing a few dew collectors wam bam easy peasy by day 6 you’ve solved water. So if we’re just going to gloss the details we can say water is pretty consistent with these other things. 
 

yeah just tear down a parking lot of cars with that free wrench in your starting inventory. Wrenches are a lot more rare in loot in A21 (as are weapons) so nobody is going to be disassembling stuff right away unless extremely lucky. You also act like chemistry stations are available easily. In fact the process of crafting a workstation in order to produce gas is pretty consistent with crafting a workstation to produce water. In A21 the dew collector is the very first item on the Forge Ahead ladder while a chemistry station is one of the last items so water is going to be easier to get up and running than gas and yet in a very parallel manner. 
 

In this case you are comparing A20 mechanics with an A21 mechanic. Perks will no longer unlock first aid recipes so your comparison doesn’t even track. This is why it is better to try changes out in the context of the new version rather than try to understand it from the perspective of the old version. There is no way that you will understand the changes until you can play them in the context of the overall A21 experience. That’s what early access is for. 
 

Pre-counter argument: "But you can do those things that early because you know what you're doing and are experienced in the game."
Nope. Didn’t need that one. In fact it’s your experience with the A20 version and inexperience with all of the A21 changes and how they work together that is getting in your way. Now, maybe after you become experienced with A21 you may decide that hydration survival is disproportionately tougher than the other aspects of survival. We definitely will appreciate that feedback. 

 
For me, the problem with realism and games is you have to draw the line somewhere before it just stops being fun (subjective)
Yeah nobody really questions how we can eat/drink so much in games and never have to go to the bathroom :)

I did play a survival game that had bathroom mechanics... basically have to build like an outhouse and go #2 every once in a while otherwise your character walks really slow (I think), and it was annoying/a chore

 
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just tear down a parking lot of cars with that free wrench in your starting inventory. Wrenches are a lot more rare in loot in A21 (as are weapons) so nobody is going to be disassembling stuff right away unless extremely lucky. You also act like chemistry stations are available easily. In fact the process of crafting a workstation in order to produce gas is pretty consistent with crafting a workstation to produce water. In A21 the dew collector is the very first item on the Forge Ahead ladder while a chemistry station is one of the last items so water is going to be easier to get up and running than gas and yet in a very parallel manner. 
Are you saying guns will be more rare in A21 than they are in A20?  Trader balance aside in all my early game play troughs weapons already feel incredibly scarce and few and far in-between in the forest biome for the first 50 levels or so. I honestly don't think weapons need to be more rare than they already are because I feel like I hardly find any as is in the current alpha. In a20 I feel like 80% of my guns come from trader quest. 

As long as your balancing weapons from traders and not weapons from loot this will be fine

 
First change then is that it makes iron gut more valuable. In my group of players I know nobody who would "waste" any perk points on iron gut. 
They're still not going to use it. They're going to focus Better Barter instead. I think we both know this.
 

This is a game where you can build anything you want. Either build more roof space or simply put them on a nearby building and build a gangway to it.
🙄 or just build them on the ground etc. I get all of that. The thing is that it removes the option of not having to do that. If you want to go into end game then you're just going to have to manage the sprawl. No choice.
 

You seem to think that bases using existing POI's is a feature of the game instead of an accident of being a fully reconstructable world. I'm not sure TFP is 100% happy about the availability of bases that you can create with just a few simple blocks removed.
Yes, I do think that. There are more than a dozen POIs that were added in a20 with just that end in mind. If TFP were against said features, it could only be to force players to build more, but if players are not building more already it's because they just don't want to.

To be clear, I don't think that the water changes are going to have much of an effect on the average player besides the occasional case of dysentery. If it does, it'll quickly be balanced out. I do think that it narrows the game play options for a number of niche playstyles in order to force the use of an asset that they just really wanted to add when they could've easily just limited the stack size of jars, or just make them unstackable like buckets, and gotten the same effect. 

 
To be clear, I don't think that the water changes are going to have much of an effect on the average player besides the occasional case of dysentery. If it does, it'll quickly be balanced out. I do think that it narrows the game play options for a number of niche playstyles in order to force the use of an asset that they just really wanted to add when they could've easily just limited the stack size of jars, or just make them unstackable like buckets, and gotten the same effect. 
I feel like these changes will really put a squeeze on the 25% loot,no trader players who I think will be forced to change and adapt, or require mods to play A21

Vending machines now match the prices of traders. Just remember that you can't barter with a machine.
 

The frequency of animals in the snow biome has been reduced.
 

Yup!
 

Three
Will it always be three? If it fills up after a day there is a really huge opportunity cost to that because doing tier5 pois will take you a day or 2. Why do tier 5 pois and lose on potential water when I can bang out 2 tier 4s in a day and not miss any yield?

Atleast give us amn option to make a water storage tank after reading the last forge ahead magazine so it can have a capacity up to 6 or 9 and require way less micro management. Currently requires 3x as  much management as crops

 
They make milk from anything these days. We could have pine cone milk or maple acorn milk, or boar milk, or Arlene milk…. Too far?
Arlene is the best source for getting a burning shaft!

But yes, milk should be added from growing Almond's or something :)
Then milk can be added to recipes like coffee and pies and cakes, etc

 
I feel like these changes will really put a squeeze on the 25% loot,no trader players who I think will be forced to change and adapt, or require mods to play A21


Maybe. But if you're playing at those settings, being forced to change and adapt sounds like a good thing, since the default game is probably too easy. I doubt hydration will be the big killer in that kind of game, even with the proposed changes.

Will it always be three? If it fills up after a day there is a really huge opportunity cost to that because doing tier5 pois will take you a day or 2. Why do tier 5 pois and lose on potential water when I can bang out 2 tier 4s in a day and not miss any yield?

Atleast give us amn option to make a water storage tank after reading the last forge ahead magazine so it can have a capacity up to 6 or 9 and require way less micro management. Currently requires 3x as  much management as crops


If you're doing Tier 5, you're in the late game and water is no longer an issue (at least, that's the impression I'm getting from Roland and schwanz). More generally, creating opportunity costs is, like, one of the central pillars of a survival game. Why do longer Tier 5s instead of shorter Tier 4s? Better quest rewards, better loot. Challenge. Fun? I dunno man, you tell me. Hopefully the devs do a good job at making it worth our while.

 
Basically everyone here in any topic agreed on hydration being too easy throughout the game.

TFP tries to address this issue and make hydration more of a challenge.

Everyone now: "I can't play this game without empty jars anymore".

Sorry?
Dude this is some hardcore fanboying you're doing.

It fits real world logic though. In real life you would not have hundreds of small jars to store water, you would have a large canteen or bottle (>= 2 liters surely) to hold the water. The small glass jars would be too heavy to carry for the amount of water they contain.
The inventory system doesn't work that realistically with stone, wood, meat, etc etc.  You're picking and choosing.

 
No, it's not a self imposed rule, it's just something I don't enjoy doing.

I also don't jump off of roofs and go about my day with a broken leg either.

I also haven't brought up balance.

...but nice try.  Keep at it, you may get it one day. 
I replied because you always sound like a grumpy old man who's never happy about anything.

"It was better in the ol' days", you simply can't accept change and come up with "reasons" to justify that.

I understand that changing the game will mess up your mods and makes your work harder, I do, but as you very well know TFP have always been keen on changing things until what they see in the game "feels right", so you shouldn't be surprised or disappointed or grumpy about that. You "signed" into it.

Traders are an integral part of gameplay: if you purposefully don't use them, you'll miss some stuff the devs have balanced (that's why I brought up balance) to also be available from them or their quests. So your blank statement about not using traders after they explained you can find murky water also in quest locations, means you were unhappy about not having the option.

Nice try.

 
I do like everything that has been done to water. But, what about food? I have a few questions that you might be able to answer, both watery and filling ones:

1. How much more expensive are drinks now in the vending machines/traders?

2. Are there plans for nerfing food on wheels on the snow biome ?

The reason for the question is this:

Chickens and rabbits from the forest are fair game, as they can be a bit tough to find and capture, but what about the HUGE amount of food in the snow biome? Predators (cougars/bears) are big targets, easy to exploit (they go straight towards you when called, killable at day 1 with  around 50-100 stone arrows and a 3x6x3 wooden tower,  fact that gets almost instantaneous with firearms) and give tons of meat. The snow biome feels like a butcher's shop. A white rabbit could do for most of the territory, honestly lol. I do hate those agile rabbits, but they are rewarding to kill.

3. Can we pick up the dew collector like any other work station? 

4. What is the capacity of the Dew Collector? (How many units of water can it hold?)

Thanks in advance.
After all that he has shared with you, you already abandoned poor @faatal for "the new guy"... you @%$#!  :nono:

 
In fact, this is an interesting task – how to combine the desire of the TFP to complicate the thirst (which I absolutely support) and leave the jars in the game. It seems to me that the solution was on the surface: the empty jar that is now in the game becomes a "clean jar", but additionally "dirty jars" are introduced into the game. You can't find "clean jars" in loot, only dirty ones (this is the apocalypse, after all). If you fill a "clean jar" with water, it becomes murky water, after which a "dirty jar" remains. Murky water cannot be boiled and get clean water, because... of course you can do it and kill all the bacteria, but the water will not cease to be clean and safe from a technical point of view. So you can't. And the jar is not so easy to clean after that. With snow it's about the same story. But in the dew collectior, "clean jars" should be used, which can be created in the forge - this is an additional difficulty, because first you need to open the forge technology. But from the beginning of the game the player will already have one "clean jar" after drinking water. You can give the player 3 jars of water at the beginning and he will just have 3 "clean jars" for the dew collectior.
Thus, we will similarly restrict the player in clean water, he will be forced to focus his efforts on the dew collector, but he will have jars that, with any interaction with the outside world, will give murky water and become dirty, will not be able to return to their original "clean" appearance. And for coffee, tea and other drinks, clean water will also be needed, that is, you can't do without a dew collector here either.

I'm sorry for my poor English, but I hope you understand me. I wonder what you @Roland @schwanz9000 think about this compromise  :)

 
This is the crux of your dilemma right here and the key to your solution is modding. If you want to play in a way that completely outside the scope of the basic game then you are obviously going to have to change some things about the basic game. My suggestion would be to make a recipe for murky water out of the pot and snow.  Then again by time you make it to your second map you are sure to know the goldenrod tea recipe so you could drink straight from streams and lakes, use a first aid kit to restore your health, and top it off with a goldenrod tea to counteract the dysintery if you get it.
Just to add to this and support roland.

Download A20.5 and copy it somewhere. That way you have a backup of all the old XML.

Anything in A21 that's removed? You can go through the old XML and re-add it via XPath. Very easy and I'm always happy to walk people through that if they so wish.

So adding back the snow recipe would be super easy. :)  So would the empty jars (lack of model may be a problem though)

 
Chickens and rabbits from the forest are fair game, as they can be a bit tough to find and capture, but what about the HUGE amount of food in the snow biome? Predators (cougars/bears) are big targets, easy to exploit (they go straight towards you when called, killable at day 1 with  around 50-100 stone arrows and a 3x6x3 wooden tower,  fact that gets almost instantaneous with firearms) and give tons of meat. The snow biome feels like a butcher's shop. A white rabbit could do for most of the territory, honestly lol. I do hate those agile rabbits, but they are rewarding to kill.


Doesn`t seem like a problem to me. If you are investing 50-100 arrows to kill 1 animal, that in itself is huge investment and you should be rewarded. Time is also valuable factor, you need to build your tower, gather resources to make those arrows and you  can`t really shoot them all in 10s time period either. 
How do you overcome zombies that are tougher in snow biome + weather, you get cold pretty quick.. for experienced players - yes, could be easily doable cheese strategy and get your meat ASAP on day 1. Other players would die from cold alone.

 
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